BANGER Posted February 3, 2010 Posted February 3, 2010 Other chars are calling out to you. Sooner or later, you will leave Jin like everyone else.
Yuushiro Posted February 3, 2010 Posted February 3, 2010 noo, I will stay true to jin lol, he is the most like me in real life so I will stick with him no matter what, even if he got nerfed like to Rachel's level lol. anyway Banger, who is Ryoko guy who posts videos?
BANGER Posted February 3, 2010 Posted February 3, 2010 ryokoalways. He's a vet around here and he posts tons of good info and is the main provider of nico vids in the BB General thread.
Yuushiro Posted February 3, 2010 Posted February 3, 2010 oh lol, I guess I have to look at those section of forums too. so far I am just messing around here at the jin's area
fadooglee Posted February 3, 2010 Posted February 3, 2010 noo, I will stay true to jin lol, he is the most like me in real life so I will stick with him no matter what, even if he got nerfed like to Rachel's level lol. anyway Banger, who is Ryoko guy who posts videos? Yeah I'm sticking loyal to Jin also. I watch Ren videos for inspiration (and it works :D)
Yuushiro Posted February 3, 2010 Posted February 3, 2010 yea, Ren has great potential. He just started blazblue too right?? or did he plays GG too??? for my case I just started last november
shtkn Posted February 3, 2010 Posted February 3, 2010 nice stuff ice cube. i'll add it to teh combo thread also of note, does anyone notice that j.B now seems to hit enemies a lot higher now? also i think crossups with j.B are a bit harder to do now imo.
BANGER Posted February 3, 2010 Posted February 3, 2010 Ye, jB seems to have more of a circular hitbox to me than it did a 1/4 circle back in CT. It suits the appearance of jB to boot. I've hit people above me many times with jB these days.
koun Posted February 3, 2010 Posted February 3, 2010 Yeah I'm sticking loyal to Jin also. I watch Ren videos for inspiration (and it works :D) Same here i kind sucks than buppa using Hazama now. Yea, jB seems to have more of a circular hitbox to me than it did a 1/4 circle back in CT. It suits the appearance of jB to boot. I've hit people above me many times with jB these days. In some jin vids it look like it hit higher. @ Ice Cube nice info has anyone played with the loop with 2C fatal.We may find something out. Now people cannot call Jin players scrubs anymore . They will still find something to cry about.
BANGER Posted February 5, 2010 Posted February 5, 2010 http://www.nicovideo.jp/watch/sm9597041 At 5:01, 214B CH crouching sure does a lot of hitstun. Could confirm into a crouching hit combo. Fishing for a 214B counter, a crouching one nevertheless, is pretty suicidal anyway though. But something to keep in mind...
Yuushiro Posted February 5, 2010 Posted February 5, 2010 wow, yea it could combo into 2A he could've continue that with a 2B, 5C, 6C I think and it would've lead into a combo
Kristoph Posted February 6, 2010 Posted February 6, 2010 Anybody know what Jin's specific matchups are looking like?
fadooglee Posted February 10, 2010 Posted February 10, 2010 http://www.youtube.com/watch?v=hflOTm_D3p8 dope fatal counter combo i found thoughts? Haha can't believe my video is already on dustloop. I use that combo any time I can fatal, it's great damage. The only time that it is not able to be pulled off is if you're not near corner(well it is possible but you have to wait a bit to 5C after 6B>5C>6C>DC and then you have to do j.C>jc>j.2C>D ice car instead of j.C>jc>j.C>D ice car.
