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Everything posted by bbq sauce
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I'll do GG, I thought I had put in my first post. word @ 100+ for BB.
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If they do 5DD into 4DD, you can IB the 2nd hit of 5DD and simply run forward out of 4D, and if the space is right you can run up and CH 5C her into mad pain. The problem is most competant Nu players dropped the 5DD4DD string and are more about 5DD into jD / j2D strings now.
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after jB jC you need a small dash for the 5C, timing is kind of tight, but, doable. You need to be basically point blank with the 5C. Also, it's best when the jC and jD are delayed as much as you can. Also the 5C jB won't ever combo on Carl or Rachel.
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Fuck it, add me to MBAA as well pls.
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I knew not of this, usually I punish with 5C6C dc 5C6C jBjC dj jCjD ex ice car land 6C xx C DP But, wouldn't ending that with ex ice car be better in general, since it seems ending with ice car after a double jump puts them a few frames up on you when they wake up. Share them?!
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My bad man, I was on some chain smoke shit and kept forgettin to check brackets before I went out.
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Nah, just barely over 3k, 3020ish I think. Jin can't get 4k with out meter, especially not starting with 2B.
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I'm totes with that.
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In for BB, GG, and SF4
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Also I've come up with a few cool throw set ups that I haven't seen before, and since throws are hard to come by anymore with how easy teching is you really have to catch them off guard. During any ground combo, if you end with 214B/C there's a pretty cool reset into a throw that works by late RC'ing after the first hit of ice car b. It takes a good eye and quick reactions, but, you can actually RC after Jin flips for the second hit and his sword is on the way down. If you time it right the animation of the sword will actually be out on top of them, but not active when it RCs, you land almost immediately and throw. No pink !! because the hit stun of the 1st ice car hit has ends right around the time you RC. Similarly during a block string, you end with 214B/C RC on the 1st hit into air dash jBjAjC, if timed right, you'll see jC start up, but you land before it comes out and throw. Landing recovery seems instant so throw immediately after landing. As always, people with really good reactions will still be able to tech when they see the green !!, but, it can catch an opponent off guard here and there. Though, it's up to you whether or not a throw combo is worth spending 50% on.
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K, so we have a thread for block strings, frame traps, etc. And it seems like everytime we have a new idea a thread is made, so I was thinking instead of that, we could merge those threads, and have a thread for general tricks, block strings we thought up, mix ups, roll punishment, resets etc. and have all the info that doesn't fit into combos and glitches here? Anywho I been fucking around in training mode and found some interesting stuff. Roll set ups: Generally, all our combos end in either 3C or Ice car B/C leading to knocked down opponents and Jin standing next to them. Generally, it's a bad idea to roll, because Jin is good at punishing rolls, however, sometimes people like to be tricky and roll to keep Jin honest when he gets too complacent with idea that they won't roll. And even if you do get the punish you have to do a much shorter, less damaging combo because they get to tech a lot faster in combos off roll punish. So I was thinking of mix up situations you can create, so rather than getting 1700 damage guaranteed, you get 50/50 for a full damage combo. If any of it is old lemme know, but, I've not seen any of it done before Back step vs forward roll If you do it as soon as you see the roll, Jin ends up in front of them (ie, you are on the left, before the roll and end up on the left after the roll) or if you delay it for a second you back dash ends behind them (ie you are on the left before the roll, and end up on the right after the roll). I'd go for 5B in this situation since it's quick and hard to tell which side Jin is on in tim to block on reaction. 6A/2B could work but 6A is slow enough to see which side to block from, but can be unexpected. IAD vs back roll This one is a little more gimmicky, 50/50 but, it can work. If they back roll and you do IAD jB you will cross up, if you do IAD and j236D right above their head you won't cross up, however it is pretty easy to react to, but, if they are expecting a cross up from the IAD you might get them looking. Always be aware that the recovery period (ie the part where they cannot move yet, but are no longer vulnerable) portion of a roll can be cancelled with a special move, and be weary of that vs characters with good reversal options. But, since most of it works as a 50/50 crossup they run the risk of in putting the motion backwards.
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I fucking love you. No homo.
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Option select throw tech / Watch for overhead.
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Thanks. IMO 3C knockdown is better in the corner for oki than ice car knockdown, but that combo also sets up ice car A ender into high low mix up. Dope shit. 5C counter hit.. 6B counter hit.. 5D dc 6C if you're close to the corner, might need counter hit.. 6D, 2D, I believe on any hit. jD land 6C might work on standing opponent.. Not sure.
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Frame traps are kind of freestyle. Just set up a situation that might tempt them to press buttons, then make them pay for it.
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Might be character specific, I can't test right now, but it works on ragna in the corner at the very least. 2B5C Fubuki B, 5C6C6D -freeze- dash up 6D, 5B(2)5C3C Good damage for a combo starting with 2B, and ends with a 3C knockdown for oki.
