shtkn Posted May 11, 2011 Posted May 11, 2011 Here we go. Initial stuff, 623C > 5B is hard, but 623C > 5A is pretty easy once you get the timing/spacing down. CH 6B > gold burst > bla hasn't yielded anything good for me yet... i always forget i can combo to 5D on ground hits
xlolxlolx Posted May 11, 2011 Posted May 11, 2011 lol you have better options for ground combos since you can sekkajin from like anything
Remiri Posted May 11, 2011 Posted May 11, 2011 Still trying to get used to new 5D. Violent Ice corner combos are awesome. I hate j.C > dj.2C and I always will, and it looks like it is part of jin's b&b for throws and non-corner combos...bah. Standard non-corner ground sekka combo is very simple, just have to rip myself away from old tendencies of 6C > 2D...
PhoenonX Posted May 11, 2011 Posted May 11, 2011 I don't use 5D still and completely forget it exists most of the time, post-trauma from CS1. Enlighten me, what are it's uses in CS2? Is it back to CT Godly Anti-air status again?
shtkn Posted May 11, 2011 Author Posted May 11, 2011 there are a few ranges where you can't combo into sekkajin, so i try to use 5D (or 5D > 214D) there. It's also useful as a frametrap in blockstrings (though not very rewarding) also, the mook is wrong: ice still has 'throw protection'. do 5D > dash cancel > throw. It will be purple '!!'s.
Jourdal Posted May 11, 2011 Posted May 11, 2011 shtkn the opening post is amazing. That said..i surprisingly utilize the 2C>5C gatling a lot @_@, as well as the gatlings into 5D then dash cancel into blah blah block string...i still hardly use 5D though lol.
SeraphXion Posted May 12, 2011 Posted May 12, 2011 I hope I'm not doing anything wrong by making a thread about this, Anyway, I wanted to ask you guys if you have any trick to punish / counter noobs who constantly spam the ice car, so far a good trick I've found is to use Noel's 3C to slide under the ice car, but as soon as you miss your timing for one, you're caught, and usually finished. Share your tricks here!
Ashen Posted May 12, 2011 Posted May 12, 2011 (edited) Block it, and then punch them in the face. Edited May 12, 2011 by Ashen
xlolxlolx Posted May 12, 2011 Posted May 12, 2011 ^that, or alternatively almost every normal can beat out ice car since it's actual hitbox is hilariously bad.
Fafy Posted May 12, 2011 Posted May 12, 2011 I agree with Jourdal. Blocking then throwing them is a good thing to do against ice car happy Jins.
Tong Posted May 12, 2011 Posted May 12, 2011 Instant block the second hit then cream them. If its the A version, you cant punish it unless It is close-range.Not sure about this tho.
Remiri Posted May 12, 2011 Posted May 12, 2011 5D was like the CS1 red-headed stepchild so I think it will take us all quite some time to re-use it haha.
Yuushiro Posted May 12, 2011 Posted May 12, 2011 I merged the thread. No need to create a new thread just discussing about blocking ice car. It's super negative on block, you can dash in 5B and do your normal BnB if you are doing Jin mirror IMO. Haven't got my hand on BBCS2 myself since I only have American PS3. But definitely gonna be in room of time next week after Tuesday.
lxMetalSonicxl Posted May 13, 2011 Posted May 13, 2011 Jin is super easy. He requires like no timing for combos in comparison to everyone else now. The tightest things include CH DP dash 5C which is muscle memory and dp loops which are the same. His ground pressure has been greatly improved with 2B > 5B and 5B > 2B or 6A. His frame traps are braindead too and improved with 2C > 5C. 5D can be used much more but is still situational to certain spacing and traps. An instant blocked 5D can be bad too. Against mashers that don't learn, you can reset them as many times as you like with 3C knockdown into A Ice Car. After words, you can 5B anti-air them if they don't tech forward while mashing. Perfect for netplay, especially in the corner if they can't back tech. J.2C buff is a great addition. RC a forward throw in the corner for an extra 1k. 6C > 6B gatling is gone I think, though it was mad unsafe anyways.
Remiri Posted May 13, 2011 Posted May 13, 2011 5B link from 623C in the corner is harder than anything Jin had in CS1, just sayin...
lxMetalSonicxl Posted May 13, 2011 Posted May 13, 2011 5B link from 623C in the corner is harder than anything Jin had in CS1, just sayin... The link itself isn't hard since we've done combos with a dash 5B after CH DP midscreen. As such, most Jin players should know the timing to when Jin finally recovers from the C DP. No, the real difficulty is in how high they are when the C DP actually hits, not the link itself.
xlolxlolx Posted May 14, 2011 Posted May 14, 2011 i think this is a very important message for everyone: This is BlazBlue, nothing is difficult in this watered-down game.
Moy_X7 Posted May 14, 2011 Posted May 14, 2011 ^^ That, for god's sakes we have a 5 frame buffer window lol. The way I see it, that link depends on how high the opponent is before 5A/5B as well as the starter and at what point in the combo you've attempted the 5B > DP C link.
Locke Posted May 14, 2011 Posted May 14, 2011 I haven't seen this posted yet, so I'll do it even if it makes me look stupid. If you, by some miracle, land a 6C on someone in the corner and try to start a DP loop, delay 623B for like, 3 frames. The opponent will be slightly higher, compared to an instant cancel. From there, landing another 623C is cake. And, is it just me, or is Jin's 6C dash cancel window slightly smaller now?
Jourdal Posted May 14, 2011 Posted May 14, 2011 ^^ That, for god's sakes we have a 5 frame buffer window lol. The way I see it, that link depends on how high the opponent is before 5A/5B as well as the starter and at what point in the combo you've attempted the 5B > DP C link. It's pretty much this, if you know they're not high enough....well i'll say you have a lot more time to hit the A version than you think...idk how many times im like "welp this wont land" and 5A actually worked. We're back to CT days, everyone has a pocket jin again Untech time for DP C made mid screen 5B followup really easy (hell even i can do it so that says something lol)
prokiller88 Posted May 14, 2011 Posted May 14, 2011 Is it a 1 frame link for dash 5c? or is it just 5b?
Locke Posted May 14, 2011 Posted May 14, 2011 Is it a 1 frame link for dash 5c? or is it just 5b? I don't think there is a followup on non-counterhit anymore, 623C recovery is longer. If you mean during DP loop, you don't have forever, but you have plenty of time if you did it right.
xlolxlolx Posted May 14, 2011 Posted May 14, 2011 he's talking about CH 623C midscreen....it's basically the same timing as dash 5B link in CS1
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