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PhoenixBR

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Everything posted by PhoenixBR

  1. What makes Tager go higher so that the j6D doesn't blue beat at this video http://zoome.jp/sculpture/diary/26/ (1 minute in)? Are the chains delayed or is it 5C? Also, is it possible to just use 4D~A twice after 2C, instead of 6D~A > 4D~A?
  2. Somebody help me out, please. I have a couple of doubts about some of his combos. I have to use my DS3 to play BBCS, that might be the problem as I'm used to playing with arcade sticks. Anyway, here it goes: 1- When exactly can I do [...] 2C > 4D~A > 4D~D [...]? Is that character specific or something? 2- How do I get stuff like (66)3C, 2B and 5C (on large characters) to hit after Jakou? I'm pretty sure it has something to do with the opponent's height in the moment you swing them down to the ground... what's the timing / spacing then? Sorry if those questions were already answered (probably were), but there are too many pages to go through... D=
  3. What are those options then? The opponent can easily escape after teching... If they tech the purple throw, it gives you many options to contiue the pressure. Of course, you'll have to react to your opponent's behavior accordingly. Moves that punish your airdash in usually have a lot of recovery frames or just enough to force them to block if they whiff something
  4. Just do whatever you feel like then, it's pointless trying to show you how 2C > Purple throw works. It's not hard to understand that instead of throwing them to the top of the screen with 623B > 623A doesn't give you a favourable position to continue pressure. A tech'd grab, however, puts them back in the corner, where Jin's mixup and pressure game is at it's strongest. If a Hakumen player keeps using 6A after that, just don't airdash in and attack from the ground instead until they hesitate to AA you. If you feel they're going to use their drive, go for a grab... you get the idea.
  5. And how can you be so self assured that I only play online? In fact, I don't play offline too much because the arcade scene and Blazblue itself are pretty much dead where I live. That doesn't mean I don't know how to play competitively... I've watched pretty much every combo video in youtube and I know what is useful and what isn't. About the reversals, just bait them. It's not that hard, you know - if you're getting punished every time, air dash in and just block.
  6. Then why you see every japanese pro player do it? If they don't tech your purple throw, which is rare, it'll give you a chance to run up to them and do whatever you want, plus it's also going to deal quite a bit of damage. If they do tech, however, you can airdash in and continue the pressure and mix up game. If a Jin is getting punished by doing 3C > 236C, he's doing something wrong. If an opponent is giving him trouble by reacting to that, he should try to outsmart them, either by baiting DPs or time a 214A or something after Hakumen lands his drive on some fireball so that he's not hit.
  7. What the heck do you mean by saying that half of the cast can't be pressured on wake up? It's not like you can't bait some DP's or set a 236C/D up to make sure they won't poke you out of your pressure... But it all depends on the situation, I choose my combos according to what I need. If I'm very close to winning, then I'll make sure to use more damaging combos. If they're on the corner, I'll find a way to end my combo with something like 3C > 236C or even that 2C > air throw reset.
  8. First of all, what I meant by "people" was basically the random Ranked Match players - it's not that I play people that suck, most of these people just get hit once by the throw and then realize that I'm going to use the same trick again. Well, I thought you were talking about 6A combos, since you posted your alternative combo to hit those characters we were discussing, but I guess I misunderstood what you were trying to say. I'd like to point out though that combos aren't all about damage, knockdown and space control are also very important.
  9. But 6A > 5C doesn't work on any character... On a side note, I'm not ending 214D combos with 623B > 623A as much as i used to. It's really only useful for damage, and my game plan is really reset heavy. Purple throw works wonders after a 2C, the only problem is that they don't tech most of the time, lol... at least it gives me a 3C knockdown afterwards.
  10. In that case you could have used 6C > 5C > jC > jD > Air Dash > jB > jC > 214B / 5B > 5C > 236C, which moves them pretty far too. I'm not too fond of Sekkajin combos in CT, I only use them against Rachel and Bang when they're not crouching. The damage is pretty close though, not actually worth comparing them. That's the whole point of 6D, you never know when they're going to use it and it's not really safe to react afterwards. You kinda say to yourself "well, they can't be that stupid to use it again", lol. I've seen a couple of videos where Jin's abuse 5B > 6D and 6D > 6D in the corner, it's a nice trick when they expect you to continue the pressure by dashing in and 2A or 5B. 5C > 2D is really growing on me as well, it does take care of opponents which keep their barriers up all the time... pretty good frame trap tool.
  11. I dunno why you used that combo instead of just going 5C > 6C, but it really doesn't matter, lol. That Rachel feared your pressure strings and just waited for the right moment to escape, thus leaving some time for you to do something like 5B > 6D. The only time you use 6D outside of combos is after 236D... I'm not really in position to give other people tips though, as my gameplay isn't as solid as I wanted it to be. If you can remember anything I can improve from that match we've had last week, please tell me. We should play more often, despite my horrible connection
  12. Oh, I didn't know he was talking about a foward throw combo. That's what I get for not reading the whole thing. Wolf's post has pretty much everything you need to know.
  13. ^ Use 4D instead and don't start attacking too early.
  14. For some reason I loved the Air Dash > jB > jC > land > 5C > 3C > 2B > 5C > HJC > jB > jC > jD > 236B > 214C. Burst baiting with Yukikaze was also pretty stylish, looking foward to the final version.
  15. Tetsu used to be my personal favourite in BBCT. I was wondering if this guy could be him, the use of jA is quite similar... http://www.youtube.com/watch?v=IHiX_Dk7I88
  16. Yeah, it doesn't seem to work. Perhaps after a 2C Fatal Counter? I don't know...
  17. In my opinion, Buppa is more stable than Zakiyama, yet not as impressive and creative... maybe it's just me. I like Buppa's Jin more D=
  18. I'm pretty sure they rapid cancel when the opponent is standing, thus making it something like 5C > 214 A/B/C > RC > Airdash > jC > jD > (...). Maybe you can do something like this when you hit a crouching opponent: 5B > 2B > 5C > 2C > 214B > 5C > (2C?) > 6C > (...). Who knows, right? Very interesting find, I don't think I've seen any pro player do this. The damage is higher, right? I will test that out later on.
  19. You can always use it in your BnBs after 3C, as far as I'm concerned. It has to be fast though.
  20. That's it then, he takes a step or two back so that the chain will latch, giving him more hitstun \o/
  21. Does 6B combo into anything else besides Jayoku or is it just like 6A? I never knew it had that much advantage on block though, will play around with it later.
  22. ^ Indeed. I was wondering why some people like to use 5DC > jB > 5B instead of 5DD > j2C > 5C / 5B > (blah blah blah). Is there any difference in terms of damage?
  23. I tried it earlier and apparently I was indeed wrong about 6D. I dunno what to think then, perhaps the distance between you and the target? I need to learn the friggin timing of Jayoku combos, dropping them 75% of the time is not cool.
  24. Oh. I'm pretty sure 6C CH combos into 3C, though I've seen people miss Jayoku after that.
  25. Does Jayoku Houtenjin (236236B) come out when you do 63214214B? I never knew that...
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