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ocdscale

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Everything posted by ocdscale

  1. Mazterskill really had the right idea. Videos where you lose are much more important than videos where you win. Videos like the one quoted here make it extremely hard to give constructive advice. Edit: I second the advice you already received. I'm not positive, but it also looks like you also whiffed an air grab in the match, and then landed an air grab during a combo. Even if someone wasn't on the lookout for a !! air grab, the first whiff should have clued them in.
  2. First tip: Check out the matchup sub-forums for more detailed information on fighting Tager. Second tip: Learn what's safe and what's not. Practice hit confirming off 5B or 5A and going into 5C 6C if they are crouching, 5C j.B if they are not, and a ton of other options if they are blocking. Third tip: Play people who are better than you. When you're just starting, it's more useful to play against better Jins because you can see what kind of tactics/combos they use and try to incorporate that slowly. As you get better, you can learn more from other characters.
  3. The only thing I noticed is that I'd use more 5C against Tager when you're closing in on the ground. It seems you prefer 3C in that range (also against Litchi I noticed).
  4. You have one of those backwards and another is really
  5. Is this a known glitch? http://www.youtube.com/watch?v=UarOtSDnCs8 at 3:03. Jin trades with a DP, gets a CH, then hits ice arrow super on Bang in the corner. Ice arrow hits once, then stops doing damage, Bang is left frozen in the air.
  6. Hey! I just noticed you're in NYC. I propose a wager! We'll play 5 matches. You get to be Nu, I get to be Jin. We'll both play to win, of course. But since I'm not great with Jin, the wager won't be to see who wins the most games. Instead, the wager is to give you 5 matches to land Nu's "dirt easy" 7k combo on me. If you do, you win $20. If you don't, I win $20. Sound good?
  7. I just want to throw this out here. Jin's resets make me feel so good. Losing the j.B j.A reset is the biggest reason I'd consider switching in CS. Doing the BnB into j.B j.A(whiff) j.B reset and hitting a croucher then going into 5C 6C aerial combo makes my day anytime I land it (which is rare...).
  8. So what makes this matchup 6-4 in Jin's favor? Is it just the fact that 5A beats her drives?
  9. Basic throw combo is just throw then 214C for ~2250 damage Fancier is throw, cancel with 214A after 2nd hit of the throw (it should carry you to them), 5C 2C 214B If you want to do unburstable damage to finish someone off, throw then 632146D (ice arrow) does the trick
  10. Personally, I also prefer combos that start with 5B, 5C, j.B or j.C because they're more reliable to land than 2C or 6C. If you'd like some staples that aren't on the first page of this thread, http://www.youtube.com/watch?v=VqkSD7Bwyak&feature=player_embedded has a few gems. The first one alone (CH 5C 6C 66 5C 6C 66 j.B j.C JC j.C j.D 214D) upped my game considerably by giving me a 4k punish and teaching me the power of 214D.
  11. For future reference, the next time you practice your combos, make sure to turn on: Block after first hit, Quick Recovery, Air Recovery, Freeze Recovery. I mean, jesus, the first ice car you did didn't even combo.
  12. I thought it was obvious from the context (B icecar no longer knocking down) that he was asking for B icecar to be safe enough on hit to go into a block string.
  13. Hopefully what happened is that they overnerfed Jin on purpose. BB:CT Jin is probably the most well rounded character in the game. He does defense well, he does offense well. He can zone you out and he can pressure. Looking at the changes, it seems like they want to put a damper on his offensive game while buffing up his defensive one. Maybe their plan is to nerf all of Jin's offensive options for this loketest (5C 6C on crouch, 5B, j.B, B musou and who knows what else) with the purpose of forcing people to play Jin more defensively in order to determine whether Jin's new defensive options are working as expected. Hopefully, as ArcSys gets info on how Jin's defensive abilities are playing out, they'll start rolling back the nerfs to his offensive game until they get to a balance they like. Wishful thinking perhaps.
  14. Didn't want to create a whole new thread for this, but apparently some people who were at the loketest for BB:CS mentioned that Jin's 5B is now pretty slow. Crap. Guess I gotta get used to 2A now, although not having 5B as a go-to normal for hit confirming is going to suck. Also not being able to 5B forward techs. Geez.
  15. The ending of Dennou vs Gucci http://www.youtube.com/watch?v=Oz4M2vTiWnk left me feeling so dirty. Edit: Suupuu vs Dio http://www.youtube.com/watch?v=q9YuCdMNPxU, at 1:02 Suupuu throws out a naked 214D. I assume that he's using it as a counter poke, predicting that Dio walked forward to do something. Why 214D instead of the safer 5D? Is it because of the damage potential off landing 214D into the corner, is that worth the meter (and risk)? Or is there something else going on?
