shtkn Posted March 16, 2009 Posted March 16, 2009 WELCOME TO HOTEL KISARAGI, HERE ARE YOU ICE CUBES, ENJOY YOUR STAY This is the Jin beginner guide. Jin is a beginner-friendly character since he follows the Ryu (from Street Fighter) archetype pretty closely. He's also one of the poster children of the game, so I guess that's something else to be proud of? TABLE OF CONTENTS First Post: WHAT DOES HE DO? WHAT DOES HE NOT DO? BEFORE YOU BEGIN NORMAL MOVES THROWS COUNTER ASSAULT SPECIAL MOVES DRIVE MOVES DISTORTION DRIVES ASTRAL HEAT Second Post: COMBOS standard combos, char specific combos, throw combos, corner combos, crouch combos, counterhit combos, etc. BASIC STRATEGY MOVING AROUND WITH JIN HOW FREEZING WORKS Third Post: BASIC CHARACTER MATCHUP NOTES Fourth Post: REVOLVER CHAIN CHART WHAT DOES HE DO? He freezes punks. More accurately, his Drive (Frostbite I think it's called?) encases the opponent in ice, and you can use this time to hit them or position yourself better for when they eventually break free of the ice. He also has fireballs (iceballs?), dragon punches, something resembling a hurricane kick, has some simple target combos, has a super that's a great punishing move. He also uses his super meter differently than other characters in that he has Drive moves that cost 25% Heat (like guilty gear's force breaks or Street Fighter 4's EX attacks). Jin can effectively punish the enemy's mistakes and turn it into good damage. WHAT DOES HE NOT DO? He doesn't have an effective gimmick like many of the other characters (arakune, v13, rachel, taokaka, etc). Jin is a pretty normal (boring) character as far as BB goes, so don't play him if you're looking for something super-fancy-crazy-off-the-wall-awesome. A lot of Jin's moves have a good amount of recovery if you miss, so you need to be safe when you attack or punish the opponent BEFORE YOU BEGIN I use the number notation and use some fighting game jargon. See http://s1.zetaboards.com/blazblue/pages/index/ and read teh stuff in the Conventions & Notations for definitions. 7 8 9 4 5 6 1 2 3 imagine the 9 numbers above represent the 9 directions you can move on a D-Pad or a Joystick. So 8 would mean jump straight up, 6 would be move forward, 5 would mean standing still. For example 236A would mean move from down, to down-forward to forward, then press A. NORMAL MOVES For specific frame data see http://s1.zetaboards.com/blazblue/pages/jin_data/ hopefully, it will be moved to dustloop later so we can keep everything on one site. 5A: one of jin's fastest moves (6 frame startup), but misses on a lot of crouching opponents. This move can hit people like taokaka out of a lot of her drive attacks and can also beat ragna's 5B! Another use for this move is when you opponent is jumping right in front of you and blocking, you can mash on 5A to basically keep him blocking when you get ready for an offensive. Another somewhat funky trick is to chain into this move from 2A on a crouching opponent (which will miss), and then throw them. This works since the recovery on 5A is very short, so you can catch a lot of people off guard. 5B: 2 hits, jump cancelable, 2nd hit is vacuum. This move is fairly fast and has a good hitbox. Can be somewhat used as anti-air, is a normal part of combos, and is used as a tech trap against people who do ground roll forward (the second hit will hit behind Jin, so you will hit them as they roll past you and then you cancel into 5C into a combo). 5C: jump cancelable. On counter hit, you can cancel this into 5D or 6C and it will combo. on crouchers, you can combo 5C into 6C. There is a lot of recovery on whiff, so be careful when using this as a poking tool. 5D: aka Wolf Head. Dash cancelable, and is a great poking tool at further ranges (as well as an anti air of sorts). On hit, the opponent will be frozen and you will be able to combo them. One common thing that players do is 5D > Dash Cancel. This will leave you at a 1 frame disadvantage, and most fast moves don't come out in 5 frames or slower, so while you won't get hit for doing this, your attack will probably lose to what the opponent does (unless you do something with invincibility like say Jin's dragon punches). If the opponent instant blocks this though, he will recover an additional 5 frames quicker, so basically, 5D is good to pressure the opponent, but it's not foolproof. This move can also destroy projectiles After freezing with 5D: you can cancel into 214C guaranteed. As for other combo opportunities, this is not as clear cut... it depends on if it was counter hit, and how far away they end up. Instead of always going for a combo, you can take this opportunity to do things like set up some mixup (high/low/crossup), go for a throw, wait for them to breakfree + backdash/run away and do another 5D, etc. 6A: an overhead that has very short range, but can cancel into specials on hit only (not on block). This is a risky move since if they block it correctly, then you are helpless (unless you RC). On hit, you can cancel into 214C or 214D for a combo if they're close to the corner. You can also cancel into Sekkajin (mash C), which leads into an air combo, though that's hard and will take some practice to get down correctly. 6B: a hop-kick of sorts, that is NOT an overhead, and it makes you invulnerable to low moves for a while. On hit, you can link into a 2A, or even a 6C on counterhit! This move is special cancelable, so you can do 6B > j.236A/B/C as a way to do a poke then back away from the opponent, or 6B > 214 A/B/C/D to run away (though this requires that the opponent won't get hit by the 214A/B/C/D attack. This moves leaves you at 0 frame advantage/disadvantage, but be warned that there's a lot of startup to this move, so don't rely on this too much since the opponent can easily just hit you out of the air with a 5A. Vs. Arakune, you can 6B to advance forward while avoiding his 2D. You can also do the same thing against v-13's 5D and 236D attack. 