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Everything posted by vanfleihight
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I don't think this is something you need to worry about. It's just safer and easier for the Carl to just block if they suspect a reversal is coming rather than attempt a backdash and possibly getting hit for it. Trying to ice arrow would be the most risky. If you get blocked, you have no meter to rapid and just get put back into the unblockable again. You also have twice as many things to input to get an arrow than you would just inputting 623C for a DP and potentially mess up the timing. Also my contribution to the thread: Carl has a retarded/silly/gimmicky throw reject setup you should probably know about. Basically it goes like Blockstring > Nirvana pink throw > you tech > Carl throws > you've already teched once and can't tech again for some frames and so get thrown anyway. Just tech Nirvana's throw and jump out. Sounds simple but you feel so stupid the first time it gets done on you.
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
vanfleihight replied to Chun's topic in Archive
Toll booths suck. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
vanfleihight replied to Yuushiro's topic in Archive
http://www.youtube.com/watch?v=HYbQJ2MCV8o&feature=feedu#t=5m35s That is one sexy looking combo. -
Didn't even notice this thread got updated lol, Some stuff I noticed: 1. Unsafe block string enders, namely 214A and 3C. This led to a lot of big punishes that made you lose 3-5k at any given situation. 2. You barely ever instant block. This makes Makoto's block strings that much scarier to deal with. Additionally, it seemed like you only ever IBed when you intended to DP out. This makes it really telegraphed and somewhat guessable/easy to see coming. It's also free meter, and doing it somewhat often forces him to play honestly since he has to second guess himself every time he sees you IB. 3. Hitbox fuck ups. Makoto's air hitbox makes the DP loop retarded sometimes. I'm sure you probably realized that after it whiffed a couple of times. Just something to keep in mind so you don't whiff a 623C and get nailed hard for it. 4. Meter management: There were a few instances where you tossed out j236D when you weren't in any real danger and was really far away. It just sort of made the situation reset for both players and you lost 25 meter out of it. A couple of other instances were tacking on D Ice car at the end of an air combo. Just my opinion, so some people might disagree, but it isn't really worth the meter by that point since they're already in the corner and you aren't getting any significant damage gain out of it. Last one is running up and doing 623C > Rapid on block. A lot of times you simply just did it as quickly as possible and got nothing out of it. On block all they've really lost was a guard primer and on hit or counter hit you can only get a modest 2.5k or so anyway. Better to just use that 50 for something else. 5. Last one I don't really know how to describe so I'll just sum it up as you getting randomly hit at random times. Particularly on jump ins, you seemed very prone to getting hit out of the air by jAs, whether that be from indecisiveness on what to do, letting go of block, or getting hit out of move startups. I don't really know what to say about this since I get the same problem when I play 2GB. Hope I didn't get any information wrong lol.
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[CSE-CP] Jin General Thread "Jin it to win it... again"
vanfleihight replied to Yuushiro's topic in Archive
I'm surprised the guy playing would even notice something like that to continue doing the combo. Unless it was just part of the plan all along. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
vanfleihight replied to Yuushiro's topic in Archive
6a rapid 66 5c 6c 2d 6b 5b 5c sekkajin 214a 5c 2c 623b 6c 623c 5a 5c 2c 623c ~3992 damage GLORIOUS CSEX SEKKAJIN PRORATION Edit: Whoops I lied. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
vanfleihight replied to Yuushiro's topic in Archive
So I guess 6C > 2D still works on crouching if you immediately do 2D? -
In a practical combo I meant.
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Apparently you can sekkajin twice in a combo now. So does doing sekkajin > dash 6C > 2D make 2D hit universally or is it only specific characters?
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Only 2 and a half months left to wait!
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I imagine it would be harder to follow up with longer recovery now. Probably no more 2B crossunder after a counterhit.
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I think in one of the gameplay forum threads they said 2C worked against Arakune j.B. As for arrow, maybe you could still end with arrow, then do ice wave instead of a second arrow now that the minimum damage is better. It would certainly look nice at least.
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Just watched one of the nico livestreams. 2D doesn't look too much slower than it is now in CS2. I'd say it looks like a midpoint between CS1 and CS2 speed. The j2C and jC level reduction was really noticeable. The Jin couldn't really pick it up into anything on air counterhit unless he just went all-in and pressed jD without hitconfirming. On a low CH jC he could 6C afterward so we can still combo something afterward in certain situations. For the DP loop, it looked like 623C made the opponent a little bit floaty on hit, making them come down a bit slower to land 5B. 623B looks noticeably faster. Since throws are special cancelable again, I wonder if we can do the old throw reset gimmick.
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Blazblue Continuum Shift Extend Actual Changes
vanfleihight replied to Nini Heart's topic in Archive
Just watched Dora do a 4 seal off a bnb against Hazama. It went something like: 5B > 2B > 6C > jD > C nail > 6D > C nail > 6D > C nail > 5D -
The problem with this is that in that instance, you're gambling 50 meter on the opponent standing up and getting hit by a raw 3C. Ideally, the opponent would be reacting to 6A as opposed to guessing. Meanwhile you pretty much have to go all-in with the rapid cancel since 3C can't really be hit confirmed if you want to get optimized damage.
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I think it's an unwritten rule this Jin tutorial video must include a Last Alliance song in some shape or form.
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
vanfleihight replied to Chun's topic in Archive
Shoutouts to top 8 for the first time, Vineeth being a cool fucking guy (and the meatboy shirt), Orion watching me get destroyed at Bubble Bobble, and all the Jin players being best friends with each other all of a sudden. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
vanfleihight replied to Yuushiro's topic in Archive
Mostly used pre-CS2 to reduce pushback of 5C since sekkajin didn't just hit ANYTHING back then. -
He SHOULD be rushing Valk down. Valk has no real escape options without a dead angle and trying to keep your distance is just giving him more room to approach you however he pleases and time to regenerate wolf meter so he can do it all over again. Ice swords at long range isn't necessarily a bad thing when used well either. You either force him to block and give you a way in or you force him into the air where you out-range him with j.C. Either way, you're using it to make him react and give you an opportunity to start pressure, not keeping him out or doing damage. Tetsu's only real mistakes were throwing out moves at bad times and getting poked out and the one time he tried to jump in on wolf 5B. As for the throw reject miss, it was kind of a waste of meter since he could have just done a backward throw and accomplished the same goal of getting Valk into the corner and still keep the 50 meter to do whatever with. Furthermore, it was only one set and didn't really showcase his knowledge of the matchup.
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
vanfleihight replied to Chun's topic in Archive
Are there casual setups on the cabinets if we show up early? -
[CSE-CP] Jin General Thread "Jin it to win it... again"
vanfleihight replied to Yuushiro's topic in Archive
You do. I just assumed this was implied so I didn't bother typing it out. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
vanfleihight replied to Yuushiro's topic in Archive
If you're going for the jD airdash combo, I'd suggest omitting 2C after sekkajin because it makes the combo a little bit more unstable from them being higher in the air. Instead, try something like: Starter > sekkajin > 66 > 5C > sj.2C > jD > air dash > j2C > jC > land > 5B > ender This is a lot easier to visually judge as you should be hitting them with the air dash j2C roughly near the same time as they land after jD freeze. You do the first sj.2C instead to guarantee the hit since j.C has a smaller vertical hitbox. As for the j.C after the air dash, you can delay it a lot longer than you think. In fact, the more you delay it, the easier it is to land 5B afterward.