Justice7541 Posted March 13, 2010 Posted March 13, 2010 1) 5A 5B 5C 6C 214C isn't a combo unless they're crouching; if you want a very basic beginner combo that actually works do 5B 5C 214B. Look at your combo counter, if the number of hits resets midway through it means the combo broke and they could have blocked or hit you at that point. Also 5A sucks, you should start your combos with 5B always. There's also a thing called proration in BB which reduces the amount of damage your attacks deal as the combo gets longer, so don't do repeated 5A, it'll actually reduce your overall damage. 2) Icecar is unsafe on block, which is why people don't use it unless they know it'll hit (i.e. not from fullscreen). That means that if you do icecar and the opponent blocks it, they can hit you while you're still coming down from the attack. As for what the different icecars do, 214A is shortest and doesn't have the followup hit (also the safest), 214B is medium range and faster than 214C, which goes further and faster. 214D costs 25% heat but does a lot of damage and knocks them down so you can pick them up afterward with another attack. 3) 236A is a medium-speed projectile, while 236B is fast. 236C has a lot of startup (it takes him a while to shoot the fireball) but it also recovers the fastest. 236D costs 25% heat but is bigger, hits multiple times, and freezes the opponent if it hits.
LaP0573 Posted March 13, 2010 Posted March 13, 2010 1) Well that's weird, I thought the combo counter didn"t reset when I did 5A 5B 5C 6C 214C... Thanks for the combo, I'll try it. I already knew about the damage reduce ^^ 2) Ok thanks, indeed this doesn't happens against AI... 3) What do you mean by "but it also recovers the fastest." ? The times it takes to be able to strike again ? And I saw an air combo that a lot of player use, but I don't know how to do it... First of all how to throw the ennemy in the air ? With 623C I can't jump directly after... Then what are the buttons ? =p
Justice7541 Posted March 13, 2010 Posted March 13, 2010 If you do 236C, you'll notice that you can move a lot sooner after the sword is out, compared to 236A and 236B. That means that if you get a knockdown, you can do 236C to have a sword that hits them as they get up and go into a mixup from there. Also, I'm not a Jin player (I just happened to see this thread) but he's a pretty easy character all around, so eh. Anyway, the easiest way to set up into a launch is to land a 6C dash cancel 5C j.B into whatever. You really should just check the Jin combo thread. Oh yeah, and if 623C is counterhit you can do d.5C > air combo.
smooshman Posted March 14, 2010 Posted March 14, 2010 1) Well that's weird, I thought the combo counter didn"t reset when I did 5A 5B 5C 6C 214C... Thanks for the combo, I'll try it. I already knew about the damage reduce ^^ 2) Ok thanks, indeed this doesn't happens against AI... 3) What do you mean by "but it also recovers the fastest." ? The times it takes to be able to strike again ? And I saw an air combo that a lot of player use, but I don't know how to do it... First of all how to throw the ennemy in the air ? With 623C I can't jump directly after... Then what are the buttons ? =p the basic air combo is 6C> dash>5C>Jb>JC>jump again>JC>JD>214C(D is enough heat) if you frosen them then no JD do 214B/D oh and X=D []=A O=C tri=B the throw combo is JB>JC>jump again>throw (B+C)>214B/C/D also 214D is great in a corner since you can do a 6C>air combo or 6C>6D>5C>214B (that may be wrong but to that affect). and another thing 623D is also great for corner for the same reasons. But if your to far a quick 2D will suffice, or 236C for oki (though I prefer 236B because I feel 236C is to slow) 214A has no follow up attack and is good for pressure and blockstrings, or some unsafe mind games. also note that when an enemy is frozen they bounce up so 236D and J236D can be air combo'd (my favorite and most used gimmick, but the bad proration/scaling makes it hardly better then the Bnb air combo so I don't recommend it outside of a good opportunity where it contacted)
LaP0573 Posted March 14, 2010 Posted March 14, 2010 Thanks to you both, that really helps me. I also remembered the official Blazblue tutorial videos, on a DVD, and found the entire list of the best combos for Jin, I'm currently training on them =) I have some difficulties to stay in range with the opponent, for 5B 5C 9 JB JC JD 214B. Here my JD barelt hit the opponent, if most of the cases I fail at it. Same thing for 6C 66 5C 9 JB JC 9 JB JC JD. Here again, my last JD fails almost everytime, I guess I'm too slow. Is there an option in the training menu, so the AI doesn't block or move or hit, but tries to retaliate (I guess it's the word) when they are in air ? I saw that succed at comboing a simple Dummy, but as soon as I try on a real opponent, they retaliate during my combos, so I fail at finishing them. I guess I'm too slow... But anyway, learning combos is good, but I think I should learn zoning first, I really suck at it... And jumping on my PSP is a real pain in the ass, because my (dunno the word, the controller) is a bit broken and it's almost impossible to do 9, 7, 3 or 1 alone.
