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Everything posted by H-F Blade
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
H-F Blade replied to Chumaralupa's topic in West Coast
Any meetups possibly happening this weekend? The weekly meetup at dippy/Tempered's isn't happening because they're gone for the weekend so I thought I'd check here. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
H-F Blade replied to Chumaralupa's topic in West Coast
Apparently this macro "glitch" dates as far back as #R and it has only become a thing now? I get out of my training a little earlier so I'll see if I can be there. If not, don't be too surprised. :| -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
H-F Blade replied to Chumaralupa's topic in West Coast
If I'm not too drained from work (I get out at 11:30 :V) there's a slight chance I might show up. Would anyone be willing to pm me an address? -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
H-F Blade replied to Chumaralupa's topic in West Coast
Thanks, just checking. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
H-F Blade replied to Chumaralupa's topic in West Coast
Anyone know when the UAT event for GG is? Is it today or on a later date? -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
H-F Blade replied to Chumaralupa's topic in West Coast
GGs last night to everyone I played. Sorry I didn't get to play all of you though due to time constraints and having work the next morning. Hopefully we'll all get to play matches again real soon. -
Thanks for posting this here. It's been a while since I've made a cmv so I forgot to post it on the relevant board. lol
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2 things: - I'm having trouble air dashing after the A and B versions of air fireball after a single jump. I can do it very easily after the C air fireball, but after the A and B versions, I can't air dash unless I super jump. Am I doing the move too early or too late? - When landing a j.D in a midscreen air string, is it best to let them fall and continue pressure from the ice break, or end with j.214C?
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
H-F Blade replied to Wolf Pup TK's topic in Archive
Ah ok, I was wondering why I haven't really seen anyone do that, at least in the matches that I've seen so far. I was beginning to think they took that out in the final release. But you can still block/barrier on the way down? If so, that plus the reduced recovery is still an improvement over CT where you couldn't block AT ALL while falling. x_X -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
H-F Blade replied to Wolf Pup TK's topic in Archive
Can Jin still jump after any of his air fireballs or air dash after the C air fireball? -
Laaaaaaaaaate response on my part as well; I've made a good number of videos and I have received suggestions on occasion that recommend that I leave the in-game sound in. It's really a matter of preference. The way I see it is this: If the CM track has no vocals, it's ok to leave the in-game sound intact. Otherwise if the track has vocals, then muting the in-game sound is preferable since it becomes VERY distracting and then there's just way too much noise. Since the selected track has no vocals, I decided to leave the game sound intact.
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The cloud is one of the most annoying things to deal with. If it's somewhere on the ground between me and him, it feels like my area of movement is SO limited that I have to spend so much time dodging it while trying to hit him. It eventually gets to the point where I'm trying to dodge whatever else he's putting on the screen and then I get hit with a negative penalty. :\
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Jin combo video by me: http://www.youtube.com/watch?v=_rUfoGmSrDc
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I played against MikeZ's Tager a bunch last night and I think I did pretty well for the most part but he still got me pretty good. I was having some problems, like running j.B j.C blockstrings or jump cancelling into whiffed j.A would sometimes cause me to get hit by his 2C. If I traded with his 2C, it was a free combo for him. What should be done about this? I'm so accustomed to running fuzzy guard blockstrings against Tager since it works so well but I thought Tager had no reliable anti-air without meter. You were right about how ending air combos with ice car in the corner would cause a cross up and put YOU in the corner. I found myself in a lot of trouble when that happened because when he neutral techs it almost feels like HE is at an advantage at that point. NOT fun. If they're backdashing a lot (and they probably will be) learning double jump into falling j.B is CRUCIAL. After blocked air hits in the corner, you can also use j.236D to catch him out of his backdash and it's a free combo, otherwise you keep him pinned. I dunno if it's just me, but the way I was playing, it kinda feels like you'll have almost 100 Heat to spend at some point during this matchup. Meter feels like it racks up very quick against Tager. One trick he showed me is that if you do something like 5B or 5C and it clashes with the first hit of Magnetic Revolver, you can IMMEDIATELY cancel the clash into C Fubuki and it will always win.
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re: 5C, sj.C, sj.D, air dash, j.b, j.c, j.214b combo My problem with this combo is that sometimes my air dash will go under the opponent while they're still falling in the air (usually midscreen). From what I can tell though, you want to hit the 5C after 6C as late as you can so that the opponent is lower during the rest of the combo.
