Yuushiro Report post Posted December 13, 2010 I will keep this locked and post the changes and combos in here. +2C>5C gatling, easy to confirm for fatal , can't do the 2nd 2C +sekkajin knockback decreases a lot +2B >5B gatling added, cant do 2nd 2B +rehhyou has longer recovery but it does 1300 instead of 1000 dmg + Yukikaze now does 3080 damage + jump is now 4F startup (was 5F in CS1) + j.B is looking as dangerous as it was in CT.(probably because of the new jump startup) + You can do "5B > 2B" and 5B > 6A", it looks like 6A is a really fun move to use now. + Neutral throw's freeze time is longer now. + 5B is air unblockable (must FD in the air) + 5C is air unblockable (must FD in the air) +5D speed is faster than CS1, combo from 5C. + 6A removes a guard primer on block + 214B and j.214B knock down +623B 's untechable time greatly increased, ground hit would be until they're knocked down, can follow up with 5C and 2D +623C's untechable time increased; opponent will hit the ground on normal hit +5C has better vertical range, can be used more as AA +j.C has bigger hitbox below Jin - 623D seems to have the same move proration, combos with 2 623D's involved pretty much don't work anymore (less dmg for corner loops?) - 3C techable - 5C has less horizontal reach - 6A still forces crouch (5C>6C gatling from rapid possible) , still cant be special cancellable - back throw prorated really bad -6D doesn't break primer anymore - throw is not cancellable anymore, but you can combo with dash 6C and does something around 2000 - 214D's startup looks slower -623B's low hitbox removed, won't hit any crouching characters. Share this post Link to post Share on other sites
Yuushiro Report post Posted December 13, 2010 Combos Starter 5B: 5B (2) > 5C > Sekkajin > 6C > 2D > 6C > 214C (2780 damage) 5B (2) > 5C > Sekkajin > 5C > 6C > Dash > j.C > j.2C > j.D > 6C > 214C (3054 damage) Corner: 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.2C > 214C (3224 damage) 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.C > dj.2C > 214C (3333 damage) 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (3584 damage) Tager specific: 5B (2) > 5C > j.B > j.2C > j.C > 5C > j.B > j.2C > j.D > 5B > 3C > 214C (2887 damage) Crouchers only: 5B (2) > 5C > 6C > Dash > 5C > j.2C > j.D > Airdash > j.2C > j.C > 5B (2) > 2B > 5C > 3C (3009 damage) Starter 623D: 623D > 632146C (3082 damage, tested against Valkenhayn) 623D > 6C > 6D > 5C > sj.C > sj.2C > dj.2C > 214D > 6C > 214C (3753 damage) 623D > 6C > 623B > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (4227 damage) 623D > 6C > 623B > 6C > Dash > 623D > 6D > 5C > sj.2C > 214C (4529 damage) Starter 2D: 2D > 6B > Sekkajin > 6C > 214C (2388 damage, 28 meter) 2D > 6C > 5C > 6C > Dash > j.C > dj.2C > 214C (2690 damage, 25 meter) 2D > 6B > Sekkajin > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (3021 damage) 2D > 6C > 5C > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (3094 