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Everything posted by Moy_X7
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DP A, DP B, sj.C, hell you can even Ice Arrow that ass if its getting too predictable.
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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.
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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.
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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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I don't have much experience against CSII Bangs but you still have to respect his 5A. A well-timed 5A will shit on your jump-in attempts/cross-ups and will beat most of your stuff at pointblank range.
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I use that as my Ice Car D ender, didn't think of using it with corner combos lol. I'll have to give that a try and see if it works with most of the combos I posted before and what what things I must omit in order to make room for that ender.
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I did some more testing and (dashing)5C > 6C is definitely the best way to do the DP C loop. The exception here is Hakumen, I'd recommend going for the 2C > 6C variant if you're right next to the corner since you don't have to delay a single thing against him. I'd recommend just doing a timed 5C > 6C instead of a dashing 5C > 6C against Mu because her aerial hit-box is a godsend for the loop. You have to be careful with your timing against Rachel and Carl, specially Rachel, her aerial hit-box is shitty as hell. You must use the dashing 5C > 6C variant against Makoto, otherwise DP C will whiff. Sometimes a little bit of lost damage is better than dropping a combo. So if you feel like dropping the combo might cost you the match then it's better to use eQualz's combo. 3311 damage and 45 Heat gain is not that bad with eQualz's combo.
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I'm using the (dashing)5C > 6C variant because some characters have some horrid aerial hit-boxes, Makoto is the main offender here. That and if you're not too close to the corner then DP C will whiff. If you do the dashing 5C > 6C then you're almost guaranteed to get the combo to work just as long as you're not too slow with the dashing 5C.
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You have to delay it if you're really close to the corner, if not then just dash a bit and then 5C. I wish there was a surefire way to get this combo done but so far I've been landing it fairly often.
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Yeah, I don't even use that combo anymore lol. Now I use 5B > 5C > DP B > (dashing)5C > 6C > DP C > 5A/5B > 5C > 2C > sj.D > (dashing)5B > 5C > 3C > 214C.
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Is it me, or does 5A have a bigger hit-box? I swear I'm hitting people when it seem like I'm not close enough to hit them. Might be their vulnerable hit-box as well but check this out as an example: http://www.youtube.com/watch?v=lMz-18jqVUE&lc=6VO6Mqq7y_-0cCankLeIwcZAtnd-APeRJ1q6Z9FjCE0&feature=inbox#t=37s
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No problem, glad I can be of help XD
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More combos, on crouching opponents: 5B > 5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (3241 damage, 44 Heat gain) j.B > (dashing)5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (3376 damage, 43 Heat gain) 6A > RC > 5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (2918 damage, 29 Heat gain) From a little over mid-screen: 5B > 5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > 6D > IAD j.2C > j.C > (dashing)5B > 2B > 5C > 3C > 214C (3536 damage, 50 Heat gain) j.B > (dashing)5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > 6D > IAD j.2C > j.C > (dashing)5B > 2B > 5C > 3C > 214C (3678 damage, 50 Heat gain) A bit close to the corner: 5B > 5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > DP C > 5B(1) > 5C > 2C > sj.D > (dashing)5B > 3C > 214C (3803 damage, 52 Heat gain) j.B > (dashing)5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > DP C > 5B(1) > 5C > 2C > sj.D > (dashing)5B > 5C > 3C > 214C (4014 damage, 55 Heat gain) As a general rule, try to add a DP B to your combos on crouching opponent if you can, as it boosts the damage and Heat gain like crazy. Specially if you're able to slap at least one DP C in there somewhere.
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Yeah, if you're too close to the opponent when you do Sekkajin then you'll end up switching sides after the (dashing) 5C > 6C, good stuff pointing that out.
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lol, the opening post is going to need an edit after all these contributions. Time to make some contributions getting stuff out of my combo video. 5B starter: 1.) 5B > 5C > Sekkajin > 6C > DC > 5C > sJC > j.C/j.2C > j.D > AD > j.2C > j.C > (dashing)5B > 3C > 214C (3111 damage, 47 Heat gain). This is one of the most damaging combos off 5B, it builds a shitload of meter, it's pretty simple, and it carrier people to the corner like crazy. I'd recommend it as a must-know BnB. 2.) 5B > 5C > Sekkajin > (dashing)6C > DC > (dashing)5C > (delayed)6C > (delayed)2D > (dashing)6B > (dashing)5B > 2B > 5C > 3C > 214C (3267 damage, 49 Heat gain). This is probably the most damaging combo off 5B and it builds a whopping 49 meter. It's a bit advanced with all the delays and dashing going on but if your execution is good, then I'd say go for it. I for one will not be landing this combo consistently lol. Tager specific: 1.)5B > 5C > j.B > j.2C > (delayed)j.C > (dashing)5C > j.B > j.2C > j.C > (dashing)5B > 5C > 3C > 214C (3029 damage, 46 Heat gain). A slightly better version of the Tager specific 5B combo. 2.)j.2C (instant overhead) > (delayed) j.D > (dashing)5C > j.B > j.2C > j.C (dashing)5C > j.B > j.2C > j.C > (dashing)5B > 3C > 214C (3073 damage, 45 Heat gain). Instant overheads ftw, this is some pretty good damage and Heat gain for an instant overhead. Shoutouts to the Partialarist for confirming that j.2C > jD works on some characters. Corner: 5B > 5C > DP B > (slightly delayed)2C > 6C > DP C > 5B > 5C > j.C > j.D > (dashing)5B > 5C > 3C > 214C (3692 damage, 52 Heat gain). I'll post some more combos later.
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Re-posting the link to my combo video here for the hell of it: http://www.youtube.com/watch?v=1XgwVHU4Ekg&feature=channel_video_title
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I'll give it a try and see if I can pull it off using it as an instant overhead against Tager or as a fuzzy guard setup. If it works during a blockstring then this is some good shit and if it doesn't, well... Edit: It works against crouching Tager, awesome, it saves me 50 heat if I land a j.2C instant overhead.
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Jin combo video by yours truly: http://www.youtube.com/watch?v=1XgwVHU4Ekg&feature=channel_video_title
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Bleh, all these Jin combo videos... leaving me with little to work with. The CSII patch can't come soon enough, I gotta get this shit out there fast.
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Not bad, I take it that you got to practice CSII Jin in casuals or something? You did pretty good, just remember to be careful when approaching Mu from the air because 2C CH and 6A hurt. Jin is pretty similar to his former self as long as frame advantage is concerned. The one notable change is that 6A is -4 instead of -16. I should be able to play this game in an offline gathering on Monday and hopefully get somebody to record some matches while we're at it. Screw waiting for the patch lol.
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^^ That, for god's sakes we have a 5 frame buffer window lol. The way I see it, that link depends on how high the opponent is before 5A/5B as well as the starter and at what point in the combo you've attempted the 5B > DP C link.
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I see it now, good stuff.
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+4 on hit, huh? I can work with that. That is kinda interesting, so that only applies to CHs?
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It's -4 on block but I don't know what the deal is on hit.
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It might not be a setup but it sure makes attempting to frame trap somebody with 2C a lot safer now. By the way, are you at a frame advantage or a disadvantage off a successful 6A? I'd like to at least be able to reset pressure off a successful 6A since we can't do shit without meter or a CH.