shtkn Posted July 1, 2009 Posted July 1, 2009 rotate the stick counter clockwise for teh astral finisher, and you wont run into the problem of accidentally getting ice arrow super.
NeverKnowsBest Posted July 2, 2009 Posted July 2, 2009 What exactly is the most effective way to play Jin? I have been messing around with lots of basic combos and pulling off LOTS of spaced 2Ds. I also like to j.dash back and then ice car.
shtkn Posted July 2, 2009 Posted July 2, 2009 there is not one best way to play as jin. For all-around characters like jin in games like blazblue (and guilty gear), what you should be doing is heavily matchup dependant: the same strategy won't work against a different character. perhaps you should narrow down your question? consult the matchup threads for more info too. i know we don't have a thread for every matchup, but feel free to make one if it doesn't exist yet. i guess the one universal thing about jin is that he punishes the opponent's mistakes... so what/how you punish depends on who you're fighting (naturally)
purify Posted July 4, 2009 Posted July 4, 2009 So I asked this in the general forum and haven't gotten an answer...why is Jin so much higher in the tier rankings I'm seeing than he used to be? It's like he's taken Ragna's place, but I'm not seeing anything new. Was something discovered or is he getting more like Slash Ky? Looks like people are putting him just under v-13, Arakune and Rachel.
Special-K- Posted July 4, 2009 Posted July 4, 2009 I assume because Jin has better options than Ragna? I mean using D 5D and his SRKs you can keep ragna at a distance and pretty much pwn him if done right. It seems Jin isn't as limited as Ragna in the sense of distance. Of course...I could be wrong.... edit: This is Rinsuku BTW.
H-F Blade Posted July 4, 2009 Posted July 4, 2009 Based on what I've seen in the Jin vs Ragna matchup thread, Jin has the right moves to stuff Ragna too. And his health isn't as low as Ragna's either. Also, I dunno if anyone has mentioned or noticed this, but while I was in training mode, I noticed something really odd. To test this, set the training dummy to block after they take a hit. Notice, the 214B/C ice cars do not register 2 hits on the combo counter. Well, it actually does, but it shows up for like 1 frame before disappearing. But I find this really odd. This only happens if the ice car hits a standing opponent. But whenever I see this in matches or in training mode, I can't help but think that it was invalid because they didn't block or something. I don't remember this happening in arcade mode. If you turn damage display on and do 214B at the end of a combo, you'll notice the last hit of the ice car was scaled. Anyone else care to verify this?
purify Posted July 6, 2009 Posted July 6, 2009 I assume because Jin has better options than Ragna? I'm not talking about the Ragna/Jin matchup here, and I doubt one new 6/4 would shoot him up from low mid to just under the top. Remember all the "jin sucks" discussions? WTF why do you have a Kintaro av.
ryokoalways Posted July 6, 2009 Posted July 6, 2009 Well for one thing, people figured out Jin's good combos, which doubles into potential resets. So his rush down went from mediocre to pretty damn good. The damage increase thanks to those changes also helped. Not to mention most of his offensive capabilities are fairly safe.
shtkn Posted July 6, 2009 Posted July 6, 2009 latest tier list shows Jin at A tier because he can at least put up a fight with S tier (and he doesn't have any horrible matchups in general).
Killey Posted July 6, 2009 Posted July 6, 2009 Nice, for once I've got a usuable top tier character that doesn't require negative edging and 9999x complicated stuff.
purify Posted July 7, 2009 Posted July 7, 2009 I see. So I guess he's just solid. People figuring out good combos is more of a first few months thing usually.
JeremyH Posted July 8, 2009 Posted July 8, 2009 I assume this may just be my shitty execution, but just to be sure. I'm having a few issues with my dash cancels, specifically off 6C. I still get the dash cancel, but he stops, even when I hold down the last 6. Normally my execution looks like this (6C ~ 6 [6]), he does the 6C, cancels into the dash, but then, for some reason, stops before getting far enough to consistently hit the followup combo. Any help is appreciated
Ran Iji Posted July 8, 2009 Posted July 8, 2009 I think it has to do with needing to do your dash cancel a few frames faster. I had that issue before I started to speed up the timing for the dash.
Blue Ipod Nano Posted July 8, 2009 Posted July 8, 2009 What can jin do against ragna's hells fang? after blocking, i try to 5c but he grabs me and gets a grab counter. ive also tried 2a but he inferno divider's me. ive tried just blocking, then he just grabs me or i gram him and he techs out of it and im back to square one. so what should i do? ive thought about jumping straight up, but then the 2nd part of hells fang would hit me wouldnt it? as well as his inferno divider. any tips?
koun Posted July 8, 2009 Posted July 8, 2009 What can jin do against ragna's hells fang? after blocking, i try to 5c but he grabs me and gets a grab counter. ive also tried 2a but he inferno divider's me. ive tried just blocking, then he just grabs me or i gram him and he techs out of it and im back to square one. so what should i do? ive thought about jumping straight up, but then the 2nd part of hells fang would hit me wouldnt it? as well as his inferno divider. any tips? Barrier hells fang and you can 5c,5d,ice car all day but barrier only if you know he going to go for the second hit to get 5c,5d,ice car and If he stop at the first hit barrier it and you can 5c,5d,ice car. Random why does everyone hate Jin.It,s like a person fight spamming Jins and than they fight someone know what the hell there doing an you rape the person and now there even more pissed. P.S. Did i ever say how much i hate online.God!!!!!
