Deadcell Posted July 28, 2014 Posted July 28, 2014 Hey everyone, sorry to interrupt your fine conversation(which I plan to reread); I'm brand new to blaz and wanna use Jin. Looking for a counter like character and he has a nice blade plus movement. What should I be learning and practicing with this character? Thanks for your time.
Hollysmoke Posted July 28, 2014 Posted July 28, 2014 Hey everyone, sorry to interrupt your fine conversation(which I plan to reread); I'm brand new to blaz and wanna use Jin. Looking for a counter like character and he has a nice blade plus movement. What should I be learning and practicing with this character? Thanks for your time. He's not so much a counter character as he is a jack of all trades (Hakumen would be the counter-playstyle of BB). Get a feel for your normals and what they are capable of, and practice the chain routes posted on the combo thread. Once you know what attacks can lead into what, you can also practice oki. Once you know the fundamentals of your character, check out the match-up threads to learn various strategies for different matchups.
Deadcell Posted July 29, 2014 Posted July 29, 2014 Ok, perfect. I like the feel of Jin so I think I'm gonna stick with him. I took a look at the combo thread and holy fuck is there a ton of info to learn for specific situations... I am not sure I understand some aspects as well. For example, S starter and N starter. What's the difference?
Hollysmoke Posted July 29, 2014 Posted July 29, 2014 Ok, perfect. I like the feel of Jin so I think I'm gonna stick with him. I took a look at the combo thread and holy fuck is there a ton of info to learn for specific situations... I am not sure I understand some aspects as well. For example, S starter and N starter. What's the difference? Combo time modifier. For example, connecting and comboing with a 5A started would give you a much shorter combo than with 5B. 5A would be faster (and therefore easier) to connect with, but the trade-off is you can't combo for as long. The best approach would be to get an understanding of your moveset first, because then you'll be able to visualize the chain routes and combos much easier. Even though there are a lot of combos, a lot of elements in the combos are repeated and are usually just variations of one another for different situations. For example, you might end a combo with 22C for oki, or you can end it with 214B~C for meter, but the standard combo route midscreen would be ...5B>2B>5C>3C>end. You could add a 2C into that combo (as one of the variations I mentioned) but you have to be close enough and I believe you can't 22C off that because the target would be too far away. If I'm wrong in any aspect, I hope one of the more veteran players will correct me.
shtkn Posted July 31, 2014 Posted July 31, 2014 http://www.dustloop.com/wiki/index.php?title=Damage_(BBCP)#Combo_System
Hollysmoke Posted August 26, 2014 Posted August 26, 2014 Time for another "How do I" question: Trying to do TK Hizansen combos, but I seem to be 50/50 on landing the 2B after the TK. What am I missing to make it more consistent?
Putin Posted August 26, 2014 Posted August 26, 2014 On some characters you have to do either Musou > 66 5B(2), Hizansen > 66 2B, or sometimes both (eg on Tao iirc). Also 2148C works on everyone, however 8214C works as well on a handful of characters and it feels more consistent against them. Then again it might just be that I'm more familiar with the input thanks to CSEX Hazama. If I were you I'd practice 66 5B using 2148C since it works on pretty much everyone, dash 2B is rarely necessary and also the hardest part of the combo so yeah
Hollysmoke Posted August 26, 2014 Posted August 26, 2014 On some characters you have to do either Musou > 66 5B(2), Hizansen > 66 2B, or sometimes both (eg on Tao iirc). Also 2148C works on everyone, however 8214C works as well on a handful of characters and it feels more consistent against them. Then again it might just be that I'm more familiar with the input thanks to CSEX Hazama. If I were you I'd practice 66 5B using 2148C since it works on pretty much everyone, dash 2B is rarely necessary and also the hardest part of the combo so yeah I can land the TK part fine. I was practicing on Ragna just to get a feel for the combo and it seems like I'd miss the 2B. I never did dash 2B. Feels like I run out of hitstun before it connects.
shtkn Posted August 26, 2014 Posted August 26, 2014 sounds like you're letting the opponent fall too much before 66 5B. try doing 66 5B faster
Putin Posted August 26, 2014 Posted August 26, 2014 Just making Hizansen connect doesn't mean you'll get the rest of the combo correctly, that's why I mentioned that you might need 66 5B or to check how you input the TK. But yeah just do 5B as quickly as possible, you can try it on someone like Hakumen at first since you don't have to do dash 5B iirc. Once you get 5B's timing down, try to replicate it with and extra dash before it Just to clarify, you don't need to dash 5B in order to connect Hizansen, but to be able to pick up afterwards. So don't assume that you don't need it against any characters that Hizan connects on without the dash.
Hollysmoke Posted August 26, 2014 Posted August 26, 2014 Just making Hizansen connect doesn't mean you'll get the rest of the combo correctly, that's why I mentioned that you might need 66 5B or to check how you input the TK. But yeah just do 5B as quickly as possible, you can try it on someone like Hakumen at first since you don't have to do dash 5B iirc. Once you get 5B's timing down, try to replicate it with and extra dash before it Just to clarify, you don't need to dash 5B in order to connect Hizansen, but to be able to pick up afterwards. So don't assume that you don't need it against any characters that Hizan connects on without the dash. Ohhh that's the part that threw me off. Okay, thanks for the advice. EDIT: I DID IT! Thank you senpai ;D
DJ_Blactricity Posted August 28, 2014 Posted August 28, 2014 What's the most damage we can get off corner throw rc without/with using extra meter and OD?
