Brotrr Posted December 14, 2009 Posted December 14, 2009 It shows which part of the combo was dropped. So if it's a 16 hit blue combo that says 12 08 06, that means the other guy could've teched out at hits 6, 8, and 12.
smooshman Posted December 14, 2009 Posted December 14, 2009 It shows which part of the combo was dropped. So if it's a 16 hit blue combo that says 12 08 06, that means the other guy could've teched out at hits 6, 8, and 12. oh... that's actually pretty nice for replays and training/learning EDIT: could 5C>2C>JC>JD>ice car/ice swords replace the old 5B>5C>JB>JC>JD>ice car/ice sword. it's not quite the same and is probably less powerful but if do the JD>236D> dash>JB>J2C>J2C>214B it's worth it... maybe... please say yes
Ice Cube Posted December 14, 2009 Posted December 14, 2009 oh... that's actually pretty nice for replays and training/learning EDIT: could 5C>2C>JC>JD>ice car/ice swords replace the old 5B>5C>JB>JC>JD>ice car/ice sword. it's not quite the same and is probably less powerful but if do the JD>land>5C>2C>JB>J2C>J2C>214B it's worth it... maybe... please say yes fixed for more damage with less meter Ok, was that a serious question? 5C and 2C have the same attack level (if you don't get it, it means they hitstun the same amount) so change it to 2C push your opponent further from you and ... that's it, fix nothing (oh yeah, do more damage, if you can get it to work with the added distance, even in CT). Problem with old 5C>j.B is that j.B's hitbox is not as low as before, so now it only works against a certain red, HUGE mecha. So if you've ever seen j.C and know that its hit box is as thin as a thread, and know that jump has 4 frame startup, you know what I mean.
Moy_X7 Posted December 14, 2009 Posted December 14, 2009 Yukikaze huh? So what exactly makes it a better reversal than 632146D (Ice Arrow)? Ice Arrow gets full invincibility on the 1st frame and I've read somewhere before that Yukikaze is active on the 1st frame as well. The difference is that you don't have to worry about getting grabbed or getting hit by a low attack and that you can follow-up with a full combo, leading into way higher damage than Yukikaze. Yukikaze has less recovery though, at least I think it does and it looks pretty damn badass as well, especially as a Distortion Finish.
shtkn Posted December 14, 2009 Posted December 14, 2009 the one use of yukikaze i have found is that it's good vs carl. if you can hit the doll with yukikaze, then the active frames of the super last a very long time (it hits the doll like 4 times or something) and unless carl super jumps, double jumps, then does that air special of his (allegreto?), he will fall into the counter super and get hit. so maybe this super will be a very good tool if you can IB stuff in a Carl/Nirvana sandwich. Even if carl manages to avoid getting hit, you basically escape the sandwich since you're invincible till you put away your sword.
ryokoalways Posted December 14, 2009 Posted December 14, 2009 Jin's yukikaze active frame lasts 3 seconds? Are you sure? Hakumen's only last like about 1 second. I thought Jin's yukikaze had the advantage of being fast start-up so it was semi-effective against projectiles.
shtkn Posted December 15, 2009 Posted December 15, 2009 Jin's yukikaze active frame lasts 3 seconds? Are you sure? Hakumen's only last like about 1 second. I thought Jin's yukikaze had the advantage of being fast start-up so it was semi-effective against projectiles. i would imagine jin's lasts for like a second normally too, but i'm saying that when you hit nirvana with yukikaze (which shouldn't be too hard since she has so much recovery on all of her moves), then the active frames of yukikaze will hit nirvana and go on for a very long time. You can test this in CT with Hakumen/carl if you like.
PozerWolf Posted December 15, 2009 Posted December 15, 2009 yukikaze may not be used by the Jin's coming from CT, but the new guys to CS will use it and so will some people migrating to Jin for whatever reasons, and so will the defensive Jins Ultra nub question: what's Jin's best attack to punish with? (CS and CT) You saying that your other questions/comments were not "ultra nub"? Play the game a little bit before asking retarded questions. Speaking of which, this topic is getting way to cluttered. After seeing the V-13 topic to look up A-11 combos, I notice how awful the character forums are for BlazBlue section right now when looking up CS info. I'm juts gonna go ahead and work on a 2nd topic for infos on combos and glitches.
ryokoalways Posted December 15, 2009 Posted December 15, 2009 Just a tip then: Jin can use yukikaze as a movement skill to beat lockdown. For example, if Litchi decide to drop either lockdown super on top of your head and prevent you from being able to dp rc, then yukikaze is your best bet at getting out safely. You probably won't hit your target, but you won't be stuck in the corner waiting to die either. I resort to this in CT when I get locked down in the corner by rachel/arakune and I'm not confident I will be able to sit it out.
BANGER Posted December 15, 2009 Posted December 15, 2009 5B/5C which lead to 6C combos on Counter Hit. Wouldn't 2C be a better choice in CS (assuming you have time for it to hit)? It leads to FC.
PozerWolf Posted December 15, 2009 Posted December 15, 2009 Wouldn't 2C be a better choice in CS (assuming you have time for it to hit)? It leads to FC. This is what I keep telling people, but people here are retarded. You guys are studying on some lame 4k combo that some random jap did for an uppercut punish when he can do MUCH more with a fatal counter combo.
