Ran Iji
Members-
Posts
9 -
Joined
-
Last visited
-
Event details will be posted on the Website by the end of the week.
-
You can do it ace. Here's some examples. Dash and air grab them, which then leads to the various combos from that point. Dash and jump to b, c, jump, c, d. Dash and C to b, c, jump, c, d. However, I'll be honest with the way damage scales. I find the best option is the throw out of the special. Of course, that option is techable, and will probably only work once every five matches vs someone that is aware of the tactic.
-
You can do 326C vs the second component of the Hell Fang combo. The timing is VERY tight though, and I don't recommend it unless you -really- need to get the damage in. However if you do it vs the uppercut move, you'll just clash.
-
Hell's Fang has a 4 frame disadvantage for Ragna on block. We have NOTHING that comes out fast enough to punish this disadvantage. In fact, with his 'dragon upper cut' he has frame 1-21 invincibility. All you can really do is barrier guard and punish what he does after the fact. However, if you instant block you have him at a 9 frame disadvantage which will allow you almost any of your combo starters. However there's a good possibility he won't be frame perfect on his DP. So if you mash B, you will probably beat him since it comes out on frame 7. Which only gives him 3 frames to input his attack. Yet... if he's doing his 214 D follow up to it instead, it seems to stuff EVERYTHING! I've literally been in practice mode now for ten minutes, instant blocking it, and being unable to do anything. The only success I had was jab coming out once. =| You CAN do 326C though. The good news if he takes this option he can't avoid getting hit by 5D. Due to the push back of the second hit unless instant blocked, it's best to go with 5D, you'll have issues hitting with anything else.
-
I think it has to do with needing to do your dash cancel a few frames faster. I had that issue before I started to speed up the timing for the dash.
-
The easiest way to know if what you've done is a legit combo is based off of the color of the combo counter. When the combo counter greys out, it means that your opponent missed a chance to get out of the combo. To answer your question though, Jb->jc jump to jb to jc is a combo as long as they have aerial momentum leading them upwards.
-
Well, I'm trying to become a better Jin as well, so this is basically how I'd comment on it if it was me going over my own video. Doing this for you, helps me since I have to think of the options. 0:18 -> Your 5B, 5C would have been better comboed into jc b, c, d, iceride. 0:25 -> Dp A would have been your friend. I'm assuming that's what you were going for. Due to the whiff you take damage. 0:29 -> Your Iceride would have been blockable, and then punishable by Ragna. 0:32 -> You left go of block too soon. I'd recommend using Barrier block more to push away a special combo character like Ragna away. 0:38 -> Your j b could have gone into j C. 0:40 -> Ice ride to a corner... Much less that close to him. You could have punished with a low to high link, or throw. By putting yourself in a corner it may lead to a superior advantage for your opponent. 0:45 -> Sure enough, Ragna just got 6 hits off due to your ice ride. Ouch. 0:47 -> Could have gone into tension bar powered Ice ride to finish off your opponent. 0:52 -> Ice ride to getting punished. So far the only damage your opponent has done to you has been off of your Ice Ride. 0:58 -> Out of grab you could have done a ton to end the match right there. Read up on the grab combos, even just poking him with Down D would have killed him. 1:06 -> Never retreat to a corner. You really could have resulted to chipping him with a projectile at this point. Good save though. - 1:20 -> Musou or whatever it called is a bad idea. You should try to avoid doing 6B after an attack that your opponent has already blocked. There aren't many options from it. 1:26 -> Just a missed tech, but you should really utilize a projectile to space if you are attempting to draw him in. Just remember about the landing lag. There isn't much that Ragna can do from the air as he jumps towards you that will punish your landing lag. 1:29 -> Utilize your jump B more. It has a much wider hitbox than jump C. You would have scored a hit with it here. 1:32 -> Eeew. More Musou. This time you were punished for it. 1:38 -> Another Ice ride into block. Don't use this. You're punished again for it. 1:41 -> J C can link into J D here, if I recall. 1:44 -> Same thing here. Could have linked into a freeze. 1:47 -> A third chance you could have gone into an aerial freeze. 1:49 -> After you launched him, due to the distance you need to know that you won't be able to chase him in the air. Ragna is going to want to either get out of the corner via a jump/dash or fall to the ground ASAP. You should have saved your jump and waited on the ground. 1:51 -> Missed combo. It seems that you hit 8 instead of 9. You had the right idea though, but due to execution you were punished for it. 1:59 -> Another musou. At least you weren't punished. Could have been the match had he gone for his ground charge move. 2:05 -> Nice use of throw to super. By and large the damage that you're taking is from Ice car and execution errors. Really, Ragna only earned 30% of the damage that he did. The rest you GAVE to him every match. Utilize more projectiles to space. There were times that you could have just allowed him to attempt to attack you, etc.
-
Part of me wanted to go through the video and make annotations for all my mistakes before I popped it on here. xD My fingers are pretty dumb at the moment in regards to a combo specific game like BlazBlue. I come from playing Smash Brothers Brawl where I'm power ranked in my state. A lot of my issues are coming down to flat out execution errors. I'm working on my combo mix up game, but getting the timing down for the 5B, 3C, 2B, 5C [etc] has been causing me to make more mistakes against a person than anything. However, it's crucial that I get it down asap since the general combo I've gotten accustomed to using 5B, 5C, jc, b, c, d, to ice ride seems to whiff on the smaller opponents. I've also been botching my dash canceling [i'm learning the timing for it to avoid mashing C which results in the horrible Sekkajin from coming out.] which is preventing me from utilizing the launcher combos. I think I'm at doing it right maybe 25% of the time. Failure either results in a dash not coming out, a whiff of the 5b after the dash if properly teched, or the horrible multi-hit move. On the advent of throws, you are correct. I should have gone for a combo after the freeze since I should expect that a good opponent will just tech the throw, which will waste my advantage. I was worried about eating a special so I went for the easy route. >> Most of the damage I was taking was due to whiffed combo inputs on my part. This is unacceptable. @.@ More or less, I have a TON of room for work, and I'm excited for it. Regardless if I take this game to a competitive level, there's enough depth to excite me into playing it. I'll be sure to post another video once I get my tech skill up to a respectable level. At the moment I practice in training mode with the settings for Quick recovery, aerial recovery, freeze recovery, and Block after first hit. Is this the most optimal way for practicing combos?
-
I'll throw in my scrubby Jin just to give the thread some life. This was one of the few matches I bothered to play online to test off my combo work in training mode. There were countless missed opportunities [The initial hit of the 2D should have lead into an air juggle, etc], but I expect to fix them. http://www.youtube.com/watch?v=Y3jHLqeoWgE