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Everything posted by -Kid
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I managed to find a way to milk more damage out of that. 6B FC > 5C(2) > 3C > 6C(3) > RC > 22C (Max mash) > 666D > 5C > 3C > 236D > Orochi Damage: 5044 Heat: End up with 0 if you start the combo with 50 heat. * I found that If you delay the 22C slightly, you'll gain enough heat at the end to use Orochi. Must be something to do with heat cooldown. You can also delay 6D
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6C (CH) > 665C > 3C > 22C mash > 6D > 2C > 5C > 3C > 236D > (Orochi) 4122 dmg / 63 Heat (4783 dmg / 63 -50 = 13) I need to go test other optimal routes when I get the chance. By the looks of it, it seems that Terumi's j.D is going to be used a lot when jumping in due to the large hitbox and the little risk involved. Looks like it can stuff the best of anti airs
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Stronger in what respect? Damage output? Or just as an overall character?
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plz
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[CSE-CP] Jin Players List and Availability Information
-Kid replied to Chris Chaos's topic in Jin Kisaragi
I'm a yes for CP import. -
Hurry the hell up seo.
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Zoular man, you are making me want to get the CE now. Ugh. Hopefully the usual suspects don't flame me for getting more collectables. :x
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Tick throws, TRMs, 2A > 2C frame trap, 2C > 5C, 2A > 5C. Try to work with those. Once you get the hang of how Ragna is meant to be played, you'll find it easy to keep your opponent honest.
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Thanks a lot KayEff. (4422 dmg / 45 heat) 1st combo (5153 dmg / 38 heat) 2nd combo What you could focus on at the moment is actually going straight into playing people once you feel comfortable enough. You'll find that most of the things you learn and do in training mode won't work against people or work the way you want it to. You'll also find that you're having to adapt to the way people play. Fastest way to learn is to play against others, as it'll teach you want to do, and what not to do. Combo wise, just look at this combo thread for the most optimal confirms off certain moves. Proration is a good place to start when it comes to understanding combo routes though. You'll need to learn Ragna's most damaging starters. (Dead spike, 22C, 2D, 6C etc)
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The D inferno divider is the problem here. It's the reason why the cross under 3C is not working properly. You need to use D inferno divider (1 hit). Don't make the inferno divider hit twice. Alternatively, if you are having problems with making the D inferno divider hit once, you could use C inferno divider instead. Other than that, this combo you are doing is not the most optimal damage combo you are using off HF rapid. Try this when you feel slightly more comfortable with Ragna: 5B > 5C > HF(2) > RC > TK GH > 5B > 5D(1) > DS > 5C > sjc > j.C > j.D > jc > j.C > j.D > BE > 5D > DID(1) > 236C > 236C > CU 3C > 22C. (4392 dmg /49 heat) A slightly more optimal combo would be: 5B > 5C > 2D > RC > 5C > 5D(1) > DS > 5C > sjc > j.C > j.D > jc > j.C > j.D > BE > 6B > 5D(2) > DID(1) > 236C > 236C > Cross Under 3C > 22C That's like 5k or 5.1k, I'll confirm later when I get on training mode.
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GGs to DLZ, Bakahyl and anyone else I've played recently, including the online scrubs. People, stay free to 6B throw bait.
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It is a typical wall bounce ender, but he asked which combo you are doing it off so he can give you the best piece of advice. Some combos like the optimal throw corner combo that nets 4.1k requires you to do the cross under 3C quickly before the opponent techs. As for other combos, the 3C may blue beat or the opponent might tech because the combo is too heavily prorated. This is why we needed to know the combo you were doing. For example, if you are starting a combo with 2A > 2A > 5B > 2B > 5C, the cross under 3C at the end may not work depending on the combo you do, because you've prorated the combo with all those additional hits.
