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Everything posted by Chris Chaos
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I am definitely going to be using these videos as a reference to relearning the game. Thanks Jourdal.
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ALOHA CORE!!! Hawaii's air-dashing scene.
Chris Chaos replied to BearsWithKnives's topic in West Coast
Who's hunting Monsters in Hawaii? Why has no one informed me? Sorry Solar, laryngitis sucks. I have been around people who've had it and it appears to be no fun. I hope you get better soon. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Chris Chaos replied to Yuushiro's topic in Archive
Challenge 5 is more on timing than anything else. The inputs are pretty easy but your timing for both trials have to be a bit delayed. Trial 1: Time Delay shooting Arrows, don't do it directly after you land 6c otherwise you will always miss (because of how high the character is). Try to find the timing for it and keep a it. Trial 2: Time delay comes when going for 5c, if you hit the opponent too high, you will go for the first J.c and swing the opposite direction, if you do it too late, they will recover. Look at the demonstration to get an example of how that works, it will help you out in the long run. (Kinda wish 3SO had demonstrations to assist with the trials on their game...) -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Chris Chaos replied to Yuushiro's topic in Archive
Jin I would say is somewhat, beginner friendly. But you have to understand the game's system before making a final decision on a character because BlazBlue isn't one of those, pick-up-and-go fighters. It's not as in depth as GG but it has it's own learning curve as a whole. Play with the Jin in training mode, do his basic bnb's and some of his challenges to see how well you can pick up the character. Once you feel comfortable enough, play against someone and see how well you do. Learning Jin overnight is not going to happen, that will take time just like every other character in this game because everyone here has advantages and disadvantages you can expose or be exposed to. Tough it out in Training Mode and Challenge mode to get the basics and timing down and getting some match-up experience in after that. You will know if you want to play Jin after that. That's my advice but I'm sure someone could explain it better. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Chris Chaos replied to Yuushiro's topic in Archive
Well, I can't blame you there. I'm gonna hop in training mode to get my skills up since I feel like I'm lacking again. What works best for you guys once you've gotten the game down? Training Mode or Sparring? -
Thought I'd post a video of one of your Tager Mod's here, for you guys who don't post or view the General Thread or the Michigan Thread. Hope you guys enjoy.
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Van, you're right. After hitting up Training mode, you can be punished if the Tager Atomic Collider's and holds it against your burst if you're in the air, but not on whiff, a whiffed AC does not have the pulling power to bring you to Tager. If you're grounded, you're fine, even a fully held Atomic Collider won't move you. It's as you said; no one should be getting hit with a full screen Spark Bolt anyway, I noted it in the case that it does happen (I've seen it happen before), and when a Tager hits a Jin player with spark bolt, it's uncommon for them to perform a fully held Atomic Collider to your burst if you're in the air, they tend to use Spark Bolt with the intention of pulling off optimal combos most of the time it doesn't start with Atomic Collider but it can happen. I appreciate the addition to the thread and I'll make the changes to my post, Thank You for the correction.
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Bang's overheads consists of 5c, j.c, j.b, IAD > 4b; Most of which involving him to jump and 5c isn't too fast to neutral block on reaction and you can easily AA bang for trying to hit you with a jumping overhead. Nail Pressure into command grab is flawed because anyone can jump out. So yeah, Bang has a good mix-up game because if the tools are used right (Aerial AA, 5C, Bumpers), it can rattle the opponent's brain and expose them to a lot. I never said ALL of Jin's cross ups are "Double Fake Out" but with the way I posted, I can see where the confusion would lie, I'll apologize for that. Jin's IAD > D is literally jumping to the other side and freezing you so switch your block to 4, most Jin players will do this. sometimes others will stay above you and you will have to continue to block in the 6 direction, if you watch Jin's sprite, it's not that hard. Jin's OH is not that great and most Jin players don't use it for that reason (Except myself). The OH won't be useful unless it's used in pressure and if it's thrown out, it's pretty obvious. But for someone just starting the game, I guess it would be hard but for those with experience playing fighting games, they are used to this because there are other character in other games that can pull this off.