smooshman Posted March 14, 2010 Posted March 14, 2010 I have some difficulties to stay in range with the opponent, for 5B 5C 9 JB JC JD 214B. Here my JD barelt hit the opponent, if most of the cases I fail at it. Same thing for 6C 66 5C 9 JB JC 9 JB JC JD. Here again, my last JD fails almost everytime, I guess I'm too slow. make sure that 5B gets 2 hits in, otherwise the distance and spacing may be off, . the second combo don't do JB>JC>JB because JD usually doesn't combo just drop the second JB. But the first combo takes time to practice but you eventually get the hang of it. and yeah, the PSP makes it hard to do the 1,3,7,9 movements. also another easy combo to do is 5C>2C>3C>214B/C/D it's very simple and has good setup if you drop the 214b/c/d and do 236C.
LaP0573 Posted March 14, 2010 Posted March 14, 2010 make sure that 5B gets 2 hits in, otherwise the distance and spacing may be off, . the second combo don't do JB>JC>JB because JD usually doesn't combo just drop the second JB. But the first combo takes time to practice but you eventually get the hang of it. and yeah, the PSP makes it hard to do the 1,3,7,9 movements. also another easy combo to do is 5C>2C>3C>214B/C/D it's very simple and has good setup if you drop the 214b/c/d and do 236C. Yeah, I realized that in my "5B 5C 9 JB JC JD 214B", if the 5B didn't get 2hits the JC couldn't hit. I'll drop the second JB indeed, can't succeed if I keep it... As for "5C>2C>3C>214B/C/D"" I can't do it because of the 3C, I'll try but... I hope it'll be less hard to do it on a 360 controller =S
Justice7541 Posted March 14, 2010 Posted March 14, 2010 Yeah, I realized that in my "5B 5C 9 JB JC JD 214B", if the 5B didn't get 2hits the JC couldn't hit. I'll drop the second JB indeed, can't succeed if I keep it... As for "5C>2C>3C>214B/C/D"" I can't do it because of the 3C, I'll try but... I hope it'll be less hard to do it on a 360 controller =S lol, good luck with that. 360 pad is the only pad worse than PSP pad.
Partialartist Posted April 6, 2010 Posted April 6, 2010 Is the only change to the A ice blade less recovery, or does it have less hit stun? I posted a combo in the CT thread, that's tough to link consistently, but a few more frames would make it viable. I could see something like this working. Back throw > 236A > 66C > Dash > (s)j.C... Edit: From what I've read, 2C is also faster. In CT, you can do 236A > quick dash 2C from a neutral throw, but not from a back throw. Back throw pushes the opponent too far away. It sucks on the neutral throw, because if you try to do an air combo, it's very tough to get enough height to end with an ice car. I think the 236A on the back throw hits them lower, so the improved recovery + faster 2C might make it linkable, as well as making it possible to end the air combo properly.
