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Everything posted by Moy_X7
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6C > 6B > 5B works now? Sounds good to me lol
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Normals 3C - launches the opponent higher (3C > 236B works at any range), 3C > 5D gatling enabled. 5C - 5C > 6C woks on airborne opponents. Throws Forward Throw - no longer wall bounces (no more throw > AH) Air Throw - no longer ground bounces, hard knockdown enabled. Drives 5D Cat Hammer - doesn't launch as high on CH, special cancel enabled, can be used to extend combos on airborne opponents with OTG 5C after knockdown. . j.D Cat Hammer - doesn't launch as high on CH, special cancel enabled, can be used to extend combos on airborne opponents with OTG 5C after knockdown, no longer an overhead, . 5D Frying Pan - special cancel enabled. j.D Frying Pan - special cancel enabled, makes Platinum float higher (?) 5D Present - can be destroyed by an attack 5D Piko Hammer - can be used to extend combos on airborne opponents with OTG 5C j.D Piko Hammer - the 2nd hit now Guard Crushes. Specials 236AAAB - doesn't ground bounce as high as before, which makes it easier to combo (236AAAB > 6C confirmed) j.236AAB - ground bounce enabled Distortion Drives 236236D - the next two items will be powered up during OD. 5D Cat Hammer - now ground bounces 5D Piko Hammer - can be used to extend combos on airborne opponents with OTG 5C Changes Summary Video: https://www.youtube.com/watch?v=rWMX8_ZOSaI#t=3m18s
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Normals 6A - more frame advantage on hit, throw cancel disabled on hit. 6B - untechable time on air hit increased (new combo routes) j.B - level increased, bigger hit-box 2C - recovery increased, untechable time on air hit increased (2C > 6B confirmed) 6C - spinning blowback j.C - untechable time increased j.2C - untechable time increased Drives 5D - special cancel enabled, no longer a FC, smaller hit-box(?). 2D - special cancel enabled, jump cancel enabled on hit only, freeze duration reduced, frame advantage reduced. 6D - freeze duration reduced, recovery increased. j.D - less float on air hit (opponent falls down faster), increased knockback, freeze duration decreased. Specials CT - untechable time decreased. 236A - faster projectile, knocks down grounded opponents on CH. j.236A - recovery increased, untechable time decreased. 214B - no longer wall bounces in the corner 214B~C - no longer grants a fixed amount of Heat (9) and damage (200), hard knockdown enabled (new combo routes). 623B - lower hit-box range increased, untechable time increased, blowback decreased (623B CH > 2D confirmed), 22C - "resets" freeze duration, combo timer now affects the stagger duration, no longer wall bounces mid-screen or in the corner, no longer blows back on air hit, now a FC. j.214C - can now be emergency teched, landing recovery decreased. 623C - doesn't launch as high, recovery decreased (easier to combo). EX Specials 236D - now only hits once 214D - increased freeze duration 214D~C - no longer wall sticks in the corner j.214D - no longer causes the opponent to slide, hard knockdown enabled (can be confirmed with an OTG 2B). 623D - wall bounce enabled (can be confirmed with 3C > 214B~C), the 1st hit now causes the opponent to float forward (the 2nd hit will now land even if the opponent gets hit in the opposite direction/behind Jin). Distortion Drives Ice Wave - causes the opponent to slide on air hit Ice Arrow - wall bounce enabled Yukikaze - damage increased
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RIP corner damage, specially seeing how 214D no longer wall sticks. I can't believe they actually implemented the majority of the location test changes into the final version but oh well, we've been through the Jin Dark Ages before.
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It means that we're getting more oki options in the corner with bombs, missiles, and presents. In the previous location test it was said that 3C > Air Persia no longer worked, we'll just have to wait and see if that change remains and as it stands, most of the changes did make it to the final version. At the very least, 3C > 236B is guaranteed to work as 5C > 236B would not work if you were too far away from the opponent. No more cat hammer IOHs is a pretty hefty nerf. Oh well, we'll get over it.
