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Kirah

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Everything posted by Kirah

  1. kirah.hellrosex
  2. Just a quick question can anyone accurately explain how Yuzu is rapidly teleporting in this video, I was going to lab it up tonight I just wanted to ask to see if I get my answer sooner. https://www.youtube.com/watch?v=n6YoQ0E3BBE
  3. Yeah get that Melty going guys, also coming to this for BB. I'll have to retrain up in GG. Though the Bi-Weeklies is godlike, get that exp in.
  4. Developed two new side switch combos, for when you land a 5C while in the corner. Never seen any other Jin's do this , but I haven't watched a lot of other Jin's outside of Dennou, Buppa, Ren and etc so I hope it's completely original. #1 5C > 6C > 2D > 665C > (Short delay) 6C > (DC) > J.C > DJ2.C > j214D > 6C > 214C #2 5C > 6C > 2D > dash under > (Short Delay) 2B > 5C > 214D > 6C > 214C Notes: In the first combo once you do 665C you should be slightly passed them then a very short delay 6C though you must still press 66 in the way Jin is facing and he'll DC the opposite direction automatically then finish up the combo.
  5. I've come to the level of competition where I need frame traps and more trickery, but my creativity lacks in this field saying as I never have made any and have nothing to go on. Does anyone have any advice that I can get a good idea on the direction to take in this creative process?
  6. I just asked a simple question how did it turn into this >.> It was a simple yes or no I didn't ask for explanation or ridicule so let it go and move on I just simply put where I got my information from and wasn't aware of its credibility. So I got my answer about a week ago that's it let it go convo over lets begin a new. Who the hell are you calling an idiot I don't know what you're hyped up on, but you need to take a step back and relieve yourself, instead of calling me or anyone else out of their name...idiot..
  7. It's a fast input with a jump and a fast air dash, which is really low to the ground. Allowing you to use your aerials for pokes, mixups, block strings and combos.
  8. After much testing it doesn't work with J.D, but only J.B and J.C and can be used on normal block and increases in potency and mixup potential when the J.B and J.C is blocked. On barrier guard the opposition has a lot more guard stun so offense can essentially be remounted. This technique is more than just a crossup this adds a lot more to Jin's pressure and mixup game. Don't mean to toot my own horn >.>, I just need to test it in the midst of combat to give a more complete analysis on its effectiveness. Edit: Though Killey you are correct, but on normal block you can't remount an offense since it puts you back in front of the opponent. Though when barrier blocked you stay on the same side.
  9. Yeah I agree, both J.236D and 236D are great gives you a lot of time to play around with and with the proper spacing "The world is your oyster" so to speak. Even though I want to add more crossups to my game. I find myself using J.B as mainly as an air to air and air to ground, I want to get the full potential out of my move. My main cross up setups, they're also can come from many different block strings and the spacing is lenient, J.D is more lenient then J.B. 5A > 5B(2)> 5C > 236D > IAD > early J.B (crossup) 5A > 5B (2) > 5C > 236D > IAD > J.D or J.D > Ice B or C (Just in case a failed attempt) Theory: You maybe able to do J236D, 236 B or A after a blocked J.D this is all in theory though. Edit: I tested my theory and come up with "Double Crossups", you can either instant air J.B or use J.C depending on the situation and crossup, but also 236D and the 3rd blade will crossup the opponent on the other side. It's also really quick so it's hard to block on reaction, it even works on green block. With barrier it's even more potent since Jin doesn't go to the other side of the opponent and the opposition is left in block stun so you can continue pressure and mixup. I'll try and make a video of it and post it, if it's still hard to understand. It can be implemented from a lot of situations but you have to play with the timing. So far i've only gotten it to work with 236D and i'm just testing the waters as is.
  10. Jin's normal combo is a staple, seeing as it's a double edged sword. Finishing most ground combos with 214B or 214C which connects off of 3C setups okizeme and many different mixups. Such as 5B, or depending on the situation 2A mixups, to keep the pressure heavily tacked on. There has been an instance where I IABD (instant air back dashed) into 236D upon a front rolling opponent who was caught by one of the blades as the opponent rolled past me and was pushed back in front of me and reset for more mixups. I can't stress creativity enough when playing any type of fighting games, also another mixup I created even though it's risky. 5B(2)>J.c (passed the opponent) > J.B (Crossup) > j.a (whiff) > AD (backwards)> J.B > J.C Or a plethora of many different options it's risky, but really quite tricky to perform, and quite tricky in its self.
  11. Damn straight BBq Sauce we both have the same problem implementing our knowledge even though you just opened my eyes a bit more. Though how I utilize it is of course different from yours. I pressure heavy and use block strings and projectiles to jack up libra over time and build up my heat gauge. Though there are some intricacies of the game that leave me at a loss it's either that or my controller and I hope it's the latter. In the corner, if you've been controlling the match TK 236D and 236D controls the corner. Jin may need some creativity in his strings and mixups, but his ability to control a match is also very good. With a simple move he can easily control the match and bring it into his favor even though some of the other cast have a better options. He also has good space control that's what's definitely needed Jin has a plethora of tools that can be used to attain said mastery.