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Just some optimal combos I never see anyone do: Corner/Near Corner: 6B > 5C > 6C > dc > 6B > 5C > 5D(1) > DS > 5C > sjc > j.C > j.D > jc > j.C > j.D > BE > 5D* > CID(1) > 236C > 236C > CU 3C > 22C * If you dash 5D, you'll get 4519 dmg at the end of the combo. If you don't dash 5D, you'll get 4523. The difference in the damage is due to the fact that you get more damage by hitting with the tip of CID when doing only 1 hit, compared to using it up close for 1 hit. Corner/Near Corner: 5B > 5C > HF(2) > RC > TK GH > 5B > 5D(1) > DS > 5C > sjc > j.C > j.D > jc > j.C > j.D > BE > 5D > DID(1) > 236C > 236C > CU 3C > 22C. (4392/49). And while I'm here, I'm might as well throw Mash's throw BK combo. http://youtu.be/3AqEwT-ZC48 Throw > DS > 6D > jc > BE > 6B > BK > 5C > 5D(1) > DS > 2C > 5D(1) > 214B > 214D* > 6B > 6D > DID(2) > 236C > 214D > DID(2) > 236C > 236C > 5D(2) > HF(2) > DbD. (6406 dmg) * You must delay the second hit of Gauntlet hades in order to get the 6B > 6D > DID to combo. Works on all characters, although on Rachel and Tager, you DON'T have to delay the second hit of gauntlet hades in order to continue the combo, due to their huge ground hitbox. Credits to MashThat5A for the BK combo.
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Am I the only one who found those overheads hilarious? wtf was Hara doing? It's hard to actually try to work out what happened between Hakumen's 5A and Jin's 5B. Might be range dependent Anyway i'm just wondering if TK Hizansen > relaunch 2B/3C would work. For instance Sekkajin > TK Hizansen (Really don't know if that would work) > 2B > 5C > 2C > 6C > 623C. Would be pretty cool.
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Great, Thanks! Just did it now. Got it to work on Carl too, the timing is quite specific however. Delay the j.C too much, and the second j.C will be blocked. If you don't delay it enough, the second j.2C will whiff.
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Best way to use Bloodscythe is to use it off awkward gattlings like 2A/2B > Bloodscythe. Your opponent would be thrown off by that because they wouldn't expect you to use it from that close. That reduces the chances of you getting AA'd, if your opponent gets thrown off by a couple of milliseconds. Another way to use it is by using it naked, certainly not off a 5D, that's stupidly telegraphed. I don't think i'd be using ground BS anyway because of the risk vs reward. I'd be more likely to do TK BS > Rapid > Mix-up, and without meter, stick to my CS:EX style Ragna pressure.
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Well, in terms of damage, the highest I've been able to milk of a meterless throw in the corner is 3170 dmg. Throw > A musou whiff > B DP > 2C > 6C > C DP > 5A > 5C > 2C > C DP (3170/26) Also, most optimal 6B counter hit midscreen that I discovered, which is not up there yet. On standing opponent: 6B [CH] > jump and slightly hold barrier to bait bursts > j.2C > j.C > 66 5C > Sekkajin > 66 6C > 2D > 66 5C > 2C > HJC > j.C > j.2C > JC > j.2C > j.214B (4113/44)
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You should be aiming to approach when the Relius is low on Ignis meter, if you aren't confident in your abilities otherwise. Maybe you lack patience when trying to approach? Recklessness and impatience is what Relius feeds on. Frustration and impatience will cause you to do stupid things.