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Jin does have Mix-Up but it's lacking, Jin also doesn't have true cross-ups. Most of his stuff can be seen and blocked easily and you can punish him for it. Jin has "Tricks" or "Gimmicks" as you could call them but they are so strong it makes people believe they're legit. (ex.) Jin's cross-ups as you would call them work on your opponent's reaction's to get them from blocking in the 6 direction to switching guarding the 4 direction, but Jin jumps back to the original side he began and forces the opponent to move toward him getting a free freeze, making it appear to be a cross up. Either way, if you want someone who's strong in Mix-up, go with Makoto, she's easy to learn and her mix up consists of Hi/Lo which is easy to pick up. Bang's Mix-up comes with his bumpers which makes his mix up strong but without it, his mix up is pretty lacking (lol 2a, 2a). Or if you like taking a steep learning curve you can go with Litchi who has excellent mix up but her learning curve would be frustrating to a beginner especially if this is their first fighter.
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[CSE-CP] Jin General Thread "Jin it to win it... again"
Chris Chaos replied to Yuushiro's topic in Archive
Well, maybe this will do you one beter, Remember this? Forgive the lack in introduction but this is WAY before I even though about that set up. EDIT: Where are the other Jin players? I know for sure this isn't it but at least people are hitting up the thread, it's better than nothing. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Chris Chaos replied to Yuushiro's topic in Archive
First thing's first: I had no idea you were SCAM 4 LIFE bro, what's up? Secondly my bad for not Jin Mirroring you when I had the chances to do so but I prefer the PS3 pad when I play. In addition to that, I just hate Jin Mirrors personally. Now that's outta the way: I am also shocked how OH > purple grab works. I have done it by accident when I try to RC and don't have the heat for it. Jun's overhead does add to the mindgame if you don't RC it as you said but man the punish that can follow makes me think twice about things and that's one of the things people say about my Jin, I'm SUPER safe when I play and don't take risks. I have been changing that as of late but it is hard to kill old habits. -
3C > 236D does works on Tager, his only option is to back step but if he's in a corner, he has to block. I've done this many times on AXIS and he claims backstep is all he can do midscreen and that's all I've seen him do. I did say use 6a sparingly because it's negative on block I did make notes of that in my post. Which I also noted that you should have 50 heat before attempting this in case it is blocked, RC does give you the option to continue pressure if it is blocked and gives you better options to get out. Come one Moi, give me more credit than that... LOL! I do like your additions to the thread, it was needed, the options you put are definitely going to be put to good use by me for now on.
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Basic/Matchup overview: 6-4 In Jin's Favor. Not to bad to deal with but can turn for the worst quickly. This match-up has basically gone back to the CT days, but not as easy since Tager has gotten a few extra gimmicks so if you don't keep your eyes open you will be hurt. You as a Jin player have a lot of tools that will give you the advantage in this fight, you have to use them and not be predictable since Tager is a defensive character, he love predictable and can get 3-5k easy because of it. From my experience from fighting Tager, these are you best options. Long Range: Ice Blades: Not really a good option but it's an option. You can use this to see how Tager is going to react, and it can also help your approach if you use them to make the Tager do something you can take advantage of. Mid Range: 2D: This is probably your only best long range tool, the issue is that it can be sledged through so your uses of 2D are limited. If you do hit Tager with this it can open up for your midrange combos and force Tager on the defensive and puts you in a place to pressure tager with close range attacks where (Crazy Enough) Tager doesn't want you. A/B/D.dp's: Tager is a huge character and can get hit with a/b dp's from a nice distance, but the issue here is that EVERYONE in the game can evade a DP with ducking so you want to use these sparingly unless Tager jumps in. j.