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Posted

Ohhh, I see! Until now I thought whiff cancel was something you could do if you missed that attack and somehow still cancel it. I was so confused. xD Thanks for clearing that up.

Posted

You're correct you can't whiff cancel J.C, but there are already a good amount of options from J.B > whiff. That can simply overwhelm the opposition, I say we start a discussion on this anybody else agree?

Yup

Usually it goes like this:

5B(2), 5C, j.B, j.C, j.D, (FROZEN OPPONENT), 66, 5C, j.B, j.A(whiff on purpose)

From here you either:

1:Drop the floor and do a 2B, (and you should be near or at the corner), 5C, 623B, 5C, 6C, 6D, 66, 6D, *basic trip combo*

2: Airdash j.B, j.C, land, 5B(2), 3B etc..

3: Airdash j.B, j.C, land, 6A, 214B (Or mash C into combo)

4: Airdash j.B, j.C, land, throw

Any other things you guys can make up please post! But that's what i usually do to mix it up :D

Posted

Those are options that I usually use, but what's good about whiff canceling J.B is that J.A can kind of stuff some ground attacks done by the opponent. Though should still be used in moderation or you'll lose the luster of the mind game. Also another thing that should be taken into consideration are Dps so one should make a habit of green blocking on the way up to try and keep it safe just in case you try the mixups outside of combo or freezing. 1. J.B > J.A (whiff cancel) > air dash > J.B > J.C > 2A > - From there you can Jump cancel again and start again with J.B. - Or you can Throw - Or mix in 6A > 214D > 6C > air combo, when close to the corner. - Or 2A > 2B and if the opponent doesn't green block you 5B (2) if memory serves me correctly. - 2A > 5B > 3C > 236D > IAD J.B or J.D (crossup) I've been practicing using a lot of block strings with Jin using this method and a whole lot of other tools and I have a lot more options and mixups but they're not written down. It jacks up the guard libra and gives you a lot of advantage just watch for DPs.

Posted

Yup

Usually it goes like this:

5B(2), 5C, j.B, j.C, j.D, (FROZEN OPPONENT), 66, 5C, j.B, j.A(whiff on purpose)

From here you either:

1:Drop the floor and do a 2B, (and you should be near or at the corner), 5C, 623B, 5C, 6C, 6D, 66, 6D, *basic trip combo*

2: Airdash j.B, j.C, land, 5B(2), 3B etc..

3: Airdash j.B, j.C, land, 6A, 214B (Or mash C into combo)

4: Airdash j.B, j.C, land, throw

Any other things you guys can make up please post! But that's what i usually do to mix it up :D

j.A cancels can be implemented anytime you can combo an opponent with 5C, j.B off of a freeze. It can be incorporated into a block string as well but the opponent just needs to block low to avoid the early j.B.

In those options you could also remove the air dash and just go straight into another j.B or simply land and throw. That's the beauty of the mix up game/reset you get from j.A cancel. They block low they eat the overhead right away and get setup for another 3k combo. If you opt to land into 2B instead of j.B or air dash j.B they eat the low and you get a high damage corner combo with knock down and oki options. It's a bit of risk to do the j.A cancel though as you are sacrificing the rest of your freeze combo for a potential reset. If your opponent anticipates the j.A cancel they can jump block out or just back dash screwing over any high/low/throw mix ups you had in mind.

Posted

[… → j.A(whiff) → airdash → j.B] doesn't beat backdash? And wouldn't it also allow you to start up air-to-air pressure if they jump block?

Posted

Depends on the timing of their back dash and the character they are using. Tager's back dash is pretty godly and the air dash j.B will whiff through his back dash and you'll eat a 360 counter throw. The "air-to-air" pressure will only occur if you are using the air dash j.B, j.C or j.B immediately after whiff j.A but it removes some follow up pressures that Jin has if they were to block on the ground. Personally, it seems like a better defensive option for your opponent as he/she can just avoid the low mix up altogether and potentially land a CH on you whne you whiff the 2B and worst case scenario they're blocking in the air. Depending on the character they may have good escape options at that point.