6C: works as a combo tool mostly. combos from 5C on crouching and in-the-air opponents, 5C counter hit on any ground hit. It has deceptive vertical range, so if you can position it right, you can use this as an anti-air poke of sorts, but since it's such a slow move, it's very difficult to use due to the amount of foresight needed. This move is dash cancelable, and is used in quite a few combos. 6D: creates a tall ice pillar in front of you. Gives a lot of frame advantage on block (+12), but it's terribly slow, so that limits its usefulness. If it does hit the opponent, they will be frozen for quite a while and you can run up and combo them very easily. Another unconfirmed note, I think this decreases the size of your hittalbe box when jin leans over to create the ice pillar. Note, this move can destory projectiles, but it's a bit hard to time 2A: this move comes out in 7 frames, so it's pretty fast (a frame slower than 5A), but unlike 5A this won't miss on crouchers. use this as a poking tool 2B: hits low and can pick up enemies that are on the ground. Also hits behind Jin, so if the opponent tries to roll behind him, 2B will hit them. After sweeping the opponent you can link a 2B > 5C to air combo (assuming the opponent is close enough). 2C: a high hit with deceptively wide horizontal range, but deceptively short vertical range. While this can be used as an anti air, it's slow, so it's got some drawbacks. This move does has its uses in combos and since it is jump cancelable, it can be used in block strings, and I suppose as a safe anti air option gvien enough time 2D: an ice spike sticks out of the ground about 3 character lengths away in front of Jin. you can combo from 6C to 2D and then while the opponent is frozen run up to them to continue hte combo. It can also be used to try and catch people who backdash, and to catch people who try to do a low-height air dash. This move freezes the opponent on hit, and can also destroy projectiles 3C: a standard sweep. Typically used in ground combos. After doing this, you can link a 2B > 5C > combo. Can potentially be used as a poke since it has a decent amount of range and comes out fairly quickly. j.A: a quick attack that hits right in front of Jin and is used as an air v. air tool when the opponent is below or right in front of you. j.B: this move has a lot of horizontal range, and can actually be used as a crossup. This is used in combos, and as an air v air move when j.A would not hit. can also be used as a part of a jump in attack. If you counter hit the opponent with this, you have a LOT of time to react with something. If you're both close to the ground and you CH, you can probably land, jump j.B before the opponent has time to recover! j.C: while this move appears to have no horizontal range, it actually hits a little in front of Jin. Main use is in combos, or as a jump in (j.B > j.C, land > combo). I've seen many videos of Jins that hit a not-in-the-air enemy with j.C, then land, run up, combo. I haven't had much success with this, but it can be done. j.D: this move hits all around Jin, and is used as a part of combos, as an air v air move, and as a crossup. If for example the enemy is above you in the air, you can try to jump to the other side of him and press j.D to hit them from behind. Note that this move is special cancelable, so if you use j.D and the opponent blocks it, you can still throw a 236A/B/C/D to intercept them before they attack, or you can also 214A/B/C/D to move away from the opponent (just make sure you don't run into them). Also of note, if you're suitable high off the ground when you do this move, you can do an air dash or a double jump after this move, so you have quite a few options after this move. THOWS all normal throws in the game are special cancelable (except for rachel and v13), so getting a throw means you can do a followup combo. Combos will be listed later. Forward/Neutral Throw 5BC or 6BC Freezes on the third hit. After the 2nd hit, you can cancel into a special move. (though normally, you should wait for the third). The idea is to cancel into 214A right after the 3rd hit occurs, so you'll travel right next to the opponent before they are able to break out of the ice and combo them. Back throw 4BC The idea is to cancel into 214A right after the 3rd hit occurs, so you'll travel right next to the opponent before they are able to break out of the ice and combo them. Air throw j.BC You can cancel this into ice car for simple damage, though if you ahve meter to spare, you may be able to cancel this into j.236D and continue the combo that way. If you air throw them close to teh ground, you can either run up and 5B > combo), or air dash at them and continue pressure that way. COUNTER ASSAULT aka Dead Angle (DA) aka Alpha Counter Done by pressing 6AB when blocking. Consumes 50% heat. Jin does his 5C which knocks the opponent away. I haven't used this much so I don't know it's pros and cons very well... anyone want to chime in here? SPECIAL MOVES Hishouken (Ice Blade) 236A/B/C aka fireball aka ice edge ground A version: a normal fireball (ice ball?). Surprisingly, it has frame advantage of +1 according to the frame data posted. I'll have to try using it as a block string ender more. ground B version: goes fast across