Yup, PS cancels to any non normal or Unique attack (like s.masatsu). Only into specials. Right now im mostly using EX in combos and to fend off projectiles but really, projectiles are a non issue for jin. Anti Airing properly is a much larger issue that needs to be tended this point in the game.
However.
PS is almost a great move. i mean its fucking invincible, and basically extends the invincibility of MA MP. Is that particularly useful? Depends on the opponent and what they’re willing to mash. I’ve personally had PS MA absorb like 7 hits but my MP afterwards was not successful. So I’m still working on it.
EDIT - Hmm can anyone test the damage on something?
Rufus point, Jin support:
Corner - EX Messiah Kick, no follow up, Switch, J. HK, c.MP, s.MK, s.HK chain to launch, Rufus Target Combo, f.HP, HK Messiah Kick, LK Follow up
Working on TC combos and TC resets ideas i got from reading the Balance thread.
LP - Absorbs non-Super Art and Cross Art strikes and projectiles frames 3-13, cancelable frames 3-18
MP - Absorbs non-Super Art and Cross Art strikes and projectiles frames 3-18, cancelable frames 3-22
HP - Absorbs non-Super Art and Cross Art strikes and projectiles frames 3-33, cancelable frames 3-37
EX - Grants next attack Counter Hit properties; absorbs non-Super Art and Cross Art strikes and projectiles frames 1-26
Created a Pandoracombo with Jin beind anyone with a wallbounce type of move. In my case that is Ogre.
I cranked out 677 damage which i feel is a viable pandora combo. It is based of a jump-in or neutral jump punish though.
Ogre: j.hp, cs.hk xx EX Indigopunch (wall bounce) xx Pandora(as early as possible)
Jin: s.hk xx EX Penetrating Fist, Super
Plain, simple, I’ll try to get a video up.
Edit: Put the pandora gem on for shits and giggles and got 739, this is with just around two bars of meter. Pretty decent.
Edit #2: I’m gonna practice this to incorperate into my arsenal. However, it’s showing to be less and less practical. First, You need to be at critical hp yourself. Secondly you need more then one bar for it to work and you have to make sure they die or you lose. Third problem is different distance to walls makes the timing seem diffrent or undoable.
Are you playing on infinite meter in practice? I’m not sure if your meter would build in time to do that combo…
Well that’s cute lol but most of Jins combos with no meter do around 350 damage, and with 1 meter do around 400. My B&B does like 430 for 1 meter midscreen. That combo nowhere near optimized. You’re left with no meter, and, I mean, unless you kill them (which is unlikely most of the time, they’ll roll and tag out and since the health from Supers are *RECOVERABLE *you’re looking at closer to 200 damage instead. For 3 meters if you’re going for the kill you should just combo into level 3 to remove all recoverable health. If they don’t die they’ll be left with a sliver of life, then its fine if they tag out cause the character you hit will generate no life + you get to tag the other character for a quick 400.
I’m sure I don’t have to mention how difficult landing c.HPxxEX PSxxMA MP is…
tl:dr - I’d rather do 500 non recoverable health than 600 health where they can recover 400 of it by them rolling and tagging out.
Yes but doesn’t the meter have to build? I was under the impression that the meter took a second or two to build, and that it wasn’t just full the whole time. From what i heard that was one of the major flaws with it. I mean if it works that’s fine with me, cause Rufus has a really good wallbounce combo and i’m sure i could get jin in after the second s.HK…
Ah ok i understand. Highly situational but if it does over 700 then it could come in handy. I like it. Its like an ace in your pocket lol. Geeze with a pandora power gem, too? crazy. i might have to try that out.
No where did I say this is the “ideal” combo. All I said was this may be his most damaging combo. Obviously there are other, or better, ways to spend meter, but that wasn’t the focus of my post.
I was assuming that you felt this combo was of some worth (or else why post it?), but you’re basically admitting that your post holds no value lol. Thanks for the info i guess?
Or. Fuck it. I ain’t been on a rant in a long time. Lets start a debate and give your post some purpose.
Read if anyone feels like arguing. Or bypass if you’re a litte more tame than I am
[details=Spoiler]
How about this.
I’m not arguing against the meter. Obviously, there are better ways to spend meter. But still, I’m going to disagree with you. That is not his most damaging combo, nor does it come close. Reason being the recoverable health. Unless you think you will kill em, the combo isn’t very useful. And I’m not talking about the meter either. I’m talking about the damage, specifically, the recoverable damage. What happens when they tag out, and now you’ve spent 3 meters for a 200 damage combo? Who’s at a disadvantage now, damage wise? If you’re confident that somehow you can chase anyone in the game down from the range that super leaves you to stop them from tagging out to regain health, then i’ve got to see this so i can learn a little more.
The fact is, anything like this that leaves that much recoverable life is basically giving your opponent a reason to rush you down, knowing that you don’t have the meter to keep him off of you or do big damage anymore. This game is about keeping the health of both characters high, and your combo ensures that your opponent can do that once they tag out. Your combo also ensures that you can now barely defend yourself due to the lack of meter that you now possess and the fact that they have their 3 bars.
The fact is, there’s no reason not to use 3 meters to get similar unrecoverable damage. Your 60% combo wont’ matter if you’re playing an opponent of equal skill because they will end up recovering the vast majority of their life back. That’s my point.
Well, here’s the video.
You need to have 2,5 bars for it to work reliably though, so don’t expect this to change alot of games lol.
[media=youtube]_HnMDOEJ4JM[/media]
Edit: Sorry for Iphone quality and waterstamp lol.
Not every post has to be some profound statement. I’m not saying anyone has to, or should, use this combo, I’m simply posting a combo in a combo thread and nothing more. If you don’t want anything to do with it, leave it alone (the combo I mean). By your logic, starting an argument would be just as pointless as you’re trying to make my post seem.
Normally I do confirm to cMP, but people are learning to block, so confirming cLK adds another element… A low element, that you don’t normally find in Jins combos. For now I’m still confirming with either cMP>SMasatsu, or cLK>cLP>cMK. I’m really trying to get the high low game improved.
Lol you’re right. I’ve mostly found that this is a really good block string because it’s so long and people are getting antsy trying to get away. I find that people don’t like to block more than 2 hits. After that they try to mash or jump or whatever and get caught.
Another thing is, the mixup is good. After you do it once or twice, mix up is cutting the combo or going into the overhead. Once they learn to block, overhead, and tick throw become invaluable.
I’m just looking for ways to get people to think against Jin. Right now, there’s a lot of mashing going on, especially after jump ins