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Kain

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Everything posted by Kain

  1. Go ahead if you want. I also have problems with GH>214D(delay)>5B sometimes, and my accuracy is like 25%. But I can still help. Edit: Yes, it should be 2 hits, so GH>214D(delay) is what you should be doing. And don't double post, please. There's an edit button for a reason.
  2. I see your problem: You're not jumping immediately after 6A hits. 6A is a JCable move, so you should not be waiting for it to recover before you jump in the air. Also, it's always better to turn teching on so you know your combo is true, not just going by black beat.
  3. I think something like 5B>5C>5D(DC)>6A>j.C>j.D>JC>j.D>BE>5D (2 hits)>22C would suffice. For that question about 'main reg combo', of course.
  4. You're doing it wrong then. After the hjc, it should be j.C>j.D>JC>j.C>j.D>623D>236C>214C.
  5. I love how you can actually combo from 214214D. Not into the move, but after the move. No joke. The funny thing is, the damage is shit at that point (5% proration...?), so why something like 214214D>5B>[5C]>6A>aircombo is actually working in the first place is way beyond me. (I found that out while messing around with Infinite Blood Kain right before hopping online, was confused, and messed around some moar with it in non-IBK, so it's legit.)
  6. If you're talking CT, j.C prorates less than j.D to my knowledge. If CS, ignore this post.
  7. Keeps saying the vid has a malformed video ID...
  8. This goes into General Discussion. And I'll just break it down for you: Imagine the numbers are directions (to get an good idea, look at your numpad to the right of your keyboard) So 2 is down, 4 is back, 6 is right, 8 is up, and 5 is neutral, for example, creating things like 214A, 3C, 623C and 632146D. It's actually very simple once you get used to it. A, B, C and D refer to the attack buttons. JC is Jump Cancel. JCC is Jump Cancel Cancel (canceling a JCable move in another move, like Black Onslaught.) j.(A,B,C,D) refers to a move done in the air. RC means Rapid Cancel. IB is Instant Block. And so on... A simple to combo into Astral is 5C, 3C, 214741236C (Ultima says 21412369 might be a better option, but it's personal preference, really).
  9. 22C. OR 2B>5C>5D(DC)>6A>aircombo. (You could always just leave out 2B in the second combo, and 22C combos require timing, so yeah...)
  10. I love this guy, because he just told us that a jack-of-all-trades is really meant to play zoning/defensive, and he also totally isn't confusing him with Nu, who was totally meant to play offensive. Seriously man. You play Jin and say he's defense-oriented, I think that says a lot about how much you actually know about Jin in general. And at this point, you're making your case worse than it should be, proving that you know little about what you're actually talking about. Hopefully I don't need to say it for you...
  11. This is pretty good, as I pretty much decided Jin Kazama was going to be my main when I got it for Christmas. So wait, you don't actually have to add in an RP in a juggle combo? (The first juggle combo I did pretty much does that, but I think it does crap damage) And I didn't know 44RP>LP juggled that high. Is there a specific timing to it or just do it as soon as you recover from the first one? (BTW, I find Tekken combo notation confusing, so I just used the notation I'm used to.)
  12. Kain

    [CT] Ragna vs Jin

    Unburstable 2932 damage with 50% meter than can be boosted to 3-4k in a good combo or with double CS<Unburstable 5520 damage with 100% meter that can be boosted to 6k damage in a combo. (No, it does not positive prorate for every hit in a combo before you used DBD, if you're reading that wrong) I find DBD unreliable though, because of its slow-ass startup and its slow-ass recovery after, meaning if you miss, you most likely set yourself back about 100% meter plus free CH, plus anyone can poke you out of it when in range due to lack of invul frames. CS is a good reversal when done close to the opponent, especially against 360s and 720s. Anywhere further is asking for a CH combo to the face.
  13. Kain

    [CT] Ragna vs Jin

    Not just Jin, but against everyone else. It has more to do with the hitboxes of 5D and CS than a character's hitbox, though.
  14. Kain

    [CT] Ragna vs Jin

    1: Block better. If you're blocking low during their Force Break swords, they'll naturally use their overhead, and if high, a low attack. Use common sense logic for this one. (You could just jump over the FB ground sword however, as long as you know what you're doing.) 2: A Fubuki has no invul, and you can tell which one he's using by how fast it comes out. Try baiting his DP or DP right back at him if you sense a DP, seriously. Don't try to punish the C DP while it's active, however. (I think they're air unblockable, so...) 3: Ice Arrow is air unblockable without barrier. If he's using that to punish your air approaches, you're doing it wrong. In fact, you shouldn't be approaching from the air all the time against Jin, because your options in the air suck. 4: I hope Jin Car scrubs aren't beating your ass like this, because that's embarrassing.
  15. Is the opponent crouching?
  16. Honestly, it helps a lot more when you don't make threads like this all the time just to ask a specific question. There's a reason people tell you to LURK MOAR, and kind of why we have a sticky in the BB Gen forums for this sort of thing. That said, it's been like 2 months into the game's lifespan, I doubt you'll get far searching for HP Ratios at this point. blazblue.co.nr might help, but if you don't find what you're looking for, don't bother until someone posts with all the HP ratios.
  17. I think he's talking about CS Hakumen, and there's a general difference between CT Haku and CS Haku for semi-obvious reasons.
  18. Yo, in case you didn't see my post in the 3v3 tourney thread, I need to know exactly when you plan to play our match.

  19. If Yukikaze is a problem, pause in your block strings every now and then to gauge their reactions. If they Yukikaze or D counter in the pause, use these recovery frames for a free CH, preferably with 2C or HF. That and read Qwerty's post cause that's pretty informative. And seriously, if that tactic is actually working in the first place while you're in BK, that's a good sign you're doing it very wrong and being reckless. In fact, if one Yukikaze is enough to keep you away from Haku, it's no wonder that you have trouble with the matchup.
  20. Kain

    [CT] Ragna vs Jin

    Fix'd a couple of things cause I'm bored. In all seriousness, it's good that you're using all that info in the matchup threads to fight scrub Jins. Now do the same thing for every character.
  21. Just a quick tip: There is no such thing as priority in fighting games. But I guess that works well as a summary.
  22. 1: If you land a good BK setup, you don't need to fear health loss. 2: Yes. Where have you been this whole time while CS was getting geared up for the 11/20 release? 3: Most of the BS you speak of is doable because the player is probably very good with his character. Clap Loop is one example of this because it's harder than it looks, both doing it and drilling it in your muscle memory. However, you simply cannot ignore Arakune's 2D corner loop with a hover cloud over your head, because it pretty much means you either get guard crushed, cursed or both and anyone could do it without knowing how to play Ara. And Clap Loop being a loop that takes out all your HP if executed perfectly is not something you can ignore and pass off as fine, because it's also part of Carl's gameplan, which makes him kind of one-dimensional IMO.
  23. Oh you. GL with your New Year trolling, black squiggly. >_>;;

  24. I hear you're trying to befriend everyone on Dustloop ever. Quick question: why?

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