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Everything posted by PozerWolf
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MikeZ I love you. Buy me gummies if I ever hit by Cali.
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Yeah, the gundam matches are up. Also, yeah I have another interview tomorrow. Hopefully it works out (which I doubt, but whatever). And still fighting the battle against my old apartment, it's getting to the point were I might have to sue my old room mates too, blehhh... Otherwise I'm heading to Arcade UFO tonight to practice more on Jin. Hoang, level up already ;p
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Anyways, I perty much wrote up in-depth info on Jin's changes on what I think and felt changed. None of these changes are official, but I played a fuck load of Jin back in CT, so all you can do is take my word for it. But um... check this out: About Jin Kisaragi in Continum Shift. Pros: + Good damage for starting off, feels like sometime in the future he will be able to get better combos that knockdown. + New j.C is a really good air poke. + All his normal Air and Ground projectiles got better. + Certain normals got faster such as 5C, 2D, and what not, but had to suffer a small price. + C Ice Ride both Air and Ground have a better chance of knockdown the opponent in a long combo than it did back in CT. + Counter Super is not bad. Cons: - Some ground pokes got better, but in exchange they reduced there range of the moves. - Most of his air normals are slower. - 5D sucks REALLY bad, close to almost pointless to use. - His overhead still sucks. - Air Ice Rides gets him no where now. - All his EX moves got worse in some way (except EX DP, it got better). - A and B uppercut no longer hit crouching opponents, and have less hit stun (harder to combo off both versions). - Has slower movement. *** NOTE: None of these are "official" changes, but there are changes I notice personally and what I believed have changed. Some many not be 100% sure, but I'm certain these are the things that changed with the moves described below. * Normals. 5A - No Change. 2A - No Change, still good for tech traps. 6A - No Change, still a shitty overhead. 5B - No longer crushes lows. 2B - Has less recovery. 6B - A bit faster, but still feels like it's 0 on block. 5C - Comes out faster and less recovery, but has lost a lot of horizontal and vertical range. No longer does this move act like a random anti-air, and feels like it loses to a lot of pokes. 2C - Comes out faster, works a little better as an anti-air. Unable to JC on block, but can JC on hit. 6C - No Change. 5D - Comes out slower, has more recovery, has less block stun, and cannot special cancel it (can only EX/Super cancel the normal). No longer will 5D link off of CH 5B or 5C as an air juggle. 2D - Comes out faster, but now has less block stun, and has less Range going horizontal (harder to catch those who jump out) 6D - Comes out SLIGHTLY faster. * Jump Normals. j.A - No Change. j.B - Slower. j.C - New normal, good air poke. Has about 1 frame of recovery on landing when used. j.2C - Old air normal, no change aside from input command. j.D - No Change. * Special Moves. 236A - Recovery time decreased. 236B - Projectile moves a lot faster. 236C - Has an overall change, basically the projectile will travel VERY slowly for 2 seconds then quickly go across the screen (faster than 236B). Air 236A/B/C - Recover in mid-air, allowing you to air dash or jump after throwing out the projectile, however you still suffer from landing recovery. Overall landing recovery decreased. 623A - No longer hits crouching, less block stun and slightly more recovery. 623B - No longer hits crouching, less tech time in the air. More block stun. 623C - More recovery, harder to get an air combo after CH. 214A - No change. 214B - No longer knocks down. 214C - Rides the ice a little higher than usual (riding over knockdown bodies no matter what, even Rachel's). Air 214A/B/C - They all travel a lot less in the air. * EX Moves. EX Ice Ride - Does less damage, not worth using twice in a combo anymore. EX Air 3 Ice - Now has landing recovery and has you complete CH state. EX Ground Ice - More recovery. EX DP - Overall better, opponent is frozen longer than usual, and easier to combo off it in the corner. * Supers. 632146C - Comes out slightly faster, enemy is now stunned a lot longer on the ground allow you to combo after super with no problems. When hit the air, looks like there is more hit stun, but unable to combo afterwords anyways. 632146D - No change. 236236D - New Super, counters any attacks opponent throws out, but does not catch lows. Active on 1st frame. Acts just like Hakumen's counter. * Throws. Forward Throw - Got raped to hell, feels like you can't do any good combos now without the opponent teching. Back Throw - No change. * Small Notes. - Jin only has 2 Fatal Counter normals, 2C and his new Counter Super (236236D). - Moves that remove 1 guard primer are: All Uppercuts (EX DP only the 2nd hit), EX Ground Ice, 632146+C and D super, 2nd hit of Ice Ride B, C, and D (EX), and 6D. - New chain added, can go from 5B > 2B, however he can no longer do 2B > 5B. And that's the basic run down on Jin.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
This is what I keep telling people, but people here are retarded. You guys are studying on some lame 4k combo that some random jap did for an uppercut punish when he can do MUCH more with a fatal counter combo. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
You saying that your other questions/comments were not "ultra nub"? Play the game a little bit before asking retarded questions. Speaking of which, this topic is getting way to cluttered. After seeing the V-13 topic to look up A-11 combos, I notice how awful the character forums are for BlazBlue section right now when looking up CS info. I'm juts gonna go ahead and work on a 2nd topic for infos on combos and glitches. -
