xlolxlolx Report post Posted March 22, 2014 some stuff from jin mixi community: throw>dc>od>6c works back throw>dc>od>ct works ex fireball recovers 9f faster, uncharged ±0 on block and ~+22 on hit 6a: level 3 move, recovery increased to 22f, -8 on block, +1 on hit, +8 on ch p1 70, p2 89, 640 dmg hirensou: 1st hit is Fast starter, 2nd hit unchanged, off 1st hit max seems to be hirensou>6c>ice car>5c>sekka>5b(1)>5c>sekka Share this post Link to post Share on other sites
Moy_X7 Report post Posted March 22, 2014 So they also reduced the P1 from 80 to 70 on 6A? ARCsys pls I don't really mind the Hirensou nerf as that has always been my go-to combo after landing it lol. Share this post Link to post Share on other sites
Jyosua Report post Posted March 23, 2014 That P1 nerf is kinda unfortunate, but I think everything else about 6A we already knew. I feel the same as Moy with the DP D combo route. I do wonder how that will affect 623D > 214D routes though... Share this post Link to post Share on other sites
darkasjinksu§ Report post Posted March 23, 2014 All the more reason to make it special cancelable. Would: 6A-22C-D-(crossunder)-5B-5C-2C-j.2C-j.C-j.2C-j.C-j.214C ~2.5K For 25 heat really be that overpowered? Especially with the nerfs to recovery and proration, that seems pretty reasonable. Share this post Link to post Share on other sites
shtkn Report post Posted March 24, 2014 i know this is tiny, but with the throw dash cancel, sideswap off throws should be easy. it was possible in the 1.0, but it was difficult to execute (at least for me). Share this post Link to post Share on other sites
PozerWolf Report post Posted March 27, 2014 The 6A nerf hits him way to hard. Its actually enough to quit the character. Share this post Link to post Share on other sites
OmegaBankai Report post Posted March 30, 2014 The 6A nerf hits him way to hard. Its actually enough to quit the character. Apparently overheads are just too strong, so they have to nerf them. Dunno why they did that, landing 1 or 2 overheads doesn't mean shit without meter anyway, it was just insurance. Since most people will be eyeing Hizangeki anyway. Share this post Link to post Share on other sites
StrawberryGL Report post Posted April 8, 2014 The 6A nerf hits him way to hard. Its actually enough to quit the character. You really think so? It's already pretty punishable on block, so making it worse doesn't seem too bad to me. Share this post Link to post Share on other sites
Moy_X7 Report post Posted April 8, 2014 6A is -4 on block as it stands, it puts you at a disadvantage but you can't get punished for it (unless the opponent miraculously IBs it). The 6A nerf basically means that the opponent can block low awl dei until you get at least 25 Heat for TK Hizangeki. If you try to use 6A without 50 Heat to RC, you WILL get punished as it will be -8 on block. People think that 6A is worthless as of now because it doesn't lead to anything without meter or a CH. It might not lead to any combos but you do get some damage, Heat and a pressure reset. Eventually the opponent will try to block it but that thing is damn near unblockable, so you get the opponent to try to guess-block it and that's when you tag them with 2B. Share this post Link to post Share on other sites
StrawberryGL Report post Posted April 9, 2014 Oh I see, people must have been IBing my 6A's when they were punishing me on block. It's definitely a big hit to his mixup especially with j.2C suppsodely being harder to combo off of in 1.1, but I don't think it will bother me much in particular because I only really use 6A with 50 heat as it is. Share this post Link to post Share on other sites
Moy_X7 Report post Posted April 16, 2014 I've finally finished one of the match-up threads, the Jin vs Platinum thread now has everything you need to know about that match-up. I'll try to finish a thread per day from now on. One down, a gorillion more to go Edit 1: Jin vs Ragna thread is now complete. Share this post Link to post Share on other sites
Seiki Report post Posted April 20, 2014 I've finally finished one of the match-up threads, the Jin vs Platinum thread now has everything you need to know about that match-up. I'll try to finish a thread per day from now on. One down, a gorillion more to go Edit 1: Jin vs Ragna thread is now complete. Just wanted to say thanks for doing this. I read the ragna one and it has improved my ability to fight him. I hope we can have more discussions about matchups. I think the forums sometimes places too much focus on combos and that leaves the matchup threads bare. Share this post Link to post Share on other sites