Putin Posted August 28, 2014 Posted August 28, 2014 You can get about 5.2k I believe from corner throw into OD with <=70% hp and 75 meter spent, I don't know if RCing it is actually worth it Throw > Musou whiff > OD > 5C > 6D > 6C > 6B > Hizansen > 6C > CT > walk back 2C > Fubuki > OD Touga Needs less than 60 meter to boot iirc, can't remember the exact values off the top of my head
DJ_Blactricity Posted August 28, 2014 Posted August 28, 2014 I'll figure out if its worth it or not. I just want to know how much damage you can do with it.
Dawn of Musou Posted August 29, 2014 Posted August 29, 2014 Shirushi did a whole video on throw combos if it helps. They're from 1.0 but they should still work. http://www.youtube.com/watch?v=fvc7FEAOnCI
cadacus_ater Posted August 30, 2014 Posted August 30, 2014 For 50 heat, this is the best damage I've come up with for Throw RC combos: Throw RC > 6C > 214B, 5C > 6C > *6D, 6C > 22C, 5B(1) > 5C > 2C > j.2C > j.C > dj.2C > dj.C > j.214C (4395) *...6D > OD > 6C > 6D, 6C > 6B > j.214C, 6C > 22C, 22C (4715, at full hp) But...you can get more damage with a normal throw using OD with 50 heat at full hp...so the OD combo is not really worth it: Throw, 214B(whiff), 6C > 214B, 5C > 2C > 6C, ODc, sj.D > j.214C, 632146C (4768) Throw RC combos are generally only worth it at the very base level of resource consumption or the very extremes of it imho.
Monarch Posted September 20, 2014 Posted September 20, 2014 What are some good blockstrings? I think my combos are okay, but my pressure is lacking. For example, I usually do 5a > 2B > 5B > 5C > 5D. Of course not every time I get in, but I don't see much else. Not too big on gimmicks.
Moy_X7 Posted September 21, 2014 Author Posted September 21, 2014 You really don't want your block strings to be too long, doing simple stuff like 2A x N to test the waters (are they up+backers, mashers, DP mashers, or are they safe and just block?) and then adjusting your strings according to their defensive style is usually a good thing to do. Mashers? Delayed 2As and other frame traps Up+backers? Delayed 2As, 2B, air throws DP mashers? 2A > j.2C > j.C/(land)2B Respectful defense?2A/2B > tick throw, j.2C > j.C/(land 2B) and pressure resets (2B, 6D, 2D, etc).
PlaneCrash Posted October 13, 2014 Posted October 13, 2014 EDIT : hey i have a dumb question but can someone help me with jin's 29th challenge mode combo ? i can't do the dash before the jump C, jump cancel, jump c, permafrost and because of that i can't connect his distortion move.. i can't even see when jin recovers because the game doesn't zooms out and i haven't played jin much before..
LaowPing Posted January 11, 2015 Posted January 11, 2015 How do I be an awesome reset Jin? By doing awesome resets. The question is really vague so I'm not sure how to answer it EDIT : hey i have a dumb question but can someone help me with jin's 29th challenge mode combo ? i can't do the dash before the jump C, jump cancel, jump c, permafrost and because of that i can't connect his distortion move.. i can't even see when jin recovers because the game doesn't zooms out and i haven't played jin much before.. When to jump after fubuki (the move after the ice arrows) is something you simply have to get used to. Practice jumping after it a lot or try to match the timing in the demonstration. And you dash after permafrost (I'm assuming that was a typo). In order to do the dash, input forward and extra time after doing the input. Since the super requires you to press forward at the end, pressing an extra time will register as a dash while still counting as the super input. Think of the super as 6321466C. Hope it helps. I've also heard that you can slow down things in challenge mode but I've never done it myself so I don't know for sure.
DJ_Blactricity Posted January 11, 2015 Posted January 11, 2015 How do I be an awesome reset Jin?Dont rely on them. It's a problem I had that still causes me to get into bad situations sometimes. Better players will know how to deal with them, and it can cost you the round. I see a lot of jins use 6D resets but none of them bait dp when they do it. J.D crossunder but they dont mix it up or realize when someone is OSing the crossunder. Throw resets and throw bait resets but they dont identify if the opponent regular throw techs or os throw techs. Become a solid jin with strong fundamentals. Use resets sparingly once you've shown the opponent you finish combos to catch them off guard. Know the ins and outs of the resets you use and how your opponent can deal with them and take advantage of it.
LaowPing Posted January 11, 2015 Posted January 11, 2015 Dont rely on them. It's a problem I had that still causes me to get into bad situations sometimes. Better players will know how to deal with them, and it can cost you the round. I see a lot of jins use 6D resets but none of them bait dp when they do it. J.D crossunder but they dont mix it up or realize when someone is OSing the crossunder. Throw resets and throw bait resets but they dont identify if the opponent regular throw techs or os throw techs. Become a solid jin with strong fundamentals. Use resets sparingly once you've shown the opponent you finish combos to catch them off guard. Know the ins and outs of the resets you use and how your opponent can deal with them and take advantage of it. I have a feeling the question was more about what resets to use and how to use them then whether or not they should be used (again, it was vague).
Moy_X7 Posted January 14, 2015 Author Posted January 14, 2015 Quite frankly I think he was just trolling lol
Errol Posted January 14, 2015 Posted January 14, 2015 i had to check if I posted here cause of you Moy
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now