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Protokoll

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Everything posted by Protokoll

  1. It looks like Jin's j.236D is back to being all three projectiles (using the combined angles of j.236A, j.236B, and j.236C) instead of the two that were said to be present at the first location test. http://www.youtube.com/watch?v=_ksBccC9sXEt=03m45s (3:50 in this video)
  2. 2B > 5C > 623B > 5C > 6C > 6D > 66 > j.B > j.C > j.D > 214B/C This combo does 200 more damage and you retain the knockdown.
  3. Oh, right on.
  4. It's not confirmed but Dreadz and I compared his playstyle to Ren's videos and its almost identical so it's very likely.
  5. 623A has no invincibility frames whatsoever and you don't dash after scoring a 623C counter hit -- 5C will combo from 623C(CH) without moving and you can super-jump cancel the 5C into an air combo ending in either an air 214B or a ground 214B/high-low mix-up.
  6. This is a timing issue. Your timing is off on the dash cancel. Practice 6C > 66 over and over and over until you can DC out of the 6C as fast as possible. In order to continue to combo past the dj.C (in order for the dj.D to connect), you have to hit the 5C at a very exact time. If you hit it too early the opponent will travel too high during the air combo to be frozen by dj.D and if you hit it too late the combo will go dark (the opponent can tech). The 5C should be delayed until the opponent's mid-section is at Jin's eye level (the best description I can give) and then the dj.D should hit to finish the combo with the dj.214B.
  7. Oh dur, I didn't even realize what you were talking about until now. I had been starting with j.2A every time I did the combo without even realizing the combo says j.6A and I transcribed it as j.6A. My mistake.
  8. I can do better than that. Here's his entire combo section, courtesy of EscapingJail. http://www.youtube.com/watch?v=fjKdYMZ1xt4
  9. I haven't tried all of them yet, but they're transcribed directly from the DVD that comes with the game, I just wrote them in typical combo notation instead of the arrows and 'Release B' shit they use in the video -- if they're wrong then so is the DVD. Edit: I just tested them all. They all work. The third combo can only be done in a corner, otherwise the j.6B whiffs. I included a screen capture of the 6th combo which you didn't think was right -- it worked when I tested it.
  10. In case anyone was interested, I was bored so I transcribed the combos from the Arakune tutorial into something easier to read and I also listed their damage. 5C > j.6B > JC > dj.A > dj.B(1) > dj.C > dj.D [2182] Neutral Throw > 236236C > 5D > (j.A)x2 > j.236C [4094] j.66 > j.4B > 5A > 6B > j.6B > JC > dj.6B > dj.236C [1808] j.D > 6A > 5C > j.6B > JC > dj.6 > dj.236[C] > ]C[ > ]B[ > Land > j.6 > j.236[C] > ]C[ > ]B[ > dj.C > dj.D [2843] 2A > 5B(1) > 5D+[C] > ]C[ > j.D > 6A > 6C > 5C > 2C++[A] > ]B[ > ]A[ > 6C > 5C > 2C [3679] j.6A(Counter) > 5B(1) > j.[A] > j.B(1) > j.[C] > j.D > ]C[ > ]A[ > 6C > 5C > 2C++[A] > ]B[ > ]A[ > 6C > 5C > 2C [3953] j.D > (6[A] > ]A[)x6 > 5D > j.A > j.236C [3510] 6.A > [D]+[C] > ]C[+]D[ > 214B > 5B > (5A)x3 [Guard Break]
  11. What's the best way for Jin to punish a blocked B/C/D ice car? I'm doing extremely well beating skilled opponents and then I will randomly lose a game to a Jin that does nothing but spam ice car because I get impatient waiting for an opening and I don't punish it at all.
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