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Airyaxe

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Everything posted by Airyaxe

  1. This is incorrect, Kagura's surfboard attack is projectile invulnerable. So if you're predictable with your sonic sabers you'll get counter hit for a big damage combo.
  2. Damn, doesn't look like it'll be easy to hit confirm 3C CH and 6C CH unless it's a punish.
  3. Guys, what are some ways of comboing into Crush Trigger? Only way I know is off of a throw in the corner. This is my combo in GA and it's probably far from optimal: Throw > CT > 2C(1 hit) > 236C~6D > 2C > 236B~214A > 5C > 623C~D (4278 Damage / -2 Stock / -25 Heat) Edit: TransientFaith, you probably meant 5C in your combo (?). 5A > 6C doesn't link and 6C isn't jump cancellable.
  4. Corner to corner throw combo in GA: Throw > 214B > 236C~6D > 214B > 5C > JC > j.B > j.C > dj.B >dj.C > dj.236C~D (3260 Damage / -2 Stocks) Midscreen Stock Gaining Combo (works on most characters): 5B > 5C > 236B~214A > 2A > 5C > SJC > j.B > j.A > j.A > j.C > 5A > 5C > 623B~214B > 623C (3000 Damage / +6 Stocks)
  5. It would be a good idea to organize the videos by date. Some of the videos are very old and outdated. If the videos are organized by date then you'll be able to find the newest and most damaging combos as well as new gimmicks and mixups. People only get better as time goes on afterall.
  6. Those two videos are things that any good jin should already know. You should stick them to the beginner section, they're pretty good for people new to jin. Maybe make an english translation too, but it's not necessary. Fighting game terminology is the same in every language.
  7. Ah, you got me wrong. I'm not encouraging starting combos with the second hit of 623D. It stupid to try for it and i never use them in a real match. If they block the first hit you should just rapid cancel it.
  8. Any combo that starts with the second hit of 623D is guaranteed 5k+ damage, 7k+ damage with 100% heat. During a corner combo, use 2C instead of 6C if you're expecting a burst. It can be jump cancelled and used to punish the burst.
  9. I said this two pages back: Rehhyou(counter) -> Dash -> 5C -> J.B -> J.C -> DJ.B -> DJ.C -> DJ.D -> Ice Car C -> (2786 Damage) Or when you're near a corner: Rehhyou(counter) -> 5C -> 6C -> 6D -> 6D -> 5B -> 5C -> 3C(okizeme) (2816Damage) For the first combo don't forget the dash, you should start the dash when the enemy is at the top of the arc and 5C almost immediately afterward to catch them in the air.
  10. 5D doesn't cancel into 2D, it can be dash canceled or special canceled. Just watch out if they cancel into a special such as ice car or ice sword. If he keeps on using 5D -> 2D (which is a bad idea) just IB and jump. If the 2D hits you while in the air, block it and air-dash in. If he dash cancels use a meaty like 5B If he special cancels into ice car (which is an even worse idea) you can Fubiki or IB with 5C. If he special cancels into ice sword though you should stay on the defensive.
  11. Yeah, I prefer the ice autobreaking. My opponents can finally stop complaining about wiggling out of the ice now. I don't rely on black beat ice break combos. And, you guys didn't lose R-1.
