TTT2 Jin Kazama Combos

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Jelo
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#1 “Quote” Edit Post
TTT2 is finally out on console. I'll be slowly adding info as I find the time.

Because you can team up with anyone it'll be hard to specify exact tag combos I guess but it's obvious you'll have a set of moves to use in specific parts of the juggle with most character. There are quite some possibilities here so I'll try and break it down the best I can.

Notations
EWHF "Electric Wind Hook Fist" = f,n,d,df+2 (the df and 2 need to be perfectly timed together)
CD = "Crouch Dash" f,n,d,df
CDS "Crouching Demon Stance" = b1 or d1+2
B! = Bound
W! = Wall splat or stun
S! = Spikes opponent to the ground disabling tech roll. Done with f3~3 grants Jin a guaranteed d4 or a pick-up chance with b21
~ = quickly input the command after the previous one
WS = "While Standing" from a crouched position
CH = Counter Hit

Launchers Tagable
- E_CD1
- d3+4
- ws2
- CDS1+2

Launchers Non Tagable
- uf4
- CH df2
- ff3
- CH f4
- CD4

Tagable Throws
- 2+5
- Jin (Lead) + Lars df2+3~5
- 1+3~5

Bound Moves (all Tagable)
- 1+2+5 (universal, forced tag)
- ws12
- 123
- 13~3
- f3~3
- ff3
- ff313~3
- df4

Moves that can transition into CDS
- b1 = moves backwards into CDS
- d+1+2 moves forward into CDS
- f4~f
- df33~f
- b3~f
- bf23~f
- ws12~f

TAG Launcher Filler (Done after your launcher)
Start with:
- b21 -damage 3 points less than bf21 and 31 but very reliable on lower juggles
- bf21 -staple
- 31 -best filler IMO if possible, best recovery for follow-ups
- 123~5 B!
Then bound with:
13~3 B! -staple
123 B! -usually need a dash to connect fully

TAG Assault Filler (Done after you have bounded "B!")
Maximum allowed hits before TA Filler:
3 hit - bf23~f,1+2 -can work after 4th if bf23 hits deep, then slightly delay 1+2
4 hit - bf23~f,12
5 hit - b3~f,1+2
5 hit - b3~f,12
6 hit - 124 -one of the most damaging filler Jin has
8 hit - CDS1+2
8 hit - b3~f,4
8 hit - b21

TAG Assault Ender (Done after the TA Filler)
Maximum allowed hits before TA Ender:
7 hit - b3~f,4
7 hit - 124 -opponent needs to be high or Jin need to be to the left side
7 hit - df14 -if you don't think 124 will fully connect and a short wall carry, more damage than b21
8 hit - b21 -good simple carry
9 hit - WR3 -most damaging singe attack



SOLO

Staple Fillers + Bound (Done after your launcher)
- bf21 13~3 B!
- EWHF 1 13~3 B! (ECD1 and WS2)
- b3 123 B!

Bound Enders (SOLO) (Done after you have bounded "B!")
- db223 -too easy ^^
- b3~f,12 -best ender for easy damage
- b3~f,1+2 -carry
- bf2 b21 -carry staple
- 31 ff2 -damage
- 31 -short carry
- 31 b21 -long carry, very very hard, much easier if bound on the 4th hit instead of the regular 5th
- f3~3 S! d4 - replace d4 with d2 for more damage or b21 for a pick-up if the stand up/roll back

Carry juggles without bound (Saving bound for the wall)
- bf21 1 12 b21 W! (longest most usable I've found in T6 BR so far)
- b3~f b3~f1+2 W!


Wall with Bound
- 123 B! f3~3 S! d4 (or do a d2 and mix it up with a mid of your choice)
- df4 B! 31 1+2

Wall No Bound
- 2 db223
- 123 B! f3~3 S! d4_(d2_mid)
- 31 1+2

COMBOS

So far most combos seems to be around 8~11 hits without a wall in general. So that will determine what string you want to be using.