(A/B/D) Ice blades: These are good to use especially since Jin has the ability to air dash cancel after throwing ice blades if he's high enough. A good air approach if you ask me, And be wary of yomi Collider, if he attempts to IB the A/B Ice Blade expect an Atomic Collider to follow so to stop this you can stuff it with D. Ice Blades since you can cancel Ice Blades into more Ice Blades. It's a good trick to use, if you have no idea how it's used, look up ShadowRedZero, he's a Jin notorious for using this. 5C: A good poke to keep Tager at bay unless you are magnetized. Tager's range is not as good as Jin's so use this and if you CH your 5C, guess what? Mid-Screen Combo! Follow it up with 6C and perform your optimal combo or a combo you're comfortable with and it puts you in range to do more damage. Short Range: 2A: We know how abusive this move can be and it helps REALLY well here, especially if you're pressuring Tager. You could even use this as an AA but it's not well advised since you could trade with Tager and it puts you in a tight situation. 5A: Also another great tool used to pressure Tager. It helps to use this a bit when you have Tager locked down, Most Tager players try to see how often you jump out so he can collider combo you when you attempt to jump out but if you're not jumping out he may say forget it and go with his other option 5B: Another great tool that can lead to a lot of good things for you. Use this when you can on Tager so you can continue the pressure on him to open up for decent combos to crack Tager under pressure. 6A: An outstanding tool on confirmed hit, in a corner, it can lead to 3K if you follow it up with 6C. It's an overhead sparingly used because it's negative on block but it's an overhead and it has it's uses, use it to pressure Tager and make sure you have 50 Heat to RC so you can combo off of it. 6B: A great tool for mix up, it can beat his 360/720 attempts and open up the opponent for a nice healthy combo but remember you can be hit out of this with a 2A/5A attempt so pick your time to use this. Best Tools: As a Jin player you have a lot of tools and tricks to use on the Red Devil, such as: IAD Ice Blades: This can expose a Tager if they get gimmicked and open up for a nice combo to follow up but the sad thing is that if they see it and they hold back they will block it because this will NEVER cross up... 3C>D Ice Blades: Another good trick here, It allows us to perform a safe mix up with the cost of 25 heat. We can follow up with a few options for this mix up is with: Empty jump 2B, Empty jump grab, Jump air dash > air stuff IAD Ice Blades. These are a few of the options We have off of this set up and it forces Tager to block but be careful he does have a GDLK backdash so if he sees it coming you got to be careful but in a corner... Have Fun Tager 6D>D Ice Blades: The 6D resets Tager when he's airborne and forces him to fall into the D ice blades, if he doesn't block correctly, he's gonna be free to whatever you do to him after this, hit him with an optimal combo or something you won't drop. Run in > 6B: This one is made to mess with Tager's reaction, when someone runs up to you they throw you right? We have that option but we also have 6B. It will bait Tager whiff a throw (BC/360/720) and open him up for 4k+. Best way to pressure: All of Jin's Close range atacks: 2A 5A 5B {All of the reasons are Stated Earlier in this Post} 6A 6B Use these in the best way possible to keep Tager guessing so when he is open for an overhead or tries to 360 you, you can hit him with your overhead or 6B. You also have 2D and 5C (Also earlier explained in the post) to add on to Mid-Range pressure as well and open up for those combos to hurt Tager. Their strategy vs us: Close/Mid Range: 5A: This is a good tool to make us believe the ground is not the way to go. Baiting our DP's: They will do this with Back Dash or Ducking. Good news is that they can't Punish 5D (Unless they yomi sledge) or D.dp (Unless Magnetized) 2A/2C obvious jumps: This is the monster, not so much 2a but 2C is that FATAL!!! I have been hit with this many times and man, I can tell you, if you get hit with this i can lead to a good 4-5K and if you're already down on health, "That's All She Wrote..." BE ESPECIALLY CAREFUL when you try to approach Tager because 2A will stuff your air approach and 2C will stuff some of your cross-up attempts. Tager wants to avoid the corner, Things get REALLY bad for Tager if he does, and the match-up is much easier for us when Tager is cornered. 2B>gadget works on Jin, be wary of this because it's a special tool they like to use against us. 360A goes through A, B, and D DP's but they have to know the timing but it can hurt us if we don't look out for it. Gadget Finger puts Tager in the advantage in this fight. Our few options are 2 Dp's, They are going to try and bait C.dp with 5A so be carefulthat you see that coming and use A. DP if that is the case, make Tager pay for trying to mind-game you into doing what he wants. Long Range: They will Volt Charge and IB Ice Blades. They are going to react to how we approach so make sure you're prepared for whatever approach you have against him knowing his options. SPARK BOLT: Holy Crap this move, it will make you hurt, they will do this the second you make a mistake and make you eat