Moy_X7 Posted December 15, 2009 Posted December 15, 2009 Wouldn't 2C be a better choice in CS (assuming you have time for it to hit)? It leads to FC. I was taking into consideration that the guy asked for punishing moves for both CT and CS. Whew, I guess I'm one of those retards... Isn't that right PozerWolf? I guess that 2C would be nice in CS as a punishing move, being a Fatal Counter inducing move and all. Reason why I didn't say 2C outright is because I haven't played CS and I can't just assume that 2C's speed buff is enough to guarantee frequent counter hits.
lxMetalSonicxl Posted December 16, 2009 Posted December 16, 2009 I was taking into consideration that the guy asked for punishing moves for both CT and CS. Whew, I guess I'm one of those retards... Isn't that right PozerWolf? I guess that 2C would be nice in CS as a punishing move, being a Fatal Counter inducing move and all. Reason why I didn't say 2C outright is because I haven't played CS and I can't just assume that 2C's speed buff is enough to guarantee frequent counter hits. Your reply was a reference to both games having those as the best high damaging combos on punishing, not just CT. You never said you meant only one.
Moy_X7 Posted December 16, 2009 Posted December 16, 2009 I never said anything about "best high damaging combos" so I don't know where you got that from. The guy asked "What's Jin's best attack to punish with? (CT and CS)". So I responded with 5B/5C taking CT into account. Unless you like to punish with 2C in CT that is. Sorry, 2C just didn't come to mind at the moment, given how slow the move is in CT and I wouldn't really know if it's safe or not seeing how I haven't played CS yet. Let's move on then, shall we? As PozerWolf said before, this thread is getting cluttered with useless posts such as this one. You punish with 5B/5C in CT, you punish with 2C in CS, done.
Airyaxe Posted December 23, 2009 Posted December 23, 2009 When is the best time to use a counter assault, if ever? Would there be a a time where a counter assault is more advantageous than an IB dp? And if used is there a way to combo off of it and would it do good damage? I want to maybe try to incorporate it into my game just for the possibilities and mind-games. EDIT: This is for Calamity Trigger also, I forgot to specify.
DoomieJ Posted December 23, 2009 Posted December 23, 2009 When is the best time to use a counter assault, if ever? Would there be a a time where a counter assault is more advantageous than a dp? And if used is there a way to combo off of it and would it do good damage? I want to maybe try to incorporate it into my game just for the possibilities and mind-games. 1)When you feel too much pressure and are blocking 2)when you are blocking 3)Doubtful, and no Its just a way to break out of someones pressure, which in BB isnt really that hard. You can IB than DP out of stuff too, which is a lot less expensive, Heat wise.
PozerWolf Posted December 23, 2009 Posted December 23, 2009 This could have been asked in the Simple Questions Thread, no need to make a new one topic to ask such a question. When is the best time to use a counter assault, if ever? Would there be a a time where a counter assault is more advantageous than an IB dp? And if used is there a way to combo off of it and would it do good damage? I want to maybe try to incorporate it into my game just for the possibilities and mind-games His Counter Super isn't all too bad, it can be used if the opponent gets way to predictable (duh), or to get out of certain pressure game. Basically, you can counter super out of Litchi's Stick Man super (it's 100% safe, seeing as how he has totally invisible on recovery)... and that's the only situation I can think of. If the Counter is a Fatal Counter, you can Rapid the super to do a combo afterwords, but your not going to get much damage off it (gonna spend a good 100% bar on 4k). Otherwise, the overall super is "decent". If you find it pointless, than yeah...
kid viper Posted December 23, 2009 Posted December 23, 2009 you left out 1 small detail pozer: yukikaze =/= counter assault :O
Butters Posted December 23, 2009 Posted December 23, 2009 you left out 1 small detail pozer: yukikaze =/= counter assault :O lololol Austin.
smooshman Posted December 23, 2009 Posted December 23, 2009 the only way I might use CA is if it froze... but it's not really worth 50 heat
Brotrr Posted December 23, 2009 Posted December 23, 2009 You should never ever have to use CA. End of story. Do a 623D or something if you're feeling too much pressure.
PozerWolf Posted December 23, 2009 Posted December 23, 2009 you left out 1 small detail pozer: yukikaze =/= counter assault :O lololol Austin. I am very confused at these 2 comments. Kid Viper, is your name austin?
Airyaxe Posted December 24, 2009 Posted December 24, 2009 Alright, what I've got from this is that Counter Assault is pretty much useless(or completely useless). It's much better to just IB a blockstring then 623D or 623C them. And the extra 50% heat can be used to Rapid Cancel is they blocked or dodged the DP.
PozerWolf Posted December 24, 2009 Posted December 24, 2009 Counter assault = 6 + AB Oh shit man bad. Sorry, I'm used to hearing them being called Alpha Counters. Let me re-edit my original post... so now it should look something like this: ******* This could have been asked in the Simple Questions Thread, no need to make a new one topic to ask such a question. Anyways, HOLY FUCK YES COUNTER ASSAULTS ARE DAMN USEFUL!! How the hell do you guys find it useless and think random DPs is a better solution? DPs in general come out to slow and risky as well, are easy to bait, and you can't do them in a middle of a real block string so your going to eat the next mix-up they throw out. Granted, you can still get punished for doing bad Counter Assaults, but there harder to bait and harder to punish. Plus, I'd rather have my Counter Assault punished than my uppercut... ouch... If you feel your in too much pressure, then yes by all means do a Counter Assault! There useful and worth the meter.
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