ryokoalways Posted January 7, 2010 Posted January 7, 2010 Couple of things here. Hakumen has 2 forms of yukikaze, a regular, and a faster version. The faster version doesn't just come out faster, it also has faster initial frames, ie less stop frames. For example, you can hit Bang out of daifuka with regular yukikaze even if it's immediately after activation. However, if it's a super yukikaze, the faster initial frames allow Bang to invulnerable his way through it. Likewise for Ragna's DP (btw, meaty dp? wtf?), if it's indeed a meaty, then it's probably a super yukikaze, and likewise the above could have happened. That said, it should also be taken into consideration that Jin's version of Yukikaze, regardless of variation, may just have less active frames. I'm basing this on animation alone so it's not accurate. Just keep this in mind.
Zero000 Posted January 7, 2010 Posted January 7, 2010 I do meaty DP with Jin too. It's great. Try it some time (make sure you have meter though). Somebody in the Ragna forums said that the counter clashed with DP. I might give it a try in training mode with hakumen, but I don't really care that much to figure out what happened. All I know is that I can probably do it consistently
smooshman Posted January 7, 2010 Posted January 7, 2010 Somebody in the Ragna forums said that the counter clashed with DP. ... I don't think you can clash with a counter because there's no attackt to clash with...
ryokoalways Posted January 7, 2010 Posted January 7, 2010 Doing a meaty dp defeats the purpose of doing a dp in the first place: the invincibility frames before the active frames kick in. Meaty with a normal, if you are doing a dp, it's always a delayed one to bait poke/throw. Regarding clashing, that's not the case because yukikaze is a multi-hit move that caps at 1, so you will get hit unless you dodge it/invincible through it.
Yuushiro Posted January 8, 2010 Posted January 8, 2010 Hi all, I am new here. yoroshiku onegaishimasu. I have a question I wonder why nobody every do this combo, if you pull of a sekkajin without freezing your opponent and then launch , do a 6C and then 2D and freezes. why no one ever pull off another 6B and sekkajin launch 6C and ice car C. wouldn't that be a good combo or would that much heat already give a chance for the opponent to recover.
Zero000 Posted January 8, 2010 Posted January 8, 2010 Ok I played another Jin again today. I did it again, DP on his counter super. Nothing happened to me and I was even able to punish Jin for his counter
-Ladon- Posted January 8, 2010 Posted January 8, 2010 ... I don't think you can clash with a counter because there's no attackt to clash with... mmm freeze frame hakumen uses yuki ragna dps, dp attack is still within the frame so you clash.
smooshman Posted January 8, 2010 Posted January 8, 2010 mmm freeze frame hakumen uses yuki ragna dps, dp attack is still within the frame so you clash. oh... the attack part of the counterattack... that makes more sense. I didn't think of that... I thought that it would go through ID or is that only the 1st frame activation?
Radix Posted January 9, 2010 Posted January 9, 2010 Hi all, I am new here. yoroshiku onegaishimasu. I have a question I wonder why nobody every do this combo, if you pull of a sekkajin without freezing your opponent and then launch , do a 6C and then 2D and freezes. why no one ever pull off another 6B and sekkajin launch 6C and ice car C. wouldn't that be a good combo or would that much heat already give a chance for the opponent to recover. sekkajin would have too much kick back for the 8th hit to connect on the second time. This combo is possible in CT so try if you want. The second sekkajin would work on tager but you can't combo out of it.
Yuushiro Posted January 9, 2010 Posted January 9, 2010 ah I see, so even with reduced knock back in CS this combo is still impossible then?? This is my concern about fighting Tager too, while at it For corner air combo from 6C if I do a dash cancel after 6C if it's Tager for some reason I am facing the other way and have to combo Tager to the opposite direction I think because of his size. so I think this is not a good follow up for Tager but it works for all other character so it's in my reflect already. doing 6C and then 6D I think is much better in the corner, and then is there still time to knock tager with 3C and then pick him up with 2B and 5C and then do an air combo?
