-
Posts
136 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by darkasjinksu§
-
Well, their startup, damage and usage are very similar, sort of making it his -own- version of Tsubaki.
-
[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
darkasjinksu§ replied to Moy_X7's topic in Jin Kisaragi
There's a 5 frame buffer for inputs, which makes microdashes and stuff easier. Just practice 623C (whiff) microdash 5B. The screen doesn't move, which will probably help with the timing. With pressure, basically all you need to do is stay creative. Don't be afraid to take risks, and adapt to their playstyle. If they like to mash, frame trap 5B-2C or 5/2A-5C. If they like to block until you make a large mistake, just keep resetting pressure and doing mostly safe mixups like 5B-5C-JC- J.A-J.2C-66-2A- other stuff. Useful mixup stuff that usually works for me is the above jump cancel string leading the 2A into 6A, and 5B(2) jump behind them j.2C. Again, the absolute MOST important part is to change things up to keep them guessing. Remember that most skilled players won't fall for the same thing twice in a row, and that repetition is bad. Lastly, add your own flair, you don't want to just be a boring carbon copy of the "right" way to play Jin. Edit: I just realized you were probably talking about the DP loop, not DP C counter hit. Just forego the microdash bit, and practice the combo in training mode. Make sure they're hit by the very rip of Rehyou, you'll eventually identify when you can do 5B and when you have to do 5A. -
You mean Hizangeki?
-
Think you meant to say 10K.
-
I was going a bit more for VS Noel dialogue, but whatever.
-
Not really, no. Only people you're killing like that are scrubs. It's a good poke, but it's P1 is worse than DP B. It'll go more like: Spam j.C > hits them once > J.C > opponent anti-air > gets corner carry > commence pressure on you.
-
Yep, it's character specific. I've gotten it to work on Makoto and Noel, and confirmed it not to work on Rachel and Tager. You can do it off of 5B standing starter with only one gold burst as well.
-
[CP] News & Gameplay Discussion (Old)
darkasjinksu§ replied to kosmos badgirl's topic in BlazBlue Gameplay
"Oh yeah, about this. I seem to remember someone from Aksys said at E3 they were trying for December THIS YEAR but it's incredibly unlikely, hence the "Q1 2014" date they're giving. From that, I think January is good bet. " The most prominent post I could find, there were also a few off-handed posts hoping for a December release, and an uncited source, but nothing concrete. -
[CP] News & Gameplay Discussion (Old)
darkasjinksu§ replied to kosmos badgirl's topic in BlazBlue Gameplay
Yeah, I definitely remember seeing it somewhere. I'm sure if I went back in this thread far enough I'd find it, maybe 50 pages or so. -
Nah, I've used resets like that before, and it usually hits, so it's pretty useful. That combo after the reset could use some optimization, though. Anyone else figure out how to use 5C after the DP loop?
-
Jin with an Ice aura and different standing animation, possibly a bit more a bit more bloodlust. Some extra dialogue of course.
-
[CP] News & Gameplay Discussion (Old)
darkasjinksu§ replied to kosmos badgirl's topic in BlazBlue Gameplay
I think you mean latest. Unless I'm mistaken, that March release date was a placeholder as the last day of Q1. Also, they said that they were aiming for December, although it was extremely unlikely. -
[CP] News & Gameplay Discussion (Old)
darkasjinksu§ replied to kosmos badgirl's topic in BlazBlue Gameplay
Terumi midscreen 0-100 heat combos confirmed. -
[CP] News & Gameplay Discussion (Old)
darkasjinksu§ replied to kosmos badgirl's topic in BlazBlue Gameplay
I think it's safe to assume all the new stages from the arcade version will be coming to console. The way you worded it makes it sound like there's only 3 stages (Only 2 returning and one new). Also, questions should be asked in the questions thread. -
Overeacting. Most Overdrives don't give that much of an advantage. It also seems like you're failing to realize that bursting takes away your overdrive for about 1 round, and that you have an overdrive you can use at any point as well. Personally I think overdrive is a great addition, it allows the most stylish combos possible.
-
[CP] News & Gameplay Discussion (Old)
darkasjinksu§ replied to kosmos badgirl's topic in BlazBlue Gameplay
And October 24th is mine. -
Only use your JB when you are actively pressuring him, and never air dash, instant or otherwise. It sounds good on paper, but in reality nobody is going to be sitting there blocking and giving you free pressure. Valk's wolf transform gives him head invul, and coupled with his wolf B, you never really want to be in the air anyway.
-
GG's to Dreize, I swear that taunt in our first match was an accident XD. I would have caught more of those throws, but (then I took an arrow to the knee) even a small amount lag can ruin green throw rejects, lol.
-
I meant the hits after 5B, both of the hits count as a single hit, so it's always better to hit them both, excluding aircombos and such. And yeah, I wasn't talking about combo potential, just damage of the following hits.
-
Connection-wise, I feel that the better delay 0's are playable, and that 1 and over is a godsend. Although I never quit because of connection (I prefer to let them kick me or leave the lobby instead), It's always nice to get matches where you can actually pull off your combos. I do have amazing internet speed, at least.
-
I've had this suspicion for a while, and I don't remember seeing it on the wiki, but after testing for a bit, I've noticed that the first hit applies both the P1 and the P2 along with combo rate. I assumed the first hit only applied P1... That means that -along with a few others- 5B followup hits will do more damage than 5C, 6B more than 6C, and 6A more than our fatal(!). Although, I might just be derping, and this was all obvious...
-
BlazBlue Question Thread - Ask your questions here!
darkasjinksu§ replied to KayEff's topic in BlazBlue Gameplay
Yeah, but I figured you could cut out one segment of the combo, and get the oki and heat gain anyway. Three 5A's canceled into other moves afterward should only take a max of 20 frames, anyway. Checking the wiki again, you should still have around four seconds (a lot more than it sounds) until the combo drops to the point where you have to do an ender or they WILL tech. -
[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
darkasjinksu§ replied to Moy_X7's topic in Jin Kisaragi
Jin's pressure is somewhat gimmicky, but if you condition them not to mash then you can keep them in blockstrings all day. Make sure you mix in some overheads and jump cancels just to keep them guessing. You should only try to zone against certain characters, and get in their face when you see an opening. Also, it's not really possible to throw out TK Ice blades at the wrong angle, unless you're using the A or B versions. Anyway back to pressure. Can you be more specific? Are they mashing out of your pressure resets, or is that you don't know when to do mixup/crossup stuff? -
BlazBlue Question Thread - Ask your questions here!
darkasjinksu§ replied to KayEff's topic in BlazBlue Gameplay
Yeah, I thought so. The reason I asked, though, is it seems people end their combos extremely early if they do 5A-5A-5A early in the combo, instead of fleshing it out for an (almost) complete combo. And yeah, I was talking about actual proration, and not SMP. -
BlazBlue Question Thread - Ask your questions here!
darkasjinksu§ replied to KayEff's topic in BlazBlue Gameplay
How does combo time work in CP? I've read the explanation on the wiki, and it seems pretty straightforward, however, from matches I've seen, it looks like proration affects it somehow as well.