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BANGER

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Everything posted by BANGER

  1. BANGER

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    Actually, I've been doing jB > jC> j2C > jc > j2C > 214C. You hit them with the very top tip of the second j2C (j2C have delicious vertical hitbox), and delay 214C until you both reach the ground. It feels that I have better recovery from ice car this way? Dunno. Someone else wanna try it out and see how it feels compared to 214C from the top of the screen? Damage of this is still around 3k. Forgot exactly. I was referring to the second one I quoted. I can't get the air dash one yet atm, find it hard to time the ground dash right after jC.
  2. BANGER

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    The second one is what I've been doing lately actually (but with jB instead of jC; I'm not really fond of new jC in air combos atm), and I thought it did more damage than jB > jC > j2C > 214C, but the last time I remembered, it did 3.2k while the former did 3k, which didn't make sense to me. These were all from 6C. Doesn't using a move more than once (in this case, j2C) increase proration? I forget. I only saw this once since I wasn't paying attention to the damage, and I only noticed it minutes before I had to go, so I didn't get to clarify. Anyway, what's a good way to end an ice arrow super for that little tidbit of health left they sometimes still have, post-burst? 6A > 623A? It seems to be what I see all the time in vids atm.
  3. BANGER

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    TK'ing = having a move execute as soon as you leave the ground during a jump.
  4. BANGER

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    I'm getting the vibe that it's still too early for matchup threads. There's still a lot of "feeling around" amongst Jin players, if not, all players, as far as I can see.
  5. BANGER

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    Make sure to only DP on standing opponents. Otherwise use EX. Standing DP doesn't hit crouching anymore and whiffing that is... well.
  6. BANGER

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    I dunno, 5D at close is pretty risky too since it can be easily IB'd and punished afterwards.
  7. BANGER

    [CS1] Jin Kisaragi Video & Discussion Thread

    From watching a good Jin player yesterday, I'd say jB jC JC j2C 214C is a good staple. On most situations, it leads to knockdown and 3k~ dmg, just like old times. If freeze is available, then anything into jD -> 214C will do.
  8. BANGER

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    Isn't he just whiffing the super through your ID's invincibility? I've done that a bit methinks. Lemme check.
  9. BANGER

    CS Characters that can be practiced on CT

    CT Bang works in CS, but you'll still need to learn bnbs all over again. Dunno anything about Hakumen. I don't know anything about Litchi. A friend who used to main him says she's way easier in CS though. If she was difficult to pick up in CT, then that means she's considerably different in CS. Carl looks the same sans clap loop and new projectile. Jin is entirely different. Ragna, just end his air bnbs with Berial Edge instead of ID into knockdown. His 5C is faster but shorter, as well as his 2C but it's a Fatal. His Dead Spike takes out a primer.
  10. BANGER

    [CS1] Simple Q & A Thread

    Okay, you know Jin's 6A > 214D corner combo? If 6A is blocked, then you don't do 214D or else you'd eat a fat punish. If 6A hits, you react to it hitting by 214D'ing afterwards; you confirmed 6A hitting, and capitalize on that by continuing into 214D. Hence hit confirming.
  11. BANGER

    [CS1] Simple Q & A Thread

    I don't think so. Jin's jC has less hitstun than Hakumen's, and they'd tech out before the second falling jC. I'll check this weekend, unless someone else fills in on this, but I'm pretty sure it doesn't.
  12. BANGER

    [CS1] Simple Q & A Thread

    You mean 2 jC's in a row, like j.C dJC j.C? If so, it whiffs on standard 6C > dash > 5C > jB bnb. But if the opponent is higher than you in the air than in the usual bnb above i.e. let's say you counter them in the air with falling jB, land, then jump again to hit confirm, double jC works. On the first jump, he'll be at the very top tip of jC's vertical hitbox, and on the second, right in the middle. As far as I can see, if you ever wanna use jC twice in a combo, you'll have to raise em up a bit by doing a j2C before it. Otherwise, 3/4 of the time, it will whiff due to jC's super short vertical hitbox.
  13. BANGER

    [CS1] Simple Q & A Thread

    That's a CT combo. You should repost that in a CT thread.
  14. BANGER

    The Fighter Mentality

    Agreed. As long as it's within the rules and there's no foul play, anything's fair game.
  15. BANGER