Yuushiro Posted January 11, 2010 Posted January 11, 2010 Well, I don't really mean to double post but here are some of the Jin's CS combo from the blazblue japanese wiki site... I think it's pretty helpful http://www40.atwiki.jp/blazblue/pages/196.html#id_8298ccee
Nov Ganon Posted January 11, 2010 Posted January 11, 2010 Well, I don't really mean to double post but here are some of the Jin's CS combo from the blazblue japanese wiki site... I think it's pretty helpful http://www40.atwiki.jp/blazblue/pages/196.html#id_8298ccee bro is it a trans for that page cuz im trying to read that
Yuushiro Posted January 11, 2010 Posted January 11, 2010 Sure, I will try to translate most of it to the best I can (ch)…counter hit (jc)…jump cancel (hjc)…high jump cancel (dc)…dash cancel (rc)…rapid cancel BnB combo ・5B(2)>5C>(3C)>B Musou(Ice car)>Dmg/DA:1600 ・5B(2)>5C>(3C)>C Musou DA:1800 only works on rachel, tager, arakune ・5B(2)>5C>3C>2B>5C>(hjc)>JB>JC>JD> C air musou DA:2500~2600? ・5B(2)or5C>3C>2B>5C>6C>(dc)>JC>J2C>J2C>JD>C musou DA:2670 standing combo ・5B(2)>5C>C mash/sekkajin(8Hit)>(66)>6C>2D>6B>C musou DA:2700~2800? ・5B(2)>5C>sekkajin(8Hit)>(66)>6C>2D>6B>5C>3C~起き攻め(okizeme) DA:2700~2800? ・5B(2)>5C>sekkajin(8Hit)>(66)>6C>2D>6C>C musou DA:2700~2800? ・JBorJ2C>5B(2)>5C>sekkajin(8Hit)>6C>2D>6C>C musou DA:? PS: I don't think the (66) really necessary considering that 6C already moves you forward I think. but I am not 100% sure about it, so far my combo connects going straight to 6C without the (66) crouching opponent ・5B(2)>5C>6C>2D>(66)>6B>C musou DA:約2500? ・5B(2)>5C>6C>2D>(66)>6B>sekkajin(8Hit)>C musouDA:2700~2800? 【everywhere on the screen?】 ・5B(2)>5C>DP B>hiyoku getsumei(D super)>DP A DA:2700~2800? 【corner combo】 ・5B(2)>5C>3C>2B>C>6C>6D>6D>5B(2)>5C>3C~起き攻め(okizeme) DA:2700~2800? ・5B(2)>5C>6C>6D>6D>5B(2)>5C>3C~起き攻め DA:2800~3000? ・5B(2)>5C>DP B>6C>6D>6D>5B(2)>5C>3C~起き攻め DA:約3000~3200? ・5B(2)>5C>DP B>6C>6D>6C>6D>5C>J2C>D musou>6C>C musou DA:3818 【6A combo】 PS: 6A is a good okizeme for people that get up and block low ・6A>C musou DA:1800? ・6A>D musou~ DA:? ・6A>sekkajin(8Hit)>6C>2D>6B>C musou DA:? ・6A>DP B>6C>6D>6D>5B(2)>5C>3C~起き攻め DA:約2800? corner combo ・6A>DP B>6C>6D>6C>6D>5C>J2C>D musou>6C>D super>C musou DA:約4800? corner combo 【3C combo】 picking up the opponent ・3C>2B>5C>6C>JC>J2C>J2C>JD>C musou DA:3018 ・3C>2B>5C>6C>6D>6D>5B(2)>5C>3C~起き攻め corner combo 【2D combo】 ・2D>(66)>6B>C musou DA:約2000? ・2D>(66)>6B>sekkajin(8Hit)>6C>C musou DA:? ・2D>6C>(dc)>5C>JC>J2C>J2C>B musou DA:約2800? 【throw combo】 ・either throw>A ice car(whiff)>sekkajin(8Hit)>C musou or (wait) C musou? DA:? ・either throw>A ice car(whiff)>5C>2C>JC>J2C>JC>J2C ・either throw>A ice car(whiff)>5B(2)>5C>3C ・back throw> A ice car(whiff) > hiyoku getsumei 【A DP】(on counter hit) ・DP A(ch)>touga hyoujin(C super) DA:約2100? ・DP A(ch)>D musou>6C>C musou DA:? corner combo ・DP A(ch)>D musou> C super ・DP A(ch)>5C>6C>6D>6D>5B(2)>5C>3C~起き攻め <= must be corner combo I am not sure how DP A(ch) can connect to 5C if it's not in the corner 【D DP】 ・D DP>C super DA:約3200? ・D DP>5C>6C>6D>D superDA:? ・D DP>5C>6C>6D>6D>5B(2)>5C>3C corner combo PS: I think it's better to go straight to 6C after the D DP, just in my opinion, I have a hard time connecting and timing the 5C and straight 6C works better 【JC counter hit】 ・JC(ch)>5C>JC>J2C>J2C>JD>C musou DA:2500~2800? ・JC(ch)>2D>6C>dc>5C>JC>J2C>JC>B musou DA:2500~2800? ・JC(ch)>JB>JC>J2C>JD>C musou DA:2500? for some reasons all the (jc) jump cancel notation is missing so if you see a standing move connected to a jump move most likely there is a jump cancel in between some of my translations might be wrong, feel free to correct me
Yuushiro Posted January 11, 2010 Posted January 11, 2010 no problem man, I think 5D(standing drive) isn't that useless after all, because you can connect it to dash cancel and then 5C and you use some of the BnB combo after that if you are close. it's pretty useless if you are pretty far from the opponent though so I think the key is to do 2D instead of 5D if your enemy is far enough (this seems pretty basic, but I think still important to mention)
BANGER Posted January 11, 2010 Posted January 11, 2010 I dunno, 5D at close is pretty risky too since it can be easily IB'd and punished afterwards.
