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Moy_X7

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Everything posted by Moy_X7

  1. I can do it the way that's shown on Sakaku's video. 966D~BC, which is basically just jumping and the air dash motion but I can't do it off 696D~BC, which would be the IAD motion. What gives? It sure as hell beats doing IAD > Swallow though, those 14 frames before you can cancel Swallow give the opponent time to react and push buttons. Edit: I'm getting the hang of it now with the IAD motion.
  2. Bwahahah, that's how some of my matches went a couple of days ago using Platinum. Opponent - Mmm, he hasn't used Heart Car even once and he has the meter to RC it. I guess he won't use it at all. Me - *Heart Car* Opponent - FUCK *burst*, I bet he we won't do it again. Me - *Heart Car* :D Opponent - ... Heart Car to 5K, yo. Then I land it, I expect them to burst, try to bait, and give up my 5K A lot of people tend to burst the moment they get touched if they whiff something or if something that's very unsafe on block get baited. However, they don't usually do it because they've subjected themselves to a heavy punish but simply because they're pissed that their move whiffed/got baited lol. Get those JC-able/anti-burst punishes ready and put the hurt on them XD
  3. It whiffs sometimes against crouching Tao, I don't know if Tao's hit-box changes as she shakes her ass around while crouching or what.
  4. Dayum, Lambda is dishing out Meguca-tier damage. It's too bad that only a handful of people will actually bother to learn her stuff lol.
  5. Punishes: What is this? Punish Ice Cars and DPs with dashing 5As and 5Cs respectively, wtf else? lol. His pressure ends if you block 6A since it's -4, that's your cue to push buttons and turn the tide. Anti-airing: 5A to stop cross-ups and 6A against j.B-happy Jins. Only use 2C close to the corner where the reward outweighs the risk, doing that mid-screen and whiffing/having 2C blocked spells death. Zoning: Keep him out of his 5C range with max range 5B and 3C. Don't even try to outpoke him in the air, his j.C is faster, has better range and leads to decent damage on CH. Only risk using j.C as an air-to-air if you're close to the corner where the reward is worth the risk. Strategy: Once again, try to outpoke him on the ground with dashing 2B, 5B, and 3C. It's going to be ridiculously tough to get in on him without the aid of Bombs and Missiles but once you do, it's smooth sailing with Plat's ok mix-up. 2A, 5A, 5B, j.C air-to-air and DP A make it tough to approach from the air. You're best bet is to just see what he does, ground rush him if he jumps and outpoke him if he stays grounded. If you see him jump near the corner then a Heart Car is worth the risk as long as you have meter. Item Strategy: Bombs to for force him to stay grounded and Missiles to make him jump, either way, that's your way in. Get ready to get rushed down and even eat a combo if you use your Bombs incorrectly. Fly Swatter (Kitty) is not too bad to air-to-air his j.Cs. The Super Fly Swatter also instills fear into the hearts of your opponents and forces them to not press buttons, use that to your advantage and rush in. The other items serve their general purpose, instant overheads/combo extenders (Pan), DP/anti-air (Bat), combo extender/primer break/cross-ups (Hammer). Char specific details: Watch out for resets off freezes/5B/6B, get ready to react to cross-ups with 5A and air throws against JC happy-Jins. Not many Jins use the j.D > Air Dash > cross-under but keep your eyes peeled if you see him do an air combo that's not the standard 5C > 6C > air stuff. Watch out for the 5B cross-up near the corner. Once again, his pressure ends after you block 6A, if you're letting him do anything after this then you're doing it wrong. Gutsy Jins will DP you once you start pushing buttons after a blocked 6A though. Other details: See the above. All of his stuff IS faster and has better range, lol.
  6. Same, most of the time that I use it I just get mashed out. Most people are pretty free to Dramatic Sammy though lol.
  7. Combo inspired by Ei ya Machi When cornered: 3C > 22C > RC > (dashing)2C > 236A (cross-up) > 5C > 236B > (dashing)5C > 2C > (delayed) 214C > (back up)6C > (delayed)22C > 5C > 6A > 236B. (4718 damage, 28 Heat gain). I've always preferred oki over damage when playing Jin and it's no different with Plat, that and Bubble oki is godlike. If you want more damage then just do Air Combo 1 after the 22C > 5C and you'll get 5116 damage and 31 Heat gain.
  8. The only way I can think of is with 3C after a 22C late in the combo so that you can try and squeeze out as much damage as possible.