    [CS1] Jin Kisaragi Video & Discussion Thread

    I miss that pressuring ability, but that was a Tager, and Tager's are butt-easy to pressure He uses tons of jA and 5A for a Jin though, which was interesting. I wonder of Jin gameplay will evolve from jC fishing and something more pressure oriented. If it has, then I gotta catch up on watching them vids.
  16. I don't post to please anyone here. He posted a video, he wanted advice, and I gave it to him, and I honestly thinks he needs to cover basics first. Without that, he'll just do whatever he's told and not understand the reasons behind them, the tradeoffs, and other crap. smooshman needs to lurk around a bit. That's the best advice I can give him regarding BB and this site. DL already has a ton of info; enough for him to be up to speed in no time.
  17. smooshman, I really hope lag fucked you up, because if that was representative in any way of how you play, I don't think your Jin needs advice; I think you need to work on fighting game fundamentals first.
  18. Pretty much what you said. I think you need to practice your meter management and reacting to counter opportunities. For a Jin, you throw a lot of random/dash in ice wave supers. That could have been 50 meter put to better use elsewhere/earlier, instead of letting it accumulate and dumping it all out on supers. It goes without saying here that you're better off abusing his EX moves than using his supers. Also, don't put too much faith in ice arrow; as you saw in one of those vids, your opponent barrier'd during the animation (it can even be IB'd), and it leaves you way too open on whiff (50 meter, barrier-able & IB-able, and extremely unsafe; not a good tradeoff). As I see it, it's best use is for preventing airborne opponents from bursting during a combo. Also, there were a lot of counter opportunities you could've nailed good damage on such as whiffed 623C/Ds, but you being decently far from your opponent seemed to be a problem for taking advantage of that opportunity. It's either you need to pay more attention to those opportunities or you need to practice 66 5C'ing. EDIT: 623D's follow up hit almost has no vertical hitbox, so a reasonably high air dash will go right through it. Expanding on MetalSonic's post, too much regular ice swords, both air and ground. Air has tons of recovery. Ground, especially against another Jin, is a bad idea due to recovery and Jin player's tendency to always IAD on approach. 6C at point blank range is asking for counter. And ye, missed combos and hit confirming. I don't know if it's lag causing problems but there were a lot of them. General advice: I don't know if you guys were messing around, but sometimes you'd both burst at 3/4 HP. That's alright in CS but in CT, lol. and lol, ice car race.
  19. Woah, you're using 623C as an anti air? IMO that should only be used under pressure i.e. during blockstrings and on unsuspecting opponents during wakeup. It's a horrible anti air. If you're countering them with that, it's no surprise that by the time they come falling down they can already tech out.
  20. 5C jB jC jD 66 5C jB jC jD 214B. Does more damage, pushes your enemy farther, and ends with the same thing i.e. ice car. Your jB in that Litchi vid missed because she was too high. jB hits everything from front of you to below and a bit behind (referring to a clock's face, from 3 o'clock to 7 o'clock, with you facing 3 o'clock). At that height you should have super jumped, delayed your jB, or use jC. As for counter 623C missing, are you using 5C to follow up? If it's missing, you probably hit them from 623C's maximum distance and thus you'd need to add a quick 66 dash before your 5C.
  21. -You need to react to counter hits and capitalize on them. -You need to learn the 5C jB combo. -You need to keep track of your freezes. -Stop doing random ice cars. -Try to use j.236D in close range situations too.
  22. Do the staple 214A cancel during a throw into 5C jB jC etc. Freezes are easy to break out from if your opponent can see them coming. Getting grabbed gives them more than enough time to start wiggling before they're even frozen. However, also bear in mind that letting them shake out is also an option for resets. Play mind games, etc. Also, abuse your jump cancellable moves for baiting burst. Jin's bnbs are bloated with jump cancellable moves. For noels that drive on block, don't barrier block drive strings; that's like refusing an offering to "counter me". Learn to react to her drives and IB/punish. Also, at close range, I don't know why you jump and air dash (not IAD) past them into jB whiff. Too high for cross up. If you're gonna jump at that range, hover around and fish for counters or AAs. etc. etc.
  23. BANGER

    [CS1] Simple Q & A Thread

    You can JC out of both. But you will probably whiff second jC if you do jC JC jC.
  24. BANGER

    [CS1] Simple Q & A Thread

    I'm assuming Renhyou is 623C. No, jB is too slow and targets have lesser tech time from 623C CH. 66 5C works on some, 66 5B should work for most. This was discussed in the other thread.
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