teh screen, but you will be in recovery for a while. For some strange reason, i've noticed that it appears to duck some high attacks. ground C version: has very slow startup, but very little recovery. So if your opponent is far away, you can start doing this move, then run right behind the projectile and have it act as a sort of shield. Another tactic I've seen with this is after a 3C, cancel into this move. If the opponent rolls forward, he will get hit by the projectile, if the opponent rolls back or does a quick getup, then they will be forced to block the projectile. air A version: goes down at about a 30 degree angle. You are immobile and in counterhit state all the way to the ground as well as for 19 frames afterwards. You can do this quickly off the ground by doing 2369A (though there is a minimum height off the ground you need to be). air B version: goes down at about a 60 degree angle You are immobile and in counterhit state all the way to the ground as well as for 19 frames afterwards. You can do this quickly off the ground by doing 2369B (though there is a minimum height off the ground you need to be). air C version: goes straight across the stage, like the ground Hishoukens. You are in recovery and in counterhit state all the way to the ground as well as for 12 frames afterwards. You can do this quickly off the ground by doing 2369C (though there is a minimum height off the ground you need to be). Musou Senshouzan (Crystal Strike) 214A/B/C aka Ice Ride aka Ice Car the hit box for this move is only where the ice is, and Jin's entire body is vulnerable to attack, so don't use like how Ragna uses Hell's Fang. All versions also go over low attacks. Ice car is mostly used to travel distances, bait things, or as a part of combos. Doing this move by itself to start an offensive push is asking to get killed. A version: travels the shortest distance, and only does one hit. This is used as a way to travel a short distance or to go over some low attacks (like 2As, or v-13's 236D) and hit the opponent. If you hit them right at the end of your active frames (or if it's a counter hit), you can combo into a 2A. B version: travels medium distance and does 2 hits. Second hit only comes out if opponent blocks or is hit by the first hit. Again, you can quickly cover distances with this move as well as go over the enemy's low attacks with this move. You also occasionally see this move as a combo finisher. Note that since this move starts up faster than the C version (by 2 frames), but does less damage, people use this in combos only if the opponent would be able to tech out of a 214C. C version: travels long distance and does 2 hits. Second hit only comes out if opponent blocks or is hit by the first hit. Basically same uses as the B version, but is used a lot more often to finish combos. Fubuki (Blizzard) 623 A/B aka dragon punch (dp) aka shoryuken (srk) these are both effectively dragon punches. On counter hit, the opponent is unable to tech all the way till he hits the ground. If you can counter hit them with Fubuki, you can combo into a 632146C super on their way down, or 214D on their way down, or if you're in the corner, do 5C into the normal air combo. A version: comes out very fast (6 frames) and can effectively be used as a 'psychic dp' meaning, whenever you expect the opponent to jump at you, do 623A and it will look like you "knew" he was going to jump. B version: has some invincibility, but comes out much slower (and isn't invincible for the first 5 frames). The opponent is in hit stun for much longer than with the a version. In fact, even on normal hit, you can hit them with a 5C as they fall (if you're both close to the corner). Rehhyou (Violent Ice) 623C aka dragon punch (dp) aka shoryuken (srk) think of this as a dragon punch that's very slow, has a lot of invincibility, and hits directly above you (and a little to the front and back). On counter hit, you can combo a 5C > air combo as they land. THis takes some practice so don't be discouraged if you aren't able to get it right away. Basically, use this in block strings after you instant block something, and the opponent's next move is something with a lot of recovery. Sekkajin (Snow Flower Storm) rapidly press C 4 times, press more for more attacks Not terribly useful... if hte opponent instant blocks a hit, he can hit you out of hte rest of hte Sekkajin. This move will launch the opponent into the air on the 8th hit. If they're very close to you, when you start this move, you can combo to the 8th hit, then combo into a 6C > dash cancel > 5C > air combo. You can do 6A > sekkajin > the 6C Dash Cancel combo mention before. DRIVE MOVES (costs 25% heat gauge) Hishougeki (Flying Ice Strike) 236D aka EX fireball aka Force Break fireball ground version: shoot out 1 large projectile that does 3 hits. Each hit freezes. gives a LOT of frame advantage on block. Use this in the middle of block strings to keep the opponent blocking (and giving you more time to attack). Also, use this to act as a shield to run behind when fighting characters like Rachel and V13 who can easily cancel out your projectiles otherwise. Random/useless Note: you can have more tahn one of these out at the same time, so if you get your opponent to block this in teh corner, you can keep doing this move to keep him in block stun as long as you have the meter, haha. air version: shoot out 3 projectiles 1 in each of the j.236A/B/C directions. Each one freezes on hit. Use this as a jump in option. For example, if you jump in against hakumen, he does a 6A (anti air), but instead of doing something like a j.C, instead