CD4
- ws12 B! (needs a deep hit, that will happen during a high crush or at the wall)
- b21 db223 (49) works on all, also Jack specific
- b21 bf23~f,4 (53) damage staple on most characters
- b21 bf21<2 (50) most of the cast
- bf21 bf23~f,4 (55) max damage
- bf21 bf21<2 (52)
- bf23~f,12 (51) stylish ^^
- bf23~f,1+2 (48) higher wall splat, tagable,
- Ogre & Kuma -> 31 13~3 B! bdb223 61
- Kuma Only -> 31 13~3 B! b3~f,12 65
- Jack -> b21 db223
- Note: Marduc can be juggled normally in TTT2

CH 4
- ff4.. (ff4 can be replaced with d2 but then the d4 won't reach)
--- d4 -unavoidable?
--- d2 -damage, avoidable but can motivate people to rise to be picked-up
--- b21 -pick-up if they stand up, very common for people unused to the situation

- b21..
--- db223
--- bf212


CH f4
- CH f+4~f, CDS d/f~b, b+2,1, 1,3~3, B!
- CH f+4~f, CDS d/f~b, b,f+2,1, 1,3~3, B!
- CH f+4~f, CDS d/f~b, b+3~f CDS 1, 1,3~3, B!

Close at the Wall
CDS4 ws12 B! bf212

Low Parry
- b3~f1 b3~f,12 (40) STAPLE
- 31 2 b3~f,12 (40)
- 31 2 db223 (36)

CH KND3
- ff d2 (39)
- 4~3 (up to 42, can be reduced)

Last edited by lilleboff on Dec 3rd, 2012 at 14:00

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Angelo1
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#2 “Quote” Edit Post
I figured that CDs4 would combo with ws1,2.

Is this the place to post a possible tech trap? Just gonna post it here for now.

W! df4 B! uf2, BDC b1+2 *opponent techs* << gets you a g'teed 2,4 W! in T6. But in TTT2, it could be a set-up for Omen Stance. With +11 in omen stance at the wall if they tech. Could this be a legit tech trap?
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Mach-Godfist2
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#3 “Quote” Edit Post
CD4, bf2,3~f1,2 works also as good staple for hellsweep and looks cool
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Angelo1
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#4 “Quote” Edit Post
Can you cancel the transition? You can do a CD from CDS by doing ~df, but can you also do this from a bf2,3~f CDS? If so, perhaps CD4, bf2,3~f~df~db~WS1,2 B!? Seems impossible but if you can cancel the CDS it might work.
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Mach-Godfist2
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#5 “Quote” Edit Post
Originally posted by Angelo1
Can you cancel the transition? You can do a CD from CDS by doing ~df, but can you also do this from a bf2,3~f CDS? If so, perhaps CD4, bf2,3~f~df~db~WS1,2 B!? Seems impossible but if you can cancel the CDS it might work.


Seems like very very tight timing for that one, but it's worth a try

On a side note I've tried CD4, bf+2,3~f1, b+2,1

doesn't work
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CorpseThrust200
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#6 “Quote” Edit Post
Originally posted by Angelo1
W! df4 B! uf2, BDC b1+2 *opponent techs* << gets you a g'teed 2,4 W! in T6.


it wasn't, I've tested it a lot of times, and several others have. It is indeed insane +f, but its a false advantage.
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LP SPARDA
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#7 “Quote” Edit Post
I think we killed the oki with b1+2 in the t6 forums.
Since some od you can actually get hands on, what we need now is to know if the charge stays when you make physical contact with the opponent. The vid with Jin and Law showing off omen moves. Jin did b1+2 near law and though law was pushed back. Jin's charge remained. Making this dangerous and vulnerable.

I'm late on this but, it's been debated and severely and you can block. Just gives you massive plus frames which I like to use for mix ups and throws.
The cool thing would be that after possession you could cd4,4 or 1+2 into those canned dj transformation combos....