big damage off of it. Tager will look for 2D so you want to use it sparingly because he can sledge through it and we can get hit for it. Tager will be wary of jumping in because of our AA options are among the best in the game, Tager will try to keep things neutral so remember that and do what you can if he does jump in. Best Overall Strategy: You want to get close as crazy as that sounds. Tager is a HUGE hitbox so we have the ability to do a lot to him in close range. You want to try to get as much as you can off of him when you freeze him because he has a LOT of health and it will take a few good combos to end the round. Spark bolt is a deadly tool he has that can punish you full screen for throwing out something you shouldn't have and if you don't have the health and you're full screen: Bursting is your best option (If you have it). Your life has been sparred for the moment because Tager can't punish if you burst full screen off of Spark Bolt connecting if your grounded. On the other hand, if you're airborne and Tager holds Atomic Collider, he can punish you so make sure you make your choice carefully and quickly but in the end; bursting full screen is in your favor. If you're close and he hits you don't burst immediately, he can volt charge your burst and hit you with a 720 and the salt level will rise to critical. Even though Close range is where you want it, Tager can always Wake-up 360/720 and ruin your day, be very wary of that option when your close to him and watch for IB's, if the Tager knows what he's doing and reads your pressure game if you're not mixing it up, he will seize the opportunity to IB >(360/720) you. When trying to cross up Tager you must be wary if he's crouching because all he has to do is hit the C button and you have been Fatal'd... I'm sure I'm not the only one who's seen the damage left behind a Tager fatal but it hurts. You need to make sure when your going to cross up Tager he is already standing up and blocking your pressure string if you want to safely do an IAD Ice Blades. I hope this helps you guys out as much as it helped me and if you guys have some things to add, it would be appreciated.
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[CSE-CP] Jin General Thread "Jin it to win it... again"
Chris Chaos replied to Yuushiro's topic in Archive
LOL I used his overhead a LOT in CS1 because it was a free Sekkajin combo, it had it's uses since it was super cancel-able but that's in the past, we gotta move on. And I got back from casuals last night and I have come to realize that I have not hit a wall in progress. LunaKage and AXIS both told me that I have improved and I saw it myself. I just need to stop getting so damn salty when I drop combos and just wing it if something I didn't want comes out. I would do just fine, then I'd drop something or do something unintentional and I'd beat myself up for it WAY too much. They told me I do everything right if I'm comfortable and just need to stay in my comfort zone, also that I'm 200 percent better on pad, LOL. ^ This. It would expose a LOT of people if you kept them under pressure, in fact it still works, you just gotta know when to throw it out and you better have 50 heat to RC it otherwise it could work against you. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Chris Chaos replied to Yuushiro's topic in Archive
Man lucky you, CS2 Jin feels completely foreign to me compared to CS1. But I do like the changes they are applying I Extend. I however miss my free overhead combos the most, 6a/RC/etc. kills me on the inside everytime I do it. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Chris Chaos replied to Yuushiro's topic in Archive
Nice, it happened, a General Thread! Don't do this to yourself, I did it once, I regret everything. BTW, are you guys looking forward to the changes in CS2 Extend? @ Jourdal: LOL I know right? Rare footage of Omni playing Jin. Last time I had a mirror with him, I lost in the most salty of ways, clash/trade D.dp... Good Times. -
Nominate people for awards here:
Chris Chaos replied to Henaki's topic in Site Feedback and Suggestions
I Nominate LunaKage for a Tournament Ranking award. Reason: LunaKage placed second in the BlazBlue: CS2 Tournament at the Chicago Heart 3, a little over 2 weeks ago. -
If anybody has any idea how to deal with this character, I would LOVE to know your secrets. I cannot do anything against Taokaka to save my life, if anybody has any strategies or useful tips to share, I would highly appreciate it.
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GVN Summer Jam 5-(SJ5)- in Philly Augs 27th & 28th 2011 BB2
Chris Chaos replied to eric's topic in Archive
YO! Where is the stream!!! It would be awesome if they left us a link. -
True, but anything's is possible so I took it in consideration if that were the case. Either way primer loss for CA still makes you wary of your defensive options.
