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slowatch

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    slowatch
  1. hello NE thread, I'm from the keene NH area...anyone else at all close?
  2. soooo, sorry if i'm an idiot...but no balance patch? i know it's early- and i'm not saying one is needed NOW- but never?
  3. seems to me you should hit her with all the 4c you can. this match still has (most) of the annoyance of the ond one, only now she doesn't do damn near more damage than you and her normals are not that hot. as long as you stop the spike chaser and get in pleny of 4c haku should be good. and i agree that a life lead can be adventagious, i've won rounds on it against 11. and is it just me, or is she lots smaller than nu?
  4. i have to say i had the same feeling 'bout the square, but now that i dont feel it to be wierd...i love it. i think it makes for much more accurate inputs overall even though it seems to take FOREVER to be able to do things like 236236 motions. trust me, stay with it. and yeah dabc:yaaay:
  5. I've been playing vs an arakune alot lately and i think that the only way to win is get ALL the damage you can and not just go for the air combos...i think in this match it is very important to use 236a>5d~b/a ect. as often as possible and 236a is also quite good for controlling ara's jumping when your not really in range to apply normail j.b/5b/6b/2a pressure. she can win this match, but often you will find yourself jumping around with arakune, not really doing anything while he just runs away if you dont ground him early, i often think in this match up getting knock downs is almost as important as getting off air combos. and yes, i do think that her 214a/b/c are in fact usefull if seldom used in this match in-particular. the baseball can be a life saver if it missed when thrown, the pillow is also great if blocked and the bowling ball can actually make arakune stay in the air longer than he would like and all three can lead to some kina (IMO) whacky combo set-ups...but as i said, if seldom used.
  6. also if its easier for you, you can 966, its the same thing w/o having to go to neutral.
  7. the only thig i can think of is that youre actually hiting w too many hits. if you hit with one-too-many they can tech almost instantly.
  8. for me it goes like this...she has the stick-make her chase you. she doesnt have the stick-get her. the problem with the 'run' theory when she has the stick is that as jin you cant really beat out her regulars making punishment hard. and if you are running and she plants the stick now your 236a/b/c's are kinda useless unless she blocks one...but then she has the stick again. i do think that baiting her dp is important, if you IB the first hit you can as stated get some good ch combos. i think what maks this match even is that (IMO) jin is fantastic at running away and then exploding all over the opponents face once they get comfortablethinking that youll block whatever string and slipping a 5b 5c or whatever move it is that you prefer...and that is really hard vs litchi. as far as dealing with her jump game, ive had some success w 5d as an anti-air against her but it doesnt work as well against her as it does some of the others. a.dp is a good choice vs her air game. as far as air to air i say block and throw j.236d if the spacing is good and she has the stick but dont do it everytime. in this match its important to mix things up alot. and i think tsubame safe oki's is an oxi-moron lol. nuetral tech, try to IB and if you dont IB watch for the follow up after the first hit. after IB on the first hit 5c>6c.ect is great. but thats only if she is right on top of you.
  9. it looks to me like the first time he jumped after the 5b was a mistake. the second time however (2:58) i think he wanted them to tech so that he could continue j.b pressure with (maybe) some of the whif j.a stuff. he may also have just messed up the second time. i think he may have expected the same result he had the first time and when he didnt get that, he dropped the combo/pressure.
  10. question: can you loop with his 623c/d? i got 623c>236c>236c to go four times for a minimum of 12 hits (actually seemed to work the best if only one of the initial hits connected on 623c)a few times. also did three 623c>236...ect and then 623d...ect to end, but i think that the c version could go longer...is this a loop? edit:sorry if this is old
  11. agreed. jin is sweet lol
  12. you have to RC it the same way i mentioned above. and by ground combo im assuming you mean THEY are on the ground. and if its not an on hit RC just RC in time enough so that the air dash will allow both hits to confirm...but jins heat is MUCH better spent NOT RCing.
  13. 1. dont bother with RC. his 632146C for example is much better for 50%> 2. ice car>RC>j.c>j.d>6c>66>5c...ect is better and i think easier the timing isnt that bad. the j.c or j.d just have to hit really deep. RC as soon as the car touches them. do the move without the RC do you can memorize the hit animation, so just watch the traing dummy so you can see when the first couple frames of the hit start. i dont think theres a 'minimum frame' or any thing on RC. those RC combos are good if you think it will kill, or the RC ice car is good to keep you self from being punished for trying ice car to start a combo. edit: also im considering the combo as cancled on the first hit. ive never tried after the second.
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