Ran Iji Posted July 8, 2009 Posted July 8, 2009 Hell's Fang has a 4 frame disadvantage for Ragna on block. We have NOTHING that comes out fast enough to punish this disadvantage. In fact, with his 'dragon upper cut' he has frame 1-21 invincibility. All you can really do is barrier guard and punish what he does after the fact. However, if you instant block you have him at a 9 frame disadvantage which will allow you almost any of your combo starters. However there's a good possibility he won't be frame perfect on his DP. So if you mash B, you will probably beat him since it comes out on frame 7. Which only gives him 3 frames to input his attack. Yet... if he's doing his 214 D follow up to it instead, it seems to stuff EVERYTHING! I've literally been in practice mode now for ten minutes, instant blocking it, and being unable to do anything. The only success I had was jab coming out once. =| You CAN do 326C though. The good news if he takes this option he can't avoid getting hit by 5D. Due to the push back of the second hit unless instant blocked, it's best to go with 5D, you'll have issues hitting with anything else.
koun Posted July 8, 2009 Posted July 8, 2009 Hell's Fang has a 4 frame disadvantage for Ragna on block. We have NOTHING that comes out fast enough to punish this disadvantage. In fact, with his 'dragon upper cut' he has frame 1-21 invincibility. All you can really do is barrier guard and punish what he does after the fact. However, if you instant block you have him at a 9 frame disadvantage which will allow you almost any of your combo starters. However there's a good possibility he won't be frame perfect on his DP. So if you mash B, you will probably beat him since it comes out on frame 7. Which only gives him 3 frames to input his attack. Ty i wanted to know the frames on Hell`s fang
Ran Iji Posted July 8, 2009 Posted July 8, 2009 You can do 326C vs the second component of the Hell Fang combo. The timing is VERY tight though, and I don't recommend it unless you -really- need to get the damage in. However if you do it vs the uppercut move, you'll just clash.
koun Posted July 8, 2009 Posted July 8, 2009 You can do 326C vs the second component of the Hell Fang combo. The timing is VERY tight though, and I don't recommend it unless you -really- need to get the damage in. However if you do it vs the uppercut move, you'll just clash. Ty i need more things to do against hell fang.
ryokoalways Posted July 8, 2009 Posted July 8, 2009 Hell's fang is a trade in your favor on block. It can go two ways: You regular block it so you two are at neutral (you with very slight advantage). His only way to continue his assault is dp, so it's a guessing game, just guess right and go from there, nothing complicated. You IB it, which means you can punish. However, keep in mind that good players will recognize the first part got IBed, so they may try to get out the second part. Again, this is a guessing game, guess right for a good punish, guess wrong for a little damage and ragna's continued rush down. I say it's in your favor because in both instances, you get to break out 3k+ against him if you guess right (or just go on the offensive, which is just as nice), and only eat a little damage (at most 2k) if you guess wrong. Just remember Ragna is a giant case of high risk/high reward with his specials (gauntlet, fang, etc). Edit: I should clarify that the things I listed that Ragna can do are the things you need to watch out for. If you guess wrong then obviously he can go into anything he wants (pokes, mixups, etc). But basically, you just need to ask your self, "is a dp coming?", and then decide either to keep playing defense or stick out a 2b and start comboing his ass.
render Posted July 8, 2009 Posted July 8, 2009 I assume this may just be my shitty execution, but just to be sure. I'm having a few issues with my dash cancels, specifically off 6C. I still get the dash cancel, but he stops, even when I hold down the last 6. Normally my execution looks like this (6C ~ 6 [6]), he does the 6C, cancels into the dash, but then, for some reason, stops before getting far enough to consistently hit the followup combo. Any help is appreciated That's just how dash canceling works. It's a set distance, so if that doesn't put you close enough to 5C > air combo then you need to dash again. Sometimes you won't need to dash, and sometimes you will - it just depends on spacing. [on crouching hit] 5C > 6C > 66 (dash cancel) > 66 > 5C > j.B > j.C > j.D > 214B
Zekashis Posted July 8, 2009 Posted July 8, 2009 You could also opt for j.B instead of a second dash into 5C.
Brifa Posted July 8, 2009 Posted July 8, 2009 if you're having problems dealing with hell's fang, couldn't you just throw in one of jin's srk moves? he has invincibility on at least three of them, it seems like you should be able to mash one of them out right after you block.
ryokoalways Posted July 8, 2009 Posted July 8, 2009 Well a and b dp are unsafe if Ragna inputs second part really fast and c is unsafe if ragna does nothing. Besides dp isn't going to yield 3k damage so it's ill advised (unless you are in the corner, but you still have the previously stated problems with using dp). Dp against first hit of fang is another matter, if you guess right, it's payday.
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