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Moy_X7

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Everything posted by Moy_X7

  1. I was aware of the grounded IB nerf from 5 frames to 3 frames but I didn't know that the air IB nerf was from 10 frames to 6 frames. The startup speed change in Ice Car A doesn't save it from being an almost useless move lol. As for 5D, you probably won't get anything out of it without landing a CH outside of the corner, unless you use Ice Car D. Meh, we'll see if the quick startup makes up for the nerfs it received.
  2. Hah! I knew that 6A being +/0 on block was too good to be true. So it really is -4, not punishable without IB'ing but it does end your pressure if it gets blocked. j.D now has a P1 of 100, huh? j.D cross-ups/resets are going to hurt a bit more in the future. 5D now has a startup of 17 frames but at the heavy cost of having a P1 of 80, recovery time increased to 25, and being -14 on block.
  3. I wonder why the frame advantage/disadvantage in jumping attacks isn't covered in the frame data. I guess that the distance from the ground at which you use the move has something to do with it.
  4. I second that facepalm Yuushiro, this last page is composed of nothing but lulz. It's definitely one of the strongest combos off 5B > 5C > Sekkajin using 214D but scraping for damage at the cost of meter is not a very smart thing to do. I'd suggest an alternative of 5B > 5C > Sekkajin > 6C > DC > 5C > sJC > j.2C/j.C > j.D > AD > j.2C > j.C > (dashing) 5B > 5C > 3C > (near the corner, optional) 236D, the first combo from my 3C ender combo video. It does 2.9K, carries from a little over mid-screen to the corner without the use of 214D and if you must absolutely use meter, then add 236D at the end and turn it into 3K and make good use of the excellent mix-up opportunities off the 236D reset. It works against everybody but Tsubaki, Lambda and Carl. Heh, better than a combo that only works on a single character, don't you agree? I'm definitely rolling with that combo on CSII if I can add a 214B at the end of it, if not then I'll still use it because I'm not too fond of the now standard 5B > 5C > Sekkajin > (dashing) 6C > DC > (dashing) 5C > j.C > j.2C > j.D > 6C > 214C.
  5. I tested it out and it's probably either +1 or neutral if you do it as low to the ground as possible. Should score you a nice 5B CH if they use something slower than 7 frames.
  6. Well, you're sacrificing a ton of damage if you go for a combo like that. I for one thought that you meant that you were going for a falling j.2C > j.C > dashing 5B > standard oki setup.
  7. Mmm, that's odd, I'll give it a try.
  8. In one of the videos I saw that you were mashing 2A to punish a roll out of the corner, you couldn't follow up the 2A that landed because you were mashing 2A lol. I can't understand the logic behind mashing, you're relying on luck rather than actually timing whatever move you were trying to use. That aside, your hit-confirms suffered severely in matches 3 and 4. Some examples that really stood out for me... one of them happened when you landed a 5D near the corner, that could have been an easy 5B > 5C > DP B > corner stuff but instead you jump canceled for god knows why; the other one happened when you landed a 2A near the corner again, this time you finished your combo with an Ice Car B instead of going for the standard DP B corner combo. Later on match 4 you landed a beautiful j.C CH on that Mu while she was crouching, that just screamed "DASHING 6C NOW" but... you did nothing. Now there's the issue with your j.D reset attempts... you need to learn the spacing for those air dash > j.Ds. I very rarely ever see you land those and when you do, you're not close enough to the opponent to follow up with something worthwhile. You might as well just finish your combos and gain more damage + oki lol. Seriously though, learn the spacing required for those air dash > j.Ds. Hit up training mode, setup situations where you can land an anti-air 5A, 2A, or DP C CH and test it out from the minimal to the maximum range at which you land those moves. I recommend those because you don't get much damage out of them and you won't risk losing too much damage if the reset fails.
  9. The characters that are not launched by 5B > 5C > Sekka-Jin are just Lambda and Carl; Ragna and Hazama require dashing momentum before the 5B even if you're right next to them.
  10. Don't forget 5A, I find myself using that normal as my main anti-air. SJ will be the one showcasing Jin's tools and editing the video as he sees fit, right? I was going to say that maybe you should add more details to every single one of Jin's normals and specials but that might not be necessary.
  11. ^^ You can't special cancel throws in CS2, that gimmick is impossible to do now. Not bad, there are some thing which I could nitpick, such as that FD abbreviation. I doubt that people who have not played GG will know what that abbreviation stands for, you might consider changing it to "BG" or simply spell out the two words being "Barrier Guard" or "Barrier Block". I'll go ahead and post something that I noticed and posted in the Gimmicks thread. "Blocked j.B/j.2C/j.D cross-up > j.236D double cross-up, was this gimmick discussed before? As of now, I can get it to work on Tager. It works in the same way as a j.236D feint-cross-up would. You cross somebody up with j.B/j.2C/j.D and if gets blocked then you cancel it into j.236D, that which pushes Jin back to the other side. Tager is such a fat bastard that it actually works on him and it works against Arakune with the right spacing. It might work against more character but I don't know as of yet. *shrugs*" Maybe you could add ways to setup j.D/j.236D resets at the end of combos as time goes on. By the way, I thought that 3C > 236D didn't work anymore. Does it only work on characters with huge grounded hit-boxes such as Tager, Arakune, and Rachel?