Aside from omen stuff. I found it best to have the opponent hit you at the ass end frames of b1+2. You recover way faster.
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CorpseThrust200
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#8 “Quote” Edit Post
Originally posted by LP SPARDA
what we need now is to know if the charge stays when you make physical contact with the opponent. The vid with Jin and Law showing off omen moves. Jin did b1+2 near law and though law was pushed back. Jin's charge remained.

that's what I've been thinking too.

watching T6 combo videos got me an idea. We can use b+1+2 at the wall as part of a combo, so it actually connects and the charge comes off.

df+4 B! 3,1, b+1+2~1~1~4
f+3~3~5, DJ b,f+2,1,4~5 Jin b+1+2~1~1~4

after that, we have a low-mid mixup with Corpse Thrust and hellsweep when they tech.
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LP SPARDA
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#9 “Quote” Edit Post
Originally posted by CorpseThrust200
that's what I've been thinking too.

watching T6 combo videos got me an idea. We can use b+1+2 at the wall as part of a combo, so it actually connects and the charge comes off.

df+4 B! 3,1, b+1+2~1~1~4
f+3~3~5, DJ b,f+2,1,4~5 Jin b+1+2~1~1~4

after that, we have a low-mid mixup with Corpse Thrust and hellsweep when they tech.


As for your first singular combo. I find that b!,3,1 to b+1+2 would be premature because (atleast testing your set up in t6) the b+1+2 would hit without givving you +frames for a mixup and they can tech roll after that without being hit. However if you input 114 fast enough you may be able to hurry you stance for attack.

My set up go like so.
w!,123,b!,f,3~3,f+3(for the reset)b+1+2,114 techroll into me at last frames from massive advantage and try the mid low mixups.
w!,1,3~b, b+1+2,114......


That TA sounds very sweet!
The only thing that I'd do different to set up the tech is dj bf+2,1df+2 to give some sort of time for Jin to perform his b+1+2 and the opponent to roll at the ass end of the block so I can recover first providing more +frames. But doing 114 fast should hurry the stance where it wouldnt matter.

http://youtu.be/Ze3Mr5lQQak

Is the first set up what you mean?
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CorpseThrust200
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#10 “Quote” Edit Post
no, I didn't mean the false advantage setup. that's null and void in Tag 2, coz b+1+2 is no longer "unblockable", so by the end frames it'd get blocked and you'd still have the charge, i.e. you're fucked. and even if it were to work, its so dumb and idiotic and overly risky for zero reward, I'd laugh at anyone who even considers to do it.

what I meant was b+1+2 will hit AS A PART OF THE COMBO (like I mentioned in the post that you quoted and somehow managed to miss) and then you enter omen, so when the opponent techrolls to get up, you have prepared a really damaging mixup between a tripping hellsweep (CD+4,4) and a safe mid that's almost as damaging as a juggle (Corpse Thrust).
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EvilShadow
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#11 “Quote” Edit Post
Anyone thought of using Jin's new df+1,4 as a juggle ender?
Seems useful IMO.
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Rezz
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#12 “Quote” Edit Post
Maybe for wall carry but not for dmg or oki.

Originally posted by CorpseThrust200 what I meant was b+1+2 will hit AS A PART OF THE COMBO (like I mentioned in the post that you quoted and somehow managed to miss) and then you enter omen, so when the opponent techrolls to get up, you have prepared a really damaging mixup between a tripping hellsweep (CD+4,4) and a safe mid that's almost as damaging as a juggle (Corpse Thrust).


Won't omen get cancelled if B+1+2 connects? Not unless they changed that for ttt2.
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CorpseThrust200
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#13 “Quote” Edit Post
Originally posted by Rezz
Won't omen get cancelled if B+1+2 connects? Not unless they changed that for ttt2.


that's kind of why I'm posting it so someone can try it out for us.
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LP SPARDA
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#14 “Quote” Edit Post
Originally posted by CorpseThrust200
what I meant was b+1+2 will hit AS A PART OF THE COMBO (like I mentioned in the post that you quoted and somehow managed to miss) and then you enter omen,.