Results! http://forums.shoryuken.com/showthread.php?p=8042981#post8042981
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
Wait what? 2D works after a 6C on every character. Hint: Try delaying 2D, it will work. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
You can't really combo after a Counter attack. Why it's fatal counter, who cares. The people who program the game put it in as a joke from what it looks like. And the way he counters projectiles is the same way Hakumen counters them. Basically he will so do the counter animation, and in order to avoid it you must jump out of Jin's way. Also, trying to do a combo after CH 623C is impossible mid-screen depending on the character. But in the corner, you can land a 5C no problem. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
Depends how the long the combo is in general. If all you hit with was just that air combo, then yes C Ice Ride will work just fine. -
The frame data says it's 0 on block (well for CT it did), and it still feels that way. However, you have to understand that a move like has always be rather good. As long as Jin's 5B is the way it is, people will be afraid to stick something out. Not to mention you can special cancel the move even on the ground. At the proper distances, it can beat out Tsubaki's uppercut up close... shit looks so silly.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
Honestly, he should have gone for a Fatal Counter combo. The other day I was playing someone at the arcade and after they whiffed an uppercut I came up with 2C (Fatal Counter) into 6C and did a large corner combo after that. I don't remember what I did, but people around me were surprised how I hit 5k with only 25% bar. Kind of scary, wondering what his max damage for a Fatal Counter will truly be. Still messin' around with that. I know we got people here finding 7.4k + damage with Hakumen with his fatals, ugh!!! So, you are telling me your willing to spend another 50% to do a combo after his Counter Super? I'll tell ya' right now, seeing as how the super takes FOREVER for him to finish his pose, the most I've ever seem to do is 4k max... bleehhhhh. Better saving that bar for another super. -
Damn, so many tournies in Jan. I... need... money....... UGH!!! WTF?! Another good gundam player! How... ugh... were did you come from?!?!?!! :o
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Eh? I need to check out this anime. http://www.youtube.com/watch?v=4doHF0dIuh0 That song is too good.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
His new Super having a Fatal Counter is useless, I dunno, it's retarded. Oh yeah, so I was messin' around with 623B CH into EX Ice Ride, and I can't seem to get it when I hit them off the ground. But when the opponent is air borne and land a CH, it's all good. -
With Super, you can actually get up to 4.6K damage (maybe more) because of the way scaling works now. However, linking in 2 supers is a huge no no. If you do the Ice Arrow Super twice, you won't do shit for damage, trust me (this goes for any super, really). And yeah, thanks for the notice Reyvin. I posted on some of Jin's changes and I did note about the uppercuts no longer hitting crouching opponents. Sucks to hear, but whatever.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
I'll check again later, but I do recall hitting 623B CH and getting the EX Ice Ride no problem. I dunno, I'll double check to make sure I'm not wrong or something. Otherwise, I see myself doing the 632146+C Super because every time I get a CH with 623 A or B version, they are WAY too high for me to do anything else mid-screen. This can't be a serious question. Whatever, the opponent is simply just not blocking the j.C, that is all. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
I thought you could always do that with 6B, even in CT. Also, 623B CH feels like it will link into 214D no matter what. You sure you didn't just hit the opponent too, too high? -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
Ah, sorry for the mis-information. Yeah, your correct, it does not catch lows. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
You have no idea what your talking about. Sekka-Jin was a good move from the start, and prove to show some very damaging combos in the end due to the fact it didn't prorate at all (well it did, but very little). The issue was the combo limit on how much you can do in a combo. This is complete false. This entire thing I quoted here, don't even bother reading it, seriously. No matter where air 3 ice hits, you can always follow it up, and always to a combo that does 2.9k or more. 1st combo only works if you get a Fatal Counter. 2nd combo works if you remove one of the j.Cs. * NOTE: Air C Ice Ride feels like it has a better chance of connecting than it did back in CT. Read my previous post for more info. -
Why the hell can't I get on dustloop without bypassing my proxy code? WTF? >_>
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
