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Moy_X7

[CSE] Jin Combo Thread (Updated: 7/19)

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so my hopes got raised and then died this is cool but incredibly impractical, maybe combo video status. so they need to be as close as possible for this to work and as far as i can tell it only works on hakumen but someone else should double check me. as for the 6c since it needs to be point blank the only combo that i could get to work was ch 5b(2)>6c on a crouching opponent and for the combo to be worth it you need to be near the corner anyway

crouching opponent ch 5b(2)>6c>dash cancel>665c>6c>dash cancel>623b>6c>623c>5b>5c>2c>j.d>airdash j.2c>j.c>5b>5c>3c>214a>214a 60 heat 4299 damage

but maybe someone like tcsyd can come up with something useful

btw i dont think this a microdash as you have way to much to dash its not like ragna 22c combos or jins 623c ch combos but honestly we are just talking about semantics so it really doesn't matter

EDIT: if you can confirm it and you are near the corner id say go for it but otherwise the standard 5b>5c>sekkajin combo will be the same damage

ive been trying to get this to work off of a jump bait but it seems if they are even slightly in the air the combo wont work, like even if you hit them out of jump startup it still doesn't work

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well execution aside, it's a combo tool. and considering you current out of corner/mid-screen pick puts to 6C's it's hope for more options and things to come. also try 5B counter hit 2 hits on a crounching opponent into 6C. also try 2B CH > 6C. they might of took it out but in CT 5A CH > 6C used to work. might not be that way anymore though. *shrug*

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"5A CH > 6C" doesn't work anymore.

This link is a bit too tight to be considered practical. The only situation where I would consider using it is off of midscreen 6B CH, where it actually affords you a decent chunk of extra damage (~200).

It does have insane corner carry, however.

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I was pretty certain it was, in Calamity Trigger. I'm getting conflicting info though, because one thread I saw recently said it was, while another in the archive says no. It should be though. :X

Also, sorry. XD

Believe in your Mod, the answer is no. If that's not enough, I'll tell you: "6B has NEVER, and I mean NEVER been an overhead."

Guys, please carry over unrelated conversations in the General Thread. As stated before; this thread is for posting CS:EX Combos so let's keep it that way. If you do not have an input on the subject at hand, post in the the General thread.

~Thanks~

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gonna post random shit i find

from p2:

ch 5d>dc>sekka>dash 6c>dc>623b>6c>dc>j.c>j.214a>5c>2c>6c>623c = 3231 dmg 42 meter

ch 5d>dc>sekka>dash 6c>dc>623b>6b>214a>5c>623b>214c = 2765 dmg 43 meter

5b>5c>sekka>dc>j.c>214a>2c>6c>6d>6b>623b>6a>3c>214c = 3535 dmg 57 meter; easier if youre a bit farther away from p2 works from exactly midscreen also

5b>5c>sekka>dc>j.c>214a>5c>623b>j.c>j.d>5b>5c>3c>214c = 3437? dmg 56 meter; when youre not sure if youre unsure about the distance from corner

fc 2c>6b>5c>6c>dc>214a>2c/5c>6c>dc>623b>6c>623c>5b>5c>2c>j.d>5c>3c>214c = 4219 dmg 66 meter; have to be a little closer to corner from p2

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Anyone know of a good combo off an anti-air hit 5B? I've been autopiloting 5B>5C>2C, and I tried to followup with a j.D, but I only got it to work once. Is there a better combo? Or should I be super jump canceling after the 2C?

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Anyone know of a good combo off an anti-air hit 5B? I've been autopiloting 5B>5C>2C, and I tried to followup with a j.D, but I only got it to work once. Is there a better combo? Or should I be super jump canceling after the 2C?

I'm pretty sure this isn't the place for discussion, but to answer your question:

You should SJ after 2C, so the combo should look like:

5B > 5C > 2C > sj.D > Air Dash > j.2C > j.C > stuff

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I'm pretty sure this isn't the place for discussion, but to answer your question:

You should SJ after 2C, so the combo should look like:

5B > 5C > 2C > sj.D > Air Dash > j.2C > j.C > stuff

Thanks. I was just looking for a combo, not a discussion, but if this isn't the place for that I suppose I'll ask things like this in the general thread.

