Jyosua Posted February 24, 2012 Posted February 24, 2012 That and you can trick your opponent into pushing a button after a blocked 6A, you then "frame trap" them with DP D for 4K+. Mind games, son XD Oh, that's dirty... I'm gonna have to try that one.
Moy_X7 Posted February 24, 2012 Posted February 24, 2012 Wow, the 6A hit-stun nerf is really bad once you start getting mashed on. Netplay is full of mashers and I'm getting mashed the shit out of my 5B after 6A. Most jabs are 5-6 frames, expect to trade those with 5B a fucking lot The only characters you can continue to pressure after 6A are Relius, Hakumen, and Tager because they get hit by 5A while crouching.
xlolxlolx Posted February 24, 2012 Posted February 24, 2012 just purple throw those noobs since 95% of americans cant tech them anyways or dp them
Moy_X7 Posted February 24, 2012 Posted February 24, 2012 That's right, I forgot to just TRM them lol.
Jyosua Posted February 24, 2012 Posted February 24, 2012 Wow, the 6A hit-stun nerf is really bad once you start getting mashed on. Netplay is full of mashers and I'm getting mashed the shit out of my 5B after 6A. Most jabs are 5-6 frames, expect to trade those with 5B a fucking lot The only characters you can continue to pressure after 6A are Relius, Hakumen, and Tager because they get hit by 5A while crouching. Yup. But like you mentioned, once they start mashing it, DP should work. I gotta remember to try that.
xDaRkNeSsx JiN Posted February 24, 2012 Posted February 24, 2012 What do you guys suggest for oki after DP loop in the corner? Ive been doing 2B (whiff) 5B but people love to hold up back and barrier. I was thinking air grab, but maybe someone has something better
Jyosua Posted February 24, 2012 Posted February 24, 2012 What do you guys suggest for oki after DP loop in the corner? Ive been doing 2B (whiff) 5B but people love to hold up back and barrier. I was thinking air grab, but maybe someone has something better What loop are you doing?
VashTS Posted February 24, 2012 Posted February 24, 2012 Yup. But like you mentioned, once they start mashing it, DP should work. I gotta remember to try that. DPing here is kind of a high risk/low reward option that relies on your opponent being really reckless IMO. C Dp in theory here won't work at all because of the fact that your opponent can react to their 2a/5a whiffing due to the invincibility and just block (forcing you to spend meter or get FCed since it's like -40). B Dp won't hit them if they mash 2a , and D Dp is your metered option. Yeah that leads to hella damage in the corner (the only way it becomes high risk / high reward ) , but same pratfalls. If they don't mash , you're getting punished unless you blow meter. Here's something to try : 1 : backdash after the 6a hits and 5c them. Jin's backdash has 5f of invul , and if they're mashing 2a/5a the invul will eat the jabs. This actually leads to more counter hit 5c's than you'd think it does. On CH , 6b into whatever you want. On normal hit , just 5d DC into post-freeze mixup or 5d > D car into whatever Oki/extender you want to use. On BLOCK , the 5c is spaced well enough for a 2d to hit them for a primer and frame advantage.
Jyosua Posted February 24, 2012 Posted February 24, 2012 DPing here is kind of a high risk/low reward option that relies on your opponent being really reckless IMO. C Dp in theory here won't work at all because of the fact that your opponent can react to their 2a/5a whiffing due to the invincibility and just block (forcing you to spend meter or get FCed since it's like -40). B Dp won't hit them if they mash 2a , and D Dp is your metered option. Yeah that leads to hella damage in the corner (the only way it becomes high risk / high reward ) , but same pratfalls. If they don't mash , you're getting punished unless you blow meter. Here's something to try : 1 : backdash after the 6a hits and 5c them. Jin's backdash has 5f of invul , and if they're mashing 2a/5a the invul will eat the jabs. This actually leads to more counter hit 5c's than you'd think it does. On CH , 6b into whatever you want. On normal hit , just 5d DC into post-freeze mixup or 5d > D car into whatever Oki/extender you want to use. On BLOCK , the 5c is spaced well enough for a 2d to hit them for a primer and frame advantage. I'd definitely be using DP D, but backdash 5C sounds good. I'll give that a try, thanks. :D
Moy_X7 Posted February 24, 2012 Posted February 24, 2012 What do you guys suggest for oki after DP loop in the corner? Ive been doing 2B (whiff) 5B but people love to hold up back and barrier. I was thinking air grab, but maybe someone has something better If you're ending the loop with DP C, then do a safe jump j.2C. It catches rolls and if you do it right, you'll be able to block wake-up DPs and other Frame-1 Invul moves. If you're ending the loop with 214C, then just do 2A+C. 2A on whiff lets you recover and continue to pressure, the C is just an OS hit-confirm if they try to roll. If you're ending the loop with 214A and it's the first time you've used 214A, then go for cross-up shenanigans. You can do 66 > 44 2A+C for a double cross-up. If they neutral tech they get crossed-up. If they roll they get caught by the 2A. They shouldn't even be able to jump and if they do then they'll barely leave the ground and you'll still be able to pressure them. 2B on whiff has quite a bit of recovery, that's why they're jumping out on you. I'd say air grab them if they're being predictable but they're end up on the other side of the screen that way.