Yuushiro Posted January 11, 2010 Posted January 11, 2010 yea, I know it has longer recovery now, but because I used to play CT it's already in my reflexes, so I am thinking of a good follow up if for some reason my reflexes kicks in and it would better for me to do something rather than jus t standing there if it's connect Still, the best way is not to use it at all though I think, only in a very few circumstances I think that move is useful and you can do the new JC poke instead or other stuff I think EDIT: oh here is more Jin's combo from another wiki this one even have FC combo on it http://www14.atwiki.jp/jinkisaragi/pages/46.html
Yuushiro Posted January 11, 2010 Posted January 11, 2010 I translated most of it, there should be some duplicates from the previous post that I've done. so just check it for yourself BnB 5B(2)>5C>(3C>)B Musou Damage:1574(1749) 5B>(5C>)3C>>2B>5C(hjc)JB>JC>JD>C Musou Damage:2313() 5B>(5C>)3C>>2B>5C(jc)J2C(jc)J2C>JD>C Musou Damage:2336() 5B>3C>>2B>5C>6C(dc)JC>J2C(jc)J2C>JD>C Musou Damage:2670 5B>3C>>2B>5C>6C(dc)JB>J2C(jc)J2C>JD>C Musou Damage:2654 Standing 5B>5C>sekkajin(8)>>6C>2D>>6C(or6B)>C musou Damage:2787(2725) 5B>5C>sekkajin>6C>2D>>6B>>5B(or5C)>3C Damage:2591() JB or J2C>5B(2)>5C>sekkajin(8Hit)>6C>2D>6C>214C Flexed Combo 5B(2)>5C>6C>2D>(66)>6B>Sekkajin(8Hit)>214C Corner Combo 5B>5C>3C>>2B>C>6C>6D>>6D>>5B>5C>3C Damage:2660 5B(2)>5C>6C>6D>6D>5B(2)>5C>3C~okizeme 5B>5C>DP B>>6C>6D>>6D>>5B>(5C>)3C Damage:2728() 5B>5C>DP B>>6C>6D>>6C>C Musou Damage:2965 5B>5C>B Musou>>6C>6D>>6C>6D>>5C(hjc)J2C>D musou>>6C>C Musou Damage:3410 6ACombo 6A> Ice Car(B/D) Damage:1359() 6A>sekkajin>>6C>2D>>6C(or6B)>C Musou Damage:2734(2665) (Corner Combo)6A>623B>6C>6D>6D>5B(2)>5C>3C~okizeme (Corner with 75% heat) 6A>623B>6C>6D>6C>6D>5C>(hjc)>J2C>214D>6C>D super>214C Damage: 4800 3CCombo 3C>2B>5C>6C>(dc)>JC>J2C>(jc)>J2C>JD>214C (Corner)3C>2B>5C>6C>6D>6D>5B(2)>5C>3C~Okizeme 2D Combo 2D>>6B>Sekkajin>>6C>C Musou Damage:2399 2D>>6C(dc)5C(jc)J2C(jc)J2C>C Musou Damage:2433 2D>>6C(dc)5C(hjc)JC>J2C(jc)J2C>B Musou Damage:2525 Throw Combo Either throw>214A(miss)>5C>2C>(hjc)>JC>J2C>(hjc)>JC>J2C Back throw>A Musou(miss)>>5C>2C(hjc)J2C>C Musou Damage:2541 Forward Throw>SEkkajin>>6C>2D>>6C>C Musou Damage:2307 Either throw >214A(miss)>Sekkajin(8Hit)>214C Either throw >Astral/Rengoku Hyouya Damage:Instant Kill JC Counter Combo JC(ch)>5C>(hjc)>JC>J2C>(jc)>J2C>JD>214C JC(ch)>2D>6C>dc>5C>(hjc)>JC>J2C>(jc)>J2C>214B FC Combo 2C(FC) Combo 2C(FC)>6C>2D>(66)>6B>Sekkajin(8hit)>6Cdc>C>6Cdc>JCJ2C>J2C>D Musou>6C>C Musou Damage:4590 2C(FC)>6C>2D>5C>6C(dc)>C>JCJ2C>J2C>B Musou Damage:3862 2C(FC)>6Cdc>C>6Cdc>C>6Cdc>JCJ2C>J2CJD>C Musou Damage:4011 2C(FC)>6C>2D>>2C>6C(dc)5C>6C(dc)5C(jc)J2C(jc)J2C>C Musou Damage:4034 2C(FC)>6C>2D>(delay)6B>5C>6C(dc)>5C>6C(dc)>JC>J2C>JC>J2C Damage:4201 2C(FC)>6C>2D>>6B>>{5C>6C(dc)}×2>5C(jc)JC(jc)JC>C Musou Damage:4230 2C(FC)>6C>2D>>6B>>5C>6C(dc)5C>6C(dc)D DP>>5C>6C>C Musou Damage:about 4500 Have to be in the corner when you do the D DP 2C(FC)>6C>2D>>6B>>5C>6C(dc)5C>2C>6C>D super Damage:About 4700 2C(FC)>6C>2D>>6B>>5C>6C(dc)5C>6C(dc)D DP>>5C>2C>D super Damage:About 5300 Yukikaze(FC) Combo Need to do rapid cancel so you need 100% heat for all these combos Yukikaze(1)(FC)(RC)>dash>6B>5C>2C>6C>(delay)DP B>6C>6D>5C>HJB>J2C(jc)>J2C>D Musou>6C>C Musou Damage:4246 Yukikaze(1)(FC)(RC)>dash>6B>5C>2C>6C(dc)>(delay)5C>6C(must be in the corner now)>6D>5C>JC>J2C>J2C(should have 25% heat now)>D musou>(land)>6C>C Musou Damage:4018 Other Combo 623A(ch)>C super Damage:2200 623D>C super Damage:3200 C super>236B Damage:? 623A(ch)>214D>6C>214C (Corner Combo) 623A(ch)>214D>C super D DP>5C>6C>6D>D super
