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Everything posted by Rhythmic
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There isn't much to it, you have to be close or it won't work. Pretty much the only time I ever get to do it is when done off a safejumped j2c (you can j2c 66 5b due to the relatively long hitstun) or mixup j2c. You just have to accept that you have to use 25 meter in BBCPE to get real damage on non-ch standing opponents. oh and for 6c after 22c, it's just a matter of timing, but I recommend using advanced input. as soon as the 22c ends, hold 6c and it should work also http://www.dustloop.com/forums/index.php/topic/10671-cpex-jin-gameplay-discussion/
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yup to forward roll, not really to delay tech (back roll loses though). it's a situational gimmick at best but I could see myself using it once or twice in a set to see if the opponent knows it.
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For corner 5b5c3c214b~c, 2a will catch out of corner rolls and you'll recover before any regular/delay tech and then you can throw out any normal on reaction. When doing real combos into xx 623c 5b(1) 3c 214b~c, all I have to say after 1 hour of dicking around in training mode is: it's very character specific. Some characters get tagged by everything (2a, 5b, 5c), some characters go straight through 2a or 5b or both. The only thing that seems to be universal is 5c, but I haven't tried every single character so I'm not 100% on that. I recommend just going to training mode, setting a dummy to roll and then screwing around with it. Midscreen is small dash 2b for back rolls, character specific 5b/2b or universal 5c for forward rolls. 5c catches some (all?) back rolls too, but it's impossible to follow up with a combo, unless you RC or OD for it, since it hits in the air super far away. I haven't tried every single DP, but it seems to work if you don't dash and do 2b sekkajin airdash j2c. I haven't tried 2b 5b sekkajin but it should also work. Timing is finicky though, there's a slight delay between the sekkajin and the airdash. If you do it too early your j2c will just whiff and if you do it too late you'll eat the DP. http://a.pomf.se/nsysqp.webm (included the last replay to show that j2c does hit when not dping) edit: tried 662b 5b sekkajin, you still get safejump j2c (and you don't have to airdash because you're very close) but it loses to both rolls instead of just one
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(fatal) 22c 6c 6b 5b(2) 5c 6c 623c 5b(2) 5c 6c 214b(w)~c 2b 5c j7b jc j8c j214d OD 5c 2d TKj214c 66 623b 66236d 632146c is the official sample combo I stole (fatal) 22c 6b 5c j2c jc 5c 6c 6b 5b(1) 5c 2c 6c 214b(w)~c 2b 5c j7b jc j8c j214d OD 5c 2d 9j214c 66 623b 236d 632146c from a video BBCPEX ジンチャレンジモードミッション20
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midscreen throw is b+c 66 5c 6c 214b(w)~c 2b 5c jc j2c jc j214c [3204] (slightly harder, more damage) b+c 66 microdash5c 2c 6c 214b(w)~c (66) 2b 5c jc j2c jc j214c [3321] (also corner throw combo) better corner 6a combos are 6a RC 5c 6c 6d 6c 6d 5b(1) 5c 6c 214b~c 2b 5c j2c jc jc j214c [3697] 6a RC 5c 2c 6c 6d 5c 2c 6c 623c 5c 2c j2c jc j2c jc j214c [3810] highest damage midscreen is combo into 623d dash 2b 5c 6c 214b(w)~c (66) 2b 5c jc j2c jc j214c. variant into 22c~d is slightly easier and does about 20 damage less, plus sideswaps if you're close to your corner 214d~c is only good when hitconfirming a max range poke like 5c or 5d or if you absolutely want ice car ender for some reason the hitstun decay change screws with you a lot when trying to go for max damage. stuff will randomly drop a lot if you start with an uncommon starter and try to go for as much damage as possible, so if you aren't sure of the starter in a real match you might want to cut some stuff and lose 100ish damage but still get your combo ender
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66 2b is actually necessary if you want to do optimal damage against most of the cast. jc j2c jc j214c doesn't connect if you don't dash against characters who don't have relatively large hitboxes, so you have to do superjump jc j2c j214c instead. This incarnation of Jin is probably the most boring I've played and I've mained/alted him in every game since CT. He's definitely super strong/very top tier but I have no idea how he's being compared to characters like Nu or Valk who have really obvious bullshit. Losing corner 6D mixups pretty much destroyed all the fun of this character in BBCP, then there's hizangeki corner combos that do no damage and have a super strict timing (+ you have to be pretty much point blank), first hit of ice car having a new whiff animation ruining a bunch of fun gimmicks, etc. Losing meterless corner damage (except when absolutely point blank so you can do 5D sekkajin) and replacing it with more 25 meter damage everywhere is also not my style though I can see why some would like it. The combos involving ice car whiff look cool though, so I guess there's at least that. Am I alone in thinking this? Definitely don't think I'm going to keep playing him (hello nu).