damage) Ground Throw: forward/back Throw > (Backthrow needs a slight Dash) > 6C > Dash > 5C > 6C > Dash > j.C > dj.2C > 214C (2229 damage) forward throw>5C>214B forward throw>2D>5A>5C>214B forward throw>2D>5A>5C>5D>214D>6C>214C Airthrow: Airthrow > 6C > Dash > 5C > 6C > Dash > j.C >dj.2C > 214D > 6C > 214C (3449 damage) Starter 6C: 6C CH > Dash > 6C > 2D > 6B > Sekkajin > 6C > 214C (3738 damage) 6C CH > Dash > 6C > 2D > 6B > Sekkajin > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (4378 damage) 6C CH > Dash > 6C > 2D > 6C > Dash > 6C > Dash > j.C > dj.2C > 214C (4046 damage) 6C CH > Dash > 6C > 2D > 6C > Dash > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (4457 damage) Starter 6D 6D > 6B > Sekkajin > 6C > Dash > 5C > 6C > Dash >j.C > dj.2C > 214C (3517 damage) 6D > 623B > 6C > 6D > 623D > 6C > 6D > 5C > sj.2C > 214C (3964 damage) Sekkajin combo(when going from midscreen to corner) 5B>5C>sekkajin>6C>dc>small dash>5C>6C>6D〜 Fatal Counter 2C(FC)→5C→6C→2D→6B→5C→2C→6C(dc)→5C→(jc)→JC→(jc)→J2C→214 B You can substitute the 214B with J214D→6C→214C at the end instead. new jin combo quick summary courtesy of stunedge: B>C>Bdp>2C>6C>6D>IAD J2C>JC>B>2B>C>3C>214C 46% heat 3200 sth B>C>sekka>6C>2D>6B>sekka>JC>214B 38% heat 2800 sth B>C>Bdp>2C>6C>Cdp>B>C>JC>JD>214B throw>6C>Bdp>6C>Cdp>A>C>JC>jc>J2C>214B 2D>6C>Bdp>6C>5C>6C>Cdp>A>C>HJ2C>214B Share this post Link to post Share on other sites
Yuushiro Report post Posted December 13, 2010 For people who can read japanese, I think the changes and new combos and everything else would eventually be posted to the Japanese wiki: if anyone would be kind enough to translate interesting stuff they find there please post at the discussion sections. http://www14.atwiki.jp/jinkisaragi/pages/97.html also the Jin Japanese BBS for those who care: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1303676093/ Share this post Link to post Share on other sites
Yuushiro Report post Posted March 13, 2011 So, I got my hands on BBCS2 mook. I translated the numbers so far. "RED" means it's different from BBCS1 otherwise it means the same: https://spreadsheets.google.com/ccc?key=0AkPcL0o73qEJdFFzMVpvaktKVDhWU0RjaTEwbU5Manc&hl=en&authkey=CIO2i7cG#gid=0 still need to translate the comments/notes, so far the notes haven't been touched so it's the old one from BBCS1. Share this post Link to post Share on other sites
shtkn Report post Posted March 23, 2011 THROW RANGES USE DIFFERENT UNITS BETWEEN THE 2 GAMES SO I WILL NOT MENTION THOSE CHANGES. 5A Untech time from 10F > 12F. Due to untech change for Lv 0 attacks. 5B Guard from All > HL (must barrier guard in teh air) added "2nd hit can cancel into throw" 5C Guard from All > HL (must barrier guard in teh air) Active frames extended on last 2F > on last 3F added "gatling to 2C (can only do once per string)" 5D P1/P2 from 100/80 > 80/80 Startup from 22F > 17F Recovery from 20F > 25F Frame Advantage from -9F > -14F in Counter Hit state from 29F > 39F can dash cancel from on hit or guard until end of active frames > can dash cancel on hit or guard 18F~39F Freeze time from 40F > 26F 2A Untech time from 10F > 12F. Due to untech change for Lv 0 attacks. 