Reyvin
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About Reyvin
- Birthday 12/30/1988
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Reyvin777
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Don't know how useful this might be, but there seems to be a very specific distance where Akatsuki can do j.2C and it will end up, I think, +1 on block. The visual indication is the attack touching the blocking opponent at the same time Akatsuki touches the ground. In training mode, set the dummy to block and have Akatsuki as close to the dummy as possible. For standing opponents, do the following to get in the right position, then j.2C: Gordeau and Merkava: 5A or 2A Waldstein: 5B or 2B Everyone else: 5AA Crouching opponents: Akatsuki, Byakuya, Vatista, Carmine, Hyde, Orie: 5A or 2A Yuzuriha and Linne: 5AA Waldstein and Hilda: 5B or 2B Merkava: 2AA, 5B, or 2B Everyone else: haven't found an easy way as of yet. I don't recommend doing this in real matches since the distance is very strict and most of the ways I put down to set it up are very risky. If anyone can figure out legitimate setups to this, feel free to do so.
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Don't know if it was discussed already, but here's a basic combo off of reversal 22C if you happen to have CS: 22C (5 hits/before final hit) > CS > assault > j.C > j.B > land > 5B or 5C > j.A > j.B > j.C or j.214B. Feel free to improvise/improve it however you wish.
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Quick clarification: "nage" means throw, right?
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Figured out a combo that I found to be hilarious. 66C > 236B > CS > dash > dash > 5B or 5C > j.A > j.B > j.214B. Not sure if useful, but it made me laugh when I found out I could do it. Feel free to improve it further if you are able. As for the use of 66B, the only time I saw it used was during a corner combo. After 6C launch, you can apparently do 66B and then link 5C afterwards and go into air combo.
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From my experiences, if Terumi tries to open you up with something > jump cancel > j.2D overhead, it's possible for Jin to use 2A to punish it and gain a counterhit. However, it doesn't work if Terumi does it from jump-canceling the first hit of 5C. Not sure if it's because of the startup frames or if its hitbox is better higher in the air. Could someone else confirm this for me?
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Came up with this while trying to figure out if j.236D has any decent use. Midscreen: AA 5B > 5C > 2C > sj.C > sj.2C > JC > j.2C > j.D > j.236D > land > 66B > 5B > 5C > 3C > 214BC Around 3400-3500 damage. 1-2 Heat net gain. Apparently, the time it takes between j.236D and 214BC is long enough for EX cooldown to wear off and 214BC gives the full guaranteed 9 heat. Might be some possible options if you delay the j.236D. It won't combo, but it will force the opponent to block it once j.D wears off, which might give you time to approach and continue pressure. Then again, I could be wrong about this part. Feel free to correct me.
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In the same vein as Omni's post, here's another similar combo: Prerequisite: at least 50 heat, in corner 623D(second hit)>6C>6D>6C>236D(2 hits)>623A>3rd hit of previous 236D>dash-in>5B(2)>5C>3C>oki Output: 6.5k damage, retain 25 heat In regards to 6C>236D>623A (Originally taken from the Japanese by way of either Killykun or Kidviper, can't remember): Standard way (read: 236D immediately after 6C, then immediate 623A) works on Bang, Carl, Haku, Tager, Jin, Rachel, and Tao. For Ara, Litchi, Noel, and Nu, differences in spacing and/or delay in 236D is necessary. My method involves backdashing after 6D so that 6C will hit the edge of the opponent, then immediate 236D. Another note, there might be some difficulty on dash-in 5B on Ara. I have yet to find a consistent way of hitting this on Ragna.
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Understood. All I can say is that all of those mistakes were due to bad habits I've developed (the ice blades, lack of meter management) and poor reflexes (the dropped combos). Also, since I'm unable to play online on a regular basis, or go to any arcade, I suffer from lack of experience against human opponents, much less good ones. And I'm pretty sure Thiediev was just sandbagging the entire time.
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http://www.youtube.com/watch?v=MlWGGRO4jeM http://www.youtube.com/watch?v=nVKQ5ue9MAo http://www.youtube.com/watch?v=d9BvlmMHB6Q http://www.youtube.com/watch?v=ZyVaZT8qNGk http://www.youtube.com/watch?v=Ob6hS6Pd9wo Here's some of mine from over 2 weeks ago, which was the last time I was able to play online. Any thoughts are appreciated. Banger, you might be interested in the the third video at around 1:17.
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I'm no expert, but this is what I got from it. First, you need some variety in your blockstrings. You seem to keep repeating 5C 5D 214A or some similar variant (you used it three times during 0:24 to 0:30, resulting in getting countered). Second, you may want to work on more complex combos or perfecting the ones you were attempting. The only time I saw you do damage was from combos involving a basic 2B>5C>(3C/214B/both), and ice waves. Third, you need to incorporate Jin's EX moves into your game more. I don't know if you noticed this or if you did this on purpose, but you didn't use a single one in that match. Also, Jin isn't the type to rely on Rapid Cancels all that much except for the throw-your-opponent-off moment.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Reyvin replied to Wolf Pup TK's topic in Archive
Questions in regards to Yukikaze: How does Jin react when countering a projectile/long range attack? Does he act like Hakumen where it stalls so that it's possible to whiff? Or does counterattack still work? Does it even work on projectiles? And if the attack does work on projectiles/long range attacks, is there any difference in spacing after the attack is done (meaning if someone counters the right attack, will it allow for Jin to make a combo out of it? I mean, there has to be a reason for making it a fatal counter...right?)? -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Reyvin replied to Wolf Pup TK's topic in Archive
http://www.youtube.com/watch?v=X_HI25r08Og At 2:47 or 4:38, is that what you are talking about? -
According to PozerWolf, A and B DP no longer hit crouching opponents. He wrote up a Jin rundown in the CS gameplay discussion, page 9.
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In regards to the 5C jB jC jD 214B, if you can adapt to timing it on Carl, you can do it on pretty much any character, except for Bang (needs to be 2C jB jC jD 214B) and Rachael (jB whiffs completely). The secret to this combo is after 5C, immediately jB then delay jC and/or jD.
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[PSP] GGAC+ Online ~ "AdHoc Party" ~ Thread
Reyvin replied to DarkDeath's topic in Guilty Gear Online Play
Not that it really matters at this point, but I'd like to point out that the American version of adhoc Party is now available on PSN (and its free).