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Everything posted by Putin
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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
Well, you have to do the 66 5C > 2C part correctly too, it's not just about connecting Rehhyou -
[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
Putin replied to Moy_X7's topic in Jin Kisaragi
I've only seen Fenrichi even attempt it, succeeding only... once? People keep talking about how easy Jin's combos are, but some of the truly optimal ones are so hard they're not even worth bothering with (SekkaD Rehhyou route, midscreen 6C 22C 66 5C route) "Just" pick them up as soon as possible after SekkaD so that the tip of Rehhyou hits them, then do the rest as fast as possible. I wouldn't even bother with it tho -
New, somewhat improved 100 meter OD combo, tweeted by Hitotose: 5C > Houtenjin > J.Zaneiga > 6A > (66) 5C ODC > 66 5C > 2D > CT > 66 5C > 6D~A > 5C > 4D~A > j.7D~A > Jakou > Mizuchi 7736 damage, without taking into account the lifesteal, even though it's not much. 100 meter required, works at <=50% hp but they can burst between Jakou and Mizuchi. Also works off 5B for 7378 dmg. Fully unburstable only at 10% hp, at that point it's possible to do it off 3C and 2C as well. This is obviously not a burst stealer, but it's nice to have a max damage combo no matter the requirements If they get their burst back during the OD time and they're mashing it, bursting during the middle of Jakou's animation or something, I guess you can RC Jakou into another one to compensate for Mizuchi's 1k. Otherwise they can time it during Mizuchi's startup to avoid it altogether and make you waste 50 meter but there's also the burst safe alternative a few posts up EDIT Also, something I thought about experimenting with some time ago but totally forgot. The optimal way (combo-wise) to convert a CH 2C frametrap is by following it up with 5C > 4D > Gasshou and you go from there. But what if we could auto-pilot IAD for a crossup, and at the same time be able to pick them up for a combo if they do get frametrapped? (grounded) CH 2C > IAD > 5B > 5C > 4D > J.Gasshou > sj.C5 > 66 5C > 2D~D > j.B > j.C2 > dj.C5 > Hiren 3884 dmg, 29 meter Position specific variants when you get them into the corner: CH 2C > IAD > 5B > 5C > 4D > J.Gasshou > Jakou > j.6D~D > 6C > 66 5C > 2C > Hiren 4077 dmg, 33 meter CH 2C > IAD > 5B > 5C > 4D > J.Gasshou > Jakou > 66 5C > 2C > sj.C2 > dj.C5 > Hiren 4245 dmg, 32 meter Jakou is kinda iffy, sometimes it whiffs depending on position and character, but it's a cool option nevertheless
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You only have to jump cancel during the last set of j.C to get some extra hits in, and even that's not always the case Usually you wanna do stuff > sj.C5 > land 5C > stuff, check the last few pages of the combo thread for specifics. These posts should be moved there too
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You need a green Gasshou (rising fang lol) that hits the opponent around the center of the top half of the flash kick "aura", then you instantly do superjump j.C. You can also do Gasshou > 66 5C if you catch them a little lower but it's rarely optimal in this version besides corner combos
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Oh, I just read in the wiki that blocked Ds use up her Heat-Up. That makes things a lot clearer and easier, thanks
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I was fighting this Bullet who kept going for 5C resets, so I started backdashing out of it or DPing when I was using Jin, however he then started to tag my backdashes with his Ds or something, which are + on block iirc. Where are there gaps in her pressure to safely get out and how? The only "reliable" method I found was to wait for the overhead and mash it, but other than that it was pretty much a waiting game for him to make a mistake I obviously have zero Bullet matchup exp, so I'm asking here to speed up the learning process instead of going through trial and error.
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You can squeeze in a 3C after j.2D and it'll work on everyone
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j.2C > 5B (1) > 5C > sj.B > j.C > j.D > dash under 5B > aerial > Hizansen works for me but not on all opponents, doesn't work on Hakumen for example iirc
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214D instantly, the timing for 66C is different depending on the combo route and the opponent sadly. If you want to go for the 6A route, then you must catch them with Zaneiga pretty high. Inputting 66C right about when the enemy reappears on the screen seems a pretty ok timing for most characters iirc It's difficult to explain how to do things that you've been doing based on feel rather than muscle memory lol
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Putin replied to Hecatom's topic in Under Night In Birth
I watched a Carmine combo video posted somewhere in the last few pages, but I don't recall seeing any combo which would setup a Maware. Is it no longer a thing? I remember watching Carmine before Exe:Late and most people would lockdown the opponent with the wheel after every single combo, which I thought was Carmine's specialty anyway. Also, how do his Dissolves actually function? I know they are placed down after using certain specials, while they turn into actual attacks when they're triggered again by... the same types of moves that set them down? What's their use though? Is it like how Relius makes his own pressure gaps safe using Ignis' normals? -
Cool shit man, I had a quick glimpse at it and it seems really well put together. I'd normally advise you compare some of your combos to those posted in here since I saw some suboptimal stuff (while the optimal routes aren't unstable), but you obviously put too much work into it so you'll need to take a rest I'm guessing it's ok for us to edit it as long as we have better alternatives? Maybe type down our versions in the note section so people can compare them first? Also, regarding your rant towards the end... -Will these nerfs do the work? -idk lol, slap in some more just to make sure -k -k
