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Moy_X7

[CPEX] CP > CPEX Jin Changes Thread

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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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more changes from watching 2.0 vids:

22C does not blow opponent away on air hit, now has normal hit effect

Ice Arrow wall bounces midscreen

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3c>ice car>rc>5b1>5c>2c>6c>rehhyou>5c>2c>6c>6d>sekka is a thing

 

5c dmg 710->660

5d p2 82->79

2c dmg 720->770

6b p1 100->90

6c p2 94->89

6d dmg 800->900 p2 82->94

jb dmg 540->450 p2 85->89

fireball dmg 500->650

rehhyou p2 82->92

ice car dmg 780->640 p2 92->82

ex ice car p2 92->82

hizangeki 2nd hit dmg 1500->1200

sekka dmg 220->330 p1 95->100

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tetsuwo's mixi post

 

○システム System

・コンボ時間の減少 Combo time decreased

・GCOD 

 全体Fは不明 Total frame unknown


○通常技 Normals

・5C 

 判定強化? Hitbox buffed?

・5D 

 ノーゲージ必殺技キャンセル追加 No gauge special cancel added

 リーチ減少 Reach decreased

 FC削除 FC removed

・2C 

 硬直増加 Recovery increased

 受身不能時間増加(2C空中ヒット>6B確認) untechable time increased (2c air hit>6b confirmed)

 頭無敵フレームが遅く? head invulnerability frame is slower?

・2D 
  
 ヒット時のみjc、必殺技キャンセル追加 jump cancellable on hit only, special cancel added

 凍結時間減少 freeze time reduced

 ガード時の有利フレームが+1に減少? reduced to +1 on block?

 ノックバック減少(引き寄せ距離減少) knockback reduced (vacuum distance reduced)

・6A 

 ヒット時、有利フレーム増加。+2に  frame advantage increased to +2 on hit

 ヒット時、投げキャンセル削除 throw cancel on hit removed

・6B 

 空中ヒット時、受身不能増加 untechable time increased on air hit

・6C 

 きりもみやられに Spinning blowback

・6D 

 凍結時間減少 Freeze time decreased

 硬直増加 Recovery increased

 受身不能時間減少? Untechable tme decreased?

・JB 

 攻撃レベル上昇 Attack level increased

 全体硬直増加 Total recovery increased

 判定強化? Hitbox buffed?

・JC 

 受身不能増加 Untechable time increased

・J2C 

 受身不能増加  Untechable time increased

・JD 

 ヒット時、相手の落下速度上昇+横方向の吹き飛び増加 Opponent falls down faster+horizontal blowback increased on hit

・投げ 

 凍結時間減少 freeze time decreased

 吹き飛び増加 blowback increased

・CT 

 受身不能時間減少 untechable time decreased


○必殺技 Special moves

・飛翔剣 hishouken

 地上版のみ弾速上昇。CH時浮いた後ダウン projectile speed increase on ground version only. Down after floating on CH.

 空中版は全体硬直増加、受身不能減少 Total recovery increased on air version, untechable time decreased

・霧槍 尖晶斬 musou senshouzan

 空中ヒット時、壁バウンド削除 wallbounce on air hit removed

 追加派生が接地緊急不可 Cannot emergency tech followup

 初段空振り時の挙動がガード時に酷似(浮く)。硬直増加 1st hit whiff has similar motion as on block (floats). recovery increased

 初段ヒット時、相手が少し浮く Opponent floats slightly on hit

 初段ヒット時から派生させた場合の固定200dm、固定ゲージ回収が削除 fixed 200 dmg and meter gain on followup removed

 初段空振り追加派生時、前進距離減少 forward movement reduced on 1st hit whiff into followup

 また、空振り追加派生は中空以上で当てることで追撃が可能になる(2Aor2B) also, can followup when hitting above mid height in air with whiff into followup

・吹雪 fubuki

 下方向の判定強化 lower hitbox buffed

 ヒット時の吹き飛び距離減少 blowback reduced on hit

 密着CH時、2D拾い可能 can followup with 2d on point-blank CH

 受身不能増加 untechable time increased

・雪華塵 sekkajin

 地上ヒット時、よろけ時間がコンボ時間に依存 combo time factored into stagger time on ground hit

 凍結状態の相手にヒット時、最終段に凍結効果 last hit freezes when hitting a frozen opponent

 ※凍結上限は3回目まで。 OD中は変更無し、必殺技扱いの5凍結目まで可 freeze limit 3. no change during OD

 ※FC対応技 FC move

・裂氷 rehhyou

 硬直減少 recovery decreased

 ヒット時、浮きが低く float is lower on hit

 CH時5B拾い確認 5b pickup confirmed on CH

・氷斬閃 hizansen

 接地緊急可、着地硬直減少 Emergency techable, landing recovey reduced

 斬撃時、ジンが少し浮き上がるように jin floats upward slightly during slash


○D必殺技(25%消費) D special moves (25% cost)

・氷翔撃 hishougeki

 判定が1HITに。溜め版は未調査 Hitbox is 1 HIT now. didn't check charged version.

