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PozerWolf

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Everything posted by PozerWolf

  1. Don't bother with the arrow super. Try to find better ways to link into your EX Ice Ride if you plan to use meter. Seriously, he can get a little over 3.7k off his 6A with 25% bar (no knock down, sadly). For knock down, you will have to deal less damage, of course. If you wanna go basic on a simple 6A combo, why not just 6A > mash C > 5C > Super Jump > j.B > j.C > j.D > C Ice Ride. Does a good 2.9k. The more I mess with the training mode, the more I notice how much less tension I'm starting to use for my combos.
  2. Nope.
  3. I'm telling you guys right now. You should never implant throws for a combo ender unless you are going for pressure. Seriously, landing a Purple Throw on a good player is close to impossible.
  4. I was not aware of the PZ tournament happening next weekend. http://www.mashharder.com/forums/showthread.php?t=4676 Southwest Regional Tournament! Date: Saturday, July 11th Time: Registration 1pm Place: Planet Zero Anime Center 11920A Westheimer Houston, Texas 77077 Tel: 281-531-ZERO (9376) Registration: $10 Entry: $10 or $20 PZ card charge Format: Single game, Double Elimination Games: 3pm King of Fighters XII 5pm BlazBlue 7pm Street Fighter IV 9pm Tekken 6 Bloodline Rebellion Prizes: 1st 70% + 200 PZ points 2nd 20% + 150 PZ points 3rd 10% + 100 PZ points Why has none post about it here!! >_<
  5. j.C actually beats Ragna's 6A and can even clash with his uppercut if spaces properly (and trust me, the spacing is not strict at all).
  6. So what's the input on this match up? All I can say is, j.B beats Ragna. lolololololol am i rite or what?
  7. Well, can't recall the one I would normally do at times (it's normally done in the corner), but the guide book has a Sekkajin throw combo. 4. (against everyone except Carl, 2860 damage) f+BC throw, mash C (eight hits), dash, standing C, crouching C, high jump, B-C, double jump C-D That's 2.8k right there and without an Ice ride for an ender, so that's 2.8k right there, Also, why would you do those kind of combos after a throw? For the first throw combo, why not take out a j.B and j.D, and end it with Ice Ride? Doing something like: 5C > 2C > SuperJump > j.B > j.C > JC > j.C > Ice Ride? Knockdown, does 2.8k. 2nd ground combo, you can do more ground hits and ignore the little j.B,C,D combo for more damage. Trying to think of what it was, or maybe I'm just lying to myself. I dunno, I'll post that up later when I got time I guess...
  8. Well, basically after Mash C you can link almost anything after words. And by "anything", I do mean almost anything. Problem is, depending what you want to link will require some kind of timing. Example: Linking a 5C. If you want the full damage of a 5C, you would have to go ahead and run up (a lot) and as your still being carried from your running speed, you will hit with 5C then do your combo after words. Most of the time when I throw, I normally do an Ice Ride (whiff) into whatever, but at times when I Mash C, I can't really recall any grab combos but I remember getting damages of up to 3k with no problem (well, a little bit of problem, the time is strict at times when trying to end the combo). I just never saw them as a big deal because I always thought people found better, and never said anything. I'll try to the note combo I'm doing sometime in the future.
  9. Don't mean to be a hater, but the statement is coming off from a guy who made this post not long ago at all: That's something that almost all Jin players found like after a week of playing the character. Vids? Don't watch them. I've never know anyone who really learned anything just by simply watching vids. If you guys feel like it's so strongly to disagree with what I have to say, then by all means go for it.
  10. 3k without bar = good damage to me. I dunno, maybe Jin can do more, I never keep up to date here on what people are finding out with Jin. Keep in mind, you can combo after it with 6C, or any normal really. You can treat it as a ground luncher even if the opponent is not hit while crouching.
  11. Not really, there are some good options with Sekkajin other than 6A. He can do some neat combos after a throw with it or from just a normal BnB. It can make certain block strings safer (sort of), like if someone we're to IB a 6C, your gonna get punish. Sekkajin can somewhat save you from that.
