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Everything posted by Moy_X7
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The Jin nerfs aren't really that bad, at least not bad enough that it would drop him down a tier or two. The 6A nerf means that his basic mix-up game is going to get slightly weaker until you get 25-50 Heat but he still does a crapload of damage and his neutral game remains unchanged. As far as the j.2C nerf goes, I'm still seing j.2C > j.C, 66 5B > stuff being used, the question is whether the j.2C > j.C loop works now, which wouldn't matter much seeing how not many people go for it due to its demanding execution and it being a character specific combo.
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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
Good question, I would assume that it would, seeing how you pretty much have to use your Barrier in order to block it but I'm not entirely sure. -
They take quite a bit of work, that's why most people don't want to even touch them haha. At the very least I'm going to rush the "useful frame data" section for every character since knowing when you should and should not push buttons is extremely important.
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GGs netplay Got some much needed Kagura and Terumi experience. Note to self: mash DP against these 2 awl dei, or else they spam the shit out of j.2D (Terumi) or orb pressure resets (Kagura). Also, Jin gimmicks <3 Stealing matches since 2009.
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I'll probably be back home by 2 AM tonight so if you're still awake by then, then we can play for at least an hour.
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If I have nothing going on tomorrow night then yeah.
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I have something to do tonight, it has to be tomorrow or Sunday morning. Promise I'll be online tomorrow by 10 AM at the latest.
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Not tonight but I can play tomorrow morning.
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Stylezama, I remember playing you, you were that "mash on wake-up" Hazama/Terumi haha, ggs.
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Late at night or early morning to noon, the usual schedule.
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GGs to netplay Shoutouts to wake-up mashers Shoutout to rage quitters Shoutouts to Terumi 6C being used like Ice/Heart Car Shoutouts to stubborn niggas that insist on playing in 0 bar connections
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I've finally finished one of the match-up threads, the Jin vs Platinum thread now has everything you need to know about that match-up. I'll try to finish a thread per day from now on. One down, a gorillion more to go Edit 1: Jin vs Ragna thread is now complete.
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I like the part where I get bodied lol Not much to critique here other than some missed hit-confirms, which happens to everyone at some point or another. At least I got some self-critique out of this: I need to space my shit better, that whiffed 6A and 5C at the end of that match hurt to watch lol. @Dawn - other than all the stuff that you mentioned, practice your hit-confirms. You scored a lot of CHs and confirmed into questionable stuff, that one j.C CH into 5D for example. I die a little inside whenever I see people confirm a 6B CH with a run-up 5B when they would have gotten so much damage off a 6B CH > 6C.
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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
Another option would be to go for JC > j.2C > j.C/2B. Basically what happens here is that if they block low immediately after the j.2C then they'll get hit by the j.C which counts as an overhead and if they don't block low after the j.2C then they'll get tagged by the 2B. The problem here is that jump canceling is about the riskiest thing you can do during pressure as it leaves an obvious hole for the opponent to exploit by either intercepting you mid-air or using that time to escape. -
As for the whole counter thing, all the opponent has to do is use a jumping attack and hold back. That way they can block the doll the moment the j.X connects or continue to pressure as usual if no counter is used. Of course, the opponent will need the tiniest shred of hit-confirming ability as to not auto-pilot into 2A or some crap. Think of it as a safe jump that can be used from pretty much any knockdown. Never really thought about using it on reaction, it should work if you expect and can react to an overhead or CT during a block-string since you'll have plenty of time to buffer it during block-stun. The problem with this is that you'll have to give up some meter that you would get from IB'ing crap that leads to the aforementioned slow attack. The final nail in the coffin is the duration of the counter itself. If you could control the duration of the counter like Hakumen's 5D, then this counter wouldn't be as trashy as it is. Reason being is that if you were to use this counter when you know that the opponent doesn't have an option but to gatling/cancel into the next attack in order to make the previous attack safe (Jin 3C > 236A or 6C > Whatever for example), all they have to do is not cancel into anything and they'll STILL have time to recover and punish you.
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For some reason, whenever I do my TKs I get a super jump + the move I'm trying to use right off the ground, which means that I gain a little more altitude. It works in a way that it allows me to use TK j.236C~B at the perfect height and not just land with a j.B that couldn't get through the start-up frames. That may not be the case for everyone else, so hold 9 just a little so that you gain enough altitude to use j.B.
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Nuuuu, I wanted to have Saito Chiwa as my announcer again, not Derpkaka. Wish that they would have kept the old non-Engrish voice sets as option C QQ
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GGs, the lag wasn't that bad until we got to the final match, then it became unbearable.
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Thanks for clearing that up, it would really help to have this sort of explanation under his Drive description on the wiki page for future reference. Might as well just copy-pate the above since your explanation is pretty clear and thorough.
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I would say that my fighting style is match-up and player dependent. If I'm playing against a character with poor defensive options (Nu, Izayoi) then I'll try to get in as quickly as possible. If I'm playing against someone who's dangerous up close or has a weaker neutral game (Tager, Kagura) then I'll want to just poke and play passively. If we get to play a couple of matches and I'm able to gauge my opponent's strength compared to mine, then I'll either do whatever the fuck I want (weaker level opponent) or play much more conservatively (even or stronger opponent). This is why I play Jin and Plat, they have a balanced moveset that allows you to either rushdown or zone the opponent.
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Like TD said, what gives CTs away is that white flash that the characters emits when they use them. Makes it easy for me to Barrier block them if I just look for the white flash. I really only use it with Plat after I nom on their Barrier with OD 214D super bomb spam or OD 214D normal missile spam in the corner lol.
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Can someone explain to me just how exactly his Drive cancels work? Like how many times can you Drive cancel and what cancels into what? I feel like I'm letting Kaguras get away with a lot of crap because I don't know just when I should push buttons after his Drives.
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Deal 100 points of damage and get out of pressure with the risk of having it easily baited, even accidentally baited and punished for at least 3K, seems fair
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Mmm, that's interesting, I wonder just how many people are aware what the colors mean so I don't get dodged like Krieg said lol.
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I've only played a couple hundred matches so I guess I'll be demoted to the previous color in a few more losses.