Moy_X7 Report post Posted April 20, 2014 They take quite a bit of work, that's why most people don't want to even touch them haha. At the very least I'm going to rush the "useful frame data" section for every character since knowing when you should and should not push buttons is extremely important. Share this post Link to post Share on other sites
smellthejava Report post Posted April 21, 2014 Hello everybody. I just started playing seriously CP and decided to main Jin. I don't really have any much experience with the game but found him pretty fun to play, but reading about the 6A nerf, hitstun from J2C(I think), etc. made me a little bit uneasy about him. How do you guys think the changes from the next patch are going to affect him? Since I'm a complete noob, I can't seem to understand where are those changes directed at and what are they changing. Sorry about my english, it's not my firs language and It's pretty damn late here. Share this post Link to post Share on other sites
Moy_X7 Report post Posted April 21, 2014 The Jin nerfs aren't really that bad, at least not bad enough that it would drop him down a tier or two. The 6A nerf means that his basic mix-up game is going to get slightly weaker until you get 25-50 Heat but he still does a crapload of damage and his neutral game remains unchanged. As far as the j.2C nerf goes, I'm still seing j.2C > j.C, 66 5B > stuff being used, the question is whether the j.2C > j.C loop works now, which wouldn't matter much seeing how not many people go for it due to its demanding execution and it being a character specific combo. Share this post Link to post Share on other sites
stickystaines Report post Posted April 22, 2014 Do we know any combos he can get off dash cancel from throw now? Can he do j.2C air hit combos from forward throw now? Share this post Link to post Share on other sites
xHarukashii Report post Posted May 1, 2014 Sup Jin monsters, just recently finished a new Jin cmv- https://www.youtube.com/watch?v=-3kvqbmox7w feedback is surely welcomed! Share this post Link to post Share on other sites
Moy_X7 Report post Posted May 1, 2014 That 2C CH combo was all kinds of swag, nicely done as always. Share this post Link to post Share on other sites
xHarukashii Report post Posted May 1, 2014 Thank you good sir Share this post Link to post Share on other sites
Dawn of Musou Report post Posted May 1, 2014 I want to test out that 623D reset more. And I loved that iAD j.2C cross-up. Thanks for the video~ Share this post Link to post Share on other sites
xHarukashii Report post Posted May 2, 2014 gotta thank ShadowRedZero for the 236D idea #basedSRZ and thanks i been and will continue to innovate jin combos for every bb variation Share this post Link to post Share on other sites
Wild Candy Report post Posted May 11, 2014 Hey, so what exactly should you be doing when doing stagger pressure and mix ups with Jin? Share this post Link to post Share on other sites
shtkn Report post Posted May 14, 2014 alright, so fatal loops are still in, they're just a bit harder to time now Bang, Bullet, Kokonoe, Makoto, Ragna 5D fatal > 214D(1) > (run up 5B(1) > 2C > jump > slight delay j.2C > delay j.C) x 2 Everyone Else 5D fatal > 214D(1) > (run up 5C > jump > slight delay j.2C > delay j.C)x 3 edit: no fatal loop on kokonoe Share this post Link to post Share on other sites
xlolxlolx Report post Posted May 14, 2014 lets see...... some new corner throw combos throw>dc>2c>6c>c dp>5b(2)>5c>sekka>2b>sekka throw>dc>tk hizansen>3c>ice car>5b(2)>5c>sekka>5b(1)>sekka back throw>dc>crossunder j.2c>j.c>dash 2b>5b(2)>5c>3c>ice car 3c>ex fireball and 6c>charged ex fireball works, charged ex fireball lets you do freeze oki setup d dp>6c>ice car>5b(1)>5c>sekka>sekka d dp>ex ice car>6c>delay sekka>sekka Share this post Link to post Share on other sites
Moy_X7 Report post Posted May 14, 2014 I knew it, the j.2C > j.C loop no longer works and if it does then it probably requires some ridiculous timing. Share this post Link to post Share on other sites