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BANGER

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Everything posted by BANGER

  1. A picture of an SE with bat top? http://img4.imageshack.us/img4/3879/fightstick2.jpg Just imagine they're either seimitsu or happ buttons. Modding is easy as pie.
  2. Get an SE and mod it to bat top and happ or seimitsu. HRAP3 SA is good as is. Mod it only for preference's sake; quality wise, it's standard issue i.e. not substandard.
  3. Never been to one of these... will try to go. Need an outlet after all these damn exams.
  4. Not really, I only watch what ryoko posts, lol. Ye, all I've seen is RC'ing ice car but imo that's a horrible thing to do. 50 meter for a bit more damage, ehhh. Jin is more of an EX type of guy to me.
  5. ^what he said. This is interesting. I think I've seen this before on the latest but few jin vids, but I always remembered them RC'ing it. Maybe I remembered wrong and one of them has probably done this already. 4k meterless is purty gud.
  6. IB.
  7. I'm thinking dash cancel 66 5C.
  8. Just throwing this out there, are there vids of this ever coming out? I missed it.
  9. I actually like ice autobreaking. It's made Jin play more interesting to me. As for Noel, my condolences.
  10. I do 6C > 66 > 5C > sj > jB > jC > dj > j2C > 214C (posted this earlier), assuming not too many hits have been done already i.e. doing it from j.236D ice swords. Good damage and knockdown. And a trick I do to pulling j2C easier is to "buffer" it during moves before it, like jC or jB. Trying to input j2C instantly after recovering from a previous air move makes me slip up sometimes and I end up doing j236C or j214C. For example, right after pressing 8 for the second jump above, I put the stick down right away and hold it still until j2C is ready to come out, instead of going to 8, then neutral, then suddenly j2C right away.
  11. Dang it, I'm really messing up these days. 6C > 66 > 5C > super jump > jB > jC> j2C > double jump > j2C > jD > 214C. I super/high jump it. Dunno if it works on the chars with funky hitboxes.
  12. Check my sig for additional details.
  13. My bad, I meant jB > jC> j2C > jc > j2C > jD > 214C. I don't think there's any good follow up on pointblank A fireball. On CH, maybe try 3C 214B.
  14. Actually, I've been doing jB > jC> j2C > jc > j2C > 214C. You hit them with the very top tip of the second j2C (j2C have delicious vertical hitbox), and delay 214C until you both reach the ground. It feels that I have better recovery from ice car this way? Dunno. Someone else wanna try it out and see how it feels compared to 214C from the top of the screen? Damage of this is still around 3k. Forgot exactly. I was referring to the second one I quoted. I can't get the air dash one yet atm, find it hard to time the ground dash right after jC.
  15. The second one is what I've been doing lately actually (but with jB instead of jC; I'm not really fond of new jC in air combos atm), and I thought it did more damage than jB > jC > j2C > 214C, but the last time I remembered, it did 3.2k while the former did 3k, which didn't make sense to me. These were all from 6C. Doesn't using a move more than once (in this case, j2C) increase proration? I forget. I only saw this once since I wasn't paying attention to the damage, and I only noticed it minutes before I had to go, so I didn't get to clarify. Anyway, what's a good way to end an ice arrow super for that little tidbit of health left they sometimes still have, post-burst? 6A > 623A? It seems to be what I see all the time in vids atm.
  16. TK'ing = having a move execute as soon as you leave the ground during a jump.
  17. I'm getting the vibe that it's still too early for matchup threads. There's still a lot of "feeling around" amongst Jin players, if not, all players, as far as I can see.
  18. Make sure to only DP on standing opponents. Otherwise use EX. Standing DP doesn't hit crouching anymore and whiffing that is... well.
  19. I dunno, 5D at close is pretty risky too since it can be easily IB'd and punished afterwards.
  20. From watching a good Jin player yesterday, I'd say jB jC JC j2C 214C is a good staple. On most situations, it leads to knockdown and 3k~ dmg, just like old times. If freeze is available, then anything into jD -> 214C will do.
  21. TE's come with squares... SRK Tech Talk has all the info you need on modding. Go to tek-innovations.com for your plexi art needs.
  22. Isn't he just whiffing the super through your ID's invincibility? I've done that a bit methinks. Lemme check.
  23. CT Bang works in CS, but you'll still need to learn bnbs all over again. Dunno anything about Hakumen. I don't know anything about Litchi. A friend who used to main him says she's way easier in CS though. If she was difficult to pick up in CT, then that means she's considerably different in CS. Carl looks the same sans clap loop and new projectile. Jin is entirely different. Ragna, just end his air bnbs with Berial Edge instead of ID into knockdown. His 5C is faster but shorter, as well as his 2C but it's a Fatal. His Dead Spike takes out a primer.
  24. Okay, you know Jin's 6A > 214D corner combo? If 6A is blocked, then you don't do 214D or else you'd eat a fat punish. If 6A hits, you react to it hitting by 214D'ing afterwards; you confirmed 6A hitting, and capitalize on that by continuing into 214D. Hence hit confirming.
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