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BANGER

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Everything posted by BANGER

  1. I don't think so. Jin's jC has less hitstun than Hakumen's, and they'd tech out before the second falling jC. I'll check this weekend, unless someone else fills in on this, but I'm pretty sure it doesn't.
  2. You mean 2 jC's in a row, like j.C dJC j.C? If so, it whiffs on standard 6C > dash > 5C > jB bnb. But if the opponent is higher than you in the air than in the usual bnb above i.e. let's say you counter them in the air with falling jB, land, then jump again to hit confirm, double jC works. On the first jump, he'll be at the very top tip of jC's vertical hitbox, and on the second, right in the middle. As far as I can see, if you ever wanna use jC twice in a combo, you'll have to raise em up a bit by doing a j2C before it. Otherwise, 3/4 of the time, it will whiff due to jC's super short vertical hitbox.
  3. It's a licensed Hori stick. Rule of thumb is, licensed sticks with game artwork = soldered buttons, i.e. you'd need a solder to change buttons out, which you inevitably will with these. Changing the joystick on that, if you ever need to, also requires some dremeling since the JLF or LS shaft are a bit longer than the stock stick in there (iirc). I'd second the SE. Got one too for use as a loaner stick and it's easy as butt to fix up.
  4. That's a CT combo. You should repost that in a CT thread.
  5. Agreed. As long as it's within the rules and there's no foul play, anything's fair game.
  6. Amazon ships to Italy but I don't know their rates. The have the TE for $130 USD on both consoles, and the SE for $43-$49.99 USD. They also have the HRAP3-SA (ps3) and EX SE (360) for $89 USD.
  7. In addition to Sanwa and Seimitsu differences, Sanwa buttons are often used for fighters, whereas Seimitsus for shmups. Sanwas are extremely sensitive, while Seimitsu require more pressure. Sanwas are snap-in, while Seimitsu's are hand-screwed in from the inside. Clear Seimitsus look nice, especially for custom art.
  8. I miss that pressuring ability, but that was a Tager, and Tager's are butt-easy to pressure He uses tons of jA and 5A for a Jin though, which was interesting. I wonder of Jin gameplay will evolve from jC fishing and something more pressure oriented. If it has, then I gotta catch up on watching them vids.
  9. But he said he wanted a PS2 stick. Aren't EX2s just for 360? Just play a lot and you'll develop a habit that suits you eventually.
  10. I don't post to please anyone here. He posted a video, he wanted advice, and I gave it to him, and I honestly thinks he needs to cover basics first. Without that, he'll just do whatever he's told and not understand the reasons behind them, the tradeoffs, and other crap. smooshman needs to lurk around a bit. That's the best advice I can give him regarding BB and this site. DL already has a ton of info; enough for him to be up to speed in no time.
  11. smooshman, I really hope lag fucked you up, because if that was representative in any way of how you play, I don't think your Jin needs advice; I think you need to work on fighting game fundamentals first.
  12. Pretty much what you said. I think you need to practice your meter management and reacting to counter opportunities. For a Jin, you throw a lot of random/dash in ice wave supers. That could have been 50 meter put to better use elsewhere/earlier, instead of letting it accumulate and dumping it all out on supers. It goes without saying here that you're better off abusing his EX moves than using his supers. Also, don't put too much faith in ice arrow; as you saw in one of those vids, your opponent barrier'd during the animation (it can even be IB'd), and it leaves you way too open on whiff (50 meter, barrier-able & IB-able, and extremely unsafe; not a good tradeoff). As I see it, it's best use is for preventing airborne opponents from bursting during a combo. Also, there were a lot of counter opportunities you could've nailed good damage on such as whiffed 623C/Ds, but you being decently far from your opponent seemed to be a problem for taking advantage of that opportunity. It's either you need to pay more attention to those opportunities or you need to practice 66 5C'ing. EDIT: 623D's follow up hit almost has no vertical hitbox, so a reasonably high air dash will go right through it. Expanding on MetalSonic's post, too much regular ice swords, both air and ground. Air has tons of recovery. Ground, especially against another Jin, is a bad idea due to recovery and Jin player's tendency to always IAD on approach. 6C at point blank range is asking for counter. And ye, missed combos and hit confirming. I don't know if it's lag causing problems but there were a lot of them. General advice: I don't know if you guys were messing around, but sometimes you'd both burst at 3/4 HP. That's alright in CS but in CT, lol. and lol, ice car race.
  13. You can, enough to go above her first front sword (I don't know which they are, input wise).
  14. It's hard to post and support if you should rush Tager with Jin or not because there's hardly any pro videos out there in Japan with Jin v Tager, so I don't know the "pro strat" against Tagers. But in my own experience, rushing Tager down with Jin should be no problem, assuming you know his limits and you know what to look out for. Tager's hitbox is so big, you can almost go forever in your blockstrings and eventually even lead to guard break. Of course, there's the Tager that can IB into 360/720 but once you figure that out, you start jump cancelling out of everything and just countering grab attempts. His hitbox also being big makes him the easiest to crossup. You can even cross him up in the corner, crouching or standing.
  15. Woah, you're using 623C as an anti air? IMO that should only be used under pressure i.e. during blockstrings and on unsuspecting opponents during wakeup. It's a horrible anti air. If you're countering them with that, it's no surprise that by the time they come falling down they can already tech out.
  16. 5C jB jC jD 66 5C jB jC jD 214B. Does more damage, pushes your enemy farther, and ends with the same thing i.e. ice car. Your jB in that Litchi vid missed because she was too high. jB hits everything from front of you to below and a bit behind (referring to a clock's face, from 3 o'clock to 7 o'clock, with you facing 3 o'clock). At that height you should have super jumped, delayed your jB, or use jC. As for counter 623C missing, are you using 5C to follow up? If it's missing, you probably hit them from 623C's maximum distance and thus you'd need to add a quick 66 dash before your 5C.
  17. -You need to react to counter hits and capitalize on them. -You need to learn the 5C jB combo. -You need to keep track of your freezes. -Stop doing random ice cars. -Try to use j.236D in close range situations too.
  18. Two weeks of play did it for me. Same thing for my friend's TE. Also, soldering isn't too hard. But if you change parts frequently, then it'll start being a PITA. You can convert them into quick disconnects though. Look around online for parts.
  19. Run -> SJ barrier, don't air dash in from greater than half the screen, etc.
  20. I dunno, in my experience, TE stock buttons need some "breaking in" before they start feeling the same as aftermarkets. It was true for both mine and a friend's TE.
  21. Do the staple 214A cancel during a throw into 5C jB jC etc. Freezes are easy to break out from if your opponent can see them coming. Getting grabbed gives them more than enough time to start wiggling before they're even frozen. However, also bear in mind that letting them shake out is also an option for resets. Play mind games, etc. Also, abuse your jump cancellable moves for baiting burst. Jin's bnbs are bloated with jump cancellable moves. For noels that drive on block, don't barrier block drive strings; that's like refusing an offering to "counter me". Learn to react to her drives and IB/punish. Also, at close range, I don't know why you jump and air dash (not IAD) past them into jB whiff. Too high for cross up. If you're gonna jump at that range, hover around and fish for counters or AAs. etc. etc.
  22. You can JC out of both. But you will probably whiff second jC if you do jC JC jC.
  23. I'm assuming Renhyou is 623C. No, jB is too slow and targets have lesser tech time from 623C CH. 66 5C works on some, 66 5B should work for most. This was discussed in the other thread.
  24. Wouldn't 2C be a better choice in CS (assuming you have time for it to hit)? It leads to FC.
  25. first you now have my AIDS

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