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what i go for is is AA Ch 5b(2)>2c>SJC>j.2c>j.d>airdash>j.2c>j.c>land dashing 5c>sekkajin>6c>214c 3173/42 heat

or if they are really high in the air i do AA Ch 5b(1)>SJC>j.2c>j.d>airdash>j.2c>j.c>land 5b>5c>sekkajin>6c>214c 2892/41 heat

Note: you only wanna do these combos if you are in complete midscreen if you think you are gonna touch the corner take out the "land stuff than sekkajin" and replace with a land dashing sekkajin so you can tack on the dashing 623b>6a>3c>214a>214a

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what i go for is is AA Ch 5b(2)>2c>SJC>j.2c>j.d>airdash>j.2c>j.c>land dashing 5c>sekkajin>6c>214c 3173/42 heat

or if they are really high in the air i do AA Ch 5b(1)>SJC>j.2c>j.d>airdash>j.2c>j.c>land 5b>5c>sekkajin>6c>214c 2892/41 heat

Note: you only wanna do these combos if you are in complete midscreen if you think you are gonna touch the corner take out the "land stuff than sekkajin" and replace with a land dashing sekkajin so you can tack on the dashing 623b>6a>3c>214a>214a

Thanks, I'll give these a try as well. Will the superjump have to be a forward-moving SJ, or can it be straight up?

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it really just depends on where they are when they get hit you have to make the call, but both can work...what i do is i practice combos like this at the distances where it has to be a Super jump forward or straight up so i can comfortably confirm what to do when the time comes in a match

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I took some time to write down the left-over combos. I didn't work out every single one of them to its fullest but it should suffice for now.

mid screen: 5A, 2A

5A/2A > 5B > 5C > Sekkajin > 66 5C > 2C > hj.D > AD > j.2C > j.C > 66 5B...

3C > 214C = 2370 dmg / 45 heat

2B > 5C > 3C > 214A = 2370 dmg / 41 heat

mid screen: 6C

6C > 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > j.C > j.2C > dj.2C > 214B = 3795 dmg / 38 heat

mid screen: j.C, air to air, low hit

j.C > land > j.A > j.C > dj.2C > j.C > j.D > 214C = 2142 / 22 heat

mid screen: j.C CH, air to air, low hit

CH j.C > adjust 5C > j.2C > j.D > AD > j.2C > j.C > 66 5B...

5C > 3C > 214C = 2626 dmg / 38 heat

2B > 5C > 3C > 214A = 2539 dmg / 32 A

corner: j.C CH, standing

CH j.C > 66 6C > 623B > 66 6C > 623C > 5B > 5C > 2C > hj.D > AD > j.2C > j.C > 66 5B...

3C > 214C = 3698 dmg / 54 heat

2B > 5C > 3C > 214A = 3697 dmg / 51 heat

mid screen: 2D

2D > 66 6B > 66 5B > 5C > Sekkajin > 6C > 214C = 2581 dmg / 33 heat (universal)

- 5B > (2B) > 5C > Sekkajin > 6C > 214C = 2585 dmg / 35 heat (works on MA, LI, TA, NO, MU, HZ, RE, CA, BA, LA)

- 5B > (2C) > 5C > Sekkajin > 6C > 214C = 2722 dmg / 36 heat (works on TA, HK, VA, RA)

mid screen: BC, 4BC

(4)BC > 214A whiff > 5B > 5C > Sekkajin > 6C > 214C = 2574 dmg / 33 heat

mid screen: j.BC

low j.BC > adjust 5B > 5C > Sekkajin > 6C > 214C = 2818 dmg / 33 heat

high j.BC > AD > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C = 3101 dmg / 39 heat

mid screen: CH j.236x, air hit

CH j.236x > adjust 5C > j.2C > j.D > AD > j.2C > j.C > 66 5B...

5C > 3C > 214C = 2968 dmg / 37 heat

2B > 5C > 3C > 214A = 2862 dmg / 31 heat

CH j.236x > adjust 2D > 66 6B > 66 5B > 5C > Sekkajin > 6C > 214C = 2823 dmg / 36 heat

mid screen: j.236B

CH j.236B > AD > j.2C > j.D > 66 5B > 5C > Sekkajin > 6C > 214C = 2832 dmg / 36 heat

corner: CH j.236A/B

CH j.236A/B > AD > j.2C > j.D > 6C > 623B > 66 6C > 623C > 5B > 5C > 2C > 623C = 3691 / 38 heat

mid screen: CH 623C

CH 623C > 66 5C > hj.2C > j.D > AD > j.2C > j.C > 66 5B...

5C > 3C > 214C = 2719 dmg / 40 heat

2B > 5C > 3C > 214A = 2656 dmg / 34 heat

CH 623C > 66 5B > 5C > hj.C > dj.2C > j.D > 214C = 2408 dmg / 24 heat

corner: 623D (2nd hit)

623D (2nd hit) > 66 6C > DC > 623B > 6C (delayed) > DC > 5C > 6C > 623C > 5B > 5C > 2C > hj.D > AD > j.2C > j.C > 66 5B...