2B added "gatling to 5B (can only do once per string)" 2C Attack Attribute from HBF > HB added "gatling to 5C (can only do once per string)" 2D P1/P2 from 70/92 > 80/80 6A Cancel from (S)R > S P1/P2 from 80/89 > 70/92 Attack Level from 3 > 4 Recovery from 30F > 20F Frame Advantage from -16F > -4F Untechable from 17F > 19F added "forces crouch on hit" added "26F hitstun" added "breaks 1 primer" 6B recovery from 14F > 5F+9F on landing 6C can dash cancel from on hit or guard until end of active frames > can dash cancel on hit or guard 20F~42F lost gatling to 6B 6D P1/P2 from 100/92 > 100/80 removed "breaks 1 primer" 3C no change j.A Untech time from 10F > 12F. Due to untech change for Lv 0 attacks. P1/P2 from 100/89 > 90/89 j.C added "4F landing recovery" gatling to j.2C can only be done once per string j.2C P1/P2 from 100/85 > 90/85 gatling to j.C can only be done once per string j.D P1/P2 from 80/80 > 100/80 added "5F landing recovery" Forward Throw cancels from -, SRx2 > -, Rx2 damage from 0, 840, 840 > 0, 0, 400 P1/P2 from 100/100, 50, 70 > 90/100, 100, 55 2nd stagger from 60F > 68F Freeze time from 60F > 70F Back Throw cancels from -, SR > -, R damage from 0, 1240 > 0, 700 P1/P2 from 100/100, 60 > 90/100, 55 Freeze time from 60F > 80F Air Throw damage from 0, 1240 > 0, 1400 P1/P2 from 100/100, 60 > 100/100, 55 Untech time from 10F > 12F. Due to untech change for Lv 0 attacks. Counter Assault P1/P2 from 50/82 > 50/92 Attack Level from 0 > 4 Active from 6F > 5F Recovery from 30F > 37F Counter hit state from 30F > 34F Added "180F slower heat gain" Active frames extended on last 2F > on last 3F 236A/B/C no change 236D Added "180F slower heat gain" j.236A/B/C no change j.236D Added "180F slower heat gain" 623A no change 623B Recovery from 34F > 35F Untech time from 56F > 62F 623C Damage from 1000 > 1300 Untech time from 48F > 66F 623D P1/P2 from 100/92 > 90/92 Active from 3(22)3 > 3(24)1 Frame Advantage from -26F > -24F 1st hit Freeze time from 55F > 60F 2nd hit starts 8F after letting > 10F after letting go 2nd hit unblockable after charging for 50F > 55F 2nd hit max charge time 59F > 64F Added "180F slower heat gain" 214A startup from 17F > 14F Counter hit from 1F after landing > until landing 214B Counter hit from 1F after landing > until landing 2nd hit knocks down 214C Counter hit from 1F after landing > until landing j.214A startup from 17F > 14F Counter hit from 1F after landing > until landing j.214B startup from 17F > 14F added 2nd hit knocks down Counter hit from 1F after landing > until landing j.214C startup from 19F > 16F Counter hit from 1F after landing > until landing 214D/ j.214D Added "180F slower heat gain" Sekkajin less pushback on hit 632146C ground hit