Posted

Those are options that I usually use, but what's good about whiff canceling J.B is that J.A can kind of stuff some ground attacks done by the opponent. Though should still be used in moderation or you'll lose the luster of the mind game. Also another thing that should be taken into consideration are Dps so one should make a habit of green blocking on the way up to try and keep it safe just in case you try the mixups outside of combo or freezing.

1. J.B > J.A (whiff cancel) > air dash > J.B > J.C > 2A >

- From there you can Jump cancel again and start again with J.B.

- Or you can Throw

- Or mix in 6A > 214D > 6C > air combo, when close to the corner.

- Or 2A > 2B and if the opponent doesn't green block you 5B (2)

if memory serves me correctly.

- 2A > 5B > 3C > 236D > IAD J.B or J.D (crossup)

I've been practicing using a lot of block strings with Jin using this method and a whole lot of other tools and I have a lot more options and mixups but they're not written down. It jacks up the guard libra and gives you a lot of advantage just watch for DPs.

May i ask what you mean by "Green block" ?

Posted

The barrier, I just saw the term "Green Block" used one day and for some reason it just stuck, sorry for any confusion.

Posted

I'm trying to develop ways to use Jump Install for mindgames and combos, such as mind game resets and other things of the sort. Though Jin's better mixups and pressure require heat in my opinion, but other people may see it differently then I. It also depends how you play his J.A whiff is great, but can easily be stopped by a crouch or a green block unless the guard stun trick is implemented making the rising J.B become an overhead. Basically what i'm trying to say i'm trying to find every plausible medium for pressure and mindgames to improve his potency. Even though JIing seems pointless without FRC :/

Posted

Uh, what? There's Jump Installing in this game? Is it different from Guilty Gear's? Because I thought they took that out.

Posted

I read it on Astral Heat in the game mechanics that there was Jump Install.

Posted

yersss, as far as i know, jump installing was used as a way to alleviate the following: Super Jumping takes away your ability to do another air jump in GG unless you are Chip. Since we can always jump again after a super jump in BB, as far as I know there is no jump installing technique.

Posted

No, you astralheat viewing hand-me-down information eating idiots. You cannot, I repeat, cannot jump install. There just isn't. You can't unlock it, you can't "make it up" by hitting a launcher and hjcing. You can't jump install, and then use a special that launches you and RC it and jump again. Jump install does not exist in BB.

Posted

there is no jump install in this game. hakumen can jump cancel his air ink kick (even if he's already used up his double jump/air dash) on hit or block, but that's the only exception i can think of.

Posted

I just asked a simple question how did it turn into this >.> It was a simple yes or no I didn't ask for explanation or ridicule so let it go and move on I just simply put where I got my information from and wasn't aware of its credibility. So I got my answer about a week ago that's it let it go convo over lets begin a new. Who the hell are you calling an idiot I don't know what you're hyped up on, but you need to take a step back and relieve yourself, instead of calling me or anyone else out of their name...idiot..

  • 2 months later...
Posted

Ok, I was experimenting things like that in traning mode, but you know what? almost 80% of the things that you pull off in this mode, doesn't work in real live battles...there's to much to add you know...techs, rolls, etc etc. this is an example.

I was experimenting and rec this.

http://www.youtube.com/watch?v=fq1YMRlFpuY

very cool huh? yeah yeah but it's a mental wack LOL, a lot of good players don't get caught on this, nevertheless, this is a waste of heat, You better save your heat for supers and some RC on blocked ice cars, maybe save a couple for ice trucks that are very good things in Jin's game.

:kitty:

Posted

I was experimenting and rec this.

http://www.youtube.com/watch?v=fq1YMRlFpuY

very cool huh? yeah yeah but it's a mental wack LOL, a lot of good players don't get caught on this, nevertheless, this is a waste of heat, You better save your heat for supers and some RC on blocked ice cars, maybe save a couple for ice trucks that are very good things in Jin's game.

:kitty:

For future reference, the next time you practice your combos, make sure to turn on: Block after first hit, Quick Recovery, Air Recovery, Freeze Recovery.

I mean, jesus, the first ice car you did didn't even combo.

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