FinalBoss_FGC
Day -4MONTHS Dual Jin main
I'd rather s1 so I can hit confirm off of iti just mentioned the numbers,everything else is up to you.
I'd rather s1 so I can hit confirm off of iti just mentioned the numbers,everything else is up to you.
yeah, haven't been playing mk much in the past couple weeks but when I do it's shaolinhave you been messing with shaolin?
you can hit confirm s2, its just harderI'd rather s1 so I can hit confirm off of it
that isn't factual at all, anti airs are almost always dependent on what you're anti airing as well as startup + hitbox + combo potential as factorsno,s2 is his best anti cross up.
I don't like to play the 'its harder tho' game lolyou can hit confirm s2, its just harder
that isn't factual at all, anti airs are almost always dependent on what you're anti airing as well as startup + hitbox + combo potential as factors
it does have fast startup but if you aa even remotely low to the ground its hard to hit confirm, startup is the same as d1 but without low profiling, worse hitbox than s1, etc.
its decent but i wouldnt immediately say its his best for every characters crossover, s1 might even be the best regardless of startup as it has the best hitbox
well that leads to my point, why anti air with something that is almost impossible to hit confirm if theyre pretty lowI don't like to play the 'its harder tho' game lol
s2 sometimes beats even cross up kicks,anyway what suits you best.I'd rather s1 so I can hit confirm off of it
i hear you,but i would like to test it sometime when you have the chance,it has great hit box imo.you can hit confirm s2, its just harder
that isn't factual at all, anti airs are almost always dependent on what you're anti airing as well as startup + hitbox + combo potential as factors
it does have fast startup but if you aa even remotely low to the ground its hard to hit confirm, startup is the same as d1 but without low profiling, worse hitbox than s1, etc.
its decent but i wouldnt immediately say its his best for every characters crossover, s1 might even be the best regardless of startup as it has the best hitbox
Ok,what ever i said before about cross overs i exclude Sub's,,,,the only anti cross up for the fucker is EX cartwheel.Yeah it's pretty character dependent what is the best for both cross overs and jump ins. s1 is what I tend to use when people are jumping out the corner because if you aa with 11, you can run under d1 and get a good conversion while putting them back in the corner.
When i see that the opponent is performing a cross over,i just do 24,nothing to confirm,i just commit it.Well,if i play casuals i do s2xxbf4 but this is a bojutsu thing so it might be out of topic.well that leads to my point, why anti air with something that is almost impossible to hit confirm if theyre pretty low
now if he meant tripguard or punish on landing frames in general then s2 probably is the best
well my friend we have not many options to test it,after a late njp i have a safe s3,but when i try sometimes b1 the armour hits me.@stamatis Hey are you sure Jin's latest njp is only +9? I only said it was that earlier because d4 jails after, but I was doing it pretty consistently so I imagine it could be more.
i am afraid it a slow move,imagine that until jin turns around and perform a 11 frame move the opponent might hit you,anyway as i said above give s2 a try,you will be amazed.anyone have success using u1 for crossups? I have been getting nice conversions recently using u1 against jumpins, but I have not really tried it for crossups
I tried to jail a d2 after it (11 frames) but I couldn't get it. That being said I probably was never perfect on the frame of both the njp and the d2. I think it's most likely +10 when done the latest, though I wouldn't be surprised if it could be +11. Was just curious anyway, it's not like I would be going for a d2 afterwards lol.well my friend we have not many options to test it,after a late njp i have a safe s3,but when i try sometimes b1 the armour hits me.
ive tested it a bit and I always thought it actually had a better hitbox for forward jump ins but is way too inferior to u1i hear you,but i would like to test it sometime when you have the chance,it has great hit box imo.
you can actually s2, divekick run 34 upkick or s2, s1, divekick to make it even easierWhen i see that the opponent is performing a cross over,i just do 24,nothing to confirm,i just commit it.Well,if i play casuals i do s2xxbf4 but this is a bojutsu thing so it might be out of topic.
Didn't know you can press any button after a s2,I thought it was impossible, nice to know.ive tested it a bit and I always thought it actually had a better hitbox for forward jump ins but is way too inferior to u1
you can actually s2, divekick run 34 upkick or s2, s1, divekick to make it even easier
they have to be relatively high though while d1/s1 are super easy hit confirms even from nearly on the ground
btw, what part of Greece are you from? I know some people from the island of Kos.Didn't know you can press any button after a s2,I thought it was impossible, nice to know.
Never have but I want toI am 50miles away from Athens, so ΚΩΣ is reaaaaaaly far from me,have you ever been to Greece?
221xxdb3d4 ender? If you're talking about midscreen could you explain how you would get this to work? I can't imagine you could get the shaolin drop to connect after upkick with the amount of pushback 221 gives. Unless you mean leaving them grounded after ex chakram and not on a juggle.Since the beta is as good as it is... I started doing the optimal midscreen combo... The 221db3d4 ender
It depends imo. If I'm playing someone who I know isn't consistently reacting to the oh I will go for 34 resets more. When you reset you typically leave 10% damage and the following oki on the table... However if you factor in that off blockstrings into upkick you do 7.13% chip (and build half a bar) anyway it's not a big loss if the following 50/50 is blocked (pretty much only 3%), it's just the oki is lost and you give them their turn effectively. However if it hits then you will typically get (without spending another bar) an extra 19% (or 9% more than finishing the combo would give) into oki. Like I said, if someone is reacting to it every time there is no benefit resetting... though if they aren't always reacting I definitely believe it is worth going for a reset every time (unless the combo will kill anyway). And like you said, to come back from a life deficit resets can be great. They don't have any choice of armoring, all they can do is hold the mixups until they guess right, they can break, you run out of bar for ex chakrams, or they run out of health.to what extent are you guys making use of staggers? For example, rather than doing a standard combo (such as starter, ex chakram, NJP, divekick, run 34 upkick, drop), do something like starter, ex chakram, ji2, 34 . . . B12, upkick drop. I've been noticing that including staggers/resets with strings such as 34 is the only way to get big enough damage to overcome major life deficits in certain situations. The question is how much to implement that vs. finishing a full combo.