do 236D. He will be forced to block it (or if timed right, he will get frozen and you can continue comboing him. You can also use this as a trap of sorts in the corner by doing a block string, jump cancel, then do j.236D at a height where the opponent is effectively boxed in. After the opponent blocks 6B, you can do j.236D, then run up to them and continue attacking them. Musou Tosshougeki (Freezing Crystal Strike) 214D aka EX ice ride/car aka Force Break ice ride/car used in combos mostly. After you hit them with this move, you can run up and do a 6C or a 2B (assuming you're not too far away when you do land from 214D) into an air combo. You can also follow this up with 62146C. Basically, this is used as a combo extender. Tt does travels VERY fast (but starts up as fast is A/B ice car), so if you want, you can use it as a way to run to the other side of the stage very quickly (though this is a waste of meter IMO). Hirensou (Dual Ice Strike) 623D aka EX dragon punch (dp) aka Force Break shoryuken (srk) invincible, and fairly fast, but not terribly safe on block. There's 2 attacks in this move, the first swipe which has invincibility (and freezes the opponent on hit), and the second one which won't come out until you release the D button. If you charge it long enough (the ground will shake a little bit), then the second hit becomes unblockable. Note that the second hit has no invincibility, so it's still risky because they if block the first hit they can just jump over you and you will be defenseless. The second hit causes the opponent to slide along the ground. Just like with EX ice car, you can combo into into 632146C, or if they're close to the corner, you can follow up with a 6C > combo or 2B > 5C > combo. If you're having problems comboing into either the super of 6C, make sure to delay the second hit of 623D as much as possible. DISTORTION DRIVES (costs 50% heat gauge) Touga Hyoujin (Ice Fang) 632146C aka Ice Wave Super This move comes out very fast and travels across the screen very quickly too. Use this to punish things like Arakune summoning the curse cloud in the air, or any move that has a decent amount of recovery. Be aware that the move does not have any invincibility (well, okay, it's invincible for 1 frame after the super freeze), so you can't use this move as a dragon punch, and if a projectile is about to hit you, you may still get hit and the ice wave super won't come out. You can combo into this from a counter hit fubuki, or a 214D, or a 623D. Hiyoku Getsumei (Moonsong) 632146D aka Ice Arrow Super aka DEATH RAY Jin shoots a projectile into the air at about a 30 degree angle. On hit, the opponent is frozen in ice and hit like 20 something times. You will be able to jump up and continue comboing them after the super finishes hitting them. On block, you are left very very vulnerable, as you'll just stay there posing while waiting to eat a counter hit. Basically this is a high risk, high reward move. It is fully invincible until the move actually comes out, so in that sense, it's like a faster, stronger version of 623D with more recovery and costs more to use. Another common use is to do this off a throw to do a high damage unburstable combo to kill your opponent. ASTRAL FINISH (ARCTIC DUNGEON) rotate the stick 720 degrees D Conditions to do an astral finish: - final round (whoever wins this round would win the entire match) - it uses 100% heat - opponent has < 20% life left - you can only do this once per round... if you miss, you can't do it again -you need to unlock Jin's astral finish by beating arcade mode with him first. jin stabs the ground with his sword and freezes the whole ground. if hte opponent is on the ground, they are frozen and die. this move is unblockable. you can combo into this from a throw. note this this move is pretty easy to dodge... just jump right before Jin plunges his sword into teh ground. If you want to do this move as quickly as possible, do a move on the ground first, like a 5B, then start doing the motion, and as soon as the 5B ends, hit D. you can also check out this thread for more: http://www.dustloop.com/forums/showthread.php?t=6776 more to come
shtkn Posted March 16, 2009 Author Posted March 16, 2009 reserved for combos, basic strategies. Can ppl please send me combos and i'll put them in? COMBOS standard air combo: j.B > j.C > JC > dj.B > dj.C > dj.D > ice car C. If the opponent can tech between the 2 hits of ice car C, try replacing it with ice car B. If your combo has gone on for a long time, then dj.D will not combo, in which case, then do the simpler air combo: j.C > JC > j.C > ice car B anywhere on the screen: 6C > dash cancel (DC) > 5C > 2C > jump cancel (JC) > standard air combo 6C > DC > 5C > SJC > j.C > j.D, opponent lands, air dash > j.B > j.C > 214C after the dash cancel, wait a moment before you do the 5C. Otherwise you will air dash over the opponent instead of into them. I've had problems with this vs tager for some strange reason... the ice car doesn't combo consistently unless in the corner. 3C, 2B > 5C > standard air combo the idea is to sweep them, then hit them with 2B as they lie on the ground. Timing's a little difficult, but yes, this is a real combo. 