fragile Posted August 16, 2009 Posted August 16, 2009 How can I punish a backward/forward roll after a combo ending with icecar? (after air/ground combo) After doing the blockstring 5C, 5D what good options do I have to punish opponent backdashing and to be relatively safe on block assuming I was wrong?
Darkhonor90 Posted August 16, 2009 Posted August 16, 2009 How can I punish a backward/forward roll after a combo ending with icecar? (after air/ground combo) After doing the blockstring 5C, 5D what good options do I have to punish opponent backdashing and to be relatively safe on block assuming I was wrong? You can either do 5B,2B to catch back or forard rolls. 5B is much better because if the oppoenet techs neutral you recover just in time to place another 5B (Assuming the enemy doesnt have a DP. If they do. bait that). Or if your enemy is becoming predictable with their rolls run after the roll and grab it. After a 5C-5D blockstring you have these options 5D-236A/B/C/D Ice Sword. - This deals with people who try to back dash and keeps them in a bit of block stun. 5D-Dash-2A- If your oppoenet tries to use a slow poke. 5D-Dash-DP- If your oppoenent tries to use a fast poke to beat your dash. 5D-A Musou(Ice Car) then go to mixup from there (Poke,jump to bait poke,grab) 5D-B/C/D musou will catch ALL backdashes and punish them for it. Very risky though. Wouldn't do without at least 50% meter and D only if your 100% sure they are gonna backdash (Which nobody ever really is) Empty 5D and then react according to situation. Those are your best options imo.
halcyondays Posted August 17, 2009 Posted August 17, 2009 Quick question, sorry if this has been asked before but... So I'll freeze an opponent with whatever, and I'll try to follow up with: Freeze >C (dash cancel) >> C to an air combo. The problem is, whenever I try to hit them with the C they ALWAYS tech out of it and I miss the combo opportunity. Am I just too slow? Am I not dash cancelling the >C fast enough?
Killey Posted August 17, 2009 Posted August 17, 2009 You're just being slow because there is a pretty heft amount of time for you to land the 5C and dash cancelling 6C. You'll have to work on your execution some more but if you are playing this online then it's most likely input delays. I know matches with high input delays will always screw up the chaining of C moves.
fragile Posted August 22, 2009 Posted August 22, 2009 You can either do 5B,2B to catch back or forard rolls. 5B is much better because if the oppoenet techs neutral you recover just in time to place another 5B (Assuming the enemy doesnt have a DP. If they do. bait that). Or if your enemy is becoming predictable with their rolls run after the roll and grab it. 5B vs a backroll tech whiffs and the opponent is safe. Is there anything else? I can use 5C but it is baitable and quite risky. Maybe using 236C/236B?
Brave Hippo Posted September 5, 2009 Posted September 5, 2009 Hey guys, I am curious as when I am supposed to use j.A. 6A I RC into an air combo, and I use 2/5A in block strings. But what about j.A?
Darkhonor90 Posted September 5, 2009 Posted September 5, 2009 Hey guys, I am curious as when I am supposed to use j.A. 6A I RC into an air combo, and I use 2/5A in block strings. But what about j.A? J.A is a great Air to Air poke and on hit comfirm leads into air combo to reset. Also Any ground block string to J.B>J.A. The J.A whiffs and you can lead into a highlow mixup
Brave Hippo Posted September 6, 2009 Posted September 6, 2009 J.A is a great Air to Air poke and on hit comfirm leads into air combo to reset. Also Any ground block string to J.B>J.A. The J.A whiffs and you can lead into a highlow mixup Thanks man, this helped a lot.
halcyondays Posted September 11, 2009 Posted September 11, 2009 I have lots of trouble approaching. Usually I just wait for the opponent to attack, and then I can try and counter-attack them, but when I try to go for them I get punished. Help
BANGER Posted September 11, 2009 Posted September 11, 2009 Here's what I do: Use 2A, 5B, during the end of a dash or 5C/5D. Use 5D on 'safe' opponents to use it on, i.e. not Tager (unless you can manage to trick his sledges out at the wrong times). Jin has *some* (but not great) range. j.B is also god like, and good for IAD attacks, but don't be too happy with it because good players will eventually AA punish it everytime. Also watch out for chars that can sneak through your ranged attacks like Noel's 3C. His EX aerial ice swords are also good for establishing momentum and applying pressure since the startup is fast. Any experts care to chime in on ground approach too? I'm still working on it, but so far what I've been doing has been alright.
halcyondays Posted September 12, 2009 Posted September 12, 2009 Two more questions 1. I'm having lots of trouble IAD'ing. I always thought the command was 369896 or something like that but I haven't been able to pull it off. 2. Buppa has crazy good pressure as seen here. http://www.youtube.com/watch?v=IewdIqjqWD4&feature=related I've tried RCing the Musou but after that I can only hit with j.B and when I go for the j.C I do a 5C because I'm already on the ground. Does it matter what Musou is used? (ie. A, B, C, D?) EDIT: Err... nevermind about number 2. I didn't realize that he was air dashing after the RC. I still need help on 1 though lol.
