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Everything posted by shtkn
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C version does more damage too. Check the frame data
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if this is all info culled from other sources, you should have just provided links... big-wall-o-text is kinda intimidating. example: i see that you basically copied the combo section from the beginner guide... you could have just provided a link to that post.
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errr, correction, frog only disappears if rachel is hit, not if she blocks your attacks. you can also hit hte frog itself to kill it, but the frog has 700 health, so plan your attacks accordingly.
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any point. this was shown in the tutorial video
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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).
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teh frog dies/disappears the instant rachel blocks or is hit, same for the pumpkin. as for strategy, i just try to stay right outside of her 6B range (the fork attack of hers), and punish anything she does with 5D. if she is able to set up the pumpkin and frog and poles... then i dunno what to tell you other than learn to block and dodge. her 6A is very scary, so don't try to jump in on her. also, learn to punish her special moves with ice wave super.
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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)
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rotate the stick counter clockwise for teh astral finisher, and you wont run into the problem of accidentally getting ice arrow super.
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everyting auto jump installs in blazblue, unlike guilty gear. also unlike guilty gear, you don't get your jump options back after doing an air tech.
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yes, you can combo into astral off a throw. i don't remember if it was unblockable or not, but whatever. to combo 6A into sekkajin, i just start mashing C until the 6th or 7th hit of the sekkajin and stop. It's a little hard to do but once you get a feel for it, it's not bad at all. the same principle applies to throw > sekkajin combos. for 6A > sekkajin, i start mashing C before the 6A even connects, and that helps out a bit.
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honestly, once we get subforums for character matchups, i'll probably delete the silliness at the start of this thread. it was that 2 ppl in 2 seperate matchup threads wrote "i haven't played BB yet, but can you do ______" that prompted me to say "no theory fighter"... imagine me going to a thread for a game i've never played and going "i don't play ____ but i think you can do _____". i'd probably get laughed at/insulted/etc. once the game's out, play the matchup, and then post up your opinions and we can have a discussion.
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good advice imo that seems to be the best way to get in on Ragna from my limited experience vs him. if ragna get's too happy with 5B, you can 5A it too
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We don't play Theory fighter here, Please refrain from doing this in the future if you haven't even played the game. as for actual advice, 5A and 2A beats her D moves if you space it right (read: your hand/scabbard is in the way of her extended claw). Her 6A has a LOT of range so be wary of that. her 5B is very fast, and is good for staying close to you, you can IB > 623C/D her mashy claw moves... um that's all i can think of. Anyone else want to gvie some input?
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5D and 6D are not good ideas vs tager. Those 2 moves count as projectiles, and tager's swipe move (236A and 236B) goes through projectiles, so if he does this as you do 5D or 2D, you will get counter hitted, and eat a fat combo. his powering up tager shot move (421C i think?) auto guards a lot of stuff too. I haven't fought tager enough to figure out this match yet so maybe someone else can chime in? edit: 2 people have chimed in with advice with the preface "I haven't played BB but..." Please refrain from doing this in the future. We don't play Theory fighter here
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sounds like a clash to me, but i guess test it out and get back to us? the graphical/aural effect for a clash is very subdued compared to guilty gear
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The guidebook combo you posted does 2397 damage and the j.D does not combo... am I missing something? This was tested on Jin and litchi As for your suggestions about the combos I posted, yes you are correct, I was just using them Ada point of reference (also, I'm lazy )
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Post videos of yourself playing and ask for advice/suggestions from the Dustloop community! Here are some ground rules: - no flaming. Any flames against anyone will be deleted immediately. -try to not spam the thread with your videos. Post your video, post a video showing some progress, but this thread is meant to help people, not be "my blazblue video journal".
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well, i guess i suck at combos then? i tried some combos off forward throw > sekkajin, and i can get 2.5k. i'm curious what combo you have that does 3k. for reference: forward throw > A ice car > 5C (juggle) > 2C > superjump > j.B > j.C > j.B > j.C > j.D does 2.7k forward throw > A ice car > run up 5B (ground 2hit) > 5C > jump > j.B > j.C > j.D > B ice car does 2.6k
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the sekkajin discussion kinda evolved into something more in-depth that wasn't a "Simple Question", so it's been moved to the Jin general discussion thread. Sorry if anyone was confused as to where all those posts went. http://www.dustloop.com/forums/showthread.php?t=5350
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yes, (again) this is explained in the beginner guide in the combo section. and yes, i'm implying that maybe buppa or ren just messed up the combo by mistiming something or doing it on a char it doesn't work on.
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this combo does not work on all chars from the beginner guide (i'm a broken record...), it does not work on bang and rachel, and only on arakune if he's in the corner. everyone else it works on anywhere on teh screen. the combo doesn't work on bang and rachel because they're too short and won't get hit by the j.B. It only works on arakune in teh corner because his hitbox is funny (I think). i don't know what videos you're specifically pointing at, but... maybe they just messed up?
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6A > sekkajin is the one use of this move that i can think of. otherwise, it's not safe (tager can IB > super throw you for example) i've experimented with forward throw into sekkajin and that does less damage tahn the usuaul combo, so yeah... can't think of any uses for this move otherwise.
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5D is clearly faster than 6D. Not to say 6D is useless... it's +12 on block, but it comes out super slow. in general, use 5D over 6D. 6D's startup limits it's usefulness, but it's okay to throw out everyonce in a while in block strings, or as a super-early anti air. 6A is an overhead, and is special cancelable on hit only. So you can use it as a mixup and start a combo as you attack the opponent. Beware that it has very little range, and you have no recourse (outside of a RC) if the opponent blocks this. read the beginner guide and look at the frame data for questions like this.
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Q: where can i learn about jin? A: try starting in the beginner guide 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 (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. 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: what is sekkajin (the move where you press C a bunch of times quickly) used for? A: you do the combo 6A > sekkajin > 6C > dc > combo (they need to be right next to you for this to work). Note that this combo is useful since 6A is an overhead, so you can use it as a mixup tool. Also note that if they block your 6A, you are left defeneseless. Another use for sekkajin: http://www.dustloop.com/forums/showpost.php?p=379406&postcount=10 Q: How do I get 100% complete in Jin's story mode? A: http://www.gamefaqs.com/console/ps3/game/958720.html look at the story mode faqs there. Q: I can't do Jin's Astral Heat! A: first make sure it's unlocked. Unlock it by beating arcade mode with Jin. After that, read the beginner guide. I can shootz ice? A: yes more as they are asked and answered in this thread
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updated wiht gatling chart