  9. Basics/Matchup Overview: Like Lucien said, this match feels like it's just slightly on Jin's favor. Ragna still has some amazing normals, ID is still ID and you have to respect DS. Long Distance: Outpoke him with j.C, throw out some preemptive 5Ds as the situation calls it and whore those j.236Cs. Mid-range: Ragna pretty much dominates the mid-range game, 5B beats your 5C. Space your 5B's just right and you might land a 5B CH. Watch out for those dashing 2Bs as they have quite a bit of range to them. You'll be seeing a lot of GH once you get pushed out a bit during pressure. Close Quarters: Back to Jin's advantage, whore those 5Bs here. Get ready to start baiting those IDs with jump cancels. Make good use of 5B's multiple mix-up options (j.2C cross-up, 6A, 2B, tick throw, j.236D feint cross-up) and bait ID one he gets antsy. Don't get too JC happy because his 6A and air throws hurt. Best Tools: j.C, 5B, and Air Ice Swords really shine in this match. Best Way to Pressure: Get him to block Air Swords/5C > 2Ds and rush in. Use 5B and j.C as best as you can to get in. Their Strategy vs Us: Ragna loves his max range, dashing 5B/2B, expect to see them a lot. His 6A shuts down your aerial approach with j.B. Respect his j.C as it is an amazing jump-in tool. Expect to see those meaty 6Bs a lot as well. Berial Edge is sometimes used to bait your normal AAs. Ragnas love their 22C shenanigans near the corner. Ragnas that know their stuff will space DS just right so that all of your DPs will whiff. Ragnas whore the shit out of ID with meter so get ready to bait it. Be wary of Hell's Fang, it might lead to frame disadvantage for him but he still has his ID to make it "safe". Eventually you're going to have to bait ID after HF and that's exactly what some Ragnas want as they can just continue pressure. Best Overall Strategy: Your best bet in this match is to just outpoke him with j.C and preemptive 5Cs/5Ds. Once again, whore those j.236Cs. Use your ice swords to bait his 6A and then you can start contemplating your approach with those j.Bs. Block low and react to 6B when he's somewhat close to you and GH when you get pushed out a bit. Like Lucien mentioned, keep that meter handy when you're cornered so that you can attempt to escape by CA. Ragna's corner pressure is scary as fuck, so try not to push buttons and either IB > DP with meter or CA. Gimmicks: Ragna has very few gimmicks, mostly his DP and GH cross-ups.
  10. This one Platinum was doing that against me, it worked the first couple of times because I just didn't expect for someone to do something that risky but later I just started punishing the shit out of it. I'd say, "no", 236A is not a good way to cross-up.
  11. Hahah, I played a Jin the other day who would DP after every mistake or after 6C. I started baiting the and said "I bet he won't do it anymore". *gets B DP'd in the corner after another 6C*
  12. Here I was trying to sub Platinum just so that I could counter those thousands of Jins online... It's not fun having to deal with my own bullshit lol.
  13. I haven't had much success pulling it off, I'll try some more right now.
  14. I don't know, that move feels really weird to me when I land it, it feels like it has a bit of landing recovery whenever you land it and at best I can link it with a dashing 5A when somewhat close or 5B/5C on CH. I learned that the hard way, I have to use 5B preemptively on that match since Plat's 5B outreaches Rag's 5B at the very least. Then they wise up and use 5C Pretty much that, people love to mash on Netplay. Why bother doing all this fancy extremely close to the ground TK Swallow Moon > j.A shit when I just get mashed out most of the time. Eat a 5B CH frame trap, you assholes XD
  15. *sigh* How do you do the Hammer glide thing with Platinum?
  16. I find it boring that I have to play against a thousand Jins online, thank God for Platinum so that I can avoid mirrors lol.
  17. You can use 22C after you use a move that knocks the opponent down. Said moves are 3C, j.D (Frying Pan), Mami Circular, j.D (Hammer), etc.
  18. He can Counter bubbles and he can fuck you up lol. This match feels like such a pain in the ass for Platinum that I'd rather just use Jin, lol. 5B, 3C, and Cat Face are excellent tools in this match though, gotta fight fire with fire.
  19. I'm not gonna lie, I mash bat whenever I'm getting pressured or combo'd. Other than that, I fucking rush people down and smack them in the face with it. Stupidity aside, it sometimes works to bait anti-airs and it's an ok anti-air itself. Like Axis said though, you're better off throwing it away and using it as an anti-air or for lulzy MM combos. In terms of usefulness, the items go like this (IMO): 1. Cat Missiles (Miracle Jeanne that shit) 2. Frying Pan 3. Cat Bombs (Miracle Jeanne that shit) 4. Hammer 5. Cat Smashy Thingy (Miracle Jeanne that shit) 6. Bat I feel the power whenever I use Miracle Jeane with Missiles and Cat Face... "GO ON, PUSH A BUTTON MUTHAFUCKA, I DARE YOU". It's not easy winning matches with her but hell is she fun to use. I just wish that some of her normals were faster and had less recovery, specially j.C and 5B. j.C has mediocre range, a lot of start-up, and shit hit-stun. j.B has a lot of start-up and a shitload of recovery. I also seriously wish that they had made 5C the 5B and vice-versa. Reason being is that 5Bs usually get more gatlings, if 5C was 5B in terms of gatlings, then she would be hell of a lot better.
