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shtkn

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  1. we could ahve had a few more, but the hotel staff said we would be overloading the power outlet we were given
  2. the only preconditions for taht combo are you need to be able to air combo into a j.D that freezes, and you can't be completely in the corner... not terribly restrictive edit: you could probably replace the j.236B with a j.236A in the corner
  3. ppl need to stop using my color ggs all
  4. if ppl want to make threads for matchups in the matchup section, thats fine ONLY if you have enough experience in the game to start a discussion. No threads taht contain just the word "Discuss". I feel like i don't have enough experience with the game to offer any advice so i've been holding off on it. as for replacing 5D with 6C in block strings, i think a lot of ppl had this idea once they figured out that 5D was pretty crappy, but i ahevn't heard/seen anyone put this theory into practice yet. another area possibly worth exploring taht veteru brought up with me a while ago was using 214B to break guard primer (without getting punished for it). The idea was to end a block string with 214B and make it so you hit them with the tip of your sword of the second hit so that you can't get punished since you're too far away. I tried it once and it felt like 214B goes too far forward to make this a decent block string ender, but i didn't try tiger-kneeing a j.214B (since this travels not as far as the ground one). Anyone want to test this out?
  5. shtkn

    CS at Mike Z's!

    when is open mike night?
  6. Courtesy of DL Member Ice Cube Hirensou combo (or 6C>6D loop) (or Jin's corner loop): (demo: http://www.youtube.com/watch?v=3jIkLmiNr0U#t=4m41s (the dennou vs matsu match everyone is talking about)) (Note: AC means 5C hjc j.B j.C j.2C jc j.C j.2C) Must be done in corner with 25%: 6C>6D xx 6B>623B xx 6C>6D xx 623D xx 6C>6D xx AC (DA = 5497, 5356 w/o 6B, 5229 w/o first 6C) 5C (CH or crouch) >6C>6D xx 6B>623B xx 6C>6D xx 623D xx 6C>6D xx AC (DA = 4773, 4665 w/o 6B) 623B xx 6C>6D xx 6C>6D xx 623D xx 6C>6D xx AC (DA = 3938) 5B>5C>623B xx 6C>6D xx 6C xx 623D xx 6C>6D xx AC (DA = 4091) 5D>dc>623B xx 6C>6D xx 623D xx 6C>6D xx AC (DA = 4503) (tight timing on 623B, add a 5C if you cannot do it) (5D can do damage on normal hit ) Double Hirensou combo (must be done in corner with 50%) 6C>6D xx 6B>623B xx 6C>6D xx (623D xx 6C>6D)x2 xx AC (DA = 6104, 6016 w/o 6B, 5903 w/o first 6C) Triple Hirensou combo (lol) (623D xx 6C>6D)x3 xx AC (DA = 5643) (All combo tested and fully worked) (Note: for 6B>623B, delay the 623B or air 236B will come out, and hold B for easier timing)
  7. thanks for the translations, souseta. i'll copy them to the locked thread. as for 5D... yeah, it's slow, it's hitbox is still good, but it's not safe on block and you can't cancel to all specials (only 25% specials and supers), so it's not taht good... maybe for punishing purposes if you're too far to do anything better? i dunno.