I mentioned doing this in the 1st and 3rd paragraphs on the last sentence. As I was writing I thought as you did. Where at first I used the mixup of the false advantage......where you'd rather omen fast from in combo (smarter),they tech and do a low mid mix up.
Also I tried to illustrate you theory in the video as well as explain in text...
I get you man
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GrandKitaro777
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#15 “Quote” Edit Post
I DON'T SEE CD2 EWGF LAUNCHER.

Last edited by GrandKitaro777 on Dec 28th, 2011 at 00:45

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Kazama-Albert
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#16 “Quote” Edit Post
just a quick question..

what is b+1+2~1~1~4 ??

and you forgot to add b+3~f CDS 1,2 as bound ender
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LP SPARDA
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#17 “Quote” Edit Post
Originally posted by Kazama-Albert
what is b+1+2~1~1~4 ??

This is Jin's new omen or possession notation. The old one being b+1+2~223.
He gets to share some of the Mishima moves for a completed move or string. The only move from the omen that allows you to stay in omen is ewgf.
The theory we're discussing is to do omen in set ups to make it more practical and potentially more dangerous for oki situations.

The only problem is that we need someone to test if the charge remains after contact and report it!
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Jamakusai
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#18 “Quote” Edit Post
from what I've tried, and typo'd, b+1+2 does keep the charge after getting hit.

haven't tried inputting b+1+2~1~1~4 after connecting with b+1+2 though.

Will test tonight after work
Jamakusai
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#19 “Quote” Edit Post
okay so from my tests on my lunch break:

b+1+2~1~1~4

omen will stay if b+1+2 connects.
Depending on when it connected, charge will stay.
If it connects straight away, charg will stay.
If later in the animation, charge will disappear.

You have about 5 seconds for inputs.
If ewgf, you'll get 2 in a combo
or you can do ewgf and then any of the special moveset.
So you have enough time to do 2 moves.
If you do the megastring after ewgf, you can continue the string till you mess up.
Doing the canned combo is best combo ever!

oh.

and omen is fine after connecting b+1+2.
CH charge is what I was talking about.

IF you get hit, you'll most likely not have enough time to recover to deliver an omen move.
even after a jab.
the recovery puts you back into normal Jin. or it could've cancelled Omen. can't remember. then again, I was spamming ewgf till it stopped which was, really, about 3 seconds

Last edited by Jamakusai on Dec 29th, 2011 at 07:01

LP SPARDA
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#20 “Quote” Edit Post
Originally posted by Jamakusai
okay so from my tests on my lunch break:

b+1+2~1~1~4

omen will stay if b+1+2 connects.
Depending on when it connected, charge will stay.
If it connects straight away, charg will stay.
If later in the animation, charge will disappear.

You have about 5 seconds for inputs.
If ewgf, you'll get 2 in a combo
or you can do ewgf and then any of the special moveset.
So you have enough time to do 2 moves.
If you do the megastring after ewgf, you can continue the string till you mess up.
Doing the canned combo is best combo ever!

Thanks for the news!
Just want to be crystal clear..
Every move other than ewgf takes you out of the omen stance.
Hence ewgf, then any other 1 string in omen other than another ewgf should work.

Are you saying that in omen stance:
You can stay in this state for only 5 seconds, even without movement?
Most of us could do 3 in under 5 seconds.. or is it that only 2 omen moves can be done.
ie ewgf,ewgf(omen then turns to regular jin stance) OR
ewgf,ewgf, and (whatever the remaining time permits while in stance?)

By "mega string" do you mean; [omen] 1, 2, 2, 3, 2, 4, 3 ?

In this stance can he do:
generic lows
other than ewgf, what can he tag with?
b+1+4 or b+2+4 reversal
uf+2+4
can you do cds fom omen~1,2,4

How can you really not tell us the canned combo hmmm?...
It should start as 1+2,'.....

Can you also test?
D+1+2 after:
f+3
f+1+2
f+4
df+3
cd4
Any recording would be great contribution!
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