stagger 48F > 56F Added "180F slower heat gain" 632146D damage from 800, 150x23, 1000 > 800, 140x22, 1000 P1/P2 from 100/97 > 85/70 Added "180F slower heat gain" 236236D (stance) enemy hitstop from 73F > 72F Added "180F slower heat gain" 236236D (attack) P1/P2 from 100/92, 40 > 100/ 100, 60 startup from 58F > 57F [2]8D Added "180F slower heat gain" System Changes that affect Jin: Blue Bursts now reduce primers by half rounded up. Was: 5 Primers > 3 Primers > 2 Primers. Now: 5 Primers > 2 Primers > 1 Primer. Frozen Opponents thrown right after breaking free from the ice do not have any throw protection so the instant they get unfrozen, they are subject to green throws. (was this true in CS1? I don't think it was) WIP Share this post Link to post Share on other sites
Yuushiro Report post Posted May 23, 2011 Jin Combos v2 Ground rules: Always try to end your combos with ice car(214C/B) for better knockdown and more dmg. 3C>214 C doesn’t work on Ragna, Lambda, Litchi, Makoto, Noel. (against these characters try to end combos with 6C>214C instead or if it’s in the corner try 5B>3C>DP B>214C) Against Tsubaki, Hakumen, Hazama and Valkenhayn sometimes it doesn’t work if you do the full 5B>2B>5C>3C on the midscreen. Try eliminating the 2B for consistency if you want. I think you can still do the 2B in the corner with those characters. try to add a DP B to your combos on crouching opponent if you can, as it boosts the damage and Heat gain like crazy. Specially if you're able to slap at least one DP C in there somewhere. Standing Hit: 5B > 5C > Sekkajin > 6C > DC > 5C > sJC > j.C/j.2C > j.D > AD > j.2C > j.C > (dashing)5B > 3C > 214C (3111 damage, 47 Heat gain) 5B>5C>sekkajin>>(dash)>5C>6C>dc>>JC>J2C>JD>>6C>214C (3054 damage, 43 Heat gain). 5B > 5C > Sekkajin > (dashing)6C > DC > (dashing)5C > (delayed)6C > (delayed) 2D > (dashing)6B > (dashing)5B > 2B > 5C > 3C > 214C (3267 damage, 49 Heat gain). 5B>5C>sekka>(dc)6C>(dc)(jc)>jC>j2C>jD>6C>214C 5B>5C>B DP>>5C>6C>DP C>>5A>5C>jc>J2C>JD>(ad)>5B>5C>3C>214C 5C(CH)>6C>5C>6C>jC>jD>5B>3C>DP B>214C 5C(CH)>6C>5C>6C>jC>jD>5B>5C>3C>>214C Crouching Hit 5B>5C>6C>dc>>5C>hjc>J2C>JD>(ad)>J2C>JC>(ad)>5B>5C>3C>214C(3132, 44 heat) 5C > 6C > 2D, 6B > sekkajin > 6C > dash > 5C > hj.C > j.2C > j.2C > 214B (3488, 39 heat) 5B > 5C > 6C > dash > j.C > j.2C > j.D, 6C > dash > 5C > hj.C > j.2C > j.2C > 214B (3252, 39 heat) 5B > 5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (3241 damage, 44 Heat gain) j.B > (dashing)5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (3376 damage, 43 Heat gain) 2A starter 2A>5C>sekka>(jc)>jC>j2C>jd>5b>5C>3C>214C 2B starter 2B>5B>5C>sekkajin>(dc)(jc)>JC>J2C>JD>6C>214C (2229 damage, 38 Heat gain). 2B>5C>6C>(dc)>5C>hj2C>jd>j2C>jC>5b>5c>3c>214C 2D hit 2D>(dash)>6B>Sekkajin>>6C>214C ( 2388 damage,28 Heat gain). 2D>>6C>dc>5C>6C>dc>JC>jc>J2C>214C (2690 dmg, 25 heat) 6A hit 6A(RC)or(CH)>5C>6C>dc>>5C>hjc>J2C>JD>(ad)>J2C>JC>(dash)>5B>5C>3C>214C(2825 damage, 28 Heat gain). 