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Darkassasin333
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(-)6C-214B-5C-2C-(Delay)TK214C-662B-5C-6C-6D-6C-22C- 662B-5B(1)-22C For CH confirms (j.2C, j.C, j.B, 5B(1), 2B, 5C, 2C ) (Substitute with 5B(2)-22C VS Tager) 662B-22C For fast crouching confirms and slow hits (5B(1)-5C, 2B-5C, j.B-5C, j.2C-5C, 6BCH) (Substitute with 6C-(Delay) 22C-665B(1)-22C VS Tager) For slow confirms (5B(2)-5C, 5C-2C, 6B-5C, (j.2C, j.B)-5B(1)-5C), follow up with a second Sekkajin if you want to give up roll safe j.2C in exchange for damage. Otherwise, end it as is. This should be the optimal heatless Sekkajin ender combo under any circumstance, doing just a bit less than the Hizansen ender. Sorry for all the parentheses, haha.
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His 5D could also be special cancelable on block, giving him a safe auto-pilot (5D-Hishouken). I'd say that would also be a buff to his neutral.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
darkasjinksu§ replied to Moy_X7's topic in Jin Kisaragi
Another option after 3C-Sekkajin midscreen ender is to do dash 2B. They can't tech until just when you reach them, so If they emergency tech, your 2B will recover quckly enough to start pressure. if they delay tech,you can do 2B-5B-Sekka for more screen carry and the same oki. It also catches forward rolls, and lets you get pressure but not DP bait backward rolls. It's more reliable than IAD j.2C in my opinion, as that often lets them roll if you you don't time it perfectly. -
The combos on the front page could use some optimization here and there, but they're still relevant, and good for those who are new to the character. 5B-5C-2C-3C-(Ender) is better for midscreen damage than 5B-2B-5C-3C-(Ender), but doesn't work later on in combos or for 3C-Sekkajin ender. 5B-5C-3C-214B-C has better oki than the other two for Musou-followup ender, but does less damage. 5B-2B-5C-3C-22C is optimal for 3C-Sekkajin oki (Except against Tager), and 2B-5B-5C-22C gives the best oki for standing Sekkajin ender. Your best bet for Musou (no followup) is 5B-5C-2C-3C-214B. You can choose whatever oki suits you, I personally go for either Musou-followup for the heat, or 3C-Sekkajin (into either IAD j.2C to catch rolls, or dash 2B-5B(1)-22C to catch late techs) for screen carry.
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6C-CT-TK214D-6C-214B-5C-6C-cOD-(walk forward)-TK214C-6C-22C-5C-3C-623D-3C-623B-632146C For 8511 damage Can be done at <35% health and 92 starting heat.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
darkasjinksu§ replied to Moy_X7's topic in Jin Kisaragi
Does the Crush Triggers' frame advantage (+2) take into account the added positivity of the Barrier necessary to block it? -
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
darkasjinksu§ replied to Moy_X7's topic in Jin Kisaragi
There's no one way to fight anyone, so elaborate. What's your skill level at? Are your opponents a higher skill level? Are there any specific mixups or situations in which you are clueless? Anywhere you're getting punished? Do you have trouble with neutral? It's hard to answer your question without some or all of these answered. You might want to check the matchup threads as well, there might be something to help you. -
All the more reason to make it special cancelable. Would: 6A-22C-D-(crossunder)-5B-5C-2C-j.2C-j.C-j.2C-j.C-j.214C ~2.5K For 25 heat really be that overpowered? Especially with the nerfs to recovery and proration, that seems pretty reasonable.
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Well, it's 10 frames less hitstun decay. It might open up some slightly better combos. Something like: Throw-DC-j.2C-j.C-5B(1)-5C-2C-3C-214B-C. Certainly not a big change, though.
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Situationally, yes you could. However, if they're too far or they barrier, That -8 becomes a -15 or so counter hit punish. As far as I'm concerned, Jin no longer has an overhead without 25 or more heat. -8 Is far too risky to use frequently, thereby reducing his mixup to gimmicks and heat. Terumi would be proud.
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Matchup thread.
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With the Ragna buffs and the Jin nerfs, we might have ourselves a new scrub king. Seriously, though. It would've been nice if they gave us special cancelable 6A to compensate for the recovery increase. Also, his DP is supposed to cost 25 heat for a reason, so it should have gotten it's old P1 back.
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Most if not all 2As can beat his 6B if timed right, it only has foot invul until a few frames before it hits.
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That's completely irrelevant to "CP News & Gameplay Discussion".