vanfleihight Posted May 1, 2010 Posted May 1, 2010 What's the counter hit C DP combo in CS? I've tried C DP (ch) > dash 5B > j.A > j.B > j.C > etc but can't get j.D to connect
Yuushiro Posted May 1, 2010 Posted May 1, 2010 you can't hit them too many times after rehyou, it got nerfed to hell... so do 5B>5C>hjc>jC/jB>j2C>jD
Moy_X7 Posted May 1, 2010 Posted May 1, 2010 What's the counter hit C DP combo in CS? I've tried C DP (ch) > dash 5B > j.A > j.B > j.C > etc but can't get j.D to connect That j.A should be a j.A from a super jump, that's why the j.D misses. I've seen in some videos something like DP C (CH) > 5B > 5C > Air Combo so give that a try sometime. Was it ever confirmed if DP C (CH) > 66 > 5C > Air Combo works?
Moy_X7 Posted May 1, 2010 Posted May 1, 2010 Bleh, so it looks like we're really stuck with the crappy DP C (CH) > 66 > 5B > 5C/j.A combo.
Zevali Posted May 5, 2010 Posted May 5, 2010 Just a quick question, is it still possible to 6C after a CH (first hit of) 5B? I liked doing that in CT.
shtkn Posted May 6, 2010 Author Posted May 6, 2010 yes, that still works. Despite CH status carrying through in multihit moves in CS, it still won't work if both hits of 5B go through
Joemomma5 Posted May 7, 2010 Posted May 7, 2010 Bleh, so it looks like we're really stuck with the crappy DP C (CH) > 66 > 5B > 5C/j.A combo. Yup, and even that is pretty difficult, for a 2k dmg combo. I really dont like his CDp :/
Yuushiro Posted May 8, 2010 Posted May 8, 2010 you can still rapid if you need the kill and do a better combo
Zevali Posted July 16, 2010 Posted July 16, 2010 Are sekkajin combos easier in CS than they were in CT? I realized that combo'ing from his D DP is easier in CS and I was wondering if the same thing applied to his sekkajin.
xlolxlolx Posted July 16, 2010 Posted July 16, 2010 I know that you can get 2 sekkajins in a combo at the minimum, not sure if you will be able to get more than that.
Moy_X7 Posted July 16, 2010 Posted July 16, 2010 I don't know if this has been asked before but is the freeze duration of Drive moves affected by a Fatal Counter's properties?
Moy_X7 Posted July 17, 2010 Posted July 17, 2010 Aww, I thought that the freeze effect would last a bit longer during a Fatal Counter combo in a similar way to landing a Counter Hit with a move that freezes. Meh, not that it really matter since you're given plenty of time to combo off freezing moves.
Akakaze Posted July 19, 2010 Posted July 19, 2010 So I had a question, and it's probably a stupid one. I've been looking at the CS Jin BnB combos (I just got the Japanese version of the game). I have a lot of trouble continuing a combo off of 2B...for example 5B(2 hit) > 5C > 3C > 2B ... I can get everything leading up to the 2B to land, but when it comes time for the 2B, it hits and anything following that hit ends up going "blue beat" (signaling that someone could have teched out of it). This happens whether I stay in position or dash to the opponent and hit 2B. I'm trying to improve my ground game or ground-to-air game, because currently I rely a lot on the launch > jB > jC > jc> jC > 5D > ice car, and I'm really easy to read if I'm only comboing from 5C or 2D. Any videos or any advice from my fellow ice car drivers?
shtkn Posted July 19, 2010 Author Posted July 19, 2010 i'm having a bit of a problem figuring out your question: do you mean you can't get the 2B to combo or do you mean you can combo the 2B but not anything after that? if your problem is the former, then all i can say is practice and learn the timing since it's not a cancel, it's a link, so you can't just mash 2B right after 3C, you need to wait for 3C to completely finish, then press 2B. if your problem is the latter, then i don't know what to say other than hit the buttons faster.
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