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Jyosua

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Everything posted by Jyosua

  1. Yeah... I just hate playing like that. It's nearly as bad as playing against Tager. Perhaps I should learn another character to "counterpick" so I can legitimately play rushdown against her. Or can nobody do that? GGs though. My back is fucking killing me though. I'm beginning to think playing FGs has something to do with it.
  2. I kept getting 236D instead of D DP when I tried to DP during frametraps in your blockstrings D: GGs though.. I dropped alot of shit but it was fun.
  3. I'll play you zking!
  4. StayFree you need to add me on XBL.
  5. Omni, do you have a room open yet/still? I'm curious how our connection is now... the last time we played I was a total scrub, but I also lived on the EC. Now I'm WC.
  6. Lol, it's okay, I understand. XD Anyone up for some matches? GGJ is the best tier whore. Ragna, Hakumen, but worst of all... PLATINUM
  7. You're most probably right. I suppose we really don't need any more tools by this point though. XD
  8. Right, but since he was so close to the ground already he probably could emergency tech nearly immediately. I mean higher up off the ground, like superjump height.
  9. He was on the ground already, so I wonder if there's some untechable time in the air?
  10. Let's also not forget that even if you do it properly, they can green burst the DP C, make it whiff entirely,and then punish with whatever they want. I think I'll take the free 214DC burst bait/punish unburstable followup as a "We're sorry about that" from ArcSys for that one. :P
  11. http://www.youtube.com/watch?feature=player_detailpage&v=UkYkSjcDxgg#t=466s I guess this is really the only answer to Bang's distortion command grab in the air. Has anyone else seen any other ways to react to this?
  12. You know what's even better? You have to delay the DP C slightly in most DP loop combos on Rachel. I didn't know this until recently... she kept being too high in the normal 5B starter corner combo and a couple others. I'm like "Wait so executing this combo perfectly, the way you have to on nearly every other character, is wrong? God dammit ArcSys..." Games were lost because of this. I had no idea that Rachel's air hitbox was strange. Proud to be part of the newly reformed Jin It To Win It Army
  13. I really hated how unstable Jin's combos were in Extend. Sekkajin wasn't terrible, but it really showed with 6C and 214A wallbounce. 6C didn't always combo into 2D as the hitboxes were fickle... and followups to 214A wallbounce required on-the-fly adjustments. Swag as hell, but very unstable. I'm really looking forward to Chrono Phantasma because of this reason the most. Though Hizangeki looks lulzy too.
  14. B version you might have to punish on the ground... I seem to remember having a similar issue. I honestly thought they were gapless too until LK was like "punish that shit"
  15. Not entirely true about straight through. If you block the first hit of B or C version, jump and punish.
  16. You know how stupid good Mitsuru is in P4A? Well imagine an air-to-air counterhit j.A into full combos with bufula oki. Yay balance patches. That said, I /really/ don't want to see Jin get nerfed prior to reaching the states. I would be very salty about that.
  17. I'm down with biweekly saturdays still.
  18. Oops, yeah you're right. I thought the hitbox was lower on Rehyou than it actually is. Everything else I said stands though.
  19. You're also thinking about his D DP, not C. Look if he has 25 heat; if he's a very predictable Jin, he'll use D DP. He'll probably use C DP if he has 50 heat though. Makoto's 3C will low profile D DP, but not C DP. StarGazer's suggestion to use a 2A OS is probably a good one, but watch out for wakeup throw. As far as watching out for grabs and resets: Watch out for resets after 5B or after a j.D finisher to an aerial combo. After 5B jin can reset midscreen with a grab, low, crossover, or overhead (but only if he has 50 heat to RC the overhead). In the corner, 5B will pull the opponent slightly out of the corner, so all of these options are again viable. Be careful about expecting a crossover reset after seeing an airdash though... he can feint that and then reset you with j.236D ice swords, which prevent him from crossing over. In the corner this leads to really good damage. As far as j.D is concerned, if Jin is high enough in the air to get his air option back and you are slightly above him, he can airdash under you after j.D and reset you with another j.D. This can end up carrying you into the corner. As far as TRM setups, simply don't mash throw tech. Jin loves to go for TRM because it's a primary way to open people up. Jin does not have good high-low mixup, so he relies on grabs and crossovers/feints to open up the opponent. Offline and in a really good netplay connection, green throws can be teched, but since Jin will often use 2A and 5A pressure, that will get you TRM'd. If you also mash throw tech after 5B, he can overhead > purple throw TRM.
  20. The Jin It To Win It Bandwagon is not accepting newcomers at this time.
  21. Happy New Years! You bastards better show up to Final Round in a few months!
  22. Yo, Happy New Years guys!
  23. Yo, thanks man. Should be able to use that to decipher everything then.
  24. I know my way around a kanji dictionary and a few bits of grammar, but that's about it. lol I don't understand what the parenthesis are for, or what the small bits of japanese in the middle of their combo routes mean, and there are so many of them that I'm not sure I should bother translating it.
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