  20. I'm fairly new to this whole Platinum thing, so what is this "glide throw with the hammer" thing that you speak of? Oh and lol, Mami near the corner against a whiffed sword (usually 5D) can pretty much win you the match. 5K or 7K with the Hammer Loop XD
  21. This is what I do for those Bubble > 6C > 22C combos: 5B > 5C > Heart Car > 5C > 2C > (delayed) Bubble > Back Dash > (dashing) 6C > (delayed) 22C > stuff.
  22. DP A, DP B, sj.C, hell you can even Ice Arrow that ass if its getting too predictable.
  23. I remember seeing this combo a while back and I tried to recreate it: (dashing)5A > 5B > 5C > (delayed) j.B > j.2C > 5A > 5B > 2B > 5C > 3C > 22C (2252 Damage, 23 Heat gain). Near the corner: (dashing)5A > 5B > 5C > (delayed) j.B > j.2C > 5A > 5B > 5C > 236B > 22C (2432 Damage, 25 Heat gain). (dashing)2A > 2B > 5C (delayed) j.B > j.2C > 5A > 5B > 2B > 5C > 3C > 22C (1862 Damage, 22 Heat gain). You don't need to dash against Hakumen and Tager, hell, you don't even have to delay the j.B against Hakumen. I'll test it against everyone later on but right now it doesn't work on Ragna and Valk.
  24. Work on your execution and hit-confirms, work on your combos since you could have gone for the DP C loop when you landed that 236D (lol), and I wouldn't recommend using the j.236D > 6C "reset", only people who are sleeping get with that. If you really want to go for AUB resets then try this one out since it's meter free.
  25. Basics/Matchup Overview: This match feels like it's slightly on Jin's favor. Jin's pokes lead to higher damage on CH whereas Hakumen won't be getting much out of his pokes without the use of his stars. Pay attention to the amount of stars that he has at the moment and react accordingly. His nerfs have really hurt him this time around. Long-distance: try to IB his 4Cs and j.Cs whenever you can. If the Hakumen is mashing 4C, block/IB those 4Cs and return fire with 5D or 2D. Bait his 4Cs so that they whiff and return fire once again with 5D or 2D. Be wary of his stars as he will cancel his 4Cs with Gurren or Kyshuu once you start getting too Drive happy. DP A is a very good tool in this match as Hakumen will be approaching from the air for the majority of the match. DP A him out of his high jumps and his rising j.C attempts. Dash 2A against his falling j.C attempts. If you both jump at around the same time then don't be afraid to throw out a j.C, the risk/reward factor is in your favor as all he can get out of a j.C is a breather. Use j.236Cs sparingly and they might catch him during one of his j.Cs or other aerial attacks and you can follow up with either one of the projectile super on normal hit or a standard combo on CH. I'd refrain from using the grounded Ice Blades as they're easy for him to cut, Drive counter, or IB. Mid-range: 5C beats most of his stuff at mid-range, just be ready to bait some Drives at this point. Block low at this range or else be ready to get swept by 3C. If he's getting too 3C happy then 6B his ass for massive damage. Be careful when using j.C and 5D outside of their maximum range because he can Drive counter the shit outta you at this point. Short-range: here is when you have to start respecting Hakumen. His jabs and his 2B have frame advantage, 6A is +3, and he can put the hurt on you with TK Tsubaki, TK Hotaru and his Drives. Once again, be wary of how many stars he has at the moment and get ready to react to TK Tsubaki or Zantetsu if he doesn't respect your reactions. If he uses the latter and he has no more stars then IB the second hit and turn the tide. The same goes for Renka. Be ready to tech throws as Hakumens love to tick throw when they have very few stars. 6B might not do much damage but it still build him meter and exposes people who mash crouching jabs. Be extremely careful when approaching with j.B at this range as his Drive counters, 5A, 2C, and TK Hotaru will make you cringe. Best Tools: AA 2A, AA 5A, j.A AA DP A, 5C, j.C, 5D, 2D, and j.236C are your friends. Best Way to Pressure: Slowly approach him, try to outpoke him with your Drives and j.C. Throw some j.236Cs and hope for a hit. Get him to block 5C > 2D at mid-range and begin your pressure. I know that we Jins love our j.B but it's extremely risky to throw them out on a whim in this match. Their Strategy vs Us: Hakumens will usually try to keep away as they always have but they have to really respect Jin's tools in this match. The most patient player will prevail in this match but don't get too patient or be ready to eat godlike Mugen damage or react to some nasty mix-ups. Bait his Drives as much as you can to the point where he won't want to use them as often. He's vulnerable after Mugen, so use Ice Wave super or something else to punish him according to the distance between him and you. By the way, 5D beats every cross-up you throw at him so use them at your own risk lol. Gimmicks: for the love of God, do NOT get hit by a fully charged Shippu. Fucking dash and DP his ass, Ice Arrow him or some shit lol. Best Overall Strategy: Read "The Best way to Pressure" section as it's basically the same thing.
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