6C > DC > 5C > 6C > DC, j.B > j.C > JC > j.C > j.D > ice car 3.6k damage if you do 5C > 6C > rest of combo on a crouching opponent, last hit of ice car won't combo... so do something else then like a fireball, or nothing at all non-corner only 6C > 2D, run up > 6C > DC > 5C > standard air combo corner only 6C > 6D, 6C > 6D, 5C > air combo yes this works, the first 6D freezes the opponent, but the second one does not. Despite this, you can link a 5C afterwards. forward throw into the corner > immediately after the 2nd hit of the throw 623B, wait for them to fall near the ground 5C > SJC > j.C > j.D, wait for them to touch the ground frozen, air dash > j.B > j.C > 214B 2.8k damage, 22% meter iirc what's interesting is that the j.D does indeed freeze the opponent 2B > 5C > 623B > 5C > standard air combo crouch only 5C > any of the combos that start with 6C 6A > Sekkajin (8hits), 6C > DC > 5C > standard air combo the opponent needs to be right next to Jin for all the hits of Sekkajin to connect. To stop the sekkajin on time, stop pressing C after the combo counter reads 6 or 7 hits. The timing for the 6C is a little difficult, so don't get discouraged. This combo does work on standing people (but seriously when are you going to hit a standing person with 6A?) and you can skip the 6A and go straight to Sekkajin (but that's terribly impractical... good luck hitting someone with sekkajin right next to you on the ground). counter hit 6C counter hit > DC > j.B > air combo. I'm making a special note of this because the normal 6C >DC > 5C combo does not work on counter hit. 623A or B, ice wave super 623 A or B, 214D run up 2B > 5C > air combo this is dependent that you and your opponent are close to the corner after the 214D, otherwise, the opponent will recover in time. character specific combos ++ combo 1 ++ right next to opponent, 5B(2) > 5C > JC (towards enemy) > j.B > j.C > j.D, land > combo options combo options: (1) 6C > DC > 5C > JC > j.B > j.C > JC > j.B > j.C = 3.1k damage, 24% meter, not very good position since enemy's in the air and can run away (2) run up 5B > 5C > 2C > B Ice car = 2.8k damage, 23% meter, decent position since you're right next to him after the ice car (3) run up 5C > JC > j.B > j.C > j.D > B ice car (4) do an ice car instead of landing and comboing default timing: delay 5C, j.B asap, delay j.C and j.D easiest on: tager (he's big) fairly loose timing (just doin't do it too fast) on: ragna, jin default timing on: litchi, taokaka, hakumen must run in before 5B, rest default timing on: v13, noel, carl corner only, rest default timing on: arakune does not work at all on: rachel, bang ++ end combo 1 ++ throw either ground throw > right after third hit of throw 214A, opponent lands, 5B > 5C > 2C > 214C either ground throw > 214A > go into character specific combo 1, but you can only go into a B ice car at the end instead of hte other options. If you forward throw, you will end up behind the opponent so you will need to run the opposite direction. either throw > right after opponent is launched into the air 214A, before opponent lands 5C > air combo The timing on the forward throw version is much much harder than the back throw version. air throw > ice car C air throw > j.236D > run up 6C > DC > combo you can also... do a ground combo if you air throw them close to the ground? i'm not so sure here. BASIC STRATEGY jin's moves have a fair amount of recovery, so you need to be careful about how much you try to attack. Remember to end some block strings with something that is jump cancelable so you have a way to escape punishment from opponents who Instant Block (IB) a lot. Your attacks do decent damage, but the hard part is actually hitting the opponent since Jin's offense is fairly easy to block. Fortunately, the guard libra in this game guarantees that he won't be able to block forever, so just keep poking him, don't let him get away. You don't need to get close to him teh whole time, just stay at about 5D range and keep the pressure up. on defense, you can occasionally IB and do a dragon punch to go through the enemiy's block strings. Be wary of doing air fireballs since they have recovery for a very long time. You can also use ice car to fly to the other side of him if you're trying to run away. Use wolf head at max range if possible to act as a poke. if they come in from the air, you ahve your dragon punches, or you can try jumping up and doing j.A or j.B to try and beat them there. If they get too close for 5D, then either risk a dragon punch, 2A, or get ready to block. Baiting Bursts In the air or on the ground, once you see the burst, jump cancel, block, punish with an air combo would be the safest option. On the ground, if you see a burst coming, you can time a EX srk so that the first hit goes through the burst, and then you release D and hit them on the way down! You can also theoretically use a 623B/C in the same way though the timing is different Also, you can Rapid Cancel and block. HOW FREEZING WORKS - Basically, normal drive attacks (5D, 6D, 2D, j.D) can only be the first freeze (not necessarily first hit) in a combo. - You can re-freeze from special drive attacks (those that cost 25% heat), throws, and distortion drives (just 632146D really). - When the opponent is frozen, he can wiggle the joystick to reduce the amount of time frozen in the ice, though there is a minimum amount of time the opponent will be frozen (see Jin's frame data for how much). If you do a combo with a freeze the opponent COULD have shaken out of, the combo counter will turn dark (the word HEAT will turn to a darker color). Otherwise, the combo was guaranteed and the opponent COULD NOT have shaken out of the combo. - If you and your opponent trade hits, (say your 5D and the opponent's j.C trade), then the opponent is automatically freed from the ice. The actual rules for freezing are a little more complicated than this (look at the frame data for details), but this simple explanation should be enough to cover 99% of all cases. MOVING AROUND WITH JIN -Jin can Rapid Cancel his projectile attacks after the opponent blocks or is hit by them. For example, do a 236B when the opponent is close to you, then after the opponent is hit or blocks it, do a Rapid Cancel. -After doing 214A/B/C/D while on the ground, you can Rapid cancel this and then air dash or double jump. -All characters (except tager) can super jump and then double jump or air dash. -Jin's backdash is pretty average IMO, not bad, not great. Same goes for his air mobility. -Jin's Ice Cars can help with air mobility, though they're all vulnerabile till you hit the ground (and for a few more frames after that). COMMON TRICKS WITH JIN - Ice Car RC > high/low/throw - Mixup after freeze - 5A whiff > throw - 2C > throw break > continue pressure -
