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Moy_X7

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

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I found that against tager if you wanna do corner loop, if you can do 6c CH , it's more consistent to do 6c>(dc) > dp b as the starter

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I finally got around to some of your combos, xlolxlolx, and you sir are a genius. Specially that second 5D CH combo in the corner.

Edit: Almost done, I'm just missing combos for j.2C, 6D, specials, supers, and some throw combos. I'm burned the fuck out for today.

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Hey all, I've got one I haven't seen.

6b, mid screen, CH is optional, but preferable.

6B, 66 B (2 hits), C, Sekkajin, 66C, 66, 7C, 214+ A, 44C, 623+ B, 6C, 6D, IAD j.2C, j.C, 66B,(1 hit), 3C, 214+ A, 623+ B.

25 hits, 4075 damage, +57 heat gain

This actually works at starting position, or even a bit further back, but looking at the thread there are better combos...sorry.

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Also, some Icewave*2 combos. Damage varies due to character's position and hitbox. Heatgain is not quite necessary to mention.

1) 5B (2) > 5C > sekkajin > 66C > 2D > 6B > 5C > 5D > 632146C > 632146С - 4713 dmg without holes. 5603 to Tager with holes.

2) CH 5C > 2D > 66B > 66 > 5B (2) > 5C > 2C > 5D > 632146C > 632146C - 4728 dmg to Relius, 5325 to Tager with holes

3) CH 6B > 66C > 2D > 66B > 66 > 5B (2) > 2B > 5C > 2C > 5D > 632146C > 632146C - 5605 dmg to Ragna. And 6130 to Tager, but with holes.

4) grab > 214A (whiff) > 66 5B (2) > 5C > 2C > 5D > 632146C > 632146C - 4429 dmg to Ragna. Obviously midscreen. 4604 to Tager, with one hole.

Ice waves may have holes between hits which enemy can use to recover. Still, that not happens quite often. Also enemy may have to block after recovering from stagger, while losing primers. Or take more damage without blocking, lol.

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I'm not gonna add combos that end with supers as that's more of an option that you might not always have available.

@Vance - I liked that former 6B combo you posted and if it weren't for the 44 DP B, I'd probably add it. I wish I had the execution to pull that off lol.

@Rewenger - nice find on that link. I didn't think 214A (whiff) > 6C would combo with those throw combos.

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Moy_X7, regarding those backthrow combos. I've researched them a bit more today and found out that it's even possible to combo 6C on Tager, Relius, Hazama and other whiffing ones, though it's freaking hard. You have to input 4 in the advanced input (few frames before 214A ends) and do 6C as soon as it ends. But lol I had a 1/13 success rate so it's quite unpractical, especially considering that these backthrow combos are easy to fail too.

you might not always have available.

But, well, that's definitely the best midscreen damage that Jin can ever have. And it's probably the only situation that uses non-freezing 5D.

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Yeah, that's what I was testing earlier but the way I did it was by delaying 214A by a frame or two. In that same note, if you delay the 214A on Hakumen, Taokaka, and Valk, you won't cross them up with 6C.

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Then again, the amount of time that you can delay 214A is also pretty damn strict to the point where it's also unpractical lol.

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It's 44 C, the more you push them into the corner, the j. 214+C, will have Jin land behind them,it is possible to omit the back dash if you've spaced yourself correctly...

It is a pain to land consistently though, and the DD movie was to show the string, I have much better optional combos I'll try and post tonight...

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Then again, if someone were to master this to the point of 100% success rate, it would be quite a significant gameplay advantage. Japanese level, haha.

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Hey all, I've got one I haven't seen.

6b, mid screen, CH is optional, but preferable.

6B, 66 B (2 hits), C, Sekkajin, 66C, 66, 7C, 214+ A, 44C, 623+ B, 6C, 6D, IAD j.2C, j.C, 66B,(1 hit), 3C, 214+ A, 623+ B.

25 hits, 4075 damage, +57 heat gain

This actually works at starting position, or even a bit further back, but looking at the thread there are better combos...sorry.

I had to look at it again but why are you ending the combo with DP B? If there's a 214C at the end of that combo then I might just add it to our list.

Speaking of that. I'm almost done, just the j.2C and misc. combos to go.

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First combo I tried, you can only get 3C in on Hakumen, he pops out of it, you can't even get 2 hits in with the last 5b, or the trip won't connect, he'll block it....

Damn proration...might be the 623+ B...

You get 4078 with the trip so it does slightly more damage...it looks lame though...

https://www.youtube.com/watch?v=uzAgmPIgDag&feature=youtube_gdata_player

The original, he pops out of everything else after the 214+ A...

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5C Starter, Midscreen, Far Hit

5C > 5D > 214D > 66 6C > 66 > jC > j214A > 44 5C > 623B > 66 6A > 3C...

(214C) - [3393 Damage/31 Heat]

(214A) - [3188 Damage/ 23 Heat]

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Good stuff, keep them coming. The thread is just about finished. Just gotta go back and add some combos I missed, some general notes regarding combos in the first post, add some Gold Burst and super starter combos, and do character specific testing.

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Okay finally got one, a but easier and does better damage then the ones posted and you get your ender...

6B, 66 B (2 hits), C, Sekkajin, 66C, 66, 7C, 214+ A, 44C, 623+ B, 6C, 6D, 66 5C, 3C, 214+C

57 Heat gain, 23 hits, 4099 dmg, it's a lot simpler and does better damage...

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Close to the Corner:

*4B+C > 6C > DC > j.C > 214A > 44 5C > DP B > 66 6A > 3C > 214A/C (2800 or 3029/33 or 41)

Actually, it's midscreen. Even more, the distance it works on is ridiculously large, like 2/3 of the stage length. Even 3/4. To sum it up "do not try this one when you do 4B+C on the enemy in corner. Seriously, man, why would you even do this?".

Also quite practical throw corner combo:

(4)B+C > 214A (whiff) > 623B > (slightly delay 2C so the following 6C won't whiff) 2C > 6C > 623C > 5A > 5C > 2C > 623C - 3170 dmg, 33 heat

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"do not try this one when you do 4B+C on the enemy in corner. Seriously, man, why would you even do this?".

I would do it if it was against Taokaka, Valkenhayn, and Hakumen since they get crossed up by the 6C. Pull that off in a tournament and people will be like "lol, look at that shit. What did he just do?" lol. That and it's easier than the Sekkajin combo in the corner.

Also quite practical throw corner combo:

(4)B+C > 214A (whiff) > 623B > (slightly delay 2C so the following 6C won't whiff) 2C > 6C > 623C > 5A > 5C > 2C > 623C - 3170 dmg, 33 heat

That's a decent alternative to the standard DP loop combo and it's easier. I personally prefer TCSyd's corner combo since it builds a monster amount of meter but this one's good if what you want is damage and simplicity.

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j.236D > 66 6C > DC > 214A > 44 5C > 6C > (Delayed) DP B > 66 6C > 5B > 5C > 2C > DP C (*4.2K+/33)

Missed a DP C in there?

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