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Everything posted by Kristoph
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Most Angriest Shinobi: Game Over!!! 10/30/2010 (Racine, WI)
Kristoph replied to digimonemporer's topic in Archive
yo heroic fate may have smiled upon you?? http://www.smashboards.com/showpost.php?p=11304367&postcount=28 shrug edit: i swear i must have been like high or something when i posted this, I don't even know man -
Most Angriest Shinobi: Game Over!!! 10/30/2010 (Racine, WI)
Kristoph replied to digimonemporer's topic in Archive
would only be able to go to this if I could get a ride there and back to whitewater @_@ -
You can't tell us about it and then not post it =( some of us appreciate in-depth analysis like thaaaat
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yes, I just had several matches with DJ Blactricity, definitely the main thing is to hitconfirm crouching combos and stop getting hit by my shameless 623D spam =(
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I love how everyone was just getting settled with the idea that Ragna =/= holy shit almost Bang/Litchi tier bullshit, and then he gets decimated in the loketest. funny shit.
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I think another upside is that you can do that combo more easily from jabs? And I guess you can try for an overhead reset or whatnot, I don't know.
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aksys is not ASW, who are the ones balancing the game. And I mean, either way it's a forum. Also: they already buffed Tager from CT to CS. They will probably buff him again. This stuff about him "not improving" is premature as hell, and even if it were true, it would be justifiable by the fact that it's just generally difficult to make a good grappler in a fighting game without making the game less fun to play. I'm not a fan of the "wow look at Jin's silly hitboxes" complaints. They seem to be based on aesthetics rather than the actual balance of the moves, which is what has always been important in the first place. Buffing all of Jin's moves just so they were more accurate to the animations would be totally crazy and unnecessary.
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Ice car spam was never viable past beginner level though. Why would they balance the game based on a purely beginner-level tactic?
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What makes you think that the decision to bring back 214b's knockdown was based on scrub-level icecar spam tactics? Especially when it didn't even work in CT to begin with?
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^ I agree, and that's sort of why I was hoping for a more buff-oriented update. I wouldn't have minded some small Litchi/Bang nerfs, but other than that I would have liked to just see the weaker characters buffed up to their level.
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rachel was a crazy bitch in CT, but I'd definitely rather see "balanced CT rachel" than "balanced CS rachel" in CSII.
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learn to block, and fear her when she's staffed in the air. that's all I've got, I haven't played too much CS Litchi.
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Not sure of the implications of the actual Jin buffs, but just the fact that their mindset is to buff him pleases me. He really doesn't need it.
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first of all, I'm pretty sure it's ideal for the 5c to hit somewhat late, so you hit them with like the tip of your sword. the air dash, I dunno, I just do it as soon as possible. In CT I just practiced by repeatedly doing sj.D, 66, j.b against a jumping dummy. eventually I got the timing down. I've never had problems with the second j.2c so I'm not sure how to help you there.
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ggs to people today, and of course whenever I may have played you in the past (actually I think I'd only played dooku before in CS, pretty sure I've crossed paths with mimeblade at least once in CT though). wish I could have gotten more matches in but I got a phone call >_> feel free to hit me up for matches any time though for sure =)
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just relax and block. 623c if you're confident in their overaggressiveness, or if you have 50 heat for an RC. not sure there's much else to it.
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I successfully did it with a super jump once, I guess that seems doable once I grind it out for a while. but regular jump? >_> I don't even....... also, I don't really know how to do the 5b 5cdc 214a 3c (1 hit) 236a (x2) 6c j.c 1d land 632146c 236a (x2) dash 3c 214c 6c j.c jc j.c j.236a combo on the first page. BBL always whiffs. any particular timing I need to get down for some of the earlier parts or something?
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how do I time j.C2D > LV2 j.2C?
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you are literally begging someone to troll and ruin this thread even further than they already have
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As a Jin main, I have yet to be significantly scared by any Ragna online so far. Maybe that just means I need to play better Ragnas, but after learning how his pressure/mixup generally works, it really hasn't been too difficult to pick up on player habits and capitalize. I'm generally pretty calm in this matchup, it feels no worse than 5.5:4.5 in Ragna's favor... but again, maybe I just need to play better Ragnas. >_>
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yeah fighting tsubaki is like fighting a shitty ragna with an overhead that I don't know how to block. other than like, her little rush moves or whatever, and the MIGHTY UNBLOCKABLE, she's fine to deal with using Jin.
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Yeah, I'm just saying, it really doesn't have any legitimate worth besides lol-factor.
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Jin's seems pretty much useless. What situations can you use it where you can't get the job done with two Arrow supers instead?
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Well, baiting that DP even once is enough to make them think twice about doing it again without meter. The risk-reward is really not in their favor there, so I say jabbing them is fine so long as you make them aware that you're perfectly willing to bait out the DP from time to time. And smooshman, why A fubuki? Can't you like, 5b them or something instead?
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Kristoph replied to Wolf Pup TK's topic in Archive
I don't know about the whole 'conditioning with 6a' thing. You really should only be using that move if you think it's going to hit. That being said, people do sleep on that move and it has its place against lazy down-back blockers. At least prove to them that you're willing to use the option so they have to think a little more on defense. Throws can only take you so far, even with 6b throw baits to punish antsy people. I actually rarely have ever had 6a blocked in CS to my recollection. I usually either misjudge the situation/player and get jabbed out of it from the get go, which all things considered is probably good news because of how unsafe it is, or end up getting a nice sekkajin combo on a lazy down-back-all-day player. The risk-reward doesn't seem too bad if you have an idea of your opponent's mindset, and this thread seems to be about laaaame blockers, so if that's the kind of player you're facing, I'd say 6a is a valuable tool. Also do not be afraid to throw 6d in from time to time.