shtkn Posted March 16, 2009 Author Posted March 16, 2009 reserved for char specific strats, misc. I don't ahve much exp vs some characters, so feel free to post/PM suggestions on what to do or if i write something wrong. Ragna his 5B will beat most of your attacks, stay out of it's range and use 5D if he sticks out a move. If he gets within range of his 5B, use your 5A to beat it, though he can try to trick you and go low. If you try to approach him in the air, use j.B at max range to make him block and then run in or just maintain that range. Noel If she spams her drive attacks, you can IB srk. Don't forget she has that air super she can use to punish any slow moves you throw out. For example, she may try to air dash at you, and you try to srk it or 6D it, but she will instead go into air super and hit you. Taokaka 5A can beat a lot of her dash-in attacks (the D attacks) as long as she isn't aiming at your head. Arakune Once you get 50% meter, you can basically punish anything he does in the air with ice wave super. Hover, be careful that he doesn't have a bug in your face when you do hte super otherwise the super won't come out. Your projectiles will not dissipate Arakune's bug clouds, so you must avoid them... the only way to destroy the clouds is to hit arakune. Your 6B can go over his 2D if you're not right next to him. Bang Litchi She can out-poke you, so the usual tactic of using 5D isn't really an option here. Bait her DPs, if you hit her, the rest of the DP doesn't hit anymore. Normally, you can hit her with 5C after you block her DP. Once she's placed her staff down, that's your cue to start rushing her down. She has that "All Green" super that can punish you if you do moves haphazardly from far away so be careful. Tager He can destroy/go through your projectiles with his swipe move (236A/B i think) as well as 421C (charging his Tager shot), so you can not rely entirely on projectiles for this fight. 5D, 2D, 6D qualify as projectiles. Since Tager is so tall, you have more attack options available to you. You can jump at him and do j.B > j.C > j.D and it will combo (j.D will miss on most chars). Carl Rachel She can summon the pumpkin and wind it forward to destroy any of your projectiles (well, not 236D, but she can wind through it, then wind again to hit you). Her 6A is godly anti-air and also destroys projectiles, so keep that in mind. Her frog is a real pain in the ass too... you need to do 700 damage to the frog to destroy it, so any fireball, or any C or D attack should do the trick. The problem is that Rachel will try to assist the frog at the same time... Like the default plan, get close enough to hit her, and don't get in her attack range. try to stay around 5D range and work from there. Don't stay in the range of her 6A (yes, it hits people on the ground)... do what you gotta do there and get out. Hakumen beware jumping at him since he has 6A. His sword swipes will destroy your projectiles. 6B is a LOW even though it looks like an overhead. It is also low invincible. Hakumen's ground mobility is limited since he can't run, he does the dashes. However, he can cancel the dashes into his air specials at any point so be careful. His air ink kick has full invincibility, so be careful. His ground special 2 sword swipe (the one that costs 3 stars) is first hit high, second hit low. This move also has absolutely no invincibilty, so you can hit him out of it if you're fast enough. v-13 use a tiger kneed ice car (2147 B) to go over 5D, and low projectiles. Her 2C beats all of your jump in attacks (except projectiles). Her 5C destroys projectiles and auto turns around if you jump over her, so don't think you're safe just you jumped over her. Jin
shtkn Posted March 16, 2009 Author Posted March 16, 2009 reserved for more misc + just in case CHAIN REVOLVER CHART AKA GATLING CHART This is a list of normal moves that can chain into one another. Meaning as soon as the first move connects, you can press another attack button immediately and you will chain into it. Ex: 5C > 2C means once you hit with 5C, you can press 2C and you will do 2C without waiting for the recovery of 5C. KEY black = chain exists and does combo red = chain exists and does not combo jump = this move is jump cancelable. jump while this move is active and you can cancel the attack into a jump throw = this move is throw cancelable. throw while this move is active and you can cancel the attack into a throw dash = this move is dash cancelable. dash while this move is active and you can cancel the attack into a dash. note that this dash is a run that only goes a specific distance and can't be changed. you are in counterhit state the whole time you are running. see frame data for exact properties NOTE: all ground moves tested on a standing opponent in the middle of the stage. all air moves tested on a jumping