 空中氷翔激は従来通り air version same as before.

・氷連双 hirensou

 初段のコンボ時間Moment。2段目始動はNormal 1st hit combo time is Moment. 2nd hit starter is Normal.

 中央端ともに2段目ヒット時に小さく壁バウンド small wallbounce on 2nd hit for both midscreen and corner 

 高空で2段目をヒットさせることで有利Fが伸びる。追撃6Cを確認 Move frame advantage when hitting at higher height in air with 2nd hit. 6c followup confirmed

・雪華塵追加 sekkajin followup

 切り抜けた後、相手との距離が従来より遠く Opponent is further away than previously after slashing through

・氷斬撃 hizangeki

 2段目スライドダウン削除。叩きつけに 2nd hit slidedown removed. strike down now

 低空氷斬撃>2Bが繋がることを確認、中央でも追撃可 tk hizangeki>2b combo confirmed, followup possible midscreen too

・霧槍 突晶撃 musou tosshougeki

 初段ヒット時、ノックバック減少。追加が前進するように knockback decreased on 1st hit. followup now moves forward

 初段の凍結時間増加。追撃6Cを確認 freeze time increased on 1st hit. 6c followup confirmed

 初段の移動距離が減少 distance covered by 1st hit reduced

 初段空振り時、尖晶斬と同じ挙動に same motion as senshouzan on 1st hit whiff

 追加派生がスライドダウンに followup causes slidedown now


○ディスストーションドライブ distortion drive

・凍牙氷刃 touga hyoujin

 空中ヒット時スライドダウン slidedown on air hit

・氷翼月鳴 hiyoku getsumei

 ヒット時、壁バウンドした後、遠目でダウン downs far away after wallbounce on hit

・雪風 yukikaze

 ダメージ増加 damage increased


○オーバードライブ overdrive

・雪華塵 sekkajin

 ヒット時、後ろに少し浮き上がるように floats slightly backwards on hit

・吹雪 fubuki

 凍結時間増加 freeze time increased

・空中氷翔撃 air hishougeki

 弾速上昇? projectile speed increased?

・凍牙氷刃 touga hyoujin

 最低保障dm減少 minimum dmg decreased

・氷翼月鳴 hiyoku getsumei

 ヒット時、壁バウンド wallbounce on hit

 最低保障dm1250 minimum dmg 1250

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I am okay with this. When I heard about him losing his ice car wall bounce I was like, "No!!!!! My corner combos" But I think I'm starting to like this Jin better. The new drop on J.D is gonna change my resets but it bring them down so that your combo doesn't send them to the other side of the screen. Also, how does sekkajin resetting the freeze work? Does it count towards the freeze counter? Does it have it's own or is it like an EX attack?

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doesnt work midscreen, ill translate the combo thing after my destiny grind

 

○Combo parts
 
・~2B>5C>6C>214B~C Followup only~ 
 
・~2Dor6D>5C>2C>6C>214B~C Followup only~ 
 
・~5C>2Cor6C>623C>5B~ 
 
・~623D>6C~ 
 
・~214D>2Bor5Cor6C~ 
 
・~j.214D>2B~ 
 
 
○Corner 5B(2)>5C>5D>22C 
 
・Works on
 
 Taokaka, Arakune, Ragna, Platinum, Valken, Hakumen, Tsubaki, Litchi, Bang, Bullet, Izayoi
 
・Doesn't work on
 
 Tager, Lamhda, Nu, Mu, (Hazama)
 
 
○Corner ~6C>dl6B>5B Doesnt't work on
 
 Hazama 
 
○~6C>214B~C Followup only difficult on
 
 Hazama, Arakune
 
 ・Alternative option
 
  ~2B>5B(1)>5C>6C>214B~C Followup only 
 
  ~dl6C>214B~C Followup only 
 
 
○214B~C Followup only>2A Works on(Blue beat) 
 
 
○Corner 214D>5C Doesn't work on
 
 
○Corner 623D>5C Doesn't work on
 
 
【Number of hits in parentheses is how many moves allowed before the combo】 
 
○Midscreen 25% 
 
 (1HIT?)5B(2)>5C>623D>ダッシュ2B>5B(1)>5C>6C>214B~C Followup only>Dash 2B>5B(2)>22C 
 
 
○Corner meterless
 
 (1HIT)5B(2)>5C>5D>22C>6C>6D>5B(1)>5C>2C>623C>5B(1)>3C>214B>Followup C 
 
 (1HIT)5B(2)>5C>5D>22C>6C>6D>5B(1)>5C>6C>214B~C Followup only>3C>214B (Izayoi etc) 
 
