-
Posts
4,899 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Moy_X7
-
Central Fiction Arcade Plot Discussion (spoilers)
Moy_X7 replied to Chaoschao222's topic in Zepp Museum
Weird, guess we'll just have to wait and see. -
Central Fiction Arcade Plot Discussion (spoilers)
Moy_X7 replied to Chaoschao222's topic in Zepp Museum
I probably missed something but why is Trinity's ghost appearing behind Jin in certain match-up intros? I saw her appearing in the Jin vs Plat match-up but maybe it's one of his generic intros. -
System Changes Every item can cancel into itself (the limit seems to be 3 times) during OD. Normals 6B - No longer wall bounces in the corner on air hit but it can still be followed up. Throws Ground Throw - Now staggers instead of blowing the opponent away. Specials 236B - New special, it's basically a ground version of old 236B, retaining its sliding properties on hit and it hits low. 236C - Old 236B animation, now knocks the opponent down in front of Plat instead of blowing them away. It also covers less distance and it seems to have a faster start-up and it counts as an overhead. Drives Halo 5D/j.D - New item, Plat launches a halo shaped boomerang forward. It has one charge but the charge is restored if you "catch" the boomerang. Causes the opponent to spin on ground hit and launches the opponent slightly upward on air hit. Hammer 5D/j.D - can now be special canceled, j.D can be special cancel during the 1st and 2nd hit. Bat 5D/j.D - can now be special canceled. Distortion Drives MJ Halo - Makes the halo larger and it seeks/tracks Platinum on the way back.
-
Fenrichi (JI) vs ??? (PL)
-
[CF] Jin Kisaragi Gameplay Discussion Thread (Pre-Release Date)
Moy_X7 replied to Dawn of Musou's topic in Jin Kisaragi
So what are the new combo routes thus far? From the videos I've seen, it looks like we'll be doing the same old stuff from CPE. Freeze > 6B > j.214C > OTG > Stuff is the only new thing I've noticed. I'm gonna give up on the 214C OTG combos and go with Fenrichi's mid-sceen DP C route, it's a lot more consistent for me. Fenrichi's route goes something like... (Crouching Opponent) 5B > 5C > 2C > 6C > 2D > JC > j.2C, 66 5B(1) > 5C > 2C > DB C, 66 5B > 22C. @shtkn - the only thing that comes to mind at the moment is the efficiency of 236D used for oki. Try it out and see if it's any good. -
I don't think anyone would have ever figured that outside of that accident lol. I'll change the description for accuracy's sake when I get a chance.
-
Match Start Your 5C beats her 5B at the start of the match. She can jump over your 5C or wait for you to use it and whiff it and then punish you. Most Plats will back off and try to equip an item, it is in your best interest her to rush her down as soon as the match starts. Neutral Full Screen If she has the missiles equipped, she can rush you down by using her missiles as cover. Super jump out of the 214D missiles' way to deny her from getting in on you. The same goes for her bombs, except that those can be dodged by running under them and by paying attention as to where they're gonna land. The giant missiles and giant lion hammer are used to keep you in check from pushing buttons. Play passively and wait for her to use up her items, try to close the distance by slowly working your way towards her. The presents can be disarmed by either attacking them with 2B/3C/2C, you can cancel any of those moves as you wish to catch her sleeping. Other than that, you can run into them and Barrier block immediately when you get near them or you can double jump/super jump to disarm them. She can knock you down with a giant hammer 5D so make sure to jump a lot when she has that item equpped. Long-Mid Range 5B, 2B, 3C, cat hammer 5D, giant fan 5D, and giant hammer 5D are the main offenders here. Your 5C can beat her 5B most of the time when spaced properly. Her 5B beats your 5D and 2D most of the time. Her 2B can beat your 5C most of the time. The items can all challenge your 5C and other pokes, use your best judgment. Your j.C can beat her j.C most of the time. Don't be afraid to try to outpoke her since the risk-reward is in your favor (you have a higher damage output from your poke confirms). Close Range Offense and Defense Your Offense vs Her Defense Her Offense vs Your Defense Gimmicks and Miscellaneous Info Gimmicks Misc. Info Frame Advantage, Disadvantage, and Punishes Frame Advantage Frame Disadvantage Punishes Summary
-
It's never fun to be on the losing end, but this is what fighting games are all about. You either win or you lose, that's all there is to it. There will ALWAYS be someone better than you and me, actually there are probably a couple 1000 players that are better than you and me. You do have the right to pick and choose your battles, there's little point in fighting a player who will completely and absolutely destroy you for more than 5 battles. However, don't judge a book by its cover, there are people that have several 1000 matches more than I do and I can still beat them. I've been playing since CT and Jin and Plat are fundamentally the same as they were when first released, they might have as many matches as they do but they're probably against low to sub-par players. Don't be afraid to take on people who LOOK stronger than you do. If they do end up being much stronger than you, fight them a couple of times and see if you can learn something from them and from yourself after the battle. I used to absolutely destroy some people here, they kept on playing against me, and now I'm the one getting whooped most of the time by them. If they're destroying you to the point where they have to sandbag you after at least five battles, then just take a break. However, never dodge people, play them at least once or twice a day to see if you've improved even slightly. Personally, if somebody way stronger than me wants to play against me, I'll entertain them with a FT5. There's more to lose in dodging an individual than actually losing in battle against them.