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yes yes http://www.dustloop.com/wiki/index.php?title=Damage_%28GGXRD%29#Initial_Proration_and_Forced_Proration more information if you need it
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round 2 http://ggxrd.com/locate2.pdf jK hitbox still buffed, but init. proration is now 90% -D- init proration is now 85% instead of 80% from previous loketest (so still nerfed from 1.0 but better than previous loketest). Eddie gauge recovers slower after a -D- BTLing away from an opponent now counts as a "negative" movement (for negative warnings). previous YRC nerf also remains. damned fang is no longer YRCable on whiff. purple RC only. (universal change for all command grabs) the 6->7 seconds eddie gauge nerf has been reverted. still doesn't recover during certain cinematics/overdrives. every other change from the previous loketest that hasn't been mentioned is still in I'm guessing the eddie gauge thing means it's always 6s and when you -D- it becomes 7s. it could be longer than 7s too but who knows. I'll wait for jp tweets.
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for some reason it's not posted anywhere here 1.1 Zato secret changes - JK bigger hitbox - 6K longer stagger, recovery 9->14 - Drill Special (-D-) init. proration 80 additional information about what we already knew: it now takes 7 seconds for broken eddie to recharge (from 6 seconds) the timing for BTL YRC wasn't just slightly changed, you can only do it on startup now. no more going through the entire stage avoiding everything and YRCing it when you want to come out the changed proration on -D- apparently nerfs unblockable damage significantly I don't think there are any vids out though
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They did the same thing when P4U2 2.0 was announced. They released a partial changelog and when the actual loketests happened, we got a lot more information. It could be all there is, but I really doubt it. There's a ton of stuff they could do, like make 5H uncomboable on crouch, but getting rid of unblockables would be the biggest deal. Not much point in speculating though, the loketests start in like 12 hours, we'll see.
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I'm not sure where the "-- Eddie gauge doesn't recover during special moves (ouch!)" translation comes from... It says eddie gauge doesn't recover during 覚醒必殺技, aka overdrives. Basically just a nerf for executor knockdowns to recover Also, at above, don't go off just that. Those are just general changes, the normals could get completely gutted, he could lose unblockables due to other unlisted changes, etc. Wait for the actual loketests.
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I thought Zato's challenge mode was actually really good for that. The combos aren't the most optimal but they teach you how to handle him really nicely. I had never played a negative edge character in my life before Xrd and I grinded all the muscle memory thanks to challenge mode. They don't expressly tell you "here is how to hit the buttons in order," but if you're at least familiar with the concept of negative edging, you'll figure out what you have to hit and when by doing the combos (and you can always look at the example with the inputs shown to see what you're doing wrong). On that note, is Zato's difficulty blown way out of proportion or was he actually really hard to handle in #R/AC? I got a little mad the first day because my fingers were refusing to do what I wanted them to do, but all difficulty pretty much stopped after that. People talk about Eddie like he's some soul-crushingly hard character but it really felt like learning just any other character, except with a slight hurdle to get past day 1.
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I really like this combo (less potato version/different ender/visible (unclean) inputs). I don't think I would go for the second SG in a real match (especially online), though. More consistent, uses significantly less Eddie meter in case you've already used some of it and you can just loop into another unblockable that will kill anyway if you don't stun as long as you have 50 tension... which you probably do. cheers for that
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he doesn't yell "ZA WARUDO" when danger time activates 0/10 would not play
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So, is there no universal combo off mawaru 5D? I've seen 5S->2H->2D->-D->2P->2D or 6P->-D->2H->22S or dash jH jD but from what I've heard they all seem to be character specific (not that I've tested all of them on everyone). I'm willing to do suboptimal/get less damage as long as I get an universal combo into unblockable.
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Speaking of unblockables, they don't work on dummies, right? Like if you set them to block switch they will perfectly block everything? Or can you still do them?
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Does anyone know the burstsafe combo paths? Or at least some burstsafe combos. I know anything into B issen can be made burstsafe (with either OMB or OMC 5B 5C 2C 214B) and there are some reaaally ghetto combos off 2C backdashes but other than that I've got nothing. I've also heard some people say that regular Narukami can use ZC to make some of his regular combos burstsafe but I don't see it, at best you'd make a jC safe to bait the burst I guess?
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I wouldn't say good, but he has some gimmicks. In the corner when you're at the 2A 5C 2C part, you can do 214 instead of 214B, forward airdash and then airthrow. It grabs toward/up/away air tech but whiffs on no tech (obviously) and neutral tech. You can also do 2B instead of 214B, beats the exact same things, blockable if neutral teched. Other than that, there's always 214A/214AB resets
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5c is short hop cancellable even on block. Otherwise it's pretty much only anti-kanji.
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I actually didn't know about that. After testing it out, you can safejump with jB(1) but it's not JUST jB(1). You can get jB(1) and still get countered, it needs to be a super late/deep jB. The long ass delay makes it so you don't hit meaty though, so you're free to mashing or quick escapes from what I can tell, which means you're pretty much back to square 1 and just hard baiting. At least you always pop the counter and you get a guaranteed punish so that's something. But yeah that's my main problem with non safejumpable characters. Like for example Yosuke, he flies around like a fairy forever then when I finally get him down, I want him to respect my oki but it's just a dp or quick escape guess (never block) and then he's back to flying around like a fairy if he got away. If I don't jump and just stand there to bait dp/qe then it's either dp or jump out and the same thing happens. The 214 IAD back j236C does blow up non safejumpable DPs but it also loses to QE. Really I'm just trying to find something to force them to just sit there and block like every other character but nothing I try seems to work.