  12. 1.)"If he's too afraid of a random hit while trying to punish." I personally prefer to punish with a 6C CH, it nets way more damage. 2.) Psychic 2Ds? A whiffed 2D is a huge "please punish the shit out of me now" sign on top of Jin's head. I can see it working if the Jin has godlike reflexes. This isn't like baiting a DP, you will get punished, hard, if you guess incorrectly.
  13. Mmm? Jin can easily punish his beam DD by back dashing and either using 2D or Ice Wave if he's too afraid of a random hit while trying to punish. While Arakune doesn't have a DP, he does have a way to get out of pressure in the form of IB > back dash.
  14. I know and yes it can, 5B pulls the opponent from the corner towards you, just enough to have Jin IAD > j.B for a cross-up.
  15. Hahahah, 2Axn > 2B > 5C is as tight as our block strings get. Don't forget that you can do the same to Arakune in the corner. 5B > IAD j.B works wonders near the corner, mix it up with IAD j.236D once he becomes aware of it. The difference here is that Arakune's cross-ups, as well as everything else he does while you're cursed, is safe :/
  16. ^^This, that first video was a bunch of randomness. I did like the fact that you used that Forward Throw > dash under > reverse 6C gimmick. Too bad that you couldn't follow up that 6C combo properly :/ The second match was a big improvement, there were some things that you didn't follow-up properly but it still turned out to be a pretty decent match.
  17. Err... Jin has plenty of tools to fight Arakune... j.C, Ice Swords, well-timed Ice Car Ds, DP As, j.Bs when he's directly above you recovering from something, Ice Wave super, etc. 5A and 5B work well enough as anti-airs, same with 5C. DP A is godlike in this match, so abuse the hell out of it at a safe distance. It almost feels like I'm swatting a fly with DP A lol. Use 3C > 236D resets whenever you can, go for your tightest block strings, poke him with your... pokes, yadda yadda. Really, this match isn't really that horrible. Then again, it's Arakune, he's going to annoy the shit out of you no matter what. Just feel lucky that you don't play as Noel or Tager, now they have every right to bitch about the match-up lol.
  18. No? The only characters that absolutely require that you go for a dashing 5B before 5C > Sekkajin are Ragna and Hazama because of their weird hit-box. Either way, I don't see what the problem is with going for a dashing 5B.
  19. You can't realistically expect for the front page to be updated whenever someone comes up with a "new" combo. What exactly is the "standard" BnB, anyways? Mine does around 2.9K and nets me 3C knockdown. The only downside to it is that it doesn't work on Carl, Lambda and Tsubaki. Gatling 5B into 5C is not a bad thing, that's how you get Sekkajin combos that work on everyone but Lambda and Carl, at which point you'll want to do 2B > Sekkajin instead. You should only use 3C > 2B combos if you're too far away to use Sekkajin, If you're that close to the opponent where you can go for 5B > 5C > 3C > 2B then you should be close enough to pull off Sekkajin combos.
  20. Err... I believe that he was going for a 3C > 236D setup, it would have been a legit combo had he not gone for a dashing 6C after Sekkajiin. There's no reason for him to do that unless his fighting Rachel, Mu, or Arakune since they're out of 2D's range if you don't use dashing 6C > 2D. That or if he's going for the 5B > 5C > Sekkajin > (dashing) 6C > DC > 5C > 2C > sJC > j.C > j.D > AD > cross-under j.D/j.236D reset. Which goes on to the next point... What kind of resets were you trying to go for? I saw 5C > 2C > sJC > random ass AD > j.D. It worked once because he was mashing but I didn't see that thing cross-him up even once. You gotta ease down on those Burst baits, I fucking lol'd when you managed to "read" his last Burst and still got hit by it because you stopped blocking for some reason. I also lol'd when you tried to go for a 3C > 236D reset but you mistimed the 2B and still continued what would have been 2B > 5C > DP B > corner stuff XD
  21. Click on the following link for further details (yes, I'm too lazy to repost it): http://shoryuken.com/f7/naptown-clutch-indpls-2-19-11-ssf4-3s-hdr-st-mvc2-low-tier-mvc3-258061/ They'll have AC for those of you who still play GG. I'm going there for MvC3 and hopefully some BB:CS casuals. YouTube - NapTown Clutch Grand Prix Trailer Hell, are there any Indy players here other than rei and Neverdone? lol
  22. Nah, I'm tight on money right now. One day though, ONE DAY.

  23. I don't remember, what was your PSN ID? Either way, feel free to add me, mine is Moy_X7.

  24. I haven't played SKD in CS but he used to wreck me back in CT, lol. I usually go even with DJ but Quickdraw is definitely better than me. I also haven't played Omni in CS but he was a beast in CT and I learned some pretty good gimmicks from him.

  25. Hahah, yeah, him being the best Jin on PSN is pushing it. Apparently he hasn't played SKD, Quickdraw, DJ_Blactricity, and Omni.

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