-
In general you want to use the Ice Arrow as a combo finisher when the opponent is near you or in the corner. You would use Ice Wave when the opponent is far away from you and as a mid-screen combo finisher.
-
[CF] Jin Kisaragi Gameplay Discussion Thread (Pre-Release Date)
Moy_X7 replied to Dawn of Musou's topic in Jin Kisaragi
5A +1 da gawd against characters with huge hit-boxes, RIP 6B. Active Flow is sounding like a pretty unbalanced mechanic right now. Plat can use 2A (low) multiple times in a string to keep opponents in check from up+backing. If the opponent decides to just block then you just gave them a bunch of AF points. I guess I need to see this in action in the final version before I do any critiques. It could be that the changes carry on all the way to the final version. I'm pretty sure that most initial changes made their way to the final version of CP. We'll just have to wait and see. -
2B > 6A doesn't work at all, the only possible gatlings into 6A are 5A/2A > 6A and 5B > 6A. It's worth nothing that 6B is 0 on IB, so you can push buttons on him if he decides to continue pressure after an IB'd 6B. 6A is also punishable on block, just throwing it out there because I see people block it and not punish on time lol.
-
Used to be 0 before CP. It might be -6 but that's not a free punish since Jin can always just cancel into something else and frame trap you. That's why sometimes you'll see Jins reset pressure with it, even though it's so negative on block.
-
It does, as long as you don't let go off 2 (crouching) then you'll retain the charge even if you go for a 3 or a 1 input (Plat's 2[8]C from experience).
-
Just dropping by to say that 6C > 5D is not a possible gatling and most competent Jins will rarely use 6C during block strings and very rarely during neutral. If a Jin goes for a 6C, it's usually because they expected a 5C CH or a 5C to tag a croucher and they auto-piloted into 6C.
-
[CF] Jin Kisaragi Gameplay Discussion Thread (Pre-Release Date)
Moy_X7 replied to Dawn of Musou's topic in Jin Kisaragi
I normally don't make a changes thread until the final location test because it mostly only makes people panic when they see some heavy nerfs that sometimes don't make it to the final version but meh, it doesn't hurt to have one now. New 3C looks cool, definitely better than old 3C. Hishousetsu looks like it will be way better than our current shitty 236D, wonder if we can use it for oki but I'm kinda gonna miss j.236D since it was decent anti-air bait and punish. 5B meterless in the corner sounds way too good to be true but we'll see. 5B > 6A sounds like one helluva nerf, hope it doesn't make it to the final version. -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Moy_X7 replied to Anne's topic in BlazBlue Gameplay
Lol at all this talk about counterpicking. What is this, League of Legends? Tager is probably the only one that would benefit from being replaced by subs in some of his truly horrible match-ups. You can't mean to tell me that Nu vs Bang has it as bad as Tager vs most zoners. On the other hand, learning 2 or 3 characters has its benefits. I don't play Plat on the side to counterpick, I play her cuz she's fun and I like her silly design. However, there are times that I play people who have probably played hundreds of Jins (who hasn't?), so I end up winning more often with Plat against them. I know I'll be picking up Nine and Saya (someday) when they come out for their design/personalytits alone and I'll grind them until I'm not completely free or drop combos. -
I'll keep this as brief as possible... 1. He gets high damage off most confirms thanks to his EX/25 Heat moves. 2. He has some pretty decent normals, which translate to a pretty decent neutral game. 3. His DP D is a strong reversal and his DP C keeps opponents guessing when DP D is unavailable. 4. Pretty decent ways to reset pressure and his block strings are relatively safe. He basically has everything you would want in a character: decent-high damage, decent neutral game, decent-strong defensive options, relatively safe pressure. His only weak point is his relatively simple mix-up but it's not too bad once you get 25+ Heat and gain access to TK Hizangeki and 6A RC.
-
[CPE] Platinum the Trinity Combo Thread
Moy_X7 replied to someonewhodied's topic in Platinum the Trinity
No trick, just a lot of grinding needed to get it down. -
I'm a mod and I shouldn't be so blunt but... your friend is an idiot, please make sure he's aware of that. Like Tong said, that's not even a 50/50, that's simply a high-low mix-up. 50/50 A mixup where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.
-
No round steals for you, Fenrichi.
-
Yay for Jin gimmicks Seem like some good mix-up, go for the low when they catch on to the j.B IOH.
-
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Moy_X7 replied to Tong's topic in Zepp Museum
Sweg, thanks bro. -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Moy_X7 replied to Tong's topic in Zepp Museum
This with the BB:CP color 24 (lime/pink) por favor. -
The trick is in delaying the 66 5C as much as possible. So once again, that combo looks like 5B > 5C > 2C > 6C > 2D, (Delayed) 66 5C > 2C > (slight delay) 6C > 214B~C, 66 2B > Air Combo/5B > 22C. It easier to land it on characters with big hit-boxes such as Ragna or Azrael but it's a bit tricky with characters with smaller hit-boxes like Litchi. Again, the trick is in delaying the 66 5C as much as you possibly can. If you don't then you'll have to slightly delay the 214B~C follow-up a bit. You're going to have to grind this combo a lot, these 214B~C pick-ups are definitely tricky.
-
623C CH Combo: 623C CH, 5B(1) > 5C > 2C > sj.C > j.2C > j.D, 22C, 66 3C > 214B~C You obviously want to super jump forward after the 2C.