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Remiri

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Everything posted by Remiri

  1. I teamed with my friend who played Hakumen on sat. I was the other Jin
  2. I couldn't come for the singles, but hopefully the turnout was better then the 5 team lols on sat. :p
  3. Shout out to dropping combos left and right :p Shout out to Danny for that uber lame tourney match that im sure we were both disappointed in.
  4. psh im actually showing up this time too :p
  5. gogo cvs2 :p I will be here to get trounced on my Jin, can't faceroll high tier nemore!
  6. Quality list, big thank you for the updated info I certainly have some learning to do!
  7. The less robotic swords the better :P
  8. lol sup bro...bar hoppin this fri but I will make an appearance next week to hopefully retain my Jin honor.
  9. From a blockstring or just flat out? I would think if you are blocking against Jin and he does say 6C -> 6B that you would be in block stun for a while and unable to get a jumpthrow in.
  10. Mu needs to be cautious about sticking out random drives as while Jin is not as good in CT as CS, his fireball game is more prominent. 236B will score a counter hit from full screen allowing Jin the time to run in and 2D or perhaps even ice wave DD. 236A is very low recovery and can be spammed to hit lasers as well, jump fireballs can be followed with a dash for air pressure along with j.C.
  11. I havent stopped by since people stopped playing BBCT :p Is there a scene here for CS? (I won that silly little CT tourney we had a while back against a Noel, like 6 people played haha)
  12. One thing to keep in mind regarding jin's pressure strings, the guessing starts when he hits 5C. Up until then simply block low and react to an iad jb + ja or watch for a 2a + 6a overhead attempt. Jin's overhead options are very limited and if a 5b or 5c is used an overhead is not possible barring RC. After 5C a Jin can: 3C for a low and end the combo with with 236A fireball, if the low connects Jin gets a BnB air combo IAD 236D for the ambigous cross up, WATCH OUT FOR THIS...results in a freeze to 3k+. If you IB the 5C you can DP to stuff it. Jump Cancel, most likely to bait a DP. Try to stay out of the air near Jin, he has great air-to-air and good ground-to-air options.
  13. Ohhh ok. While my training partner usually plays Hakumen I can test that with him over the weekend...I have never had some1 airthrow in reaction to 6B that would suck for me if it works haha.
  14. It would be a spacing issue ofc, Jin is going to stick it jC on reaction a lot for zoning purposes so if he is committed to that then your throw will get stuffed similar to a jB situation as it hits all around Jin barring the top. Do you mean both Jin and Arakune jumping close to other or medium spacing where you both commit to a move? Close up Jin has very little reason to jump cancel after a 5C for example as the old 5C + jB + jC combo no longer exists on most of the class, most Jins will 6C to fish for a jump or simply end the combo with 236A or 5D. Also a good Jin wont get punished from 6B due to the j236A/B/D cancel on block, it is pretty easy to react to a block before you land and land the fireball.
  15. Oh yeah...I sorta meant 2.5 - 3k, but can do more if heat is high. English lol
  16. Treat this like the Arakune vs. Hakumen matchup and realize the new jC on Jin will be abused, severely. Unlike Hakumen though Jin can get in your face easily and will be attempting to do so, also Jin can deviate from the air-dash and will use 6C on the ground to try to catch you jumping away. If Jin lands a 6C expect to get at least 2.5k - 3k damage from the resulting air combo depending on heat. Know that Jin's SRK (Fubuki) no longer hits you when you do a crouching move and you should play this matchup similar to CT but work on your ground game more then air. (Jin player perspective ofc)
  17. To be frank, blocking and losing a primer is a bit better then the ridiculous act parser resets from Nu in CT... I am just happy we can predict it and respond instead of just blocking and hoping.
  18. @Demonic For Ragna you need to avoid sticking out jC too often in the air, mix it up a bit. If he chooses to end a combo without oki(i.e. leaving you in the air) make sure you are barrier blocking and vary rarely attempt to reverse with a jB or or j2C as ragnas 6A will beat you every time. On the ground be wary of Hell's Fang and don't stick out 5Cs all the time...mix it up with 236A/B or the air versions to zone a bit. For Litchi you really just need to learn when to recover in the corner, she will be fishing for counter hits on the ground to push you in the corner and get a 4-5k combo on you. If you don't know when to tech just wait till you hit the ground to avoid a reset and another large damage combo.
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