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Posted

He was on the ground already, so I wonder if there's some untechable time in the air?

Posted

Right, but since he was so close to the ground already he probably could emergency tech nearly immediately. I mean higher up off the ground, like superjump height.

Posted

Don't think it's going to make that much of a difference. Pretty sure I've seen ground Hiyoku counter-hit where they could tech in mid air so if we go by that we probably won't be able to do anything anymore after Ice Arrow.

Posted

You're most probably right. I suppose we really don't need any more tools by this point though. XD

Posted

inb4 someone suggests j.632146D > RC > j.214C at point blank, lol. Highly doubt that would work...probably wouldn't let you RC early enough to even do it....

Posted (edited)

Why not? If you can rapid cancel the ground hiyoku early, I don't see why we shouldn't be able to do the same with the air version.

Edited by -Kid
Posted

Lol i literally just finished watching that video before coming on to dustloop.

Yeah it's pretty neat that Jin gets quite easy confirms into 5D > D Ice Car > damage. Hizangeki and CT make any combo swag with Jin :yaaay:

Posted (edited)
http://www.youtube.com/watch?v=lRiHveUFqM0#t=3m50s

This jin shows up through out the set.

Well...the following heat gain observations may or may not astound you. I'm still scratching my head about it. If it's already been discussed, I apologize. I haven't seen any mention of it.

So I was watching the video above and I got bored and looked at heat gain.... I then noticed starter 2B gives about 3-4 heat, starter 5B(1) gives around 2-3 heat (with 2nd hit, it is about 3-4 total), starter 5C, 2C, j.C and j.2C each give about 5 heat, starter 6C gives about 5-6 heat, starter 3C gives around 4 heat....

However, as a non-starter, all these attacks give less heat than that.

Seems like almost every attack gives about half the heat they do as a starter in a combo shortly after the starter. This 'half gain' seems to decay further though, as in longer combos I noticed j.C and j.2C giving about 1 heat when used farther in a combo, but around 2-3 when used earlier. Also, the decay does not end on a blue beat. Indeed, blue beat seems to very harshly reduce or even cause zero heat gain (http://www.youtube.com/watch?v=lRiHveUFqM0#t=20m3s). Perhaps this further decay begins after around 5 attacks, maybe around 6-8 hits in, or it may even be time related? Not sure what the trigger is yet and have no idea whether or not it is slightly dependent on the attacks used.

Also, air throw, back throw and forward throw give about 10-11 heat, fubuki starter gives about 6 heat and rehhyou starter gives about 8 heat. 214B gives about 5 heat as a starter, about 2-3 heat earlier in a combo and about 1 heat later, where C followup seemingly gives about 8-9 heat no matter how far into the combo. Remarkably, CT looks like it gives a little heat back, unlike most moves that use heat.

EDIT: Well...looks like blue beat penalty applies to purple throws too...which give about 5 heat as the first attack.

Edited by cadacus_ater
Posted

It's a universal change, it seems like meter gain scales, pretty much like proration in combos.

It's pretty obvious in Haz j.C mash loops, at the end of the combos he often doesn't even get 1 meter per move.

To make up for that, some/most moves give more meter then they did in previous games when they're not "scaled".

Posted (edited)
It's a universal change, it seems like meter gain scales, pretty much like proration in combos.

It's pretty obvious in Haz j.C mash loops, at the end of the combos he often doesn't even get 1 meter per move.

To make up for that, some/most moves give more meter then they did in previous games when they're not "scaled".

So it really is a kind of proration system for heat gain.... I noticed that most starters seem to cut heat gain down immediately by about half, but off a CH 6C (registered as giving 7 heat in this case, so it likely has a heat gain between 6 and 7), 214B gave about 4 heat...close to its max value (which seems to be some decimal value greater than 5).

After said 214B, 5C > 6C > 6D > 6C > 22C > 5B > 5C > j.C > j.2C > j.C > j.214C gave approximately 3 + 3 + 3 + 3 + 2 + 2 + 1 + 1 + 2 + 1 + 1 heat, totaling about 33 heat gain for the whole combo (obviously decimals are involved, but I can't measure them from one combo in a video). For comparison, CH 6C > 5C > 6C gave about 7 + 3 + 4 heat. (EDIT: Similarly, 6B also looks like a good starter for heat gain.)

Starter CT looks like it gives about 3 heat, lol. It still reduces heat gain for a number of frames, like all heat consuming moves.

I'm loving that we can confirm falling j.B into 2A: http://www.youtube.com/watch?v=tdINNgBsdtc#t=7m14s.

Also, I'm under the impression now that Hiyoku and Air Hiyoku are the same in terms of damage, P1 and P2, but of course Air Hiyoku has lower min proration.

Edited by cadacus_ater
  • 3 weeks later...
Posted

I've been wondering, could Jin's 22C stagger on a standing opponent be used as a potential setup for fuzzy guards?

If it's anything like ragna's 22C fuzzy guard, it should work so that if the opponent tries to crouch after recovering from a 22C standing stagger, whilst you do a dash j.A with Jin, they'd get hit. Think this could work? But more importantly, could we combo off this?

Obviously it's character specific, working only on the top heavy charcaters like ragna, Hakumen, Tager etc..

At least..that's how Ragna's one works.