  16. Why is Jin 4.5 against Arakune? Granted, Arakune is a tough fight for me, but that's because I personally don't know the matchup. But I'm curious about the theory. Arakune loves being in the air, Jin has great DPs and a very fast super to punish Arakune if he does anything laggy. Of course Arakune has strong tools too, but it seems like Jin can keep him grounded so to speak with tools to avoid the really egregious stuff. I know it's based on the original matchup chart where Ren says he thinks it's 5-5 and Fumo says it's 5.5 in Arakune's favor, so maybe I should be talking to them, but that's not an option so here I am. Is the rationale basically: It's a close fight, but Arakune edges it out because he's Arakune?
  17. Without getting into the argument because I play neither Tao nor Arakune past the "I'm pressing buttons" stage, I need to ask this question: Are you at that player's level? If not, then how is this relevant? I mean, Jin has an advantage over Tager for sure, but Mike Z would make my Jin look totally free. You see what I'm saying? If you are on par with the top local in your area, then of course disregard my post.
  18. Ignore the colors for a moment. Lets look at Jin's matchups. First: Use the top chart, which is a matchup chart. The second one appears to try to show you how a character's matchups are distributed. Second: On the top chart, find the Jin row. It's fourth from the top. Third: Go across the row. Higher numbers are better. 50 is an even matchup. Each number corresponds to another character (first column goes to Rachel, second to Nu, etc). What we see is that (according to this matchup chart) Jin is pretty much even across the board. He has nothing worse than a 45-55 matchup against Arakune, nothing better than a 60-40 matchup against Taokaka and Tager. Now lets look at Hakumen. We see that he has particularly bad matchups against Nu and Arakune, a somewhat bad one against Rachel, but is otherwise fairly even with the rest of the cast. The colors help you identify good/bad matchups with a quick glance. Red is really bad, Green is really good, Yellow is relatively even. Edit: Yeah, Diff. looks to be the difference between each character and the one above it. It looks like the OP used Diff. to separate out the tiers, big differences mean a new tier. So Tager is in a tier all by himself.
  19. The poison damage from poison nail doesn't make frog or pumpkin disappear, right? (Obviously the initial hit does). Would it change anything in the matchup if it did?
  20. How does this reset work? Is it because people don't realize they don't need to shake out of the second 6D and end up getting tagged with 5A/5B before they realize?
  21. Thanks for the quick responses, I'm going to try your suggestions. Killey has a great post on this in the Block String thread which I'm quoting here for convenience: http://www.dustloop.com/forums/showthread.php?t=6725&page=5
  22. Corner combo: 5B 5C 623B 5C 6C 6D 66 6D 5B 5C 3C I try going into Jin's 5C j.B j.A (whiff) reset games after the second 6D but my jumps always come out very short. What is going on? Is there something going on with pushback causing the jump to appear short? If so, is it worth going into a reset, or should I just finish with knockdown and oki?
  23. Rushdown.
  24. If I'm understanding you right, you don't think Rachel is as hard a matchup as Nu is in those examples you cited. I assume you think Rachel is a bit more balanced and isn't as dominating as Nu is in those matchups. According to the old matchup chart: The Noel pro believes Noel to be 4-6 fighting Rachel and 5-5 against Nu. The Bang pro believes Bang to be 3-7 fighting Rachel and 5-5 against Nu. The Tager pro believes Tager to be equally disadvantaged against both Nu and Rachel. The Jin pro believes Jin to be equally advantaged (!) against both Rachel and Nu. The chart is pretty old, and the pros may have changed their minds since then. But as it stands right now, Rachel is considered extremely strong across the board and it should not be a surprise that she has better matchups than Nu in some cases.
  25. Okay, this is going to sound really stupid, but here goes. What is the purpose of 2A? Apparently 5B comes out at the same speed (I always thought it was a 9 frame move) http://s1.zetaboards.com/blazblue/pages/jin_data/ and prorates better. But I see a lot of good Jins use 2A when they open up their rush down. It'd be easy enough to try to mimic what I see the good Jins doing, but I also want to understand why 2A is so good (or at least preferable to 5B in some situations). Is it the range, the fact that Jin crouches, the fact that 2A chains into itself well? For example, in this string provided by Killey in the Block string thread, http://www.dustloop.com/forums/showthread.php?t=6725&page=5 What purpose do the 2As serve?
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