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Everything posted by Roldy
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Yeah, Carl's 6C overhead, when charged, is unblockable. You're also right about the 5B being JC'd into IAD J.2C Allecan. Allecan basically makes him drop down instead of bouncing, and he can continue pressure (and it's a free sandwich if the player knows how to summon Nirvana before the cross-up). J.2C is not an overhead though, so don't worry about that. One of his tricks though, is to RC J.2C and do a J.A (which is an overhead).
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If you've managed to sandwich the opponent between Carl and Nirvana, then (5B > 2B > 6B> 6]D[ > 6C) > 2A > Repeat bracket area. Edit: Basically, when the combo goes on for too long, your opponent will be able to start blocking your attacks. This is when you can do your resets and mixups. The thing with Carl is that there is a lot of freedom within his combos. So it's kinda hard to just give combos to you. Also, the most important thing with Carl is to learn how to position Nirvana, and how to sandwich your opponent.
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Are you talking about ground 236D? Because ground 236D can be easily 2A'd out of. I tried...
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Jin's blockstrings are pretty straightforward, ABC stuff. 2A > 5B > 2B > 5C > 3C > 236A 5B > 2B > 5C > Jump Cancel > Either run away or continue with J.A > J.B If you have heat, you can throw in a 236D after the jump cancel, and then do Jin's 6A as an overhead. Jin's 6A is really unsafe though. I don't think Jin is capable of locking down an opponent without heat though.
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No, it has no invincibility frames. It's pretty much a gimmick to bait counter hit. It has incredibly long recovery...and I think it can't hit opponents that are right next to you, so maybe if you walk or run forward...lol. It's p1 is good though, so I guess that's why it's dangerous.
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Carl's 3C links to 623C? I should try that...but if it's blocked, I'm screwed. If possible...just try and 6B over Carl's 3C, lol. I'm pretty sure 6B goes over 623C too, lol. But he can just Vivace around you...
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His slide has frame disadvantage (how much, I don't know), so you can punish on block since it can't be jump cancelled on block. He'll sometimes try to command roll behind you after 3C, in that case, just wait till he's behind you and attack because there's quite a bit of recovery on it. And no, Carl doesn't out range everything Jin has. Try 5C and J.C. Also try airdashing in and throwing 236A/B/C out. If Nirvana is in the way, just hit her. Be careful not to fall victim to the attacks which have super armor though (Nirvana's 4D and 623D). Aim for Nirvana instead; if Carl doesn't have Nirvana, you can go all out offensive. I wouldn't try to beat his fatal J.B. Jin's J.A might work, but that's a bit risky. Stay on the ground. Carl has many tools to punish you in the air, especially Nirvana's clap (8D) and nails (623D). Overall, just be patient, don't rush in unless Nirvana's out. Even then, he has 6A to beat jump ins, so don't be too predictable.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Roldy replied to Wolf Pup TK's topic in Archive
Partialartists: Woops, I thought I saw 5B instead of 5BC. And about the heat thing...I guess knowing all of Jin's options would be good. I don't know, I'm not the greatest player, so I can only give you what I think. Just try all the stuff you think of, and if it works, then...use it more, lol. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Roldy replied to Wolf Pup TK's topic in Archive
Using 236C like that may only work if you've trained the opponent to expect something else. Otherwise, it's easily 2A'd out of. The ice blade won't even come out. And I don't think it's a good idea to always try and go for a super. I'd usually save my heat for extra pressure or for going into his corner loop. You'd get way more out of a 25 heat 623D than using 50 heat for a super. At the very least, save it for when you really need it (C super for punishing long range stuff, Yukikaze for getting out of pressure, etc.) With your suggestion, you'd be building up 50 heat only to use it up in the same combo for minimum damage (800 I think?). And it won't even be a very damaging combo. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Roldy replied to Wolf Pup TK's topic in Archive
Be careful about this. If they IB, Jin is at -11 frames (-6 from 236A and 5 frames from the IB), so don't be predictable. Unfortunately, it's not CT anymore...no more +1 from A Ice Blade... -
It depends what the special attack is. If Ragna uses Hell's Fang, you can IB the first hit and backdash the second, then punish. If it's Gauntlet Hades, I would try to 6A it. I'm not entirely sure if it would win though. Otherwise, just block high; you have a frame advantage on block for Gauntlet Hades. I don't know if most Ragna players will stick to simple stuff like 5B > 5C > Special.
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If the next song isn't gonna be a Queen song, it better be...Ride The Lightning. ...Or not. Looking forward to the next part!