Posted

Technically I don't see why this shouldn't work. As you pointed out, the essential question is how do we combo off this setup.

- Correct me if I'm wrong but j.A > j.2C on standing doesn't combo in CSE right?

- j.A > j.B could work if j.B really is faster from what I've seen.

- depening on j.2C's hitbox we might even go straight into it.

And if nothing works... just go with Hizangeki, lol.

  • 1 month later...
  • 4 weeks later...
Posted (edited)

Lol well:

-His freeze count has obviously increased. I don't know by how much.

-All special moves freeze.

-U Jin has old 214C Ice Car again as well as low 214B Ice Car.

-Sekkajin can be held down for much longer and has 4 follow-ups, one follow-up is the regular one, one follow-up staggers and is similar to his OD Yukikaze, one follow-up is Fubuki and the other one blows back and has the same animation as the 2nd hit of his EX DP.

-2D hits 3 times and pulls the opponent closer to Jin.

-Hishougeki hits 5 times

-Hishouken might be faster now? I think we have C Hishouken again and when he uses it, he summons two blades instead of one.

-I think we have B Fubuki again, or A Fubuki just got buffed like hell

-Touga Hyojin has OD followup as well as hitting with two waves

-2nd hit of Ice Car groundbounces

-EX DP launches on 2nd hit like on OD

-Ice Arrow has Yukikaze follow-up again

-5D can be followed up without FC hit

-6C and 2C freeze.

-6D hits 3 times again.

-Has an OD Distortion where he fires 5 Ice Arrows instead of one, doesn't have the Yukikaze follow-up but it does a lot more damage and can be followed up anyways.

In a nutshell, he's more OP than most of the Unlimited characters and is just godlike. I don't like that his OD Distortion is just 5 Ice Arrows though, pretty uncreative imo.

Edited by Dawn of Musou
Posted

Ah thanks. It's funny, he's more OP than the most Unlimited characters, and yet, I had the least amough of stuff to say about him. Though I heard that Jin has another Unl. DD what didn't appear int he video.

Posted

-also you can do whiff sekkajin and it will still do the animation.

-ice car follow up bounces and could be followed up for combo

-I wonder what air hishougeki would be for unl Jin. Didn't see it in that video.

-CT seems to freeze too.

Lol well:

-His freeze count has obviously increased. I don't know by how much.

-All special moves freeze.

-U Jin has old 214C Ice Car again as well as low 214B Ice Car.

-Sekkajin can be held down for much longer and has 4 follow-ups, one follow-up is the regular one, one follow-up staggers and is similar to his OD Yukikaze, one follow-up is Fubuki and the other one blows back and has the same animation as the 2nd hit of his EX DP.

-2D hits 3 times and pulls the opponent closer to Jin.

-Hishougeki hits 5 times

-Hishouken might be faster now? I think we have C Hishouken again and when he uses it, he summons two blades instead of one.

-I think we have B Fubuki again, or A Fubuki just got buffed like hell

-Touga Hyojin has OD followup as well as hitting with two waves

-2nd hit of Ice Car groundbounces

-EX DP launches on 2nd hit like on OD

-Ice Arrow has Yukikaze follow-up again

-5D can be followed up without FC hit

-6C and 2C freeze.

-6D hits 3 times again.

-Has an OD Distortion where he fires 5 Ice Arrows instead of one, doesn't have the Yukikaze follow-up but it does a lot more damage and can be followed up anyways.

In a nutshell, he's more OP than most of the Unlimited characters and is just godlike. I don't like that his OD Distortion is just 5 Ice Arrows though, pretty uncreative imo.

  • 3 weeks later...
Posted

Is it safe to call Jin the Blazblue Battosai now?

His CT looks legit.

Hizangeki looks legit.

Sekkajin looks legit.

Legit.

So yeah either Overhead for 50 meter or Hizangeki for 25 meter. The rest is midscreen nonsense.

I see him being more offensive then defensive, and only bursting when your getting hammered by someone, since Overdrive leads to more damage, and if your doing your job you should be constantly hitting the opposition.

Posted

yea, Seeing Eruo killing everyone with TK Hizangeki is pretty hilarious and very battousai-like

That's why I Can't wait for October. A week right after my bday and also Jourdal lol

  • 3 weeks later...
Posted (edited)

Which one is better in terms of damage/meter gain, I've been watching CP Jin for a while and still can't tell lol

1: stuff>6C>2D>j.2C>j.C>5B>5C>2C>3C>Sekka/Musou ender

2: stuff>6C>2D>j.2C>j.C>2B>5B>5C>2C>3C>Sekka/Musou ender (Don't remember if this one is possible, think I've seen it once before?)

3: stuff>6C>2D>j.2C>j.C>5B>2B>5C>3C>Sekka/Musou ender?

Edited by Dawn of Musou
Posted (edited)

Not the third one, I don't think the second one is possible, so it's probably going to be the first one. In the end, we're probably going to end up doing...

... 6C > 2D > j.2C > j.C > JC > j.2C > j.C > 66 5B > whatever's allowed after the hit-stun decay.

So far it's confirmed to work on Tager, Amane, Litchi, and Valkenhayn. I'm guessing that it'll work on just about everyone who isn't a child (Carl, Plat, Rachel) or anyone whose hurt-box doesn't shrink when they get hit by "heavy" attacks.

Edited by Moy_X7

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