3C > 214C = 5269 dmg / 55 heat

2B > 5C > 3C > 214A = 5268 dmg / 52 heat

(mid screen) to corner: j.D, based on side swap setup

j.D > 66 6C > DC > j.C > 214A > adjust 5C > 6C > DC > 623B > 6C > 623C > 5A > 5C > 2C > 623C = 4274 dmg / 46 heat

To set this up you can do either when Jin is in the corner:

- 5B > 5C > Sekkajin > 66 5C > 2C > 2D > jump over j.D or

- ... Sekkajin > 6C > 2D > 66 6B > 214C > RC > j.D

for the latter you don't need to adjust after 214A, it places Jin at the right distance. I thought of a setup since you hardly ever hit a plain j.D.

Wew, finally done. This looks like huge mess, going to have to edit this post later for a better reading. But that's it for now. If you see any mistakes go ahead and correct me.

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I was trying to see if people would come up with more combos but it looks like we have hit our limit here. I'll be working on combos tonight and tomorrow and post what I got on this thread. Then I'll just copy-pasta the stuff into the Wiki.

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I just got the copy of the game from Aksys today.

I will whip out that lab time whenever I am free and I let moy post these into the wiki.

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I'm done with 5A combos in each section of the screen off any situational hit. I'm also going to be upgrading the thread to make it easier on the eyes and to make it easier to identify stuff. Now time to pass out.

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Looked through the updated A starter combos

Any particular reason why some combos end with 5B > 3C > 214A instead of 5B > 2B > 5C > 214A?

Like the first combos of 5A / 2A where they do exactly the same damage as 3C > 214C ender.

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Combo scaling for one and then I usually have them as [1)3C > 214C] or [2)5C > 3C > 214A]. You know that the 3C > 214C ender is character specific so I have to provide alternate enders for the rest of the cast.

Other than that, it's probably a typo I made since I was working on this late at night lol.

Edit: If you have time, you could probably try some of these out and see if you can improve them or point out the typos that I made. I would really appreciate it if you did :)

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Combos that have been scaled pretty bad can only end with 5B > 3C or 5C > 3C > 214A. If you add an extra 2B then the opponent will be able to air tech after the 214A, thus ruining your oki. There are some rare instances where you can add an extra 2B but they're not too common.

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5A starter:

mid screen, #1

5A > 5B > 5C > Sekkajin > 66 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)2B > 5C > 3C > 214C] or [2)3C > 214C](2376 or 2370/46 or 45)

add ender 2B > 5C > 3C > 214A (2370/41)

corner, #3

[AA]5A > 5C > DP B > 66 6C > DP C > 5B > 5C > 2C > j.D > AD > j.2C > j.C > 66 5B >

[1) 3C > 214C (3164/52)]

[2) 2B > 5C > 3C > 214A > 3C > 214A (3209/56)]

Going to skip 2A since it's basically 5A

6A starter:

close to corner, #2 (TCSyd combo)

6A > RC > 66 5C > 6C > DC > 623B > (delayed) 66 6C > DC > j.C > j.214A > 44 5C > 6C > 6D > IAD j.2C > j.C > 66 5B >

[1)3C > 214C] (TBA)

[2)2B > 5C > 3C > 214A] (TBA)

corner, #2

6A > RC > 66 5C > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214A > 3C > 214A (4113/46)

Doesn't work on Tager, Noel, Rachel & Tsubaki

Gonna do the rest later.

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Good stuff on the first one, that was a typo on my part as that 214C was supposed to be 214A.

The second one, you wanna make sure that the opponent is not able to air tech after the second 214A. I'll test it out in a bit.

I forgot about the DP B > 66 6C option near the corner for each starter. I'll have to go through each starter again and add that option to the list.

Nice find on that last one.

Thanks bud.

Edit: I tried that 5A/2A AA corner combo and they do air tech if we're to lengthen the combo like that. I'm just gonna leave it as is. That and I prioritize the extra 1 point of Heat over 52 points of extra damage lol.

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I'll test it out later. I'm gonna try and get all the combos for every starter done by today and then I'll go back and re-optimize.

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Just tested it and it does around 3160 damage just as 214C version. And you still get 214A oki so going for AD combo is not a bad choice.

B section looks good so far, I did not test all of them though but picked that one's that looked interesting.

C starter

close to corner, #4

5C CH (Max Range) > 66 6B > Sekkajin > 66 6C > DC > 214A > 44 (Delayed) 5C > DP B > 66 6A > 3C > 214C (3363/47)

66 6B is probably a typo

([a.]close to) [b.]corner, reposting this

5C > 6C > [a.]DC > 623B > ([a.]66) 6C ([b.]delayed) > 5C > 6C > 623C > 5B > 5C > 2C > hj.D > AD > j.2C > j.C > 66 5B

3C > 214C (4560?/TBA)

2B > 5C > 3C > 214A > 3C > 214A (4605/65 heat)

It's also possible to do 5A pick up but if I remember correctly but you have to omit the AD part for 4200+ damage.

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