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TCSyd

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Everything posted by TCSyd

  1. 5C Starter, Midscreen, Far Hit 5C > 5D > 214D > 66 6C > 66 > jC > j214A > 44 5C > 623B > 66 6A > 3C... (214C) - [3393 Damage/31 Heat] (214A) - [3188 Damage/ 23 Heat]
  2. 2C > 6B > 66 *5C > 2C > 6C* > 2D > j2C > jC > 66 5C > Sekkajin > 6C > 214C - [3493 Damage/49 Heat] *Doesn't work on everyone; I can't remember exactly who, nor do I care enough to check. Use the following combo in that case (or just be lazy and always use it).* 2C > 6B > 66 5C > 6C > 2D > j2C > jC > 66 5B > 5C > Sekkajin > 6C > 214C - [3413 Damage/49 Heat]
  3. It's because of Valkenhayn's aerial hurtbox. You have to make accommodations for it by either delaying 623B or 623C. Delaying 623B wouldn't be possible for the ideal 623D corner combo, since you're dash canceling into 623B. For cross-under "Ice Arrow > Ice Wave," it's sometimes necessary to delay the Ice Wave if you want to get 5 hits (character specific).
  4. "j2C > jC" will do more damage than 6B. Then you can add "66 5B(2) > (2B) > 5C" after 6B or "j2C > jC."
  5. Overall, Jin's buffs don't outweigh his nerfs, but his "3C > 214A" oki in the corner is pretty beast. However, I really think Jin needs meterless 6A combos back in order to make full use of his much improved corner oki. 6C nerf needs to be reversed; air hit 6C just doesn't work.
  6. Reposting from combo thread: FC 2C Starter, Air Hit, P1 Starting Position 2C > JC/IAD > j2C > *5C > 2C > HJC > jD* > AD > j2C > jC > 66 Sekkajin > (66) 6C > 66 > 214A > **Adjust 5C** > 623B > 66 6A > 3C... (214C) - [3481 Damage/59 Heat] (214A) - [3366 Damage/51 Heat] *Combo is more consistent with "5C > HJC > j2C > jD > etc." instead, but you lose some damage/heat.* **Or "44 2C," but it's much harder.**
  7. If you barrier with A+B+C during super flashes, you'll get hit, but then I think it results in a CH. So, I'm not so sure what happened in your case.
  8. It most definitely does not work.
  9. Yeah; I doubt "3C > 214A > 623B > 66 6A > 3C > 214A" will work at that point.
  10. If you mean "3C > 214A > 6A > etc," then no; the frame gap isn't wide enough, in this case, to link into 6A.
  11. ^ The "3C > 214A > 3C" link is impossible (in the corner, at least) on Noel, Rachel, Tager, and Tsubaki, for whatever reason (I imagine it has to do with the vertical size of their aerial hurtbox).
  12. Jin's options off of "3C > 214A" are a pretty big deal, in my opinion. SJ j2C is a safe jump against most reversals, catches forward roll/quick tech, and beats jump outs. I like to whiff the j2C into a 2B or a throw. Because of the superjump, it's pretty hard for your opponent to judge whether j2C is going to hit or not. Once you train your opponent to never roll, you can start doing cross-under mix-ups.
  13. "5A CH > 6C" doesn't work anymore. This link is a bit too tight to be considered practical. The only situation where I would consider using it is off of midscreen 6B CH, where it actually affords you a decent chunk of extra damage (~200). It does have insane corner carry, however.
  14. I've yet to find a situation where it's the best option; either there's a better option, or you can't follow up after it.
  15. Really? What combo are you using? "6A > RC > 5C > 6C > 66 > 623B > Delay 6C > 66 > jC > j214A > 44 5C > 6C > 6D > IAD > j2C > jC > 66 5B(2) > 3C > 214C" does 3902 Damage. Using "6B > j214A" in place of "6C > 66 > jC > j214A" and adding a 5C at the end does 3807 damage.
  16. You don't have to adjust for Tager, but I did forget about Relius; thanks.
  17. It's height-dependent. For example, "3C > 214A" doesn't even put you on the other side of your opponent. "6C > 66 > 214A" and "6C > Delay 214A" will provide the proper height to do "44 2C;" the latter method provides better frame advantage.
  18. Most consistent way to do DP loop, for me, is to do "6C > 623B > 66 6C > 623C." Only adjustment you need to make is to delay the 623C against Makoto, Rachel, EDIT: Relius, and Valkenhayn.
  19. It depends on how high the opponent is when you hit them with 6A. "Sekkajin > 66 6A > 2B" doesn't work because 6A doesn't have enough range and it hits the opponent too low (so you can't link 2B). Even if it did work, it's not better than the standard combo routes.
  20. Yeah. However, as far as I have tested, it's pointless.
  21. 2A Starter, Corner, Crouching Opponent 2A > 5B(2) > 5C > 6C > 66 > 214A > 44 5C > 623B > Delay 6C > 6D > IAD > j2C > jC > 66... (5B(2) > 3C > 214C) - [2785 Damage/52 Heat] (5B(2) > 5C > 3C > 214A) - [2723 Damage/46 Heat] If you can, or happen to, confirm right into 5C, then do... 2A > 5C > 6C > 623B > 66 6C > 623C > 5B(2) > 5C > 2C > HJC > jD... (5B(2) > 5C > 3C > 214C - [3241 Damage/52 Heat] (5B(2) > 2B > 5C > 3C > 214A) - [3183 Damage/46 Heat]
  22. Edit: Ninja'd. You also have to delay 623C against Rachel and Valkenhayn.
  23. Hey, at least it takes away primers now!
  24. Jin mirror, starting positions, dummy is set to "2D > 5C." I instant barrier block, then dash 5C. We trade. Since instant barrier block reduces blockstun by 2 frames and dash 5C is 11 frames, 2D is +1 on block. EDIT: Even though 2D is still +1 on block, it's actually much worse in terms of real advantage than that value would suggest (due to spacing). And, given how easy it is to instant block, it's a pretty bad pressure tool now.
  25. The opponent needs to be at a certain height when you jC for j214A to connect. Try delaying the 6C as much as possible.
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