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Everything posted by Putin
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No chains, no party. I'm also pretty sure that many users tried to defect, but came back once they realized Terumi's pretty mediocre. tiers pls
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Nice, this would also push Jin back so it'll be less likely not to get the full 1.5K from Touga. Edit: 5C whiffs on some characters. Tested it only on a handful of them, it didn't work on Hazama and Nu. Just something to keep in mind before going for this route.
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These characters are ones who can run I suppose? You've definitely answered my initial questions, but I'm really curious about the way this works.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
Putin replied to Moy_X7's topic in Jin Kisaragi
5B being -6 and not jcable on block feels like Jin's biggest nerf to me, partially because I just can't get accustomed to it and often find myself pressing 5B > jump and end up standing there like an idiot. Old habits die hard. There's also the obvious lack of pressure resets that don't evolve 6B or the occassional 6D -which you should use, but sparingly unless you want to get mashed out of them every single time. I personally find 6B really good and do use it, but you obviously need to gauge when it's ok to throw it out. I often get free resets or strong CH combos out of it since it beats many lows -
Oh, so I just don't tech until they decide to start using a legit setup. Does Bunker > 5C > Black Hole require IB as stated above, or just roll asap and run away?
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I gave Orochi > 66 2B a try and it doesn't seem tough at all. Sometimes they'd be too far and 5C would whiff, but I was just doing 2B too early. Only tried it on Noel, dunno if it's her hitbox making things easier but I doubt it. The damage loss is pretty big, about 1K less off 5B > 5C > 3C, but the corner carry is really good especially if you end it with 6C. It definitely helps Terumi since he can do good damage once he gets them in the corner even without meter and get oki, good stuff
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I noticed it a few days ago in the lab, I was like wtf but didn't care enough to look into it. I hope it doesn't come back to haunt me in actual matches D:
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What exactly do you IB? The followup projectile (or whatever it is) of Bunker?
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Everyone's talking about 22B Black hole setups and how to escape them, but what about straight up Bunker > Black hole? I haven't bought Koko yet so I can't mess around with it in the lab. I'm mainly interested in how I can avoid it with Hazama and Jin. I know Jin can Yukikaze 22B, but idk what to do when it's not down. I'm guessing Hazama doesn't have any options whatsoever
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I find it easier to do 214D instantly after Houtenjin, wait for half a second or something, then proceed to 66~C. You must also let the command dash go forward quite a bit, don't mash C after 66
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^ Hizangeki > 6C > Musou > 5C > 6C > 6D > 6C > Sekka > 5B(2) > 5C > j.C > j.2C > dj.C > Hizansen for almost 4.9k You can also do 5B(1) > 5C > j.C > j.2C > dj.C > j.2C > Hizansen for a little more damage but it's either char specific or you need to delay Sekka a bit. Yours can lead to resets though so it has its uses Also, "insta-OD" Hizangeki combo: TK Hizangeki > OD > 66 3C > Musou > 5C > 6B > Hizansen > (6)6C > Sekka > 5C > 3C > Fubuki > OD Touga About 5.8k, works at 80% hp and with 61 meter before Hizangeki. I see me finishing rounds with this rather often
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So, where exaclty are those gaps? I can DP out of most of her stuff, but it seems that I can't mash out of them as reliably. I could even 5B some of her strings in EX, but now I often find myself trading when using 5f 5As or even Houtenjin.
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He's a basic mobility character (albeit fast), with Hazama's normals. Yes, Hazama's normals are great, but they only work if he's right in their face. Terumi can't really do anything midscreen other than throw 5D or j.D which both have bad reward, unless you have great reflexes and can hitconfirm 5D into Jagaku without autopiloting it. He pretty much feels like a Ragna with shit range, no ID and 6B. Picture that, doesn't look really good does it?
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I never mentioned any issues about the combo dropping if you're too close, on the contrary. You don't want to be too far when you 3C since even if you do 66 5A correctly it might not reach them. That's why I proposed doing point blank 3C, so you wouldn't have to worry about the distance.