6A>RC>5C>6C>hjC>jD>66j2C>jC>665B>5C>3C>214C ~2825dmg 28meter 6A>RC>5C>6C>hjC>jD>66j2C>jC>665B>3C>623B>214C ~2855dmg 29meter 6A > RC > 5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (2918 damage, 29 Heat gain) (corner) 6A(RC)>5C>6C>DP B>>6C>DP C>>5B>5C>2C>hjc>JD>(dash)>5B>(5C)>3C>214C(3265 damage, 21 Heat gain). 6B 6C starter 6C(CH)>6C>2D>6B>sekka>6C>5C>jC>j2C>j2C>214B (4187 dmg, 40 meter) 6B(CH)> 6C>2D>6B>sekka>6C>5C>jC>j2C>j2C>214B (4033 dmg, 40 meter) CH 6C>DC>dash 6C>DC>dash 5C>6C>2D>dash 6C>DC>5C>6C>DC>j.C>dj.2C>j.214C = 4429 dmg 39 meter CH 6C>DC>dash 6C>DC>dash 5C>6C>DC>hj.C>j.D>air dash>j.2C>j.C>dash 5B>5C>3C>623B>214C = 4353 dmg 50 meter (Corner) 6B(ch)>>6C>DP B>>6C>DP C>>5B>5C>6C>DP C>>5A>5C>2C>DP C(5211 dmg, 46 meter) 6C(ch)>DP B>>6C>DP C>>5B>5C>6C>DP C>>5A>5C>2C>hjc>JD>(dash)>5B>5C>3C>214C(5369 dmg, 61 meter) 6C>623B>6C>623C>5A>5C>2C>sj.D>5B>3C>623B>214C = 4353 dmg 41 meter gain 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>623C = 5098 dmg 43 meter gain 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>632146D>6C>632 146D>5C>6C>623C = 7052 dmg CH 6C>DC>6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>632146D> 6C>632146D>6C>623C = 7245 dmg 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>jD>5B>5C>3C >632146D>632146D>6C>623C 7281dmg. 48 meter 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>jD>5B>5C>3C >214C 5369 dmg 61 meter 6BCH >6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>623C 5211 dmg 46 meter 6BCH >6C>623B>6C>623C>5B>5C>sj2C>jD>66 j2C>jC> 5B>5C>3C>214C 5079dmg 57 meter 6B>Sekkajin>6C>5C>hjC>jD>66j2C>jC>665B>5C>3C>623B> 214C ~3904dmg 51meter 6B CH>6B>Sekkajin>6C>5C>hjC>jD>66j2C>jC>665B>5C>3C>62 3B>214C ~4150dmg 54meter 6B CH>6C> 5C> hj2C>jD>66j2C>jC>665B>5C>3C>623B>214C ~3899dmg 47meter 6B CH>6C> 5C> hj2C>jD>66j2C>jC>665B>2B>5C>3C>214C ~3784dmg 43meter 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>j.D>5B>2B>5C>3C>632146D>5C >>632146D>5C>6C>623C Throw Throw>>(dash)>6C>dc>>5C>6C>dc>>JC>jc>J2C>214C (Corner) Throw >>6C>DP B>>6C>DP C>>5A>5C>2C>DP C(2616 dmg, 31 meter) Throw >>6C>DP B>>6C>DP C>>5A>5C>hj2C>214C(2604 dmg) Throw (RC)>dash6C>DP B>6C>DP C>5B(2)>5C>6C>DP C>5A>5C>2C>DP C (4421dmg, 30 meter) Throw(RC)>6C>DP B>6C>DP C>5B>5C>j2C>jD>(ad)>j2C>jC>5b>5C>3C>214C Air Throw Air throw>(ad)>J2C>JC>(dash)>5B>2B>5C>3C>214 C(2787 dmg, 33 meter) Air throw>dash6C>5C>jC>j2C>j2C>214B jC counter hit JC(ch)>2D>6B>sekka>>6C>214C(2514 dmg, 31 meter) JC(ch)[enemy airborne]>>5C>6C>dc>>JC>J2C>jc>J2C>JD>214C(2738 dmg, 27 meter) Hirensou / DP D DP D > touga (2922 dmg, higher on tager and some other bigger hitbox character) (Corner) DP D>>(dash)6C>DP B>6C>DP C>>5B>5C>6C>DP C (4357dmg, 31 meter) DP D>>6C>B DP >>6C>dc>>DP D>>6C>6D>>5C>hjc>J2C>214C (4529, 19) DP D>>(dash)6C>DP B>6C>DP C>>5B>5C>6C>(jc)>jC>(jc)>j2C>214C Corners standing hit 5B > 5C > DP B > (slightly delayed)2C > 6C > DP C > 5B > 5C > j.C > j.D > (dashing)5B > 5C > 3C > 214C (3692 damage, 52 Heat gain). 