Coren Posted July 14, 2009 Posted July 14, 2009 Extremely helpful Shit. Perfect. Exactly what I needed; thank you.
Dranehc Posted July 14, 2009 Posted July 14, 2009 1.Very Helpful post. Thank you for this. I have a lot of trouble starting combo's with Jin for some reason and this post was very informative.
Dranehc Posted July 16, 2009 Posted July 16, 2009 What's everybody opinion on 6A? I hit it on accident all the damn time and always face palm myself. It is extremely situational and you have to be very cautious even in the correct situations. It leaves you pretty open for whatever punishment you deserve for hitting it at the wrong time.
Darkhonor90 Posted July 16, 2009 Posted July 16, 2009 What's everybody opinion on 6A? It's an average speed overhead with below average range and bad animation. It is to be used sparingly after a 2a or a tech reset. In the comer its a great option because it can net you a 3 or 4K combo and midscreen with Sekkajin you can get a 2K or so combo. Overall its a below average overhead compared to the rest of the cast (Litchi,Arakune,Noel).
Coren Posted July 16, 2009 Posted July 16, 2009 Well you can throw after 6A on hit or block, not that's useful at all, but they might not expect a throw after an overhead I guess. I've also seen some trippy combos that use it to hit people after a 632146D. Edit: DISREGARD THIS, I SUCK COCKS. NVM I don't know what I was smoking, but it only combos to throw on hit, which is mostly useless.
MysticShadow145 Posted July 17, 2009 Posted July 17, 2009 Does anyone have Blazblue templates for the Madcatz TE that have Jin in it ? (Is this question simple enough? lol)
TheLorax Posted August 5, 2009 Posted August 5, 2009 few questions 1)i tried doing 2a>5b>5c>j.b>j.c>j.d but the j.d whiffs sometimes i can do it easily to tager and ragna but I can only do it on noel sometimes faq said i should delay the j.b and j.d but if i delay the j.d it whiffs completly and i get stuffed could i just do jb jc icecar b? or will that also whiff smaller characters 2)is ice car A safe on to use in a blockstring? i figured you could trick people who are used to punishing a unsafe b c d ice car, or is it better to end with 5d or 236a 3)i cant get sekkajin to launch or even hit 8 times before it whiffs i even tried dashing up (to noel) and 6a then mash C but never gets passed 8 hits 4) is there a combo I can do thats easy to confirm if the opponent is crouching or not? maybe im just slow but im always unsure if i should 5c 6c because I cant tell fast enough if the guys crouching 5)lastly, are there any moves that put characters in a crouching position? might have already bin posted somewhere but i coudnt find itzzz No one answered Sobe's questions, and I have a very similar problem/question to his #3. I am having this same issue getting this after an overhead. On Nu for example, she just falls out of the back after like 6 or 7 hits. I have seen videos where people dash cancel(?) after this is done and their opponent is like chest height and they start the BnB air combo. Also, they weren't in the corner so it isn't a corner only thing. Does anyone know when to dash cancel,and how to keep the opponent in for the duration of the sekkajin? And to try to answer your #4 Sobe, the only combo I can think of is either start your combo with a 2b (that hits low as opposed to 2a) or do 5c-> j.b->j.c. If they block that, then they aren't crouching.
Darcius Posted August 5, 2009 Posted August 5, 2009 You gotta mash fast to get those sekkajin hits out. If the leadin combo was more than a hit or two long then you won't be able to get the launcher before they are pushed out. If you get the launcher you can dash forward and 5c->Aircombo.
ryokoalways Posted August 5, 2009 Posted August 5, 2009 Sekkajin requires 5 C presses to come out I believe. For something like 5b 5c sekkajin, just mash through because you can hit confirm on the 5b (this here is for rachel mainly). If it's off 6a, I buffer 4 C inputs first than do the 5th after hit confirm. Also, against most of the cast, sekkajin will only launch if you are basically next to the target. There are 2-3 exceptions but it generally applies.
Sarsapari Posted August 6, 2009 Posted August 6, 2009 For HOS fuzzy setup, what do I cancel deep jC into?