  12. I myself play a very aggressive corner pressure Jin, utilizing my drive attacks to force a reaction out of my opponent out of desperation from getting their guard broken. As well as i'm heavy on the J.B > J.A whiff games. Some of the block strings I use are the following as well as i'll add in some of the mixups I utilize. Of course they're if the opponent doesn't green block you all day. These are also personal guard strings, even though they cost at most 50% heat, but they can be mixed up easily. Block strings: #1. 5A > 5B(2) > jc > J.B > J.A ( whiff) > J.B > jc > J.D > 236D etc... #2. 5A > 5B(2) > jc > J.B > J.A (Whiff) > 66 > J.B > J.C > land > 2A... Concerning mixups there's a lot of options that can be used for either netting damage or jacking up guard libra the choice is purely yours. Also it has to go with your play style in my opinion Jin can pressure really heavily except at the cost of heat.
  13. I read it on Astral Heat in the game mechanics that there was Jump Install.
  14. I'm trying to develop ways to use Jump Install for mindgames and combos, such as mind game resets and other things of the sort. Though Jin's better mixups and pressure require heat in my opinion, but other people may see it differently then I. It also depends how you play his J.A whiff is great, but can easily be stopped by a crouch or a green block unless the guard stun trick is implemented making the rising J.B become an overhead. Basically what i'm trying to say i'm trying to find every plausible medium for pressure and mindgames to improve his potency. Even though JIing seems pointless without FRC :/
  15. The barrier, I just saw the term "Green Block" used one day and for some reason it just stuck, sorry for any confusion.
  16. Those are options that I usually use, but what's good about whiff canceling J.B is that J.A can kind of stuff some ground attacks done by the opponent. Though should still be used in moderation or you'll lose the luster of the mind game. Also another thing that should be taken into consideration are Dps so one should make a habit of green blocking on the way up to try and keep it safe just in case you try the mixups outside of combo or freezing. 1. J.B > J.A (whiff cancel) > air dash > J.B > J.C > 2A > - From there you can Jump cancel again and start again with J.B. - Or you can Throw - Or mix in 6A > 214D > 6C > air combo, when close to the corner. - Or 2A > 2B and if the opponent doesn't green block you 5B (2) if memory serves me correctly. - 2A > 5B > 3C > 236D > IAD J.B or J.D (crossup) I've been practicing using a lot of block strings with Jin using this method and a whole lot of other tools and I have a lot more options and mixups but they're not written down. It jacks up the guard libra and gives you a lot of advantage just watch for DPs.
  17. You're correct you can't whiff cancel J.C, but there are already a good amount of options from J.B > whiff. That can simply overwhelm the opposition, I say we start a discussion on this anybody else agree?
  18. Also you can whiff cancel J.B with J.A, I posted that in the general discussion but I figured I post it in here as well. After the whiff cancel you have so many option after J.B even of course an airdash. This could help in pressure, mixups and jacking up the guard libra.
  19. I don't know if this was already said or stated but I was watching match videos and I believe it was Nise Pachi, he whiff canceled J.B with J.A, and was able to airdash and go for a cross up setup with a second J.B. I've been practicing this and it grants a lot of options for mixups and pressure strings. Just thought I would mention that wasn't sure if it was already mention or not sorry if it was.
  20. Thing is they take a long time to tech after the dp so you have time to run over and 5D them, but the more I think about it I believe it was just because my friends take a long time to shake out of the ice. Up to 5D it is a combo though so they can't tech.
  21. Basically this is what happens after the 623B from midscreen I should state if you RC you can run and chase and as they fall to the ground 5D the opponent to freeze them and start the combo. The first combos then you 623B to send them away RC it then run after them by the time you 5D and start into the air combo the combo meter should have restarted so it actually counts as two combos. I hope that was a better explanation, I've done it a couple of times against fairly skilled players and it's worked and netter me huge damage. Also in training mode I do have freeze recovery on.
  22. I was experimenting in training mode and I developed something I like to call ice resets, where it sets up the opponent in to 5D and then by the time you attack them the combo ends and you begin a new restarting the combo. I tried them on online and against my friends and they worked and they're fairly skilled not sure how much that counts, but give me some feed back on what everyone thinks. Usually the entire thing will fall into place but if the spacing is fiddled with so does the timing. Reset: #1 5A>5B(2)>3C>623B>RC> 66 > Opponent Falls > 5D > 66 > 6C > 5C > Air combo #2 5A>5B(2)> 2C> 623B > RC > 66> Opponent Falls > 5D> 66 > 6C > 5C > Air Combo Experiment: This one is a possibility, but I still use it for a combo, or mixups etc. 5A>5B(2)>3C> 236B > RC > 5D > etc....
  23. I'm on there as well now, Jersey City, New Jersey hehe..so contact me i'm always ready to play. ^^
  24. Yeah, i'm practicing rightnow and i'm trying to figure out the proper spacing so that after the KJ(FRC) will fall into a J.K crossup or J.S to omit the AD.B if I can. Edit: I Just found one, you have to KJ right after the KJT to get it. 5K>5c.S> MC > 5K(JI)5H> KJT > KJ(FRC) > (Crossup J.S) 2nd Edit: Correction you don't have to KJ right after KJT, it's a little bit after so that it pushes the opponent back into the proper placement for JO to J.S crossup. Still trying to find stuff for J.K.
  25. I didn't even think about that, i'm going to practice today anyhow so i'll try an develop more stuff for myself and present it to you guys. I want to get ready for NEC hehe.. ^^
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