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Hey all, I'd like some advice on my matches against Valkenhayn, because i'm starting to find this match-up quite impossible all of a sudden. I play at 58s and 14:30 here I'd appreciate it if you can comment more on the match up and what I should be doing, rather than Inconsistancies I plan to iron out real soon. I was playing really inconsistantly that day, so ignore that for now. I feel as though i'm at too much of a disadvantage at neutral, due to Jin's lack of range. I can't jump in because i'd get stuffed by [w]5B. Throwing ground ice swords carries it's own risk due to them having tons of recovery. It makes it such an easy approach for a valkenhayn player to get in when they react to ground ice swords. A ice sword is slow can be reacted to by jumping over. Even though that has the recovery B ice sword lacks, Valkenhayn can still get in for free, even if he doesn't get a CH, he's still in and can begin offense. Moving on to keeping valkenhayn out. A fubuki seems to work sometimes against valkenhayn for obvious approaching, but just like any DP, can be baited by the more competant players. Valkenhayn excels in this department as he is able to use wolf faints to faint approaches and bait DPs. Ice swords can work wonders against valkenhayn when used sparingly, but even they carry their own risk, whether it be valkenhayn being able to just run underneath it and catch my landing recovery with [w]5A/5B, or being able to just fly over it. j.236D can be reacted to by using a 4C for the invincibility and come in to punish. All in all, I feel like a sitting duck, waiting for valkenhayn to come and rape me. Once Valkenhayn gets in, I have a hard time dealing with his mix-up because anyone that's played a decent valk should know that his mix-up is bullshit. I find that the longer i sit in block, the higher the chances are of me getting hit...so we now come to DPs. C DP is obviously a no-no on wake up because of the OS valk has against it, and the rest of the cast for that matter. By the time I have meter to do shit, I find that my life is already at or below 50%. It's not bad blocking on my part, it's just valkenhayn ._. Even Yukikaze I don't find as effective, as valkenhayn can cancel attacks during the superflash (as you'll see in the video). Stagger pressure keeps me honest on block. CG makes me wanna DP..playing into the valk's hands in trying to bait it. His mix-up is unblockable. So i guess the question is.. wut do? Is this match-up really that unwinnable? Even the japanese struggle with it. I'd like to hear what you all think, i'd really appreciate your feedback so i can stop getting bopped by Valk. My take on this is that I just have to yomi all my shit, because nothing seems to be working, but i don't know how far off I am from that. I also think that playing really unconventionally and random sometimes works, like the random gold bursts etc, but I don't know if playing unconventionally is Kiba specific or Valkenhayn specific. Obviously everything was building up to that last throw in the last match of when i got robbed of the tournament ;;
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Because it forces the opponent to quickly reacting to CT by barrier blocking as soon as they break out of the ice, especially with the 5D setup, since it has the shortest freeze time. Seen this setup countless times in the corner with 5D > CT.
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I've done it before after an IAD j.2C > j.C combo, whilst buffering Yukikaze. It seems to be strict on timing for baiting bursts though, because sometimes when I bait bursts with it, the opponent can move after, and sometimes they can't. I guess what's important is hitting Yukikaze on that frame in which your opponent can't move.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
-Kid replied to Moy_X7's topic in Jin Kisaragi
3C > 236C can be used in the corner after you've conditioned your opponent to stay grounded for a while longer. It can also be used to bait DPs such as Mu's. If she attempts to DP, it'll whiff you and you can go for a 6C punish. If opponent stays grounded, go for 2B reset. If blocked, continue pressure. -
Which setup up in particular? Most of Relius' setups are rendered useless with good blocking, although this obviously doesn't apply to the unblockable setup. As previously stated, the more you block, the worse off the Relius player is, as he/she will find themselves using more of their Ignus meter, which limit his options once they retreat from their pressure. As for turtling, if it means that you play patiently and safe, then go for it, as this match up is all about being patient. Reckless approaching will get you hit hard, so it's better to wait it out, or react based on what you think your opponent is going to do. Other than that, Relius players tend to use 214A at neutral to stuff your approaches or start offense. Tap out Ignus whenever she is out with a fast startup, fast recovery move like 5A (Also works as an anti air if Relius tries to approach by air). Avoid longer recovery moves for tapping out such as 5B. 5C should only be used to hit Ignus and Relius if in range, as this can tap out Ignus and force Relius to block.