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Everything posted by darkasjinksu§
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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".
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6C-CT-TK214D-6C-cOD-6C-6D-6B-j.214C-6C-22C-5C-3C-623D-3C-632146C for 8468 damage. More versatile than 6C-623B, which gets only 3 ice wave hits on most of the cast, but only works if you have <10% health.
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Just wakeup invul and hitbox shit. Counter assaults generally have terrible hitboxes, so I'm guessing it's just a combination of Kagura's CA only having a hitbox at the tip of his knee, and Jin leaning forward slightly during 5C.
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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
You can negate the need for a microdash after Hizansen on some characters if you microdash the 5B. It's easier timing, so you can see why it's preferable. -
For those unaware, that "Throw > j.2C > j.C > j.2C > j.C" combo segment works on just about any relatively early freeze in a combo.
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The 100 heat combo does 6107 damage, and can be improved with: 5B-5C-6C-2D-CT-OD-5C-6B-j214D-5C-(delay)IAD-j2C-jC-j214C-66C-22C-3C-632146C Which does 6160 damage. The 75 Heat combo does 5734 damage, and can be improved with: 5B-5C-6C-2D-CT-OD-5C-6B-j214C-66C-22C-665C-3C-214B-3C-632146C and 5B-5C-2C-6C-2D-CT-5C-6B-5C-j2C-jC-j214C-6C-22C-3C-632146C Which do <5855> and <5751> damage respectively. Of course, such an incremental improvement in damage isn't that big a deal. A stylish alternative: 5B-5C-6C-cOD-IAD-j2C-jC-665C-CT-66TK214C-6C-22C-5C-3C-632146C For about 5.6K
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You should be approaching him, if not they'll keep you out all day with his chains. Make sure you're careful, though. Try to read their chain patterns and adjust as needed. Make sure once you're in you don't give up pressure easily. He doesn't have a reversal without heat, so just try to mix it up as needed to prevent being called out. This matchup is at least 5-5 for Jin, so you shouldn't have too much trouble once you get some practice with it.
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Kokonoe's been taking some lessons. Sephiroth would be proud.
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Found a way to optimize Sekkajin ender even more. Almost anytime you can do 22C-2B-22C you can do 22C-2B-5B(1)-22C. This adds thirty damage to 5B corner damage.
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Poison attack: Makes all attacks poison similarly to Bang's A needle Maximum Blizzard: Slightly extends freeze time (Around long enough to use 5C after dash cancel 5D)
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I can confirm that beating Unlimited Mars only gives you the unlimited form of the character you beat it with, and no others. It seems beating a course doesn't unlock the D course, so maybe you have to beat them all