  12. You could go: ...Sekkajin(8 hits) -> Dash -> 5C ->Super Jump Cancel -> j.B -> j.C -> j.D -> Land -> Ice Arrow Super -> Rehhyou (3352 Damage) ...Sekkajin(8 hits) -> Dash -> 5C -> Jump -> j.B -> j.C -> dj.C -> dj.D -> Ice Car D (3237 Damage) Corner only combos: ...Sekkajin(8 hits) -> 5C -> 6C -> Dash Cancel -> Jump -> J.B -> J.C -> DJ.C -> DJ.D -> Ice Car D -> Land -> 6C -> Fubiki B (3445 Damage) ...Sekkajin(8 hits) -> 6C -> 6D -> 6D -> 5B -> 5C -> 3C(Okizeme) (3210 Damage) * ...Sekkajin(8 hits) -> 6C -> 6D -> Ice Sword D -> 5B -> 5C -> 3C(Okizeme) (3420 Damage) * ...Sekkajin(8 hits) -> Dash -> 5C -> 6C -> 6D -> 6C -> Ice Arrow Super -> Rehhyou (3665 Damage) Other dash-in combos: Air Dash -> j.B -> j.C -> Land -> Dash Split -> 5C -> Jump -> j.B -> j.C -> j.D -> Land -> Dash -> 5C -> Jump -> j.B -> j.C -> j.D -> Ice Car B (3267 Damage) * Air Dash -> j.B -> j.C -> Land -> Dash Split -> 5C -> Jump -> j.B -> j.C -> j.D -> Land -> 6C -> Ice Arrow Super -> Fubiki B (3632 Damage) Air Dash -> j.B -> j.C -> Land -> Dash Split -> 5C -> Jump -> j.B -> j.C -> j.D -> Land -> Dash -> 5C -> Jump -> j.B -> j.C -> j.D -> Ice Car D -> 6C -> Ice Arrow Super -> Rehhyou (3767 Damage) Air Dash -> j.B -> j.C -> Land -> Dash Split -> 5C -> 2C -> Ice Car D -> 6C -> Ice Arrow Super -> Fubiki B (4005 Damage) Crouching dash-in combos: Air Dash -> j.B -> j.C -> Land -> Dash Split -> 5C -> 2C -> 6C -> 2D -> Dash -> 5C -> Jump -> j.B -> j.C -> j.D -> Ice Car B(3585 Damage) * Air Dash -> j.B -> j.C -> Land -> Dash Split -> 5C -> 2C -> 6C -> Dash -> 5C -> Super Jump -> j.C -> j.D -> Air Dash -> j.B -> j.C -> Ice Car B(3485 Damage) * The combos with a * after are recommended; good damage, least heat, or best okizeme.
  13. I don't know what you're talking about but he dashed after the J.C The combo goes: 5B(crouching) -> 5C -> 6C -> Dash-> 5C -> Super Jump -> J.C -> J.D -> Air Dash -> J.B -> J.C -> Land -> Dash -> 5B -> 5C -> 3C(okizeme) The timing is pretty difficult though, you should try to practice an easier combo that has the same concept: Air Dash In -> J.B -> J.C -> Land -> Dash -> 5B -> 5C -> Jump -> J.B -> J.C -> J.D -> Land -> Dash -> 5B -> 5C -> 3C(okizeme)
  14. Oki = Okizeme
  15. Standing 5B -> 5C -> J.B -> J.C -> J.D -> Land -> 5C -> J.B -> J.C -> J.D -> Ice Car B (3074 Damage) (Not Rachel/Bang) * 5B -> 3C -> 2B -> 5C -> J.C -> J.D -> Air Dash-> J.B -> J.C -> Ice Car B (2226 Damage) Ice Sword C -> 2D -> 6C -> Dash -> 5C -> J.B -> J.C -> DJ.C -> Ice Car B (4039 Damage) * Rehhyou(counter) -> 5C -> J.B -> J.C -> DJ.B -> DJ.C -> DJ.D -> Ice Car C -> (2786 Damage) * Crouching 5B/6B -> 5C -> 2C -> 6C -> 2D -> Dash -> 5C -> J.B -> J.C -> J.D -> Ice Car B (3421/3790 Damage) (Not Rachel/Bang) * 5B -> 5C -> 2C -> 6C -> Dash -> 5C -> J.C -> J.D -> Air Dash -> J.B -> J.C -> Ice Car B (3312 Damage) * 6B -> 5C -> 6C -> Dash -> 5C -> J.C -> J.D -> Air Dash -> J.B -> J.C -> Ice Car B (3569 Damage) * 6A -> Sekkajin -> Dash -> 5C -> J.C -> J.D -> Air Dash -> J.B -> J.C -> Ice Car B (2994 Damage) * Standing Corner 5B -> 5C -> Fubiki B -> 5C -> 6C -> 6D -> 6D -> 5B -> 5C -> 3C (3542 Damage) * B+C(throw) -> Fubiki B -> 5C -> 6C -> 6D -> 6D -> 5B -> 5C -> 3C (3006 Damage) * B+C(throw) -> Fubiki B -> 5C -> J.C -> DJ.C -> DJ.D -> Ice Car C (2805 Damage) * Crouching Corner 5B -> 5C -> 2C -> 6C -> 6D -> 6D -> 5B -> 5C -> 3C (3088 Damage) * 6A -> Fubiki B -> 5C -> 6C -> 6D -> 6D -> 5B -> 5C -> 3C (3727 Damage) * These are Jin's meterless BnB's they are not difficult to perform and many can lead to extra combo if you tack on an Ice Car D at the end. The combos with a * after are recommended; good damage, least heat, or best okizeme.