  12. Mainly because at the last rep of the combo you have to do it ASAP due to the push back your suffering from the opponent when hitting them. You would have to delay the jump B, C, and D, but on the 2nd rep you would have to go ahead and input it in as soon as you can with no delays. If you take too long to run up with 5C and do the combo, the D or the Ice Ride will miss. You never wanna delay jump B, do jump B as soon as you can when you jump. Combo does not work on Rachel, Bang, or Carl. And for some reason, it tends to randomly not work on V-13, but then again she has a fucked up ground hit box, so fuck her!
  13. I'm using Tager and I cannot beat Jin for the life of me. Please help!! [Mike Z's translation: "I'm a Jin player and I want to know how to fight against Tager! Please post all your strategies so I can learn how to counter them!"]
  14. That'd be kind of cool to see a BlazBlue-like skin for this forum. After seeing the new skins for the PS3 and 360, I hope to see it soon within' this forum.
  15. Give me good info, please? :D I KNOW NOTHING!!
  16. I actually don't understand why people came in here and troll and say I did >_> It's like, someone came and stole my car, and people we're going on saying that I was the one who stole my own car. *sigh*, I just thought I would be getting some useful info making this topic. THANKS FOR PROVING ME WRONG GUYS!! ;(
  17. I hate myself for making this topic. More vids, please! ;o
  18. Wow, your retarded. I don't see how I'm trolling. GTFO. I'm not agreeing to anything, hence why I said "please someone disagree with me on this". It's not an actual statement coming from myself, but the match can be tricky (I guess). Also, "who controls the corner" is kind of retarded to say, but let's talk about it anyways. Like stated in my post, Jin has no trouble putting pressure on Litchi seeing as how her normals are so slow it's hard for her to punish anything Jin tries to do. This can say the same for corner pressure. And Litchi's corner pressure is tricky, but will end a lot sooner than Jin pressure seeing as how even the slighty gap, if Jin guesses right he can mash his way out of Litchi pressure no problem. This is something Litchi cannot do against Jin. Something a bit more helpful if anything can help out here. Would like feedback from both type of players if possible.
  19. Litchi has to be really cautios about poking with 6B, seeing as how he can easily mix things up with a run in 5C and straight up beat it. You just got to space 6B REALLY well, because it has some really bad recovery too (not so much for 5D). She has nothing fast enough to punish a 5C on re-action. She has a hard enough time punishing something like Ice Ride. More feedback please. I need to be proven otherwise before the end of this week! Also, the Litchi forum sucks, I think I'll get better feedback here.
  20. I think it's 6-4 in Jin's favor. Someone please disagree with me, and here is why I think so. Jin's frame traps might as well just be 'pressure' on Litchi because her normals are all so slow, it's almost impossible for her to punish anything. Hell, she has to IB Ice Ride in order to even get a decent punish off it. She has no real strong anti-air aside from her 2C (which has some akword range), so the Jin player can jump in on her all day without any worry. Even her uppercut can only save her so much, but it such a risky thing to use for an Anti-Air (not recommand). Jin's 5C would beat out anything she tries to poke with (and this is with the staff). Without the staff, I don't even think she stands a chance against Jin aside from getting some random mix-up on him and hope for the best. His 5D just out beat anything she can do on the ground, and when it comes to Air vs Air game, Jin has that covered too. Litchi air normals, as good as they are, they can easily be out ranged with jump B. So yeah, Jin's favor. Discuss!
  21. I need some advice. How the hell do you beat a Jin player? This Jin player does a lot of really solid corner pressure and I can't seem to get out of it at all. Not to mention it seems really hard to punish most of his moves (Litchi's standing B w/ staff is so slow). It's so tuff to punish his Ice Ride move unless I Instant Block it. Not to mention it feels like anything Jin does just straight up out pokes me. Jin's 5C and 5D are so good and have so much range, I don't know what to do against it. Any advice or tips on how to beat a Jin player? And if possible, some vids too?
  22. Ummmmm... I have to say he is right for the most part. It's hard to get in on a good Litchi player, she can be very dangerous with the staff and can out poke anything Jin can do, really. Her mix-up game does not start in the corner, it can start whenever, that's the fucked up thing about her. Not to mention her oki game is real scary, especially when she has bar (ugh, getting cought in that Cigarette Man super every time she gets knock down, so gross). 6-4 sounds 'bout right.