  8. Souseta's translations of the combos listed on http://www40.atwiki.jp/blazblue/pages/196.html#id_8298ccee (ch)…counter hit (jc)…jump cancel (hjc)…high jump cancel (dc)…dash cancel (rc)…rapid cancel BnB combo ・5B(2)>5C>(3C)>B Musou(Ice car)>Dmg/DA:1600 ・5B(2)>5C>(3C)>C Musou DA:1800 only works on rachel, tager, arakune ・5B(2)>5C>3C>2B>5C>(hjc)>JB>JC>JD> C air musou DA:2500~2600? ・5B(2)or5C>3C>2B>5C>6C>(dc)>JC>J2C>J2C>JD>C musou DA:2670 standing combo ・5B(2)>5C>C mash/sekkajin(8Hit)>(66)>6C>2D>6B>C musou DA:2700~2800? ・5B(2)>5C>sekkajin(8Hit)>(66)>6C>2D>6B>5C>3C~起き攻め( okizeme) DA:2700~2800? ・5B(2)>5C>sekkajin(8Hit)>(66)>6C>2D>6C>C musou DA:2700~2800? ・JBorJ2C>5B(2)>5C>sekkajin(8Hit)>6C>2D>6C>C musou DA:? PS: I don't think the (66) really necessary considering that 6C already moves you forward I think. but I am not 100% sure about it, so far my combo connects going straight to 6C without the (66) crouching opponent ・5B(2)>5C>6C>2D>(66)>6B>C musou DA:約2500? ・5B(2)>5C>6C>2D>(66)>6B>sekkajin(8Hit)>C musouDA:2700~2800? everywhere on the screen? ・5B(2)>5C>DP B>hiyoku getsumei(D super)>DP A DA:2700~2800? corner combo ・5B(2)>5C>3C>2B>C>6C>6D>6D>5B(2)>5C>3C~起き攻め(okizem e) DA:2700~2800? ・5B(2)>5C>6C>6D>6D>5B(2)>5C>3C~起き攻め DA:2800~3000? ・5B(2)>5C>DP B>6C>6D>6D>5B(2)>5C>3C~起き攻め DA:約3000~3200? ・5B(2)>5C>DP B>6C>6D>6C>6D>5C>J2C>D musou>6C>C musou DA:3818 6A combo PS: 6A is a good okizeme for people that get up and block low ・6A>C musou DA:1800? ・6A>D musou~ DA:? ・6A>sekkajin(8Hit)>6C>2D>6B>C musou DA:? ・6A>DP B>6C>6D>6D>5B(2)>5C>3C~起き攻め DA:約2800? corner combo ・6A>DP B>6C>6D>6C>6D>5C>J2C>D musou>6C>D super>C musou DA:約4800? corner combo 3C combo picking up the opponent ・3C>2B>5C>6C>JC>J2C>J2C>JD>C musou DA:3018 ・3C>2B>5C>6C>6D>6D>5B(2)>5C>3C~起き攻め corner combo 2D combo ・2D>(66)>6B>C musou DA:約2000? ・2D>(66)>6B>sekkajin(8Hit)>6C>C musou DA:? ・2D>6C>(dc)>5C>JC>J2C>J2C>B musou DA:約2800? throw combo ・either throw>A ice car(whiff)>sekkajin(8Hit)>C musou or (wait) C musou? DA:? ・either throw>A ice car(whiff)>5C>2C>JC>J2C>JC>J2C ・either throw>A ice car(whiff)>5B(2)>5C>3C ・back throw> A ice car(whiff) > hiyoku getsumei A DP (on counter hit) ・DP A(ch)>touga hyoujin(C super) DA:約2100? ・DP A(ch)>D musou>6C>C musou DA:? corner combo ・DP A(ch)>D musou> C super ・DP A(ch)>5C>6C>6D>6D>5B(2)>5C>3C~起き攻め <= must be corner combo I am not sure how DP A(ch) can connect to 5C if it's not in the corner D DP ・D DP>C super DA:約3200? ・D DP>5C>6C>6D>D superDA:? ・D DP>5C>6C>6D>6D>5B(2)>5C>3C corner combo PS: I think it's better to go straight to 6C after the D DP, just in my opinion, I have a hard time connecting and timing the 5C and straight 6C works better JC counter hit ・JC(ch)>5C>JC>J2C>J2C>JD>C musou DA:2500~2800? ・JC(ch)>2D>6C>dc>5C>JC>J2C>JC>B musou DA:2500~2800? ・JC(ch)>JB>JC>J2C>JD>C musou DA:2500? for some reasons all the (jc) jump cancel notation is missing so if you see a standing move connected to a jump move most likely there is a jump cancel in between Souseta's translations of combos from http://www14.atwiki.jp/jinkisaragi/pages/46.html