PozerWolf Posted January 11, 2010 Posted January 11, 2010 I think 5D(standing drive) isn't that useless after all, because you can connect it to dash cancel and then 5C People didn't find it "useless" because you couldn't combo after it. It's just an overall unsafe move and you have way better options. Replacing 5D with 6C is sometimes your better bet. I'd go more depth into and why, but that's for another time ;p BTW, your from Austin TX? Have you ever been by Arcade UFO, or posted in the Austin topic?
shtkn Posted January 11, 2010 Posted January 11, 2010 thanks for the translations, souseta. i'll copy them to the locked thread. as for 5D... yeah, it's slow, it's hitbox is still good, but it's not safe on block and you can't cancel to all specials (only 25% specials and supers), so it's not taht good... maybe for punishing purposes if you're too far to do anything better? i dunno.
Yuushiro Posted January 11, 2010 Posted January 11, 2010 Ah I see.. @pozer yea I've been to the UFO several times, but I am not that good yet. I don't see very many jin players there so I am the one that usually use jin and lose horribly to everyone else haha. I just started playing Blazblue since early november or fighting games in general. I am not aware that we have an "Austin" topic? where is that at? and yea, if you don't mind I would like your explanation of why 6C is better and after 6C is dc a good option? because I think if you don't cancel 6C to anything it will leave you open right?
lxMetalSonicxl Posted January 12, 2010 Posted January 12, 2010 1) 6C is an anti-air against jump happy people. 2) It's special-cancellable into the much safer ice blades or even dps if you want. 3) Hit-confirm into a combo at least 4) It doesn't completely end your pressure game for the most part. 5D knocks them back too far and is unsafe, while 6C is half-safe and keeps you close. 5) An IB 6C isn't as dangerous as an IB 5D. These are some things I can think of...
BANGER Posted January 13, 2010 Posted January 13, 2010 2) It's special-cancellable into the much safer ice blades or even dps if you want. Make sure to only DP on standing opponents. Otherwise use EX. Standing DP doesn't hit crouching anymore and whiffing that is... well.
Yuushiro Posted January 13, 2010 Posted January 13, 2010 I think it's even better to DP only on jumping opponents. otherwise DP is still pretty punishable on IB because of the recovery. I think we need some kind of matchup discussion too, for Jin against the specific characters, I've seen people talk about it at the other character specific subforum. like in here http://www.dustloop.com/forums/showpost.php?p=523522&postcount=3 but the matchup is for jin of course
BANGER Posted January 13, 2010 Posted January 13, 2010 I'm getting the vibe that it's still too early for matchup threads. There's still a lot of "feeling around" amongst Jin players, if not, all players, as far as I can see.
Recommended Posts