Ice Cube Posted February 12, 2010 Posted February 12, 2010 A bit of improvement (for that FC combo) 2C(FC)>6C>(delay)2D>dash 6B>5C>6C>dc>2C>6C>dc>j.C j.2C>jc>j.2C>214D>land 6C>214C Delay to push the opponent further towards corner. (or maybe just a bit. There are 3 6C in this combo to do this job after all). 2C instead of 5C because it does 50 more damage, it only works in FC combo, and is much slower, making the opponent float lower -> extra j.2C possible. Note that 214D weird hitbox sometimes slash the opponent to the opposite side if done midscreen (perfectly fine if done in corner though). Haku-men is one example, need more experiments. Skip the extra j.2C if this happens. EDIT: After experiments, conclusion is that you just need to delay every hit of your air combo (or just the last j.2C) for 214D to connect properly. Delay just a slight bit or else it will blue beat. Another conclusion is that this combo works EVERYWHERE on screen (tried punishing Inferno Divider in left corner, still managed to push Ragna to the right corner and do 6C>214C).
fadooglee Posted February 12, 2010 Posted February 12, 2010 A bit of improvement (for that FC combo) 2C(FC)>6C>(delay)2D>dash 6B>5C>6C>dc>2C>6C>dc>j.C j.2C>jc>j.2C>214D>land 6C>214C Delay to push the opponent further towards corner. 2C instead of 5C because it does 50 more damage, it only works in FC combo, and is much slower, making the opponent float lower -> extra j.2C possible. Note that 214D weird hitbox sometimes slash the opponent to the opposite side if done midscreen (perfectly fine if done in corner though). Haku-men is one example, need more experiments. Skip the extra j.2C if this happens. Awesome improvement. Will use this from now on :P
Ice Cube Posted February 12, 2010 Posted February 12, 2010 After trying to figure out how to improve Jin's pathetic damage with midscreen 5B>5C on standing opponent by using meter: 5B(2 hits)>5C>3C>236D xx 6C>dc>5C>hjc>j.B j.C j.2C>jc>j.C j.2C (DA = 2971, 25% meter) (works on Rachel, Haku-men, Tager. Skip the 5C then it also works on Ragna and Arakune, DA = 2909) 5B(2 hits)>5C>623B>ice arrow, super jump, 214C (DA = 3389, 50% meter, knockdown) Since you can 3C>214C knockdown Rachel, Tager and Arakune (and have much better options after that) your best bet of landing the first combo is on Haku-men. But then, since it reminds me so much of Ky Kiske's 2D>Earth and May's 2D/2HS>FB dolphin, might as well use it as much as I can. If only ASW would improve 236D's proration, speed and htibox in the next BlazBlue so that we can deal easy damage off random hits (like Ragna). (maybe I should just learn how to hitconfirm 5B>3C ) (Just realized that I should have posted this in the gameplay thread. Sorry.)
fadooglee Posted February 12, 2010 Posted February 12, 2010 After trying to figure out how to improve Jin's pathetic damage with midscreen 5B>5C on standing opponent by using meter: 5B(2 hits)>5C>3C>236D xx 6C>dc>5C>hjc>j.B j.C j.2C>jc>j.C j.2C (DA = 2971, 25% meter) (works on Rachel, Haku-men, Tager. Skip the 5C then it also works on Ragna and Arakune, DA = 2909) 5B(2 hits)>5C>623B>ice arrow, super jump, 214C (DA = 3389, 50% meter, knockdown) Since you can 3C>214C knockdown Rachel, Tager and Arakune (and have much better options after that) your best bet of landing the first combo is on Haku-men. But then, since it reminds me so much of Ky Kiske's 2D>Earth and May's 2D/2HS>FB dolphin, might as well use it as much as I can. If only ASW would improve 236D's proration, speed and htibox in the next BlazBlue so that we can deal easy damage off random hits (like Ragna). (maybe I should just learn how to hitconfirm 5B>3C ) (Just realized that I should have posted this in the gameplay thread. Sorry.) Sure your first combo adds an okay damage output but it lacks momentum of the game afterwords. Mid screen I do 5B>3C>2B>5C>6C>dc>j.C>j.2C>jc>j.2C>j.D>j.214C does 2650 (give or take a little bit more or less) Adds knockdown and you're right to opponent afterwords. Your combo allows him to tech right afterwords (To me, it seems a total loss in the favor of the game) Your super combo does good damage, so the damage is worth it. Plus, most of the time my combo brings them to corner so it adds corner pressure afterwords.