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It depends on the character as well, it won't work on Makoto mid-screen. You pretty much have to input the command during 3C and the cancel window is pretty unforgiving, so I would be careful using it mid-screen when there's even a tiny bit of lag. It's easier to use in the corner and it's easier to use if you omit the 5C. Mid-screen combos using 3C > B Persia really only vary depending on the item, the standard BnB is: X > 5B > 3C > B Persia, sj.C > JC > j.C > X Persia. You also have to delay the 3rd hit of Air Persia in order to get a combo out of it. The damage you would get out of it compared to the other standard mid-screen combo (X > 5B > 5C > 236B, 22C) is barely noticeable, so I would go with the 236B finisher combo if you're having a hard time using the former.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
Moy_X7 replied to Moy_X7's topic in Jin Kisaragi
You really don't want your block strings to be too long, doing simple stuff like 2A x N to test the waters (are they up+backers, mashers, DP mashers, or are they safe and just block?) and then adjusting your strings according to their defensive style is usually a good thing to do. Mashers? Delayed 2As and other frame traps Up+backers? Delayed 2As, 2B, air throws DP mashers? 2A > j.2C > j.C/(land)2B Respectful defense?2A/2B > tick throw, j.2C > j.C/(land 2B) and pressure resets (2B, 6D, 2D, etc). -
Tick throws after 2B and jump canceling stuff into j.2C > j.C/2B (risky). That and TK Hizangeki if you have 25 Heat and they're near the corner where you can turn that into damage.
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Meh, early location test changes rarely make it to the final version. I'll hold my breath until the final location test, no reason to panic for something that might not even stick.
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Welp, there goes corner TK Hizansen combos and lol at FC Sekka.
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I wish I even had time for LoL with the way my current schedule is looking like Whatevs, we should always take the early location test changes with a grain of salt. Half of these changes will probably not make it to the final version.
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Hope that the 6C change doesn't stick, there goes 6C > 2D and 6C > 214B in the corner if it does. I don't know how to feel about knockdown CH Ice Blades but 5D > Special Cancel is always a welcome addition.
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Just gonna go ahead and ignore the location tests as all they do is make me rage. That scrapped early CP location test Happy Magicka with a 236C command that would cause her to teleport behind the opponent made me lose all hope. The fact that Plat can't use the 5C > 236B and 3C > Persia combo routes anymore is like them telling me "just play another character".
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The thing is that if you don't use the Bubble, you won't be able to have time to drop the present and have it serve as an oki tool.
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No those combos still work now but there are better alternatives out there. As for your second question, it's character dependent. I would omit the 2nd j.C and just do 6A > j.C > Air Persia, you lose out on one j.C but you at least still get the finisher to work.
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Did you get that from my combo thread? If you did, then you might wanna stop getting combos from there as that guide is pretty outdated and I won't be working on it anymore due to school/work/homework taking up all of my time lol. My personal favorite combo from 5C is 5C > 236B, 5C/6A > 236AAA, 5C > 6A > 22C, 5C > 6A > Air Combo, it does way more damage that the one you mentioned and it's way simpler. Other than that, the combo that Icekin provided is a much simpler alternative and the difference in damage is really not all that big, so I would go for that until you get the 22C > 5C link down.
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I can only do moderator stuff in my own section (Jin sub-forum), if not I would lol.
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I just tried it off a Fatal and while it does work, the timing is pretty damn strict so yeah, I personally don't think it's worth it anymore.
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I knew it, the j.2C > j.C loop no longer works and if it does then it probably requires some ridiculous timing.
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GGs netplay
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That 2C CH combo was all kinds of swag, nicely done as always.
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GGs netplay Shoutouts to Kagura mix-up into DAMAGE, one day I'll be able to react to that stance cross-up. As for 6A, no hope, I can only wait for the incoming nerf lol.