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Jyosua

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Everything posted by Jyosua

  1. That would explain it. I think all the matches I've watched him in were ones he lost. Yeah, that Mu bodied the shit out of him and I was like "Man, what happened to you? D:". As far as the max damage is concerned, is that with like 100 meter and overdrive, or? I really want to know under what circumstances Jin can hit someone with 8k. XD
  2. Mmm, I still think that I will personally make a combo video to help the newbies out. Just to cover the combo paths, the basic confirms and some variations based on confirm type (CH, AA, Crouching, etc.). Originality and variation are fine, and combo mechanics are the most important things, but I think some visual examples help too. I'd like to see some Ren too. I really liked Shirushi before, but he seems to be having more trouble in CP than he did in Extend. O_o
  3. I was mostly just getting the formatting done for the wiki page so that it's less of a pain to do it later. Even if it gets patched before we get it, all we'd need to do would be some simple edits versus making the entire page from scratch after it comes out and have that process take weeks. We want the Jin army to take hold as soon as possible, right? Jourdal, I think Errol was joking since Jin is the top tier "basic" character for the game, so all the Swagna players are gonna wanna switch to him. Merry Christmas you guys!
  4. Yo, good games Swadloon. Didn't know you lurk here. I kept dropping shit because of the sporadic lag. What was up with that one match where it just became awful?
  5. I sat there and read every single combo. D: But for picking up a character, yeah, combo mechanics are far more important for newbies. Edit: XD Errol's on fire today.
  6. I like the way Errol said that. I can see the argument for only wanting to show combo mechanics. I guess at the very least, we can provide a link to the full list of combos.
  7. The main page for BBCP has been up for a while, but nobody took the time to make the templates for the attack data, so I did. I made the page for Jin and have been editting it to match the data that's in your threads the past few days. You sure about not putting all the combos? The quick guides are fine, but I think it's nice having a navigable wiki for all the data, including all the combos. That way I can click "Combos from A moves" under "Midscreen combos" and find exactly what I want.
  8. Yo Moy, how up-to-date is your list of combos right now? I'm editting the BBCP Jin page on the wiki atm. Trying to get it as far as possible so that when we finally get frame data, we can just make some simple replacements.
  9. At worst it's like, -4. If she makes the mistake of pressing a button after, you CAN and you WILL get a counterhit.
  10. That's true, I was like the only Jin player that showed up to events in Florida when I was living there. But Noel has always been a scumbag character.
  11. Jourdal called out that pattern long ago. Also is there a way to ban DC from the Jin forums? :P Tier whore.
  12. Well, if anyone wants a Mitsuru, lemme know. I have the game for both systems. :P
  13. Wow... that's really dangerous. Is he vulnerable during the command dash though? Curious if you can poke him out of it with 5C.
  14. You need a team member on XBL? I can play. :D Unless this is EC only or something... Edit: Just realized you're probably on team Yu or something, and I can't play Yu. XD
  15. I think he's referring to harakiri, but seppuku is equally correct. Harakiri was used in speech, while seppuku was the written form of the act. That said, I didn't know you were still around. Stop being salty and just practice.
  16. Buppa spamming 6A... lol. I did not know Hazama had some kind of backdash while in stance now... that's dangerous.
  17. I'll just leave this here: http://knowyourmeme.com/memes/reaction-guys-gaijin-4koma
  18. Another reason I never used it was strictly frame data: yeah 6 frame startup, but although B Fubuki has a longer startup, you're invincible from frames 4 onward. The recovery is also only 2 frames longer and the frame advantage is the same... Seemed to me that using Fubuki B is much better, unless they're way too close when you use it maybe... but if you don't have 4 frame to press a button, you shouldn't be pressing one. That said, if you mean using it to punish people jumping in general (Not just jumpins), yeah I could see it being more useful for that... I never really thought about that until the other day.
  19. Another correction It looks like the P2 for j.2C should say 85 > 89 unless the wiki was wrong about the old P2. At least I'm not the one who made the mistake this time. :P Edit: Cadacus said below that it was indeed 89 in Extend, meaning the CSEX wiki is wrong. I'm gonna go fix that, but disregard this post in the meantime.
  20. Naw man, what I was saying is that the trajectory of an opponent hit by CP's Fubuki looks like Fubuki B from CSEX, but with a little less untechable time. The startup and active frames look like Fubuki A. So it's fast like Fubuki A, but has the comboability of Fubuki B. I'm pretty sure someone wrote somewhere in the changes that 5C AA CH does have a little less time to confirm into something. I think that came out of the last loketest.
  21. Well, this doesn't necessarily apply to counterhit, but I know for a fact that raw 623B in CSE will only combo into 214D via an extremely well-timed link and ALSO only on a grounded opponent or one close to the ground. Meaning unless it's a counterhit, it will blue-beat if it was as an anti-air unless it was late in the jump-in. Assuming that the untech time on CH Fubuki has been slightly nerfed in BBCP, I would imagine this applies to that situation as well. But regarding CH Fubuki in CSEX, yeah Moy's right about it comboing at any height. This is also assuming that the untech time is closer to Fubuki B than A. It looks to me like they gave Fubuki A the properties of B.
  22. No problem. :D Whoops, I labeled Fubuki as 623A when the move is 623B. Also as a sidenote, the link description for Crush Trigger says he unsheathes Yukikaze, instead of Yukianesa.
  23. It probably will. It looks like it has similar characteristics to CSII Fubuki B. I think what happened in Tetsu's match was that he hit the opponent with Fubuki when they were too high in the air, meaning they had to fall longer before 214D~C would combo, allowing them to tech. That's happened to me in Extend... the comboability of the move depends on height.
  24. Oh sweet, you can microdash under the opponent after the sekkajin followup to prevent yourself from sideswapping. Yay corner carry!
  25. I found this hard as shit to read, so here's some better formatting: Proration Changes from CSE to CP [TABLE=CLASS: GRID, ALIGN: LEFT] [/TH] 2A 2B 2C 2D P1 80 > 100 80 > 90 80 80 > 90 P2 82 > 75 86 > 85 89 80 > 82 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] 5A 5B 5C 5D P1 80 > 100 90 > 100 90 > 100 80 > 100 P2 82 > 75 86 > 85 85 > 89 80 > 82 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] 3C P1 100 > 95 P2 84 > 89 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] 6A 6B 6C 6D P1 80 100 100 100 P2 92 92 90 > 94 80 > 82 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] j.A j.B j.C j.2C j.D P1 90 90 70 > 90 90 100 > 90 P2 82 > 75 86 > 85 89 89 95 > 89 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] Throw P1 90 > 100 P2 55 > 60 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] 236A j.236A (old j.236C) 623A 623C 214B 22C Sekkajin P1 90 80 > 90 60 > 80 50 > 60 80 > 95 100 > 95 P2 89 90 > 92 92 > 82 92 > 82 90 > 92 95 > 89 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] [TH]236D j.236D 623D (both hits) 214D 214D~C P1 90 > 85 90 > 85 90 > 70 80 > 85 80 > 85 P2 87 > 82 90 > 82 92 90 > 92 80 > 92 [/TABLE]
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