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Well, TBH, I don't have too many concerns with Jin but if I were to have concerns or things I like overall, here is my list (Sorry for the wall of text): This is gonna take a little getting used to, if projectiles aren't clashing with burst, that means if you burst at an inopportune time, you could get blown up for it. This will force players to learn how to burst at the right time. This here is going to be a huge game changer if this is for the entire set. Counter Assault is a good GTFOuttaMyFace tool, and the former cost was 50 heat but if it costs 50 heat and takes away a primer for the set, this here will also force players on how to use their defensive tools properly. This I am happy as hell for. I hate getting hit by 5-8 a attacks in a row, this is very annoying and frustrating and it shows that the player cannot hit confirm well. This here will also force players to learn how to hit confirm combos from low starters which is fundamental and something everyone playing this game should already know how to do IMO. This is a new gatling, I like new gatlings overall but sadly, it's only gonna work for about a week or 2 until everyone get's used to it. Everyone starting off will get blown up by this until they've seen it enough, then it will go back to it's original use, a block string or possible set up's for frame traps. This is something I'm sure every Jin player here is exited for. This needs no discussion but I'll say it anyway: About Damn Time!!! 2C is now a legit AA. It has it's uses in CS2 but now with head attribute invulnerability, it's gonna make a LOT of players more wary about jumping in on Jin (as if it already isn't a bad idea but people do it anyway). This tool will help out a lot in some match-ups that people are already struggling in, especially in the Ragna match up where his J.C is a pain in my left testi*** This already has Jin players that have posted here hype because it's something that should have been done a long time ago and now we are finally getting it. This will stop the worries about not being able to combo mid-screen. since 2D hit's higher, it will combo from 6C therefore strengthening Jin's mid-screen game which was lacking in the last loc-test. I had my worries about 6C as well but this puts all those worries to sleep. Since it hits higher, it will hit airborne opponents more often, forcing them to change their air approach on Jin because not only do they have to worry about Jin's DP, or 2C (New and improved), they also have to worry about 2D which hits further than any of Jin's DP's. Approaching Jin is now going to be a pain in the ass for everyone and Jin mirrors... This makes things a lot easier on the hands. Mashing C gets tiresome over time so holding C and letting it go for Sekkajin combos are going to make things a lot easier on the hands, especially if you play stick (That ring finger get's tired after awhile). It's a change we all are going to get used to but it's not a dramatic change. This helps for those lengthy combos that you caught someone doing 2a during those clutch moments where this move usually wouldn't kill. More damage in the long run is better regardless of how you look at it. The move Arctic Dagger was already good as it is but now it does a little more damage, I have no complaints here. Overall, I like that they are making the system a bit more technical and I'm happy as hell they took away the 25 heat burst mechanic, in the end it would just become a "Comeback Factor" (which a lot of people give hate to in other games; SFIV's Ultra Gauge, Tekken's Rage Mode, MvC3's X-Factor Mode) for those in a pinch. I know this worked for gold burst too, still the reward for a basic mechanic in the game giving you push back (if not baited) also gives you 25 heat is just dumb... This is how I see things on a positive and negative light.
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These changes look really nice. I'm with Moi on this, I hope the 2C buffs stay, the move will be a legit anti-air now.
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First Michigan Power Glove Tournament in Grand Rapids, MI
Chris Chaos replied to Commanderoftroy's topic in Archive
If I can get a ride out there(I'm literally begging here), I'm in. I got a little for gas money if anybody is willing to give me a ride out there. -
Hey guys, I'm just dropping off in this thread to see if anybody here still plays BlazBlue (or other various fighters). I will be moving from Detroit to Chicago to attend The Arts Institute down there. Expect me down there late September that's when I'll be down there for Orientation. I'll be down for casuals, tourneys, or whatever goes down out there, could you let a bro know what's good with the scene?
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Hell, I've beaten out Dead Spike with 5C before, it's that slow... If you IB Ragna's combo strings and see Dead Spike coming, you can 22-> 5C and CH Ragna (If your not too far out of 5C's range of course). Dead Spike can be scary but it's not to be feared.