  16. Yukikaze is pretty much just an upgraded version of his counter assault. It serves mainly the same purpose, to get out of pressure.
  17. CH 6B -> 6C -> 2D -> 6C -> Dash -> 5C -> j.C -> j.C -> 214D -> 2C -> 623B -> 623A If you're going to use that combo you can link 623B to 623A if you use 2C instead of 6C after your 214D depending on the enemy.
  18. CH 6B -> 6C -> Dash -> 5C -> 6C -> Dash -> J.B -> J.C -> DJ.C -> DJ.D -> 214D -> Land -> 2C -> Air Grab Not sure if it would deal as much damage but it would end in a better position for you instead of ending on a DP. That's the Japanese style reset. If the throw works then great, otherwise if it gets throwbroken then you can airdash in immediately and continue pressure.
  19. You have to mix up the way you approach, you can't always ice car your way in. If the way you get in becomes too predictable, you can get baited to ice car and get punished. Some ways of approaching are: Backdash to whiff her standard ground combo and then Ice Car A or C(mix them up.) Super jump and block her 6D or 2D then air dash after you block. Bait her sword and once it whiffs, dash/air dash in. Instant block all her stuff and make her come to you. Make use of J.B's horizontal range. Just know to never IAD in, you get punished really easily with 2C. When you're in pressure the hell out of them. Try not to use 5C though since if it gets instant blocked, nu can backdash out of there and get out of range of all your attacks.
  20. Any aerial quarter circle move (ex J.214D or J.236D) can be TK'd. The TK Ice car goes over Nu's 5DD. But you've gotta be carefull otherwise you can eat a 6DD right in the face.
  21. Alright, what I've got from this is that Counter Assault is pretty much useless(or completely useless). It's much better to just IB a blockstring then 623D or 623C them. And the extra 50% heat can be used to Rapid Cancel is they blocked or dodged the DP.
  22. When is the best time to use a counter assault, if ever? Would there be a a time where a counter assault is more advantageous than an IB dp? And if used is there a way to combo off of it and would it do good damage? I want to maybe try to incorporate it into my game just for the possibilities and mind-games. EDIT: This is for Calamity Trigger also, I forgot to specify.
  23. You should wiggle out of 5D, J.D, and the Throw. If 5D doesn't counter-hit you, then you can usually shake out before they blackbeat combo you. You need to shake out of J.D since thats where a lot of resets can come from. And you absolutely need to shake out of the throw since many people can flub the throw combo or it can lead to an astral finish. The minimum freeze for 2D, 6D, and any 25% heat move is long enough for any Jin to combo off of. There's usually no point shaking those unless you're fighting a really scrubby Jin.
  24. I saw Tetsu use that reset in a recent video. Although i haven't been able to try it out myself, it looks like it works pretty well. I've always been using the 214D -> 2C -> Air Grab reset. And sometimes the opponent sees it coming and counters it. If you're playing against some scubbyer people the Air Grab might actually land and you can score some extra damage. But the point is to get a grab release and dash in to continue pressure.
  25. There are plenty of grab combos you could go for, most of which start with B+C(throw) -> 214A(whiff). Some examples: B+C(throw) -> 214A(whiff) -> Sekkajin(8 hits) -> Dash -> 5C -> [sJC] -> J.B -> J.C -> [JC] -> DJ.C -> 214B B+C(throw) -> 214A(whiff) -> 5C -> [JC] -> J.B -> J.C -> J.D -> 214B B+C(throw) -> 214A(whiff) -> 5C -> 2C -> [sJC] -> J.C -> [JC] -> J.C -> 214B Corner Only: B+C(throw) -> 214D -> 6C -> 6D -> 5C -> [sJC] -> J.C -> [JC] -> J.C -> 214B
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