 
○Corner 25% 
 
 (2HIT)5D>214D>6C>6D>5B(2)>5C>6C>623C>5C>22C 
 
 (3HIT)5D>214D>6C>dl6D>5B(1)>5C>2C>6C>623C>5B>5C>22C 
 
 (4HIT)623D>6C>6D>5B(1)>5C>6C>623C>5B(2)>22C 
 
 
○2C Starter 
 
○2D Starter 
 
○JB Starter 
 
○JC Starter 
 
○J2C Starter 
 
・Corner 
 
 J2C>JD>6C>6D>5B(1)>5C>6C>214B~C Followup only>2B>5C>2C>623C>5B(1)>22C 
 
○6A Starter 
 
・Midscreen
 
 6A>5C>2C>6C>2D>5C>2C>6C>214B~C Followup only>Dash 2B>5B(2)>22C dm3138 
 
          >5C>2C>623C>5B(1)>22C dm 
 
・Corner 
 
 6A>5C>2C>6C>6D>6C>6D>5B(1)>5C>6C>623C>5B(2)>22C dm3393 
 
○6B Starter 
 
○6C Starter 
 
○3C Starter 
 
○6D Starter 
 
○CT Starter 
 
○Throw Starter 
 
・Midscreen 
 
 Throw>dc>22C>5B(2)>2B>5C>3C>214B>C Followup dm2914 
 
・Corner 
 
 Throw>dc>5C>2C>6C>623C>5B(1)>5C>22C dm3088 
 
○623B Starter 
 
○623C Starter 
 
・Front 
 
 623C(CH)>5B(1)>5C>2C>2D>22C>5C>3C>214B>C Followup 
 
・Behind 
 
 623C(CH)>5B(2)>5C>6C>2Dor6D>22C>5C>3C>214B>C Followup 
 
○623D Starter 
 
・Midscreen 
 
 623D>Dash 3C>214B>C Followup  dm2354 
 
・Corner 
 
 623D>3C>22Cor214B and 623D>6C>22C 
 
○236Aor236D Starter 
 
○214B Starter 
 
 214D>22C>5B(2)>2B>5C>3C>214B>C Followup  dm2606 
 
 214D>Slide 22C>Rising JB>J2C>5A>5B(2)>2B>5C>3C>214B>C Followup  dm2722 
 
○22Cor22C~D Starter 
 
○j.214D Starter 
 
・Corner 
 
 j.214D 2nd hit>2B>5C>6C>6D>22C>5C>3C>214B>C Followup  dm3602 
 
○632146C Starter 
 
○632146D Starter 
 
○236236D Starter 

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Also, how does sekkajin resetting the freeze work? Does it count towards the freeze counter? Does it have it's own or is it like an EX attack?

It resets the freeze duration, not the freeze count. However, I'm not actually sure if it resets the freeze duration of the previous freeze move or if it has its own freeze duration properties. Most likely the latter since 5D > 22C, 6C works. During OD, it will most likely count as a "normal" freeze (3 normals freezes and 2 special freezes for a total of 5 freezes in total during OD).

 

Huh, I think I can live with the nerfs (RIP 214D wall stick and 5D FC) now what we've seen the tip of the iceberg of what Jin can do now. Mid-screen TK Hizangeki confirms and potential 3.7K corner damage off 5B are welcome additions, it just sucks that 5D > 22C is character specific in the corner.

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FINALLY!!!!!! No more missing the second and getting punished. Is the Ice Arrow glitch the one where the first hit connects and the rest don't? Also, how come he never used Ice Wave when finishing OD combos in the video? I thought it was the best ender when you can get 4-5 hits.

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read the changes son

 

sekka freeze count is 3 but it only triggers the freeze part given that they're already frozen

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Assuming it's not jiyuna trolling....FINALLY

https://twitter.com/jiyunaJP/status/521252239562641408

 

Praise the lord

 

It's taken how many years now? But like Shtkn said, I bet the Ice Arrow glitch is still there. :V

 

I've got a question about Hizangeki: does that change mean they just get slammed to the ground right in front of and below you? I haven't seen any Jin players use it in the videos I've watched, yet.

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ice arrow glitch is still a thing, god bless team blue

 

and yeah hizangeki slams them down with enough time for you to dash 2b combo from anywhere

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I've got a question about Hizangeki: does that change mean they just get slammed to the ground right in front of and below you? I haven't seen any Jin players use it in the videos I've watched, yet.

 

https://www.youtube.com/watch?v=Wp8pBa5q3CI&feature=youtu.be#t=27s

 

As for the DP D change, I won't believe it until I see it with my own eyes. It sounds too good to be true lol

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