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Moy_X7

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Everything posted by Moy_X7

  1. DP C loops... 5K, meterless damage... Feels good, man.
  2. 1. You don't have to mash it an exact number of times, you can mash as fast as you want but not too slowly because the move might not even come out. 2. Lag doesn't really get in the way of using Sekka-Jin, at least for me. The follow-up 6C is another story. 3. When you're first starting to use Sekka-Jin, pay attention to the combo counter. Stop your mashing after the 7th hit, use the sound of the slashes as another way to keep track of the hits you've landed. Sekka-Jin is actually an incredibly easy move to use and the game is very lenient as to when you can stop mashing. 4. With enough practice, using Sekka-Jin becomes a very natural thing to do. Lag or not being able to hear will no longer be an issue once you master it. Then again, I've been using Sekka-Jin combos since CT, lol.
  3. I sure hope it does, if it doesn't, then at least you've given me another j.D/j.236D cross-up setup, lol.
  4. Oh yeah, 5A (AA) > 5C > 2C > sJC > j.C > j.D > Air Dash > j.236D and DP C(CH) > (dashing)5B > 5C > 2C > sJC > j.C > j.D > Air Dash > j.236D cross-ups here I come. It should work wonders with 5C's increase in vertical range. I have to thank Gaga for that mix-up, way to turn low damage into 2.7K.
  5. ^^ No, 6A only cancels into throws on hit, you'll have to RC in order to combo off 6A.
  6. When I'm learning a new character, I usually have a process that I go through before I fight against another person: 1. Learn what every single one of your character's moves do, know the properties behind each move and what they can cancel/gatling into (Counter Hit, Frame +/-, other random effects such as vacuum or invulnerability). 2. Learn the BnB combos, what good is it to hit your opponent if you don't know the follow-up for the move that landed? 3. Learn block strings, SAFE block strings. 5D into Sledge B is anything but safe. 4. Learn how to tick throw and what moves to tick throw, this is pretty damn simple. Tick throws are incredibly important if you're playing as Tager. 5. Learn to hit-confirm, there's no point in hitting your opponent if you're going auto-pilot and continuing your block string even after the hit has landed. 6. Learn gimmicks, but don't be predictable when using them. Vary your gimmicks accordingly.
  7. Lol, not like anyone would go for it since 6A on hit leads to some nice combos (CS1 and CT?), that's one thing that has eluded me all this time XD.
  8. 623B untechable time - nice, I can foresee combos that carry to the corner, something like 5B > 5C > DP B > (dashing) 5C > 6C > Corner Stuff. DP B > 2D will be a nice change of pace but I wonder if you have to dash before 2D or if you go straight into 2D. 623B no longer hits crouchers - combos on crouchers that used to go into DP B in the corner are going to lose a bit of damage, other than that, it's not that bad since 6A can't be special canceled on hit. 6A > Throw - some people might be mashing or sleeping on you, why not? I guess it would be better to go for a tick throw or further pressure, can't really comment too much on that without knowing how much frame advantage (if any) you get after landing 6A.
  9. I think 2A's proration has changed, it is now possible to do 2A > 5B > Sekka-Jin > 6C > 2D > (dashing) 6B > (dashing) 5B > 2B > 5C > 3C. 6C whiffs after Sekka-Jin in CS1. 6A being air unblockable is lulz, my previous comment that shat all over 6A is now revoked. 5B > 6A gatling, primer removing and air unblockable properties, as well as presumed frame advantage make 6A a move that shouldn't be taken all that lightly.
  10. Yes sir, I'm pleased to know that his 5B received air unblockable properties. On the other hand, 6D no longer having the ability to remove primers really sucks.
  11. 2832 damage is not that bad of a trade-off, thanks.
  12. Thanks, it's good to know that DP C > 66 > 5C works now outside of the corner and that Sekka-Jin now works against the entire cast. Losing 3C > 236D is a bit of a letdown though. One more thing, can you test a CS1 combo for me? 5B > 5C > Sekka-Jin > 6C > DC > 5C > hJC > j.2C > j.D > Air Dash > j.2C > j.C > (dashing) 5B > 2B > 5C > 3C. You have to omit the 2B in the original CS1 combo because they'll be able to block after the 2B and I want to see if this full combo works in CS2. If not then just go ahead and omit the 2B and see how much damage it does, the current damage for that combo is 2925.
  13. j.B is about the same? Don't tell me that, here I was getting my hopes up with shtkn's post. j.2C's hit-box is bigger now, huh? How so? Vertically or horizontally because its vertical and specially horizontal hit-boxes are balls in CS1. More questions: 1. Is 2D really faster and can you do DP C (CH) > 66 > 5C > Stuff as reported from the final loketest? 2. Does 3C > 236D still work in the corner and is 3C > 236C even viable at all now? 3. Is Sekka-Jin's push-back almost non-existent now, well just enough to combo into and from it without problems?
  14. ^^ Yup, that's the one I'm talking about, I'll have to practice that reset as it leads to some insane damage.
  15. Heh, I've been using this throw-reset setup since CT. It's not as successful as it was back then since people nowadays know to delay their techs as to avoid tech traps. So is the 6C > DC > 66 > 5C > 6C > DC set-up the only way to switch sides so far? I remember something involving a throw and a 6C cross-under. Well that and the 236D side-swapping shenanigans.
  16. It's like you completely ignored what I just typed... I KNOW which side-switching combo you're talking about, I pointed out that I used to go for crappy reset attempts before I knew of this. I won't do those crapy reset attempts now that I know of this combo.
  17. Heh, we should have a section that focuses on side-swapping combos. I used to go for something like Stuff > 6C > 2D > IAD j.B (cross-up/reset) to switch sides, not a good thing to do since I was giving up a shitload of damage for a possible reset and a side switch.
  18. You live in Indiana, huh? Up for some matches sometime? The connection should be pretty good.

  19. I'll see if I can make some time later on, I have a project that's due tomorrow.

  20. I haven't tested it against every character but I don't see how or why it wouldn't work on the entire cast.
  21. I assume that your 6D whiffs after 6C, that's because you're way too close to the corner. The only character that gets hit with 6D no matter how close to the corner you might be is Bang. I have 2 alternative combos for you: 1. Forward Throw > 623B > 6C > DC > j.C > JC > j.2C > j.D > (land) 5B > 2B > 5C > 3C. 2. Forward Throw > 623B > 6C > DC > sJC > j.C > j.D > Air Dash > j.2C > j.C > (dashing) 5B > 2B > 5C > 3C. This one does more damage than the one you mentioned (a 7 point difference to be exact lol).
  22. I hate to agree with Simon here but he's right, there wasn't a single consistent combo in any of these video. There were black beat, low damage, no knockdown combos all over the place. One example is the match against Hakumen, he landed a 6B CH twice and both times he used a pretty crummy dashing 5B follow-up as opposed to the usual 6C. The Jin mirrors were painful to watch :/ Now I'd like to watch his more recent matches and see if he has really improved.
  23. Nice find, I usually end up doing the above if I miss the input for Ice Arrow after a 6C and end up with an accidental 236D reset.
  24. No kidding, j.B and j.C are just too tempting.

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