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Coren

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Everything posted by Coren

  1. First off, please just stick to the game sound, it's kinda off to hear a random soundtrack. This isn't meltyblood, mashing A is not a very good oki option. I'd either toss out a 6D, 236C, 236D, meaty 5B or a 6A. And now that were on the subject mashing A isn't that great in Melty either. Your blockstrings look like they could use a bit of work, maybe a bit less 2A and 5A, 6B is okay, but there are usually better choices. Needs more j.B.
  2. Remember, if you hit arakune curse goes away; so don't be afraid to get curse clouded if it gets you a fubuki to his face.
  3. I'd pay for a list of everything that you can reversal GB, like the BBU list in the slayer forums, that shit would be awesome.
  4. I found your problem.
  5. . Yeah, those Pink exclamation marks really get in their head. :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck:
  6. They are called astral heats; Astral Finish is just what flashes when you win off of one.
  7. I like 2C, it lifts them up and you can JC it into a combo or go for 623B>623A if your combo has gone on too long. You can do 214D > 2B > 5C > hj.C > dj.C > 214B too; but it's a bit trickier. 214D > 6C > 214D > 2C > 623B > 623A is pretty damaging, but it's another 25% tension. 623D > 6C(dc) > 5C > hj.C > dj.C > 214B does less damage then the second 214D, but it's tensionless and still pretty good damage. That's all I can think of off the top of my head.
  8. You can follow the j.HS with a j.D and combo further too, I think the combos are character specific though....Hey wait a minute! Why is this in the Jin thread?! While we're on the subject, does Jin have any fuzzies with practical use?
  9. The best time to icecar in any match is after you have brained your opponent with your arcade stick (which makes for great okizeme, I recommend doing it often). :psyduck: :psyduck: :psyduck: :psyduck: I don't have much in the way of trouble with this matchup; Nu's fullscreen mixups are not that strong, and her D moves don't crank the guard bar much. The matchup is really about respecting Nu's pressure and zoning, just block that shit. When you see the chance to IB, instant block and get out. Nu's 4D overhead is slow and very reactable, it's not that hard to IB it and get out; just watch her tension, if she has 50+ she can RC it and punish you. Seriously, the matchup is literally all about blocking her shit; and if there is one facet of my game I am good at, it's patiently blocking stuff.
  10. This is a truly pro strat, be careful though, the reason you don't see it at high-level play is that it's soft-banned in Japan. :psyduck: :psyduck: :psyduck: :psyduck:
  11. I lol'd; but you should have gone for Sephiroth with a 1 instead of an 'i', or maybe type it in aLt-CaPs. I tend to use DP's a lot in this match; I like to use them to stuff aerial approaches and the D version seems to beat out crossup dives. Also the A version is great to control the air and punish random shit in the air. Also IceWave is good, it says no to pretty much anything Ara does in the air.
  12. I'm still watching a replay I saved of that ass whooping you handed me the last time we played. Good shit; I learned a lot from your pressure and corner combos.

  13. I'll have to try that shit out; what's the net frame advantage on that? It'll be nice to add some more non-meter eating pressure resets to my game.
  14. I just said that . And no, the initial 2 hit part of Jin's neutral throw is just special and super cancelable; there's no stun on it. (There is an initial two hit part, after which the third freezing hit comes in, there is a delay between the two where you can cancel it into any of Jin's specials or supers.)
  15. You're a very good troll, often when I go through your posts I am left ambiguous to whether or not you were trolling; the mark of a master.

  16. Yes, but it isn't as demoralizing
  17. You can Combo into it from either of his throws. B+C (2hits)->720 4B+C->720
  18. I tend to make heavy use of 5B(2), It's frame neutral and the second hit has vacuum which let's you do mixups. You can use the vacuum to pull your opponent into a tick-throw setup; and then mix it up with 5A (looks vaguely like his throw animation) or a delayed attack to draw a reaction out of them. If your opponent has his back to the corner a 5B(2) will create space behind him which you can use to do a crossup. i.e. 5B(2) 5C IAD j236D / jB / jD. You can mix it up by not crossing them up if they start to expect it. I like 236D; it cranks the guard Libra quite a bit and gives you plenty of time to do mixups / pressure strings.
  19. Well You need this for sure, its your major midscreen 2A hitconfirm combo: 2A->5b(1-2)->5C (optional 2C)-> 214B It gets you knockdown and you can do it on all characters standing or crouching. And you should know this one for characters which are crouching: 2A->5b(1-2)->5C->6C (dash canceled)-> 5C -> Aircombo Note: 5C only combos into 6C on crouching characters But you should know that the more combos you know and are able to pull off; the more likely you are to land a combo during a match, because you will be able to pull off a decent combo in a wider array of situations.
  20. Boy do I have a combo for you! 5D(DC) Runup throw(2) [236D runup throw(2)]x4 623B In the corner you can continue into any generic 623B corner combo. :psyduck::psyduck:
  21. Eh, you're just rather prolific.

  22. Do you post in like every single visitor page? I've yet to click a username today and not see you in the comments.

  23. DP it.
  24. Well you can throw after 6A on hit or block, not that's useful at all, but they might not expect a throw after an overhead I guess. I've also seen some trippy combos that use it to hit people after a 632146D. Edit: DISREGARD THIS, I SUCK COCKS. NVM I don't know what I was smoking, but it only combos to throw on hit, which is mostly useless.
  25. I'm noticing the sentiment that "All Jin's are scrubs, just punish icecar" is fairly prevalent in here. Just because you only play online doesn't mean that everyone does, also I'd like to watch you cry some moar after getting beaten down by someone who baits you with RC'ing their icecar as you go for a same shit punish; but enough trolling. As a Jin player I won't throw out any drive moves or iceballs if the tager seems to know that my drives are projectiles, and has a spark charged. The reason for this is getting hit by a spark is pretty brutal, so since the thing I worry the most about is tager having a spark; try holding on to your spark. If you're playing a cautious Jin they won't ever throw out projectile type moves if you hold onto and threaten a spark punish; so just having a spark will deny the Jin a number of zoning options, so if I were a tager I'd hold onto sparks like a mother. Also, sledge Wolfheads; but if they start using it to bait sledge and punish with a DP; you should do it less often.
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