ocdscale Posted September 12, 2009 Posted September 12, 2009 Two more questions 1. I'm having lots of trouble IAD'ing. I always thought the command was 369896 or something like that but I haven't been able to pull it off. 2. Buppa has crazy good pressure as seen here. http://www.youtube.com/watch?v=IewdIqjqWD4&feature=related I've tried RCing the Musou but after that I can only hit with j.B and when I go for the j.C I do a 5C because I'm already on the ground. Does it matter what Musou is used? (ie. A, B, C, D?) EDIT: Err... nevermind about number 2. I didn't realize that he was air dashing after the RC. I still need help on 1 though lol. On 2, yeah, you figured it out. On 1, command is 956. Basically, jump towards (or away), quickly go to neutral, then input forwards (or away). The 9 input counts as a forward input for the purpose of dashing, which is why you only need to input a single 6 for the dash to come out.
slowatch Posted September 12, 2009 Posted September 12, 2009 also if its easier for you, you can 966, its the same thing w/o having to go to neutral.
ryokoalways Posted September 12, 2009 Posted September 12, 2009 also if its easier for you, you can 966, its the same thing w/o having to go to neutral. Think about this for a second.
ocdscale Posted September 13, 2009 Posted September 13, 2009 Okay, this is going to sound really stupid, but here goes. What is the purpose of 2A? Apparently 5B comes out at the same speed (I always thought it was a 9 frame move) http://s1.zetaboards.com/blazblue/pages/jin_data/ and prorates better. But I see a lot of good Jins use 2A when they open up their rush down. It'd be easy enough to try to mimic what I see the good Jins doing, but I also want to understand why 2A is so good (or at least preferable to 5B in some situations). Is it the range, the fact that Jin crouches, the fact that 2A chains into itself well? For example, in this string provided by Killey in the Block string thread, 5B (1 hit), 6D, run up 5B, 5B, 2A, 2A, 2A, rush in, 2A, 5B, 5B, 5C, 2C, 5D, 236A, 2D, etc... http://www.dustloop.com/forums/showthread.php?t=6725&page=5 What purpose do the 2As serve?
ryokoalways Posted September 13, 2009 Posted September 13, 2009 Chains into itself so good for starting pressure. Advantage so you can continue pressure. Much easier to vary timing so harder for opponent to IB. Has slightly better hitbox (sheath is not part of your hitbox).
BANGER Posted September 15, 2009 Posted September 15, 2009 Is it me, or can you not tech-roll (towards you) punish Nu with 2B? I never hit them with it. Does this have to do with her hitbox or does her tech roll have more invincibility frames or something? Any other characters that I can't 2B tech roll punish? I think Litchi was another one I was having problems with, but can't remember. I was able to do it earlier on a Carl though. EDIT: It seems to me that Nu is able to tech roll really fast from knockdown, to the point that she's already way past behind me on rolling by the time I hit 2B. Am I slow or is she just exclusively fast at rolling?
ryokoalways Posted September 15, 2009 Posted September 15, 2009 The problem is that 2b has 1 active frame. It's not meant to be a meaty by any means.
BANGER Posted September 15, 2009 Posted September 15, 2009 So in other words, my timing in accordance to her position is off?
theroundtable Posted September 15, 2009 Posted September 15, 2009 What is a good follow up for midscreen 623D (When I can't chase with 6C)? I usually throw ice sword D to start another blockstring, but this is a big drain on meter. All else I can think of is ice ride B or C to close the gap quicker.
PhoenixBR Posted September 15, 2009 Posted September 15, 2009 If they end up near the corner, you can follow it up with a quick 632146C. Can't think of anything else, though. How am I supposed to use 623C/D safely as I get up? Sometimes it won't come fast enough and I will proceed to get hit... >_<
Coren Posted September 15, 2009 Posted September 15, 2009 You need to buffer it in the tech animation, so if you're neutral teching you do something like this: C623C or D623D If you start the DP with a button press you'll start the tech as you are buffering the DP, just make sure you don't hit 6+a button by accident, as this will make you tech forward and deny you the DP.
bbq sauce Posted September 15, 2009 Posted September 15, 2009 Also, you can hold the button, which will save your input for a 5 frame window. So like, you get knocked down - do 5C(for the tech) during the tech animation you do 623[C]. If the initial press was witihin 5 frames, the DP will come out if you hold it. That's the most efficient way to get it out IMO.
ocdscale Posted September 18, 2009 Posted September 18, 2009 Corner combo: 5B 5C 623B 5C 6C 6D 66 6D 5B 5C 3C I try going into Jin's 5C j.B j.A (whiff) reset games after the second 6D but my jumps always come out very short. What is going on? Is there something going on with pushback causing the jump to appear short? If so, is it worth going into a reset, or should I just finish with knockdown and oki?
Darkhonor90 Posted September 18, 2009 Posted September 18, 2009 Knockdown with Oki seems alot more solid and you get damage with Oki in the coner =3
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