opponent in the middle of the stage NOTE: unless otherwise noted, the move is special cancelable on hit or block A Chains 5A ┌>5A, 5B, 5C, 2A, 2B, 3C jump [COLOR="#ff0000"]└>5D, 2C, 2D, 6A, 6B, 6C, 6D[/COLOR] throw 2A ┌>5A, 5B, 5D, 2A, 2B jump [COLOR="#ff0000"]└>5D, 2C, 2D, 6A, 6B, 6C, 6D[/COLOR] j.A ┌>j.A, j.B jump [COLOR="#ff0000"]├>j.C, j.D [/COLOR] throw 6A -> none, special cancelable on hit only B Chains 5B ┌>5C, 3C jump [COLOR="#ff0000"]└>5D, 2C, 2D, 6B, 6C, 6D[/COLOR] throw 2B ┌>5B, 5C, 3C jump [COLOR="#ff0000"]└>5D, 2C, 2D, 6B, 6C, 6D[/COLOR] j.B ->j.A, j.C jump 6B -> none C Chains 5C ┌>2C, 3C jump [COLOR="#ff0000"]└>5D, 2C, 6B, 6C, 6D[/COLOR] 6C ┌>2D dash [COLOR="#ff0000"]└>6B, 6D[/COLOR] 2C [COLOR="#ff0000"]->2D, 6C[/COLOR] jump j.C ->j.D jump D Chains 5D -> none dash 2D -> none, not special cancelable at all 6D -> none, not special cancelable at all j.D -> none Throw Chains none, but all throws are special cancelable after the 2nd hit revolver chains that combo under certain conditions 5C to 6C on crouching opponent, counter hit, and air hit 5C to 5D on counter hit 6C to 6D when opponent is in the corner this is certainly not all of them, just ones that are used frequently Links a link is a combo where you need to time the attack and not just press the buttons immediately after another. You must recover from teh first move completely before doing the input for the second attack. Obviously, this makes them harder to do... keep practicing! 3C links to 2B (so 3C, wait a bit, 2B) 6B links to 2A, to 5C on crouching hit, and to 6C on counterhit on counter hit, 5D > dash cancel > 6C works frame data http://s1.zetaboards.com/blazblue/pages/jin_data/ there will eventually be a blazblue guide by arlieth that will contain frame data (including potential corrections to typos!), so keep an eye out for it. color chart too?
ril213 Posted March 17, 2009 Posted March 17, 2009 looks good, i hope to see more come out from this guide keep it up
shtkn Posted March 17, 2009 Author Posted March 17, 2009 that can be for actual discussion. This is just a guide. When we (hopefully) have actual subforums for each char, it'll make more sense to have the topics split like this... im just jumping the gun i guess
broly2012 Posted March 18, 2009 Posted March 18, 2009 ^^ with the console release only a cpl months away, you can bet that he's right about the sub-forums for each character. the guides coming along nicely. Im actually working on a gatling chart for him so I can send that your way as it develops if you would like some help.
DeathAwaits Posted June 3, 2009 Posted June 3, 2009 great start. i was just thinking how a Gatling chart is all this really needs. i also noticed something. Either not all his drive freezes cost 25% when they freeze or there are certain situations when they cost 25%. can someone clear this up.
Dark Vincent Posted July 3, 2009 Posted July 3, 2009 Thanks a lot mate, but some sentences sound confusing to me, probably because I don't have the game with me yet. 5C: jump cancelable, on counter hit, you can cancel this into 5D or 6C and it will combo <-- The use of commas here got me confused, it means that it's only jump cancelable on counter hit and that I can only cancel further into 5D or 6C AFTER I jump cancel? Or should these be separate sentences (you can jump cancel it. also, on counter hit you can cancel this into 5D or 6C)? Thanks a lot in advance
Moogster Posted July 3, 2009 Posted July 3, 2009 How do I do this combo right? 6C > DC > 5C > j.B > etc.. When I try it on an opponent, after doing the 5C he can already roll out of the air. But when I look at the videos the opponents can't get out of it.
render Posted July 3, 2009 Posted July 3, 2009 Or should these be separate sentences (you can jump cancel it. also, on counter hit you can cancel this into 5D or 6C)? You're right. It should have a period instead of a comma there. It should read something like this: "It can be jump cancelled. On counter-hit, it will combo into 5D or 6C."
Blue Ipod Nano Posted July 3, 2009 Posted July 3, 2009 How do I do this combo right? 6C > DC > 5C > j.B > etc.. When I try it on an opponent, after doing the 5C he can already roll out of the air. But when I look at the videos the opponents can't get out of it. Yes i'd also want to know why. D:
Protokoll Posted July 3, 2009 Posted July 3, 2009 How do I do this combo right? 6C > DC > 5C > j.B > etc.. When I try it on an opponent, after doing the 5C he can already roll out of the air. But when I look at the videos the opponents can't get out of it. This is a timing issue. Your timing is off on the dash cancel. Practice 6C > 66 over and over and over until you can DC out of the 6C as fast as possible. In order to continue to combo past the dj.C (in order for the dj.D to connect), you have to hit the 5C at a very exact time. If you hit it too early the opponent will travel too high during the air combo to be frozen by dj.D and if you hit it too late the combo will go dark (the opponent can tech). The 5C should be delayed until the opponent's mid-section is at Jin's eye level (the best description I can give) and then the dj.D should hit to finish the combo with the dj.214B.
ryokoalways Posted July 4, 2009 Posted July 4, 2009 Just do 6c and look for when he techs. Then just kind of get a feel of the timing (kind of give yourself a count in your head or something). And as far as I know, you can basically input the dash a bit before the 6c lands, and you should dash immediately after the hit. You usually should have to wait a little since if you do it as early as possible you should get there early.