Darcius Posted August 6, 2009 Posted August 6, 2009 j.HS, and get ready to follow up on any sliding CH you may get.
Coren Posted August 8, 2009 Posted August 8, 2009 For HOS fuzzy setup, what do I cancel deep jC into? j.HS, and get ready to follow up on any sliding CH you may get. You can follow the j.HS with a j.D and combo further too, I think the combos are character specific though....Hey wait a minute! Why is this in the Jin thread?! While we're on the subject, does Jin have any fuzzies with practical use?
Darcius Posted August 8, 2009 Posted August 8, 2009 You can follow the j.HS with a j.D and combo further too, I think the combos are character specific though....Hey wait a minute! Why is this in the Jin thread?! While we're on the subject, does Jin have any fuzzies with practical use? Not really, since 6a isn't jump cancellable and only tager is big enough to get hit with any of the V ^ ones. And his crouching hitbox is also hittable with these attacks, so the fact that the full sized one is put into use doesn't matter.
TheLorax Posted August 8, 2009 Posted August 8, 2009 I can't really figure out the combo'ing after a 623C (DP). I know it only combo's after a counter or rapid cancel, but on counter I seem to only to be consistently combo'ing Noel (air combo that is). Is this character specific? Is it reliant upon when/where they got hit? I may just be finally getting the hang of it, or are there a bunch of factors involved when combo'ing after a CH C DP?
ryokoalways Posted August 8, 2009 Posted August 8, 2009 basic combo is just counter hit > dash 5c > jc > jd > AD jb > jc > musou b. Should be universal.
Coinage Posted August 11, 2009 Posted August 11, 2009 I was wondering about jin play style. My friend told me he is a more rushdown character than ragna and that Jin reminded him as Cable from mvc2. I didn't understand what he meant by this. When I see pro jin players on youtube, they usually space themselves and wait for the moment. And yes, there are time where I see Jin go for rushdown, but other than that, I don't understand. Can someone explain this better to me.
Onichi Posted August 11, 2009 Posted August 11, 2009 Jin's playstyle is more of a counter-puncher than a rushdown character. With projectiles to counter rundowns and travel moves to catch full screeners and runners, Jin's tactics vary the most from character to character, playstyle to playstyle. Normally a Jin player will look for a moment to turn the combo around and get on the offensive from a counter-hit Invul. DP and then punish with a long combo or freeze to set up a long combo. It all depends on the opponent and their actions.
Darcius Posted August 12, 2009 Posted August 12, 2009 I play aggressive Jin. Well, aslong as I have meter. Buppa tried to and it didn't go well. The few defensive jins out there are generally held as better Jins than him.
Killey Posted August 12, 2009 Posted August 12, 2009 I'm more of a defensive Jin player at the beginning of a match and then once I get the momentum I rush down hard but you can only maintain a rush down with Jin if you have meter so it's kind of detrimental once you land a combo since you can do more damage if you had the meter that you just used to create that opening.
Coinage Posted August 13, 2009 Posted August 13, 2009 Ok i understand this more than seeing Jin as an aggressive rushdown character. I see when counters, of course you want to follow-up. Afterwards, is it good to keep pressure on them or does his pressure lacks? It does depend on the opponent, but it seems there are cases where I feel his pressure can not continuously pressure someone.
Darcius Posted August 13, 2009 Posted August 13, 2009 No character can apply continuous pressure in bureiburu except Nu and Arakune. Too many defensive options.
Darkhonor90 Posted August 13, 2009 Posted August 13, 2009 No character can apply continuous pressure in bureiburu except Nu and Arakune. Too many defensive options. Ughh rachael? Pumpkin + wind+frog allows for VERY long pressure
purify Posted August 13, 2009 Posted August 13, 2009 Yeah...Rachel is a rushdown character. The top 3 are top because they're the only characters that can actually continue offense. I would say rushdown there, but we have Nu in this game. Rushback?
Rinsuku Posted August 14, 2009 Posted August 14, 2009 Yeah...Rachel is a rushdown character. The top 3 are top because they're the only characters that can actually continue offense. I would say rushdown there, but we have Nu in this game. Rushback? Probably your best bet. Pressure them before they get you?
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