BnB 5B(2)>5C>(3C>)B Musou Damage:1574(1749) 5B>(5C>)3C>>2B>5C(hjc)JB>JC>JD>C Musou Damage:2313() 5B>(5C>)3C>>2B>5C(jc)J2C(jc)J2C>JD>C Musou Damage:2336() 5B>3C>>2B>5C>6C(dc)JC>J2C(jc)J2C>JD>C Musou Damage:2670 5B>3C>>2B>5C>6C(dc)JB>J2C(jc)J2C>JD>C Musou Damage:2654 Standing 5B>5C>sekkajin(8)>>6C>2D>>6C(or6B)>C musou Damage:2787(2725) 5B>5C>sekkajin>6C>2D>>6B>>5B(or5C)>3C Damage:2591() JB or J2C>5B(2)>5C>sekkajin(8Hit)>6C>2D>6C>214C Flexed Combo 5B(2)>5C>6C>2D>(66)>6B>Sekkajin(8Hit)>214C Corner Combo 5B>5C>3C>>2B>C>6C>6D>>6D>>5B>5C>3C Damage:2660 5B(2)>5C>6C>6D>6D>5B(2)>5C>3C~okizeme 5B>5C>DP B>>6C>6D>>6D>>5B>(5C>)3C Damage:2728() 5B>5C>DP B>>6C>6D>>6C>C Musou Damage:2965 5B>5C>B Musou>>6C>6D>>6C>6D>>5C(hjc)J2C>D musou>>6C>C Musou Damage:3410  6ACombo 6A> Ice Car(B/D) Damage:1359() 6A>sekkajin>>6C>2D>>6C(or6B)>C Musou Damage:2734(2665) (Corner Combo)6A>623B>6C>6D>6D>5B(2)>5C>3C~okizeme (Corner with 75% heat) 6A>623B>6C>6D>6C>6D>5C>(hjc)>J2C>214D>6C>D super>214C Damage: 4800 3CCombo 3C>2B>5C>6C>(dc)>JC>J2C>(jc)>J2C>JD>214C (Corner)3C>2B>5C>6C>6D>6D>5B(2)>5C>3C~Okizeme 2D Combo 2D>>6B>Sekkajin>>6C>C Musou Damage:2399 2D>>6C(dc)5C(jc)J2C(jc)J2C>C Musou Damage:2433 2D>>6C(dc)5C(hjc)JC>J2C(jc)J2C>B Musou Damage:2525 Throw Combo Either throw>214A(miss)>5C>2C>(hjc)>JC>J2C>(hjc)>JC>J2C Back throw>A Musou(miss)>>5C>2C(hjc)J2C>C Musou Damage:2541 Forward Throw>SEkkajin>>6C>2D>>6C>C Musou Damage:2307 Either throw >214A(miss)>Sekkajin(8Hit)>214C Either throw >Astral/Rengoku Hyouya Damage:Instant Kill JC Counter Combo JC(ch)>5C>(hjc)>JC>J2C>(jc)>J2C>JD>214C JC(ch)>2D>6C>dc>5C>(hjc)>JC>J2C>(jc)>J2C>214B FC Combo 2C(FC) Combo 2C(FC)>6C>2D>(66)>6B>Sekkajin(8hit)>6Cdc>C>6Cdc>JC J2C>J2C>D Musou>6C>C Musou Damage:4590 2C(FC)>6C>2D>5C>6C(dc)>C>JCJ2C>J2C>B Musou Damage:3862 2C(FC)>6Cdc>C>6Cdc>C>6Cdc>JCJ2C>J2CJD>C Musou Damage:4011 2C(FC)>6C>2D>>2C>6C(dc)5C>6C(dc)5C(jc)J2C(jc)J2C>C Musou Damage:4034 2C(FC)>6C>2D>(delay)6B>5C>6C(dc)>5C>6C(dc)>JC>J2C> JC>J2C Damage:4201 2C(FC)>6C>2D>>6B>>{5C>6C(dc)}×2>5C(jc)JC(jc)JC>C Musou Damage:4230 2C(FC)>6C>2D>>6B>>5C>6C(dc)5C>6C(dc)D DP>>5C>6C>C Musou Damage:about 4500 Have to be in the corner when you do the D DP 2C(FC)>6C>2D>>6B>>5C>6C(dc)5C>2C>6C>D super Damage:About 4700 2C(FC)>6C>2D>>6B>>5C>6C(dc)5C>6C(dc)D DP>>5C>2C>D super Damage:About 5300 Yukikaze(FC) Combo Need to do rapid cancel so you need 100% heat for all these combos Yukikaze(1)(FC)(RC)>dash>6B>5C>2C>6C>(delay)DP B>6C>6D>5C>HJB>J2C(jc)>J2C>D Musou>6C>C Musou Damage:4246 Yukikaze(1)(FC)(RC)>dash>6B>5C>2C>6C(dc)>(delay)5C >6C(must be in the corner now)>6D>5C>JC>J2C>J2C(should have 25% heat now)>D musou>(land)>6C>C Musou Damage:4018 Other Combo 623A(ch)>C super Damage:2200 623D>C super Damage:3200 C super>236B Damage:? 623A(ch)>214D>6C>214C (Corner Combo) 623A(ch)>214D>C super D DP>5C>6C>6D>D super some of my translations might be wrong, feel free to correct me
  9. your hitbox was too high off the ground? just taking a guess. I know can't RC once the counter super is active (though it shows the RC effect, you don't lose the meter). also, i've deleted plenty of posts in this thread already... you guys think i should prune more or not?
