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Posted

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.

  • 3 weeks later...
Posted

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

Posted

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)

  • 4 weeks later...
Posted

i'll just leave this locked... move any discussion to the discussion thread. updated with some new combos

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