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rip Houtenjin 2009-2014
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This is the first iteration of the game that offers you rewards for playing ranked, albeit silly, and it's pretty much 100% 0bars in there. One ranked match since EU release, ~30 more to go
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It should be the same off 6A, but you'd replace 6D~A > 66A with 6D~A > 66B I guess. I've definitely seen it in combos, but I couldn't get it to work for some reason. The meter gain shouldn't be enough to end it with Mizuchi though, so for this case and any other time when you don't have enough meter for CT, just do Houtenjin > OD > J.Gasshou > (6)6D~A > and so on. I also tried 6B instead of Gasshou and it works, but it should yield less damage Might edit the post with exact values later if I get around hitting the lab Also, the 2C variant does work in the corner, but it's character specific. Probably works on the big guys only EDIT Non-CT versions of the 5C Houtenjin OD combo: 5C > Houtenjin > OD > J.Gasshou > 66D~A > 66A > 66 5C > 6C > 66 5C > 2C > sj.C1 > dj.C5 > Hiren 5577 dmg, works even with 100% health but is fully unburstable only at 50% or lower. 5C > Houtenjin > OD > J.Gasshou > 66D~A > 66A > 66 5C > 6C > 66 5C > 2C > 4D~A > j.7D~A > Jakou > Mizuchi 6885 dmg, requires 61 meter and <=40% health for it to be fully unburstable. 55 meter required at <=35% health. Also, for some reason corner 2B oki has changed and stuff > 8dj.C5 > Hiren > 2B doesn't seem to catch rolls anymore, however it does almost off of anything if you do 9dj.C5 > Hiren. Even straight up 5C > 2C > sj.C5 > Hiren works. In this case you get a lot more damage since you get to use Jakou, but they can burst as soon as you hit them and now you're in the corner. Here's my sideswap roll punish combo anyway: 2B > 5B > 5C > Jakou > 5C > 6C > 66 2C > sj.C5 > 5C > 4D~A > 66 2D~D > j.C1 > dj.C5 > Hiren 4308 dmg, 30 meter If you KNOW they're gonna roll, you can optimize it further by doing 2B > 5C > 2C I guess, but this is much safer. Also note that 6C > 66 2C doesn't work on some characters, Izayoi confirmed And non-sideswap 2B roll punish off TK Hiren ender: 2B > 5B > 5C > 4D > J.Gasshou > sj.C5 > 66 5C > 2D~D > j.B > j.C2 > dj.C5 > Hiren 3525 dmg, 27 meter.
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Nice find, I was trying to figure out a substitute to the old 9555 dmg 5C OD combo myself, but was only attempting stuff with my back to the corner for whatever reason However, I couldn't get j.7D to work on Terumi (didn't try it on anyone else yet) so I came up with a slightly different but superior version: 5C > Houtenjin > 66 OD > CT > 66 5C > 6D~A > 66A > 66 5C > 6C > 66 5C > 2C > 4D~A > j.7D~A > Jakou > Mizuchi for 7427 damage, 100 meter and <=35% health required. You basically swap 5D~A with 2C. Just wondering, at what health does the 1k life drain occur? I'm asking because the OD ring disappears during Mizuchi whenever the OD ends, which is sad since it could count for a slight OD boost to the super if it persisted. Oh well
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It's just that connection numbers can't be trusted. I get a 2bar with the people I usually play and most of the time it's pretty much lagless, but afterwards I might play some random 1bar and get a cool slideshow instead. I've also played a completely perfect 0bar once in CP with a guy from Scottland or something which blew my mind, I haven't been that lucky ever since though There was also that friend in CSEX with whom I used to get a 4bar, but was no different from the other people I played with and got a 3bar, the same people I get 2bars now in CP
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Putin replied to Hecatom's topic in Under Night In Birth
Has the price for the digital version been announced yet? Gotta set up those gameshares -
I probably pressed upback or something by accident when you threw it out, I was trying to figure out what was going on during that flurry of 5Cs :I
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GGs, my fault for trying to play "properly" when I couldn't even do baby Terumi combos during that slideshow ;_;
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Yeap the combo thread OP is ridiculously outdated, check its last few pages for 1.1 combos. I have listed many different ones for various situations and starters in various posts which should cover your needs for the time being
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The combo was suboptimal as hell even in 1.0 and doesn't work now in 1.1. The 3C > 214D~66B > 66 5A part still works though, and if you lurk a bit you'll find plenty of posts addressing your problem with appropriate answers below. You need to do ~66B faster, when done correctly you'll barely notice any delay when the B followup comes out. Also you don't need to dash 5A if you 3C at point blank, therefore you can try using point blank 3C as a starter instead, so you won't have to worry about getting the dash until you learn how to do the ~66B part
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Anything into 22C or 6D midscreen
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You can count your wins by going to that one tab which lists all of your recent matches, it can also be accessed when you're in a player room. Not perfect, but it's there I guess
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That's some useful insight which I'll definitely keep in mind, however what's really baffling to me is that I often find myself in situations where I think "I could AA pretty much any character now", but when I do it against Bang I get hit in the face. Thankfully I don't have particular problems in neutral with any of my characters, even though he is a tad harder to keep pinned down with Haz. I just can't wrap my head around what's going on with his air to ground game, that is all. I was thinking of throwing out 5C instead of 2C since it has sightly better vertical hitbox, I'll probably try it out but I'm not expecting much