  10. you know he used brett cuz he does brett yell
  11. sorry, no CS frame data, my bad. but you have access to CT frame data http://s1.zetaboards.com/blazblue/pages/jin_data/
  12. no CS frame data exists yet, so no clue about yukikaze. it feels just like hakumen's... only it doesn't catch lows and the freeze part is different. almost all fighting games run at 60 frames per second (in fact i can't think of any game that doesn't), so one frame = 1/60 second = 0.0167 second so as an example 5 frames = 5/60 second = 0.0833 second i'll be at the bbq, but i dunno if CS will be... maybe we can all take a trip to AI
  13. Ask simple one-liner questions here! Here are a few common questions and answers (copied over from CT since I don't think they've changed). Q: How do I freeze/refreeze opponents? A: from the beginner guide: 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 - 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. Q: 632146D super (Ice Arrow) only does 1 hit in teh corner sometimes! A: yes, I'm not sure on the exact conditions for this, but it does occasionally happen when i back throw someone into the corner then Ice Arrow... I don't know of any remedy for this problem. Q: How do I do an astral finish? A: You must first fulfill the following conditions 1. Have 100% heat 2. Have a Burst available for use 3. Opponent must be below 35% health (when their heath bar reaches the thicker part and turns red) 4. Must be match point for you (If you win this round, you win the entire match) 5. Did not perform an an Astral this round. Once you have all of these things, your character portrait will flash white. Each character's command for astral is different. Jin's is performed by [2]8D (a flash kick from street fighter). After performing the astral, you will lose all 100% of your heat and the Burst. Q: How do I use sekkajin (the mash C move) in combos correctly? A: To combo into sekkajin, you need to make sure the opponent is fairly close (they should almost be touching you). To combo after sekkajin, realize that the 8th hit of sekkajin launches the opponent into the air so you should stop mashing C after the 6th hit of sekkajin, then do whatever's next in the combo. This will take some practice since this is a link. You can't just mash out the next move, you need to wait for Jin to finish recovering from sekkajin before you do your next attack. Also note that if your combo has scaled quite due to damage scaling, then the sekkajin might not combo. I find that anything above 15 hits means you wont be able to get the 6C after the sekkajin (but you can do run up 5C).
  14. i would imagine jin's lasts for like a second normally too, but i'm saying that when you hit nirvana with yukikaze (which shouldn't be too hard since she has so much recovery on all of her moves), then the active frames of yukikaze will hit nirvana and go on for a very long time. You can test this in CT with Hakumen/carl if you like.
