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ehwhoknows

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    WChiu10193
  1. I'd love to get more input on this match up cause I definitely get worked against Tao. Generally, I play very defensively against her, I'll do double jumps to try and bait and punish with j.b which works to varying degrees. I'll try to poke with 5C or 5D but if they change their timing a bit then I get punished by some combo that'll knock me down or get me into the corner. Air to air I always seem to get countered by one of her slash moves which beats j.b pretty easily. A lot of time sit just feels like her moves come out so fast they beat most of mine. Usually I'll end up getting punished by some missed 5C or j.b and once I get knocked down I'm totally screwed. I'll get crossed up then mixed up with throws and I'll lose a massive chunk of health. I try to backdash out of her block strings but then they'll throw a drive and I'll get caught again. I'll use DPs here and there but some times I get baited and get punished for it. What do most people tend to do? Against smart Taos it just feels like I can never mount a good offense.
  2. I'm having trouble landing a couple of combos, wondering if you guys had any tips on the timing or if I'm missing something. Corner Forward Throw (2 hits), 623 B, 5C, 6C, 6D, 5C, j.b, j.c, j.d, ice car b I'm having trouble consistently landing the 6D after the 5C, 6C. I vary the timing but the computer almost always seems to tech out of it before the 6D can land. On the rare occasion I can land the first part, when I try to do 5C, standard combo, as soon as I go for the j.b the computer blocks it. Any ideas? 6C, sj.C, sj.D, air dash, j.b, j.c, ice car b Also, I'm having trouble landing the air dash after sj.C, sj.D. I just can't get the timing on this, I wait too long and it becomes invalid, I go too early the dash doesn't come out. Does the opponent need to be at a certain height relative to where Jin is for this to work properly? Thanks in advance.
  3. Thanks for all the responses, I will put it to use. I also had a question about wake up DPs. There have been a bunch of times where I see an over aggressive opponent I'd like to punish with a wake up DP but every time I do this I always end up with some kind of teching. Is it a matter of timing to do a reversal DP or do you actually have to tech first then DP?
  4. What are some good follow ups to Ice Car D into corner? I've tried 6C into standard air combos but it looks like you can tech out of it. There's probably some short follow ups that lead to a sweep but I was hoping for something with more damage potential.
  5. Was watching one of the new videos at gamechariot, saw a couple of nice combos I wanted to remember and ended up just jotting down other notes as I watched through it. Would be cool if other people could share their insight on the match. http://zoome.jp/gamechariot2/diary/23 Noel vs Jin 0:28 Jin does an interesting block string, 5C, 6D, 5B, 5D. Was the 6D safe? Could you get hit during that? 1:33 Sweet corner combo, 6A, Fubuki A?, 5C, 6C, 6D, 6D, 5B, 5C, 3C. 2:00 Nice little combo here, j.B, j.A, 5A, 5B, 5C, Ice Car B. I've been trying to work in j.b, j.a in my game so it's nice to see it being used here. 3:07 Lands a throw into standard combo but misses Ice Car ender. Wonder if this is intentional or a mistake, I've seen some videos where players will do Ice Car A instead of B for knockdown, is this a good reset? 4:30 Looks like he's about to land 5B, 5C, j.B, j.C, j.D combo but misses the j.D. 4:46 Throws out a couple of 2As then throws out Fubuki, wonder if this was a mistake or if he was anticipating a jump? 5:04 Nice IB by the Noel to finish the round. 6:15 Does 5C, 6C blocked, then Ice Car B hits, must've got a little lucky there.
  6. Is that follow up better than the standard air combo? I haven't tried this yet, attempted to but had difficulty timing the air dash, in terms of damage is a lot more compared to, j.b, j.c, dj, j.c, j.d, ice car?
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