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I disagree with taking risks.. This game has too many defensive options that let the defending player escape without taking many risks, so taking risks on offense isn't worth it because smart players will wait you out. I agree his hi-low game suffers with only 1 (slow, unsafe) standing overhead.. But he has other ways to keep them on their toes. A lot of his gatlings can be done really late, and make for good frame traps.. Following 5B into 5C almost anything you gatling to can be done late and snag a CH against people who are quick to try and press buttons when it looks like you ended your string. All of which can lead to a combo/knockdown, some of which can deal damage in 3-3.5k range. Eating combos for trying to poke out of block strings also trains them to sit still, and allows for you to cut a string short up close, and dash in with something fast like 5A/2A, to keep from being pushed out. Spending 50% on C fubuki RC in situations where you are nuetral on block or at a negative, but still safe, static difference will keep them honest when trying to escape. And let's you be more liberal with gapping your pressure together. Since they'll be fearing that DP when you have the meter to make it safe. This also allows you to mix in throws after things like 6B and 5B (make sure 5B actually recovers first).. Use throws sparingly, as the game has an easy option select of down-back + ABC that will tech throws if you attempt one / FD if you don't. However constant use of this will deplete their Barrier gauge, so keep that in mind as well. FDing isn't that big of a concern IMO,a s the majority of his jc'able normals can be jc'ed on hit and block. Whereas some other characters normals can only be jc'ed on hit.. Allowing for you to IAD when pushed out to keep up pressure and can also catch them off guard when in close if they get too complacent crouching. This is also good as anti-IB> reversal. If you're doing your gatlings late and see an IB you can just jc FD rather than gatling your next move if you smell a reversal. 236D and j236D both let you gap pressure well from a distance, but at the cost of meter. In the corner being pushed out a bit isn't as big of a deal either because 5D has a huge hit box and can keep them on the ground, but has to be done preemptively, which is ok, because it only becomes unsafe if it's IB'ed AND dash cancelled.. The dash cancel can be done fairly late as well, so, you can actually confirm if they IB/chicken blocked it, and proceed. If they block it jumping you can cancel to 623A/B which have to be IB'ed or FD'ed in the air, but generally brings them back to the ground. If they block standing, and you have the meter 236D can keep them locked down, or you can simply wait and react to what they do from there. Patient players that are good at blocking throws can give problems, due to the fact that actually scoring a hit during block strings will usually come from frame trapping, and a patent player won't fall for this. However, they have to escape sooner or later, or have their barrier depleted or be guard broken. tl;dr ver. + you can freestyle the timing on your gatlings for frame traps + good amount of your main ground normals can be jc'ed for mix up/closing gaps/safety + 236D/j236D are good for closing gaps + C DP RC is a good tool to keep them honest where you lack frame advantage, but aren't quite punishable + you have a lot of options to keep them sitting still in order to reset your position and keep pressure going + sooner or later they have to act or risk having their barrier drained / guard broken -Your high / low game is pretty ineffective outside of reset situations - Your overall offense can be pretty tension reliant in order to gap pressure and instill a healthy fear of your DP for more leeway in neutral situations. - Patient players will wait out your frame traps, use FD/IB to create gaps and make an escape - All of what I wrote above is a lot easier to say than to do vs smart opponents *sidenote for the people that I actually play with, I swear one day I will actually apply the shit that's in my head to my game, instead of doing the same predictable strings.
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I did a ghetto video showing it, since I know I'm not that good at explaining things. http://www.youtube.com/watch?v=m6fn0EhB5NQ
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You're playing Jin... IB>DP! Don't just throw it out, but, learn to recognize points in strings where it will work.. I'm not that good at it just yet, so I can't tell you too much info on it, but, it's important to learn.. Just don't be too fast to DP when you have an opening because it will get baited. A good mix of IB and FD works as well. FD moves that push will push them out, IB the moves with less block stun to keep them thinking twice about continuing with their strings. I believe you can actually FDIB in this game to cut block stun and push them out, but, I dunno exact properties on that.
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No doubt, I could only ever get that to work off air dash, or really timing specific jB dj jBjC. Just never had a proper set up for it til now.
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If you do air dash jB jC, the jC hits them incredibly late. Like, the sword from the jC animation is on the floor you're so low. It's like, a few frames before you land that it goes active. So it's really hard to tell. 2B is 9 frames, so, you have less than 1/6th of a second to react to jin landing and block accordingly.. Can be reacted to but it's fast. The air dash, I believe, is to be on top of them with jB as soon as the ice breaks. So it's like a meaty, but coming out of the ice instead of waking up. You pretty much want them to block jB, then the following jC (high) 2B (low) is the mixup. If they block low after jB you hit jC, land 5C6C and can dash cancel into the same combo and same mix up again. or do a huge damage 6C6D loop. Off 2B low option, you can do 2B5C B fubuki, 5C jc jCjD, air dash, restart the mix up.. So both options give you your mix up back, and in the case of the High option you have potentialy for like 4.7K damage if you have 50 heat.