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If I remember correctly, Souseta proved Hiroshi wasn't Tetsu. We'll see for sure once the actual SBO starts.
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Actually, there's nothing wrong with Hakumen's hitbox. It's just that Marcell did a forward throw that was too close to the corner. Because forward throw has such bad proration, anyone can tech out. Forward throw > 623B > 6C > 6D only works if it's not too close to the corner (so that 6D's full hitbox comes out).
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Is 5C (low air hit) > Cantata > 8]D[ a viable trap? It depends if the opponent techs or not, but if they do tech they can't really go anywhere...and they're forced to block until Cantata is over so 8]D[ can hit them right?
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Just so you know, DP means Dragon Punch. As in, Ryu or Ken (from Street Fighter) dragon punch. Most DP's are done by 623 + a button. In Jin's case, it's 623 B/C/D. The invincibility frames of each one is different though (623A has no invincibility at all). 623B: Invincible in the middle of startup (not at the beginning of startup) to the active frames. 623C: Fully invincible until active frames. 623D: Fully invincible until active frames (of 1st hit).
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PSN: Moonie1969 ...I wouldn't call myself a Carl main for sure...although I've recently been playing Carl a lot. I even entered in a tourney with him recently, so...yeah. See you guys online.
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Good Luck Wuuuuu @ Lovegety Station - 07/31/2010
Roldy replied to Zeero's topic in Tournament Results
Oops, I meant highest of mid tier. This I'm sure of, because she's definitely a better character than Jin, Tsubaki, Noel, and whoever else is in mid tier. -
Good Luck Wuuuuu @ Lovegety Station - 07/31/2010
Roldy replied to Zeero's topic in Tournament Results
Good game everyone! (3rd time saying this, lol) To Leo: Your Tager was definitely the best in the tourney. All I can say is that you know how to avoid some of Carl's basic stuff vs Tager. Some other stuff...I can't use yet in a real match... To Martine: You should learn not to turtle against Tager. You need to know when you can run in (and punish if given the opportunity) and not simply jump around J.C'ing. This applies to Linear's Jin as well. I still think my Jin vs Tager matchup is my best matchup currently. To Akuun: I think using 6A anti air is very important. Also, learn to keep your opponent pressured at far range. Not too much I can say about Lambda... To White Tager player: *faints* To Pui: I wanted to face your Carl, Pui (Blazblue Isuka, anyone?)...anyway thanks for hosting! To Hermes: I will eagerly await the videos! And lol, I thought K2 and his loli meant... So basically Martine is not even acknowledged in the team? Edit: Lol, I'm the highest tier user because of Carl Akuun is second for using Lambda. Edit2: Nevermind, Omar used Litchi... -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Roldy replied to Wolf Pup TK's topic in Archive
Is 6A > 623B character specific? I know it works for sure on Tager (big hitbox lol), but who else does it work for? -
Zeero was kicked out of mod status. I believe he used to be the only Canadian mod on Dustloop. I believe the reason for him getting kicked was because of him not playing Carl anymore (he plays Arakune mostly now) and also because he doesn't do much modding anyways. Ironically, he started playing Carl more after he got kicked. ...and honestly, Zeero wasn't that good as a Carl player (no offense man, you're still better than me). He is, however, the king of trolling. Edit: Maybe I shouldn't be explaining for him...don't get mad at me Zeero
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Congratulations K2 and Poiyo! Top tier Rachel by K2 right there! And Poiyo's Jin is improving too! Also, good game to Leo and Wu for winning against Linear and I in the Loser's Finals! Good game everyone!
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Roldy replied to Wolf Pup TK's topic in Archive
Where did you hear this? And do you know an exact value for how much faster it is? Are you sure it's not your own TV having less lag than the arcade? Edit: On an unrelated note, I read in the beginner thread that, from 3C > Astral, an opponent will get hit if they don't quick tech and jump away. Can they not simply do a late neutral tech? -
It's a good way to start getting used to Carl's moves, but the actual combos themselves aren't too good. Go to youtube and watch some BBCS Carl combo vids to get good combos.
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Don't air dash in unless you're far away enough. His 6A is a godly anti-air (unlike a certain hat boy). I believe Jin's 5A or 2A can stuff Ragna's 5B. If Ragna is airdashing in, either do a DP or 2C. You can also bait airdashes by doing 236A or 236C. Don't do any slow oki moves (like 236C), he can quick tech and Inferno Divider; do a 2A to make sure you stuff any rolls he attempts, and if he neutral techs, just stay on guard (hopefully he takes the bait and does Inferno Divider). If he does anything else, just make sure you're ready for it (i.e. grab, overhead).