Moogster Posted July 4, 2009 Posted July 4, 2009 Actually I can do the 6C > DC > 5C properly. It was the jump to j.B > j.C that I was having a problem with. I think I got it (maybe) after the 5C I have to input the j.B at once so I can continue the combo.
Zekashis Posted July 4, 2009 Posted July 4, 2009 You can also do (given the right position): 6C, DC, 5C, sj.C, sj.D, IAD.B~C, B ice car
ryokoalways Posted July 4, 2009 Posted July 4, 2009 Zekashis is right. The one he posted pushes the opponent farther during the combo, and keeps you close to the ground. I usually do the other variation like this for a better wake-up knockdown: whatever into 6c > dash > 5c (have to wait till last possible moment for low air) > 6c > dash > sj jb > jc > jd > you then land and do a 3c into 236c. Damage and meter gain is roughly the same, so just mix these two up to keep them on edge.
White Raven Posted July 12, 2009 Posted July 12, 2009 This is going to sound really newbish...but what the hell can I do do stop Bang's D spam? Ive tried getting invulnerability frames with 623B but I cant consistently time it. Ive also tried mashing 5A but this only works maybe 6/10 times. Any help?
MasterGamer Posted July 12, 2009 Posted July 12, 2009 COUNTER ASSAULT aka Dead Angle (DA) aka Alpha Counter Done by pressing 6AB when blocking. Consumes 50% heat. What does this do? I tried it and all I get is either his 6A or 6B, but nothing that costs 50%heat. Also, it would seem that Jin's only means of actually punishing a bad move by his opponent would be 6C, but that's not always effective. I'm usually stuck in a corner blocking for dear life hoping my opponent messes something up, but even when I block a seemingly unsafe move and go for a counter attack, they're always either too far away for my attack to hit or Jin's freezing moves are too slow. Does defense = lose in this game and should I button-mash until something finally hits and then keep on the offensive? I was under the impression this game was better than that. Needless to say, I'm frustrated, so please, any help would be appreciated.
shtkn Posted July 13, 2009 Author Posted July 13, 2009 i don't know what to say other than you're doing it wrong. when in blockstun, press 6AB and jin will do a 5C that knocks the opponent away (if it hits), and consumes 50% heat. are you waiting too long to press 6AB? as for your other question... i'm having problems understanding your question... they do a move with lots of recovery and you're asking what you can punish with? try a faster move i guess? out of all of jin's moves why do you think Jin's 6C would be the "only" thing you can retaliate with? bb (and gg) does reward good offense over good defense, so that's sonething you will have to get used to. learn to push your opponent out using Barrier Guard, and then get an advantageous position, or learn to stop him before he gets close to you. your problem is terribly vague, so i can't comment.
Jissai Posted July 13, 2009 Posted July 13, 2009 I have no fucking clue how to approach with Jin effectively, and after that, doing a decent pressure string since they seem to be blocked so easily.
purify Posted July 13, 2009 Posted July 13, 2009 I have no fucking clue how to approach with Jin effectively, and after that, doing a decent pressure string since they seem to be blocked so easily. There is no 100% safe way to approach anybody 100% of the time, but there are options you can choose that are safer than others, depending on the situation or character you're fighting. In general, you don't want to do anything at neutral that they can react to, especially nothing like B/C/D ice car, air dashing or jumping at them. This is because they can see it in time to anti air you, or just block and punish whatever you're trying to do. Instead, at farthest ranges, it's a better idea to throw out a projectile first and run behind it (though this is a bad idea vs. certain characters like I said, see nu), throw out a 236D and do the same thing, or when you're not so full screen away (most often) just space with normals. By "space" I mean you're creating an area of space that your opponent has to respect. Your neutral D (5D) does this pretty well, in conjunction with your uppercuts (A and B are better at spacing than outright anti air from my experience). Once your opponent understands that he needs to approach -you- more carefully, you can move in closer, at which point you do your block strings, high/low, hit/throw, whatever. If they "block forever", two things: you should probably work on your offense and, even if they are blocking all you do, there is a guard break in this game. You may not often actually get the break, but the threat of it and the mind game involved will coax them into taking more risks to get out, which you can punish/react to. As for the other guy's question about punishing things, that depends on what they did and where you are. If you Barrier Guard btw, then you shouldn't be blocking stuff for too long. 6C is not something you punish with, it's not even a move you'll do outside of a combo unless in like, really rare occasions. Try a DP, wave super or a faster normal.
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