  15. the one use of yukikaze i have found is that it's good vs carl. if you can hit the doll with yukikaze, then the active frames of the super last a very long time (it hits the doll like 4 times or something) and unless carl super jumps, double jumps, then does that air special of his (allegreto?), he will fall into the counter super and get hit. so maybe this super will be a very good tool if you can IB stuff in a Carl/Nirvana sandwich. Even if carl manages to avoid getting hit, you basically escape the sandwich since you're invincible till you put away your sword.
  16. i can't go to evo this year
  17. i don't think 6B > 5C works on standing opponents in CT (crouching oppnents yes), and you could do 6B > 2A without the run. i tried doing 623B CH to 214D on tager and bang on the ground... maybe my timing's off or something but yeah, couldn't get it midscreen you're the one near a machine, can you try them and make sure i'm just not messing up? the soonest i can try again is next weekend.
  18. some jin changes i noticed this weekend... freeze times on everything is a little longer... for example 5D > dash cancel > 5C works on ppl now and 623D freeze will make them touch the ground for a little bit before they shake out 6B causes more hitstun on hit, you have enough time to dash up 2A on standing hit or 5C counter hit 623B > 214D doesn't work mid-stage anymore
  19. dude, you're annoying me too... please calm down and research before you post. i never did the corner combo with 623A in between hits of a 236D.... i'll try to get it down in CT before i go this weekend (no promises tho). hakumen's yukikaze should beat you doing 623B. it did in CT anyway. hell yukikaze hits people through bursts... i'm not going to test this. You sure it missed on you? i really doubt it, double check this and post your findings in teh CT thread if you prove me wrong. 2C leading to air combos vs enemies on the ground? please clarify your question. 2C vs grounded enemies did not lead to an air combo in CT... what makes you think it would in CS? People say that the new 2C is jump cancelable on hit only now, and that it's a fatal counter.
  20. this is a CS thread. if you continue this CT talk, i will delete or infract. Take CT discussion to the CT thread. sigh i should probably delete those posts... I will hopefully be able to play CS this weekend, so if you have things you want me to test please post up.
  21. i think i read somewhere it's now [2]8D, but that's not confirmed. can you test it out? i'll update the first post afterwards. also, what are your jin impressions pozerwolf?
  22. I figured that all the videos in one place would be more convenient, but i guess if that's what you guys want, ok.
  23. So continuum shift is out in japan (and select arcades in america)... please no stupid posts. Here is a change list ryoko posted. A moves-5A and 6A seems unchanged, 2A slightly slower? B moves- 5B slightly slower, cannot hit downed opponent, 5B>2B, did not check 6B yet C moves-2C guard cannot jump cancel, 5C is fast D moves-5D can cancel into D specials only but still dash cancelable, links to 6C on counter hit, 2d is better, 6D guard crush ja/jb slower but still good fireball-A has less+, b unchanged, C fires one slow projectile, d has more recovery air fireball- other than D all have less recovery dp- A unchanged, B can still combo 5C, may be character specific though musou- a unchanged, b is neutral or slight advantage and 3C>musou B>5C works at right distance, C floats Air musou-A unchanged, B knockdown but can be teched before hitting the ground (think Sol's drop kick), C knockdown gives neutral 5D- starter 100%, combo 64% jC/j2c-starter 55/53%, combo 60% jD- start 52%, combo 55% 3C- start 67%, combo 84% 6D- start 73%, combo 92% A dp- 800 dmg, start 44% b dp- 900 c dp- 1000 throw- 40, 70% back throw- 48% air d fireball- 655? dmg, start 58%, combo 90% astral- command changed to [2]8D if you notice an error let me know and i will update this post.
  24. "guilty gear general", and "guilty gear online" should be moved to the guilty gear section in order to mirror the blazblue section. other than that, yay good stuff.
  25. i didn't play in the tourney (nor did i pay for parking), so i had a fun time. sad to hear about the rookie problems at the event
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