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Can't Haku-men's 6A stuff j.B if you just jump at him and not IAD? Also, it seems that using 5D as a poke isn't always the smartest thing to do in a spacing war because his 6C has more range AND it comes out faster which means you will be stuck in counter hit stun for the next year or two. When he neutral techs you can try using meaty 5B or doing it early to see if they like to use super counter as a reversal. You can kinda use 2D in the middle of your blockstrings if he's using barrier to push you out since his hitbox is pretty wide.
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If you end a ground string with ice car, you can usually run up to them and 5B as their neutral tech is about to end. Though be wary against the characters in the above post who have good DPs/reversals.
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From what I've played of this matchup, this matchup more or less depends on who's better at playing footsies. The biggest problem I have is when I'm at the spacing just outside his 5B. They tend to do one of two things. If I even do so much as twitch in their direction, they'll 5B me. I know you can 5A it, but if they opt for a Hell's Fang instead, I eat CH. If I block Hell's Fang, how do I punish it? Even if IB'd it doesn't seem very punishable. :\ HIGHLY annoying. I've also been watching some videos for this match, and it seems if you end an air combo with ice car really high off the ground and backdash upon landing to bait ID, the ID can STILL hit you. LAME!
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I recommend taking a look at the thread about blockstrings since the concept of frame traps is discussed there along with some specific examples.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
H-F Blade replied to Wolf Pup TK's topic in Archive
I'm guessing you could AH against Carl's gear super when he busts it out since he can't do anything until it's finished. But then again, ice wave super will kill him when he's that low on health anyway. :V But oh well, I'd do it just to humiliate that annoying little kid. -
That sucks. If that's the case, then there's no reason for them NOT to mash 5A if they think it's coming. :\ When you say frame trap a j.C, do you mean just delay the j.C after j.B after j.B hits?
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Do you think you guys could re-post the vs Ragna matchup inquiries in the vs Ragna thread? I think it would keep this thread a little more organized. Also, when you're going for the j.B (j.A whiff) reset options, what can be done against people who mash 5A during this?
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This matchup thread doesn't exist yet so I thought I would take the opportunity to do so. What are some good strategies vs Hakumen? I have fought this match a fair number of times but I wouldn't say I'm an expert on it. Here are a number of things that I think can that can pose problems for Jin: - Hakumen has more range than Jin. As a result, this match feels like it needs to be spent pacing in and out of each other's attack range and punishing whiffs. - Hakumen has more HP than Jin. - Hakumen can do a TON of damage from a few simple hits. - Hakumen has counters, meaning if you're just outside of his range, he can counter any sudden movements if you rush in carelessly. That or eat a hit into big combo if he decides to attack instead. - Hakumen 6B stuffs lows. - Hakumen gets meter for doing absolutely NOTHING. This doesn't necessarily mean Hakumen has the advantage, but these are some of the things that really give me a headache. I spend a lot of time pacing back and forth like it's a 3S match because of all the above things. When you get close to him, it's not too difficult to bait people who are trigger happy with his counters. You can also do a fair amount of damage to him as well since he's such a big target. Discuss.
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Based on what I've seen in the Jin vs Ragna matchup thread, Jin has the right moves to stuff Ragna too. And his health isn't as low as Ragna's either. Also, I dunno if anyone has mentioned or noticed this, but while I was in training mode, I noticed something really odd. To test this, set the training dummy to block after they take a hit. Notice, the 214B/C ice cars do not register 2 hits on the combo counter. Well, it actually does, but it shows up for like 1 frame before disappearing. But I find this really odd. This only happens if the ice car hits a standing opponent. But whenever I see this in matches or in training mode, I can't help but think that it was invalid because they didn't block or something. I don't remember this happening in arcade mode. If you turn damage display on and do 214B at the end of a combo, you'll notice the last hit of the ice car was scaled. Anyone else care to verify this?
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It's comboable after a throw isn't it? Also, for Sekkajin, I'm not accustomed to performing the move correctly in combos. Sounds silly, I know it's just mash C. But for whatever reason, I can never seem to get it to stop at the 8th hit. If it hits them a 9th time, it'll be an air hit and they can tech out. Should I be counting the number of times I press C? Or should I just look at the combo counter and stop as it's about to reach the 8th hit? Any pointers?