5B>5C>DP B>>5C>6C>DP C>>5A>5C>jc>J2C>JD>dash>5B>5C>3C>214C (3581 damage, 51 Heat gain). Corners crouching hit (or close to corner) 5B>5C>6C>DP B>>6C>DP C>>5B>5C>2C>hjc>JD>(dash)>5B>2B>5C>3C>214C (3994 damage, 55 Heat gain). 5C > 6C > 623B > 6C > 623C > 5B(2) > 5C > 6C > DC > jC > jD > 5B(2) >2B > 5C > 3C > 214C (4441 Damage; 57 Meter) 5B > 5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > 6D > IAD j.2C > j.C > (dashing)5B > 2B > 5C > 3C > 214C (3536 damage, 50 Heat gain) j.B > (dashing)5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > 6D > IAD j.2C > j.C > (dashing)5B > 2B > 5C > 3C > 214C (3678 damage, 50 Heat gain) 5B > 5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > DP C > 5B(1) > 5C > 2C > sj.D > (dashing)5B > 3C > 214C (3803 damage, 52 Heat gain) j.B > (dashing)5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > DP C > 5B(1) > 5C > 2C > sj.D > (dashing)5B > 5C > 3C > 214C (4014 damage, 55 Heat gain) FATALS combo 2C 2C(FC)>6C>dc>>2C>6C>dc>>5C>6C>dc>>DP D>>6C>DP B>6C> DP C>5B>5C>2C>DP C (5025 Damage; 45Meter) 2C(FC)>6C>dc>>2C>6C>dc>>DP B>>6C>DP C>>5B>5C>6C>DP C>5A>5C>2C>hjc>JD>(dash)>>5B>3C>214C (5114 Damage; 68 Meter) 2C(FC)>6C>dc>>hiyoku>>6C>DP B>>6C>DP C>>5B>5C>6C>DP C>>5A>5C>hiyoku>6C>DP C(7115 Damage; 31 Meter) 2C(FC)>6C>DC>5C>6C>(dc)>623B>dash 6C>623C>5B>5C>6C>623C>5A>5C>2C>JC>j.D>5C>3C>214C Yukikaze雪風rc Combos (need 100% meter) (must wait till 2nd hit and says fatal counter for this to work) (you have the time until their body hit the ground to continue combo) Yukikaze(2)> rc>6C>DP B>6C>DP C>5B>5C>6C>DP C>5A>5C>2C>DP C (6002 Damage; 30Meter) Yukikaze(2)> rc>6C>dc>5C>6C>>DP B>6C>DP C>5B>5C>2C>DP C (5703 Damage; 26Meter) 3C starter 3C>DP A(RC)>>6C>DP C>>5B>5C>DP B>>6C>DP C>>5A>5C>2C>DP C(4606damage, 27 Heat gain). 3C>hiyoku>6C>DP B>6C>DP C>5B>5C>2C>DP C (5416 damage, 27 Heat gain). Others DP C(CH)>5C>6C>(dc)(jc)>jC>jD>5b>2b>5c>3c>214c Some of these combos missing the dmg and meter since I forgot to record it or it weren’t listed. Also feel free to tell me if you feel like adding new combos in this list. credits: (Moy, Japanese wiki, xlxlxlxlx, and other DL members) 5b pickup guide courtesy of xlolxlolx heres a short little guide on how to get it to work: 1. you need to delay 623b after 6c to the point where theyre approaching the max height from 6c launch 2. your 6c follow up after delayed 623b needs to be done immediately after you hear the click from sheathing sound, best if you buffer it (2.5 -> makoto only: don’t delay anything) 3. listen to the click from sheathing sound again and 5b, better if you buffer it and is somewhat mashable but you can get it much more often if you just get the timing down Share this post Link to post Share on other sites
Yuushiro Report post Posted December 22, 2011 http://www14.atwiki.jp/jinkisaragi/m/pages/28.html?guid=on Jin badass quote for my reference Share this post Link to post Share on other sites