WTF are you guys even talking about? Anyways, I perty much wrote up in-depth info on Jin's changes and posted on SRK (could not post it on Dustloop for some odd reason, I can't access dustloop.com from my computer and I don't know why). But um... check this out: About Jin Kisaragi in Continum Shift. Pros: + Good damage for starting off, feels like sometime in the future he will be able to get better combos that knockdown. + New j.C is a really good air poke. + All his normal Air and Ground projectiles got better. + Certain normals got faster such as 5C, 2D, and what not, but had to suffer a small price. + C Ice Ride both Air and Ground have a better chance of knockdown the opponent in a long combo than it did back in CT. + Counter Super is not bad. Cons: - Some ground pokes got better, but in exchange they reduced there range of the moves. - Most of his air normals are slower. - 5D sucks REALLY bad, close to almost pointless to use. - His overhead still sucks. - Air Ice Rides get him no where now. - All his EX moves got worse in some way (except EX DP, it got better). - A and B uppercut no longer hit crouching opponents, and have less hit stun (harder to combo off both versions). *** NOTE: None of these are "official" changes, but there are changes I notice personally and what I believed have changed. Some many not be 100% sure, but I'm certain these are the things that changed with the moves described below. * Normals. 5A - No Change. 2A - No Change, still good for tech traps. 6A - No Change, still a shitty overhead. 5B - No longer crushes lows. 2B - Has less recovery. 6B - A bit faster, but still feels like it's 0 on block. 5C - Comes out faster and less recovery, but has lost a lot of horizontal and vertical range. No longer does this move act like a random anti-air, and feels like it loses to a lot of pokes. 2C - Comes out faster, works better as an anti-air. Unable to JC on block, but can JC on hit. 6C - No Change. 5D - Comes out slower, has more recovery, has less block stun, and cannot special cancel it (can only EX/Super cancel the normal). No longer will 5D link off of CH 5B or 5C as an air juggle. 2D - Comes out faster, but now has less block stun, and has less Range going horizontal (harder to catch those who jump out) 6D - Comes out SLIGHTLY faster. * Jump Normals. j.A - No Change. j.B - Slower. j.C - New normal, good air poke. Has about 1 frame of recovery on landing when used. j.2C - Old air normal, no change aside from input command. j.D - No Change. * Special Moves. 236A - Recovery time decreased. 236B - Projectile moves a lot faster. 236C - Has an overall change, basically the projectile will travel VERY slowly for 2 seconds then quickly go across the screen (faster than 236B). Air 236A/B/C - Recover in mid-air, allowing you to air dash or jump after throwing out the projectile, however you still suffer from landing recovery. Overall landing recovery decreased. 623A - No longer hits crouching, less block stun and slightly more recovery. 623B - No longer hits crouching, less tech time in the air. More block stun. 623C - More recovery, harder to get an air combo after CH. 214A - No change. 214B - No longer knocks down. 214C - Rides the ice a little higher than usual (riding over knockdown bodies no matter what, even Rachel's). Air 214A/B/C - They all travel a lot less in the air. * EX Moves. EX Ice Ride - Does less damage. EX Air 3 Ice - Now has landing recovery and has you complete CH state. EX Ground Ice - More recovery. EX DP - Overall better, opponent is frozen longer than usual, and easier to combo off it in the corner. * Supers. 632146C - Comes out slightly faster, enemy is now stunned a lot longer on the ground allow you to combo after super with no problems. When hit the air, looks like there is more hit stun, but unable to combo afterwords anyways. 632146D - No change. 236236D - New Super, counters any attacks opponent throws out, but does not catch lows. Active on 1st frame. * Throws. Forward Throw - Got raped to hell, feels like the combo timer limits you to any real air combos now. Back Throw - No change. And that's the basic run down on Jin. Basic combos for Jin, giving you an idea what to look for. 1.) 5C CH, 6C, 2D, Frozen, 6B, Mash C till Launch, 6C, pause, C Ice Ride. 2.) Back Throw, cancel into A Ice Ride (whiff), run up 5C, Mash C till Launch, 6C, pause, C Ice Ride. There is also another system included in the game called "Fatal Counters". Basically, anything that will Fatal Counter an opponent will allow 2 frames of extra hit stun for the rest of your combo. The only moves that I know of that have a Fatal Counter would be 2C and his new Counter super. Otherwise, the Fatal Counter would go something like this: 2C (Fatal Counter), 6C, 2D, Frozen, 6B, 5C, 6C, Dash Cancel (66), 5C, Jump, j.C, j.2C, JC, j.C, j.2C. This combo all works and does a good 4k. This is nothing more than a basic Fatal Counter combo, however... And yes, the combo completely works. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
So a few things. I'm guessing now everyone knows Jin's basic combos by now, so no need to point them out. Something I want to add is the "Fatal Counter" system. Basically, anything after fatal counter, each move after that has 2 more frames of hit stun. So silly things like 5C > 6C will link on standing opponents and what not. You could even do a small inf with 5B > 2A, repeat. It's not worthy, but very funny. It's very good, and deal a fuck load of damage against those who random uppercut, lol. He actually did it too slow. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
Yeah, however if you JC them you still have landing recovery. :yaaay: But the thing is, the landing recovery on the air stun edges are a lot less compared to CT's air fireballs. -
Found it, thanks for the heads up! Here is the SA tournament: http://forums.shoryuken.com/showthread.php?t=217373 Also, next Arcade UFO tourny announced! http://forums.shoryuken.com/showthread.php?t=217457
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
PozerWolf replied to Wolf Pup TK's topic in Archive
Sorry for the double post, but quick question. For those playing CS right now, what's with Jin's back throw randomly crossing yourself up? Like if I do a back throw, run up and try doing a combo, there is a small chance Jin will be looking the opposite direction. It's very odd =/