PozerWolf Posted December 15, 2009 Posted December 15, 2009 Anyways, I perty much wrote up in-depth info on Jin's changes on what I think and felt changed. None of these changes are official, but I played a fuck load of Jin back in CT, so all you can do is take my word for it. But um... check this out: About Jin Kisaragi in Continum Shift. Pros: + Good damage for starting off, feels like sometime in the future he will be able to get better combos that knockdown. + New j.C is a really good air poke. + All his normal Air and Ground projectiles got better. + Certain normals got faster such as 5C, 2D, and what not, but had to suffer a small price. + C Ice Ride both Air and Ground have a better chance of knockdown the opponent in a long combo than it did back in CT. + Counter Super is not bad. Cons: - Some ground pokes got better, but in exchange they reduced there range of the moves. - Most of his air normals are slower. - 5D sucks REALLY bad, close to almost pointless to use. - His overhead still sucks. - Air Ice Rides gets him no where now. - All his EX moves got worse in some way (except EX DP, it got better). - A and B uppercut no longer hit crouching opponents, and have less hit stun (harder to combo off both versions). - Has slower movement. *** NOTE: None of these are "official" changes, but there are changes I notice personally and what I believed have changed. Some many not be 100% sure, but I'm certain these are the things that changed with the moves described below. * Normals. 5A - No Change. 2A - No Change, still good for tech traps. 6A - No Change, still a shitty overhead. 5B - No longer crushes lows. 2B - Has less recovery. 6B - A bit faster, but still feels like it's 0 on block. 5C - Comes out faster and less recovery, but has lost a lot of horizontal and vertical range. No longer does this move act like a random anti-air, and feels like it loses to a lot of pokes. 2C - Comes out faster, works a little better as an anti-air. Unable to JC on block, but can JC on hit. 6C - No Change. 5D - Comes out slower, has more recovery, has less block stun, and cannot special cancel it (can only EX/Super cancel the normal). No longer will 5D link off of CH 5B or 5C as an air juggle. 2D - Comes out faster, but now has less block stun, and has less Range going horizontal (harder to catch those who jump out) 6D - Comes out SLIGHTLY faster. * Jump Normals. j.A - No Change. j.B - Slower. j.C - New normal, good air poke. Has about 1 frame of recovery on landing when used. j.2C - Old air normal, no change aside from input command. j.D - No Change. * Special Moves. 236A - Recovery time decreased. 236B - Projectile moves a lot faster. 236C - Has an overall change, basically the projectile will travel VERY slowly for 2 seconds then quickly go across the screen (faster than 236B). Air 236A/B/C - Recover in mid-air, allowing you to air dash or jump after throwing out the projectile, however you still suffer from landing recovery. Overall landing recovery decreased. 623A - No longer hits crouching, less block stun and slightly more recovery. 623B - No longer hits crouching, less tech time in the air. More block stun. 623C - More recovery, harder to get an air combo after CH. 214A - No change. 214B - No longer knocks down. 214C - Rides the ice a little higher than usual (riding over knockdown bodies no matter what, even Rachel's). Air 214A/B/C - They all travel a lot less in the air. * EX Moves. EX Ice Ride - Does less damage, not worth using twice in a combo anymore. EX Air 3 Ice - Now has landing recovery and has you complete CH state. EX Ground Ice - More recovery. EX DP - Overall better, opponent is frozen longer than usual, and easier to combo off it in the corner. * Supers. 632146C - Comes out slightly faster, enemy is now stunned a lot longer on the ground allow you to combo after super with no problems. When hit the air, looks like there is more hit stun, but unable to combo afterwords anyways. 632146D - No change. 236236D - New Super, counters any attacks opponent throws out, but does not catch lows. Active on 1st frame. Acts just like Hakumen's counter. * Throws. Forward Throw - Got raped to hell, feels like you can't do any good combos now without the opponent teching. Back Throw - No change. * Small Notes. - Jin only has 2 Fatal Counter normals, 2C and his new Counter Super (236236D). - Moves that remove 1 guard primer are: All Uppercuts (EX DP only the 2nd hit), EX Ground Ice, 632146+C and D super, 2nd hit of Ice Ride B, C, and D (EX), and 6D. - New chain added, can go from 5B > 2B, however he can no longer do 2B > 5B. And that's the basic run down on Jin.
shtkn Posted January 6, 2010 Posted January 6, 2010 Souseta's translations of the combos listed on http://www40.atwiki.jp/blazblue/pages/196.html#id_8298ccee (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(okizem e) 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 Souseta's translations of combos from http://www14.atwiki.jp/jinkisaragi/pages/46.html 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>JC J2C>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 some of my translations might be wrong, feel free to correct me
shtkn Posted January 11, 2010 Posted January 11, 2010 Courtesy of DL Member Ice Cube Hirensou combo (or 6C>6D loop) (or Jin's corner loop): (demo: http://www.youtube.com/watch?v=3jIkLmiNr0U#t=4m41s (the dennou vs matsu match everyone is talking about)) (Note: AC means 5C hjc j.B j.C j.2C jc j.C j.2C) Must be done in corner with 25%: 6C>6D xx 6B>623B xx 6C>6D xx 623D xx 6C>6D xx AC (DA = 5497, 5356 w/o 6B, 5229 w/o first 6C) 5C (CH or crouch) >6C>6D xx 6B>623B xx 6C>6D xx 623D xx 6C>6D xx AC (DA = 4773, 4665 w/o 6B) 623B xx 6C>6D xx 6C>6D xx 623D xx 6C>6D xx AC (DA = 3938) 5B>5C>623B xx 6C>6D xx 6C xx 623D xx 6C>6D xx AC (DA = 4091) 5D>dc>623B xx 6C>6D xx 623D xx 6C>6D xx AC (DA = 4503) (tight timing on 623B, add a 5C if you cannot do it) (5D can do damage on normal hit ) Double Hirensou combo (must be done in corner with 50%) 6C>6D xx 6B>623B xx 6C>6D xx (623D xx 6C>6D)x2 xx AC (DA = 6104, 6016 w/o 6B, 5903 w/o first 6C) Triple Hirensou combo (lol) (623D xx 6C>6D)x3 xx AC (DA = 5643) (All combo tested and fully worked) (Note: for 6B>623B, delay the 623B or air 236B will come out, and hold B for easier timing)
shtkn Posted February 3, 2010 Posted February 3, 2010 i'll just leave this locked... move any discussion to the discussion thread. updated with some new combos
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