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Does anyone have an answer for characters you can't safe jump? Fighting Yosuke makes me want to kill myself. Netplay making it unpunishable even when hard baited isn't helping either.
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Assuming you start the round and immediately hit the opponent, then combo, knockdown, hit again on the first try and then again and again... you get four 2 stock combos before you run out of stock. Just her good 6B combos take either 3 or 4 (depending on if you're doing 4D or 5D). So yes, assuming you're playing the worst opponent in the world and you don't need to play neutral, nothing is ever blocked so you don't need to use gravitons in blockstrings and he gets opened up by the mediocre 22B>214A oki every single time, 9 stocks is enough if you're doing basic combos. In a real match, you're going to use them for all these scenarios, and with the current recovery rate you're never going to get one back, unless you're busy getting hit. Everything Kokonoe does involves using a graviton. If the solution is to never use gravitons outside of combos, then yes, she has been kneecapped.
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https://www.youtube.com/watch?v=P2MfZBjNpI0 It takes 5 seconds after a graviton disappears by expiration/by Kokonoe getting hit before Kokonoe regains one stock. After that it also takes 5 second per extra stock (as long as you don't use a graviton). It takes around 8-9 seconds after a graviton disappears by activation before Kokonoe regains one stock. Back to 5 seconds for the next stock as long as you don't use another graviton. The OD black hole pull seems significantly weaker too just from watching the video, but it could be my imagination. Oh and 22C isn't invincible from frame 1 anymore. They killed Kokonoe with the graviton change. I don't mind the rest, but her combos, neutral, pressure AND superior corner oki all use gravitons. Limit that to 9 with a ridiculous 5~9 seconds delay between stocks being regained and you get a mega gimped Kokonoe.
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xx > 236B > 5C > 236C > RC > 4D > forward jump > (when your character is behind the other character, still in the air) 236D > (land) 22B From there you can do (assuming right corner): 2B for right low TAP left and then 2B for left low Jump j2c for right high Left jump j2c for left high Throw
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Just try the combo thread. After a few combos you'll notice that they tend to always lead to the same few combo routes and end up being pretty much the same combo with different starters. Skip the sideswitch combos at first if you don't want to be too overwhelmed. The combos with gravitons already up beforehand can be skipped too at first, they aren't the biggest priority and you can usually improvise something once you learn how they work from learning the other combos. The most basic corner oki (which is what I think you're referring to) is xx > 236B > 5C > 22B > 214A. Corner oki: http://www.dustloop.com/forums/index.php?/topic/7006-cp-kokonoe-gameplay-discussion-discuss-videoscombosquestionsetc/page-15#entry811550 Midscreen oki: http://www.dustloop.com/forums/index.php?/topic/7006-cp-kokonoe-gameplay-discussion-discuss-videoscombosquestionsetc/page-15#entry815804 + http://www.dustloop.com/forums/index.php?/topic/7006-cp-kokonoe-gameplay-discussion-discuss-videoscombosquestionsetc/page-15#entry815967 Azrael oki (midscreen and corner): http://www.dustloop.com/forums/index.php?/topic/7006-cp-kokonoe-gameplay-discussion-discuss-videoscombosquestionsetc/page-16#entry818008 Corner: xx > 236B > 5C > OD > 632146D. Easiest thing to do ever, requires almost no execution. Replace 5C with 5B against certain characters who can escape. I don't have the full list off the top of my head but for example Kokonoe with 50 meter can escape the 5C version with 214214C. 6B > 5C > 2C > 236B > 5B > 6[A] > j7B > jC > j9D > 236D > 22B > 5C > 214A > 5C > 632146D. Works off most good starters as long as you go into 5B > 6[A] early into the combo so they don't drop out for the rest. The second one (non-OD) isn't used all that much. It's up to you to decide if you want to spend the 50 meter for it. If you can go for the first one in the last round it's pretty much always a good idea. Some people feel like it's worth it to secure a first round victory too, some don't, decide for yourself how important your burst is to you. Post-OD blackhole combo you should be going for is 22B > 3C > 6C > jC > jD > j236D > 6[A] > 22B > 5B > 5C > 6[A] > 5C > 2C > 236B > ender Easy post-OD (and not OD, same combos) blackhole combos are in the combo thread. The 6A starter one is pretty easy. Off a midscreen-to-corner 236B, you can be at a safe range to drop 22B and then go for black hole too. There are some actually midscreen ghetto setups but they are almost never worth it. I pretty much only ever go for black hole midscreen if I accidentally overdrived (late burst bait, dropped OD combo). It's not legit but it's so hard to get away from the OD black hole pull.