  23. To make things a little easier on categorizing the topics here, I went a head and just made this topic. What do all those numbers mean right beside the letter? I have no idea what "6A" means! Well, here is how it works, look at your Num Pad on your keyboard. 7 8 9 \ | / 4-5-6 / | \ 1 2 3 Each number represents a direction input. In other words, if the character started on the left side, something like "6A" will indicate "forward A". And something like "5A" would mean "Neutral A". In other words, when hitting A, no direction input is needed. All you would have to do is just hit the A button. If you have any other questions on this, just ask. Other translations: j. = While in the air JC = Jump Cancel (means to jump while in a air combo) CH = Counter Hit Froze = Your opponent became frozen * Combos are done with the character starting on the left side. Basic combos - The basic ways of Jin. - 2A, 5B, 5C, Ice Ride (B) - 2A, 5B, 5C, 2C, Ice Ride (B) : This combo is best done if your close to your opponent, otherwise 2C might whiff. - 2A, 5B, 5C, 3C, Ice Ride © : This combo does not work on Carl. - 6A, Ice Ride © : Only connects when crouching (which they should be, 6A is an overhead after all). * Tip: It's ok to start your combo off with 2B, seeing as how that's a low hit. You can mix up with 6A and 2B, seeing as how they have to guess high or low. Just don't abuse 6A too much, or your opponent will start to re-act to it. And if you like, it's ok to pause during 5B to get both hits from it. Crouching Only combos - These combos only work if the opponent is hit while crouching. - 2A, 5B, 5C, 6C, 66 (dash cancel), 5C, Jump, j.B, j.C, JC, j.B, j.C : Hitting 66 after 6C will dash out of 6C for you, hence the name "Dash Cancel". - 5B, 5C, 6C, 2D, Froze, 6C, 66 (dash cancel), 5C, 2C, Super Jump, j.B, j.C, JC, j.B, j.C - 5C, 6C, 66 (dash cancel), 5C, Jump, j.B, j.C, JC, j.C, j.D, Froze, Ice Ride © : Combo also works if the 5C starts on Counter Hit. * These combos are just basic examples of how crouching combos work, for the most part you are linking your 5C into 6C. Best works when they are hit while crouching. Throw Combos - He has 2 type of throws, forward throw and back throw. - Forward throw, (pause), Ice Ride © : Works also with back throw. - Forward throw, (as soon as they get popped into the air), Ice Ride (A) whiff, 5C, 2C, Super Jump, j.B, j.C, JC, j.C, Ice Ride (B) : After Ice Ride (A), you will land on the other side of the opponent. General combos - Just random combos. - (On crouching opponent) 5B (2 hits), 5C, 6C, 66 (dash cancel), 5C, Super Jump, j.C, j.D, (short pause), Forward Air Dash, j.B, j.C, Ice Ride (B) - 5B (2 hits), 5C, Jump, j.B, (short pause), j.C, (short pause), j.D, Froze, land and run up, 5C, Ice Ride (B). - (Corner combo, somewhat) 623+A (CH), Ice Ride (D), 6C (OTG), 66 (dash cancel), 5C, Super Jump, j.B, j.C, Ice Ride (B). - 6A, Mash C (for 8 hits), once opponent is launched, 632146+D Super : You can air combo after the Super. Interested in better combos? Read up on umgogo post on the combos translated from the guide book for BlazBlue. http://www.dustloop.com/forums/showpost.php?p=355247&postcount=154 http://www.dustloop.com/forums/showpost.php?p=355256&postcount=155 Glitches! Not to much to mention here, there really isn't any real useful glitches that will help his game except for one, but unsure how it's triggered. http://www.dustloop.com/forums/showpost.php?p=360931&postcount=376 If anyone has more info on this glitch post up. I will say that his 632146+D Super is a little bugged up. When done very close to the corner, the full Super will not connect. So try not to do the Super close to the corner, ok? ;o
  24. Your sarcasm sucks.
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