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Everything posted by LaowPing
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In 1.1 I just did 2C, 5C, 4D and it worked like a charm. If the vertical hitbox is good enough (which I doubt because I have seen Hazama's dropping midscreen bnbs involving the move since they were too high) then it would fix the problem.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
LaowPing replied to Moy_X7's topic in Jin Kisaragi
By doing awesome resets. The question is really vague so I'm not sure how to answer it When to jump after fubuki (the move after the ice arrows) is something you simply have to get used to. Practice jumping after it a lot or try to match the timing in the demonstration. And you dash after permafrost (I'm assuming that was a typo). In order to do the dash, input forward and extra time after doing the input. Since the super requires you to press forward at the end, pressing an extra time will register as a dash while still counting as the super input. Think of the super as 6321466C. Hope it helps. I've also heard that you can slow down things in challenge mode but I've never done it myself so I don't know for sure. -
You can't buffer it from 6C, especially when the astral came out immediately. In the new combo video Jourdal just posted on Youtube, a guy did J214C into astral. either the input changes or you no longer need to charge it.
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https://www.youtube.com/watch?v=DGCpxNGoD2o at 19:08 he does 5B, 5C, 6C, astral. How is that possible without charging?
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How does Jin's astral work now? Is it still a charge motion? I've seen people land it off of some weird moves that didn't work before.
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I'll probably get it just for the sake of having BlazBlue on PS4. I feel like we're in an abusive relationship. Yeah, we know it's bad and we shouldn't let it continue but we run back time after time.
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Wait, does that mean they nerfed the damage of 5C then? Since it seemed like everyone used 5C originally. (That, or I haven't watched enough Azrael vids from 1.1)
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A few things I've been wondering. First, why is the wallstick thing considered a nerf? Second, How come people don't do the 5C combo after valiant no more? Third, what is Love Phantom? I've seen the videos but I'm not sure where the term came from.
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Anyone else notice all the jump loops tao has been doing to standing opponents during combos? Haven't seen those get much use since Extend https://www.youtube.com/watch?v=D1gvz1k0STQ&feature=youtu.be Also, holy crap, reverse chains. Feels like under night all over again.
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Starting to wonder if ArcSys even knows what to do with Tao. Even if she got nerfed in 1.1, she still was the same character. It felt like she had an identity. Now, I have no clue what to think of her playstyle. Of course, it's still early, but so far the gameplan just looks like "go in, get a few hits, repeat till dead"
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So about that question I asked last page that no one answered: Any chance anyone has found a way to listen to Terumi's new song without watching his gameplay?
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Any chance anyone has found a way to listen to Terumi's new song without watching his gameplay?
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So what does hits pressure and mix ups look like now? Ressenga used to be my main source of pressure and mix ups. That new knockdown is going to change things.
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FINALLY!!!!!! No more missing the second and getting punished. Is the Ice Arrow glitch the one where the first hit connects and the rest don't? Also, how come he never used Ice Wave when finishing OD combos in the video? I thought it was the best ender when you can get 4-5 hits.
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I am okay with this. When I heard about him losing his ice car wall bounce I was like, "No!!!!! My corner combos" But I think I'm starting to like this Jin better. The new drop on J.D is gonna change my resets but it bring them down so that your combo doesn't send them to the other side of the screen. Also, how does sekkajin resetting the freeze work? Does it count towards the freeze counter? Does it have it's own or is it like an EX attack?
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What are his combos and resets like now?
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Can't seem to view the old comics. How do I open a .rar on windows 7?
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I JUST FOUND THE MOST BROKEN SHIT WITH TERUMI. Remember that stomp reset that i posted above just did an 8k combo off it. Only the first hit of the stomps has same move proration, so after the reset, keep doing more stomps and cancel into super for a fuckton of damage. Example: 22C (reset), 5C, 22C, 5C, 22C, super stomps before last hit, Overdrive, 22C, super stomps <----- 8k Hell, by the time you get the third stomp (the one where SPM actually happens) you're at 4k. With this reset, we can essentially one shot anyone but Tager and Azreal, and if you already got them into the corner so that you can do this reset, they probably already took enough damage for this to finish them. Please, my fellow curb stompers, abuse the living hell out of this before they nerf it to the ground. It is too fucking funny to actually use.