Ice Cube Posted February 13, 2010 Posted February 13, 2010 Those combos are meant to be round finisher and/or those times of frustration when you forget to hit confirm 5B>3C but instead do 5B>5C then don't want to follow up with 3C>214B for some lousy 1750 damage and lose momentum anyway. 1200 extra damage is well worth the 25% meter spent. Anyway, I think someone asked earlier in the thread for follow up after 2C(FC) on airborne opponent: Corner only: 2C(FC)>6C>(delay)6D>corner loop (DA=5233, 25%, no knockdown). Skip the first 6C if too close to corner, else 6D won't connect. Anywhere on screen: 2C(FC)>6D, dash 6B>5C>6C>dc>2C>6C>dc, j.C j.2C>jc>j.2C 214D, land 6C>214C (DA=4384, 25%, knockdown). Add a 6C before 6D and change dash 6B to dash 6D in corner for DA=4650. In rare cases where the opponent is too far for 6D to connect, change to j.D and skip 6B for DA=3815.
Yuushiro Posted February 21, 2010 Posted February 21, 2010 Anyway, I just confirmed that you CAN combo out of Ice car B on crouching hit. this will work everytime against tager even after you hit him before the ice car B if he is crouching. other people have smaller hitbox so it's harder but it's still possible.
fadooglee Posted February 22, 2010 Posted February 22, 2010 Anyway, I just confirmed that you CAN combo out of Ice car B on crouching hit. this will work everytime against tager even after you hit him before the ice car B if he is crouching. other people have smaller hitbox so it's harder but it's still possible. Ice car B>5C?
fadooglee Posted February 24, 2010 Posted February 24, 2010 yes, 5c or 5b will hit. will it work if you do (On crouching opponent) 5B(2)>5C>Ice car B>5C?
Yuushiro Posted February 24, 2010 Posted February 24, 2010 will it work if you do (On crouching opponent) 5B(2)>5C>Ice car B>5C? I don't think so. Maybe only on tager. at most you can do one thing before the ice car B for character with big hitboxes. and it's more certain if the ice car B is the first thing you do. Like on ragna and tager if you do ice car B and you are close enough you can still continue comboing thing. Another thing I am sure the ice car B trick won't really work with lambda, carl. Might work with noel and tsubaki if you are really close. Anyway the damage of this thing isn't too bad but isn't too good either. and I confirmed that if you fatal and the enemy is crouching. it's definitely combo-able so if you do 2C and it's fatal and the enemy is crouching and you do ice car B you can do 5C bla bla bla and get your combo still.
shtkn Posted February 24, 2010 Posted February 24, 2010 One tactic that I experimented with recently is the idea of doing a reset off a 2D. So for example, 5C > 6C > 2D, run up 6A > combo as they break out of the ice. Is the damage worth the risk? that's a bit iffy... i don't know, i'm just messing around. similarily, 2D, run up 2B (whiff), throw. 2D run under them for a crossup. I didn't try 2D jump in mixup, but i guess that's worth experimenting with later. I was also experimenting with 2D into 6D, which obviously doesn't combo but breaks primer and leaves you at great frame advantage to continue a rushdown. what's everyone's thoughts on sacrificing the guaranteed damage off a 2D for mixup/gurad primer breaking?
Yuushiro Posted February 24, 2010 Posted February 24, 2010 One tactic that I experimented with recently is the idea of doing a reset off a 2D. So for example, 5C > 6C > 2D, run up 6A > combo as they break out of the ice. Is the damage worth the risk? that's a bit iffy... i don't know, i'm just messing around. similarily, 2D, run up 2B (whiff), throw. 2D run under them for a crossup. I didn't try 2D jump in mixup, but i guess that's worth experimenting with later. I was also experimenting with 2D into 6D, which obviously doesn't combo but breaks primer and leaves you at great frame advantage to continue a rushdown. what's everyone's thoughts on sacrificing the guaranteed damage off a 2D for mixup/gurad primer breaking? It's pretty good I think, considering if you always combo most of the time with 2D. Most players will just mash their A button to get out or didnt really do anything. So it will definitely give an element of surprise. It's kinda like breaking a corner combo for a reset with a 6A or something like that. it's good because people will usually mash A with low guard direction.
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