Skeith91 Posted March 30, 2012 Posted March 30, 2012 I found an os a while ago against corner wake up DPs but I only tested them against Jin and I am sure they won't work against super fast DPs but at least it will help in the mirror match After mousu in the corner do 2A 4B+C (barrier block) if the opponent blocks 2A,5B will come out, if he reversaled 2A will whiff and you'll barrier block the DP and punish and if he rolls 2A will catch him and auto-confirm to 5B
DJ_Blactricity Posted March 30, 2012 Posted March 30, 2012 It only works against jin's dps and gold bursts. The C input is useless. This thread has info on other useful os's: http://www.dustloop.com/forums/showthread.php?12655-List-and-Discussion-of-Blazblue-Option-Selects
Akira-Shiro Posted April 23, 2012 Posted April 23, 2012 So the bang thread is calling me stupid & that Ashura is a projectile but wtf happened here cause i was so confused in this fight =/ http://www.youtube.com/watch?v=U-F4prD_NBY
Chris Chaos Posted April 23, 2012 Posted April 23, 2012 So the bang thread is calling me stupid & that Ashura is a projectile but wtf happened here cause i was so confused in this fight =/ ~video~ Bang's invulnerable frames got past Jin's Yukikaze's follow-up. Bang is invulnerable for the first few frames upon activation so using Yukikaze will most likely whiff since it freezes the time of the game (during the time of Bang's invulnerable frames). Also the RC Bang does in this video was absolutely unnecessary; he already was safe because of Asura, but he probably didn't know that and panicked. He lost 50 heat for no reason, but you also lost 50 heat for using Yukikaze on Asura. Next time just block Asura and punish it. Don't chicken block because you will not be able to punish aftwards.
Akira-Shiro Posted April 24, 2012 Posted April 24, 2012 nahh ashura to gdlk its safe @ most distances... imma just Gale from now on
Moy_X7 Posted April 24, 2012 Posted April 24, 2012 You did a "just frame" Yukikaze, Jin will immediately go into the 2nd hit animation as opposed to waiting a bit before doing so. If you would have done the "slow" Yukikaze, it would have hit him just fine but since you did the "quick" Yukikaze, Bang's I-frames were still active. You don't have to worry about that if you use Gale but you lose out on a lot of damage and swag points.
Chris Chaos Posted April 24, 2012 Posted April 24, 2012 Moy, would you care to elaborate on what the difference between a "Just Frame" Yukikaze and a "Slow" Yukikaze? I know Yukikaze has a single frame start up and 14 frames of activation, so what is different that has to happen to get a "Slow" Yukikaze instead of a "Just Frame Yukikaze?
Moy_X7 Posted April 24, 2012 Posted April 24, 2012 "Just frame" Yukikaze happens when you catch an attack with Yukikaze on its first active frame. Jin skips the "start-up" and goes straight into the 2nd hit. "Slow" Yukikaze happens when you catch an attack with Yukikaze at any frame after the first active frame. Jin "charges" a bit and then does the 2nd hit of Yukikaze. Try this, have Makoto knock you down and use her Orb oki. Use Yukikaze as soon as you get up and you'll do a "just frame" Yukikaze. Then have her do something slow like 2C or j.2C and use Yukikaze on reaction, you'll do the "slow" Yukikaze.
Chris Chaos Posted April 24, 2012 Posted April 24, 2012 Okay so I thought the right thing, still funny now the only character that it whiffs on with invul in their super is Bang's Ashura; pretty dumb now that I've tested it out on everyone else. Unless I'm missing some other character's super that Yukikaze whiffs on using the "Just Frame" version.
Yuushiro Posted April 24, 2012 Author Posted April 24, 2012 yea, it's really hard to pull off in real matches though I think lol.... it feels really good when you pull JF yukikaze on projectile though since they don't have time to jump out
Skeith91 Posted May 26, 2012 Posted May 26, 2012 Is there a certain set up to make j.2c acts like cross-up/fake cross-up? I saw some jin players do j.a(whiff) then j.2c and it sometimes hit as cross up and sometimes not.
Lucien Posted May 26, 2012 Posted May 26, 2012 Is there a certain set up to make j.2c acts like cross-up/fake cross-up? I saw some jin players do j.a(whiff) then j.2c and it sometimes hit as cross up and sometimes not. - j.A whiff (over opponent) > j.2C - 5B (corner pull) > IAD > j.2C More often than not, you can also get fuzzy guard hits on crouching opponents with j.2C. That is dependent on your opponent's hurtbox more than anything though.
Skeith91 Posted May 26, 2012 Posted May 26, 2012 (edited) I'll do some testing and post what I find out Edited May 26, 2012 by Skeith91
Skeith91 Posted May 30, 2012 Posted May 30, 2012 Couldn't find a particular situatuion were j.2c will be hard to block as cross up or fake cross up. It happens sometimes but I couldn't set it up like jump canceling from a blockstring
Moy_X7 Posted May 30, 2012 Posted May 30, 2012 Yeah, j.2C is too slow to work as a cross-up tool. If anything, you just use it to switch sides if you got your back against the wall but you're the one applying pressure. The one time where it shines is in the corner after a 5B vacuum. Mix-it up with j.236D feints for better results.
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