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It's not really that hard, if you can't figure out the exact timing just do point blank 3C > 214D~66B > 5A (no dash), and see when the 5A comes out. When you get the timing down and actually press the 5A once and not mash it, try inputting a dash before it. It's also impossible to 66 5A at certain distances so make sure you're close enough and you're not wasting your time in combos that don't work
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New corner Zaneiga route: Zaneiga lvl1 > 66 5C > 2D > Jak.Gasshou > 66 5C > 6C > 66 5C > 2C > sj.C5 > 5C > 2C > sj.C2 > dj.C5 > Hiren 4536 damage, 34 meter Off other starters: -CH 5C > Zaneiga: 4692 damage, 35 meter -CH 3C > Zaneiga: 4566 damage, 34 meter -Zaneiga lvl2: 5367 damage, 40 meter (no reason to do that if you're in their face, since you can dash under them for a Jakou route*) The timing for 5C > 2D is kinda tricky, since you don't want them too low because it won't bite, but also not too high because you won't be able to connect the 6C. In the latter occasion you can salvage your combo though by taking this route instead: Zaneiga lvl1 > 66 5C > 2D > Jak.Gasshou > 66 5C > sj.C5 > 5C > 6C > 66 5C > 2C > 4D~D > j.B > j.C2 > dj.C5 > Hiren 4468 damage, 33 meter. Only about 100 damage lost, not bad and still better than the Zaneiga > 5C > 6C path** You also have to omit the 4D off CH 5C and 3C. *Zaneiga lvl2 > 66 5C crossunder > 6C > walk 5C > 2C > Jakou > (66) 5C > 2C > sj.C5 > 66 5C > 2C > 2D~D > j.C1 > dj.C5 > Hiren 5617 damage, 39 meter Also possible off CH Zaneiga lvl1 for 4731 damage and 33 meter. **Zaneiga lvl1 > (walk/66) 5C > 6C > 66 5C > 2C > 4D > Jak.Gasshou > 66 5C > sj.C5 > 5C > 2C > sj.C2 > dj.C5 > Hiren 4396 damage, 31 meter
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Messing around with Terumi, came up with this 9k combo (22C reset) 22C lvl3 > 60%OD > Soutenjin > 5B > 5C > 3C > 6D > Jagaku > 100% Fuuenjin 9230 dmg and you obviously need 150 meter. My setup is this: (already at 100% meter) 5D > Jagaku > Orochi > (66) 2C > 5C > 3C > 22C lvl2 > 6D > 22C resets instantly. Cool shit edit: for some reason the setup won't build 100 meter in the end for Fuuenjin anymore, I'm probably doing something wrong since it worked last time 100%. If you're 1 meter short in the end, do 5D > Jagaku > Orochi > (66) 2C > 5C > 22C lvl3 > 6D > 22C, it builds enough meter. Works if you have 59 meter or more prior to the first combo. Also if you replace Fuuenjin with Soutenjin > Orochi the damage goes up to 9504. You need 50%OD for the Orochi to get powered up tho
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sj.C, 5C > sj.C, chains, Jakou Whichever seems appropriate in each situation, taking into account screen position and enemy height after the AA
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I just tried 3C > 2D and it won't catch rolls/playing dead for me unless the 3C hits at about max range. Which rules out using it in the corner lol, unless you know they'll tech but reversals still beat it so idk Raw 3C ender though seems ok since it lets you punish rolls even with 5B, which means huge damage even if you're late and you catch them with it after they go through you, as long as you have 50 meter for Messenga. However... It loses to mashing even if you go for 2B instead of 5B. It will go through them and the recovery is bad enough to give the opponent enough time to press a button, Hazama can even 5B him out of it. So, the only reliable way to deal with everything but reversals is... 2A mash; but it seems to beat everything but mashing. Thing is, even when I time it correctly to catch rolls with 2A > 5B (recording it with the dummy), I can mash out of it if I tech. The 2A whiffs and I can hit Terumi before 5B comes out, which means that his only true option is 2A > 2A. All of this translates to 2A mash until you make your opponents tech properly (some of them refuse to, believe me). I hope I'm being stupid and doing something wrong, because this looks pretty sad. I get the same results as 3C off 6D and corner Burensen ender btw
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I keep beating greens and yellows and I'm stuck with light green since day 1 CP rating pls I've never played at a cab, yet I have a colour and it "reset" to white once as well. It's probably a universal thing, or player match&cab only.
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By early you mean early on in the combo? If that's the case, I could just go for Jagaku ender for that meter and punish the roll into Messenga > 4k > get back meter > enemy's in the corner again. Something like 5B > 5C > 3C > 22C > 2C > 5C > 3C > 6C > 5C > 3C ender > 2D wouldn't work, would it? I guess I can check this on my own, but I was wondering what most people use as enders in case I'm missing on something
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Sorry if it's been already discussed (probably has), but what are the optimal enders in the corner? Off really short combos I find that I can punish rolls after Jagaku with 2B, but off full combos they roll out for free. It seems that 6D > safejump works, also 3C feels much better than 236D. I've also seen 2C > jc ender but idk about that. Burensen is obviously good too, but needs meter
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Now we just need to test if OD > chain > 6A > 5C > chain > 6A loops are optimal
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If you look carefully you'll notice that he barriered for a split just to block Jakou, didn't waste any unnecessary barrier. So yeah, its "air unblockability" hasn't changed
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http://youtu.be/DkVy2gZBfCA?t=14m16s Yoooooo