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I JUST FOUND THE MOST BROKEN SHIT WITH TERUMI. Remember that stomp reset that i posted last page or so? I just did an 8k combo off it. Only the first hit of the stomps has same move proration, so after the reset, keep doing more stomps and cancel into super for a fuckton of damage. Example: 22C (reset), 5C, 22C, 5C, 22C, super stomps before last hit, Overdrive, 22C, super stomps <----- 8k Hell, by the time you get the third stomp (the one where SPM actually happens) you're at 4k. With this reset, we can essentially one shot anyone but Tager and Azreal, and if you already got them into the corner so that you can do this reset, they probably already took enough damage for this to finish them. Please, my fellow curb stompers, abuse the living hell out of this before they nerf it to the ground. It is too fucking funny to actually use. Edit: wow, just now realized I put this in the combo thread. Well, I did technically post a combo so I'll just copy it over.
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1) Jump like a mofo 2) Bait DPs 3) Dont run in when she's charging 4)??? 5) Profit Seriously though. All of her main approaches can be jumped over and punished on the way down. If the Tsubaki player is good she'll air grab you after some point so throw out 5D every now and then as alternative. It's not as good as jumping over and it takes more timing but it works. Tsubaki has a two part dragon punch but it has bad horizontal range. You can backdash it if you have the timing down. I don't believe she can use the follow if it wiffs (Can someone confirm this for me?) I've personally found that trying to hit Tsubaki while she's charging isn't worth it. She'll throw out the orb or counter you when you run it, Better off to just throw some swords and wait for her to charge at you. Then follow step 1. Lastly, try to jump out of her pressure every now and then. That new command grab is a bitch.
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As a Jin and Kagura player (mostly Jin) here's how I play against Kagura. First, I bait the hell out of flash kicks. Any smart player knows to do that and I prefer to do a block string and airdash back after a C normal. Just seeing Kagura crouching leaves me scared for my life. Jump or mash a lot when Jin tries to bait. Second, it seems Kagura's 6D-C catches jump outs. Might need some testing but Kagura's mix ups are notorious for being so easy to chicken block so go for that. Third, I never use 6C against a character with a good reversal, especially Kagura. The moment you see a Jin use 6C, Flash Kick him, His only gattling are 6b and 6D, both of which have a big opening. Hell, just about anything after 5C isn't a true block string (only 5D is a true block string). Fourth, watch for resets. The downside of the charged reversal is that you cant mash it, so you cant escape his resets unless you see them coming. come common ones are: 5B into 6A, 5B into into IAD J.C in the corner, and any sort of overhead after a freeze. Learn some Jin resets so you'll have a chance of seeing whats coming. This match up is easily in Jin's favor. My advice: spam 2C and 6D-C. Just don't get predictable with it.
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Really wish someone could share some wisdom on this match up. I hate this bitch and all her staff pressure.
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She's completely free without heat up gauge. When she has it, stay out of her range (especially if you're in the air) and throw a couple swords. If she knocks you away and tries to increase her heat up gauge, you can EX ice car on reaction. If she uses a drive attack without heat up, its minus on block. Some bullet players will try to make up for this by using 2C and restarting pressure without going into drive. You can mash out of this, but if she does use her drive, you'll get counter hit. If any bullet player is noobish enough to do 6C into J.C just 2C on reaction for a free punish. Delay tech a lot to avoid wake up drive cross ups. Even if she uses flint shooter, you can still just air tech away because it doesn't start a new combo for her. Also, try to learn to block her overhead. It's her only real mix up and if you defend against that, she has nothing. This match up seems like a 7-3 to me in Jins favor. His range and stagger pressure beats hers and her only advantage is during the heat levels.
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I've noticed that almost every Noel net player in the history of fucking ever loves 6B. She gets a hit? 6B. You blocked? 6B. You woke up? 6B. Whenever she even touches you, mash DP or block high. It's unsafe on block so if you do block, press some buttons. Also, expect Fenrir after you've shut down 4D and see her holding on to 50 heat. Free punish if you bait it. Sekkajin works really well here to keep pressure on her after a combo. I like to bring her into the vortex once I got a hit (grab and overhead resets all day e'ry day)!
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I find most Vals like to use the same starter in wolf form. He bites a few times, sweeps with his tail, then goes to the air. This is the best time to dragon punch, otherwise you'll have to deal with the mix ups.