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Everything posted by Moy_X7
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Q & A Keep the questions relevant to CPEX/Jin Gameplay There are no dumb questions, only dumb people, ask away.
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Combo Discussion This thread is used to post optimal combos. Old combos will be replaced as new ones are found. Keep non-combo related discussion out of this thread and post it in its respective thread please. Specific Notations Used in This Thread [CO] = Crouching Opponent [AA] = Anti-air or Air to Air 25H = This combo requires 25 Heat points. c. = the move must be used up close f. = the move must be used from afar (d) = the move must be delayed ODC = Over Drive Cancel [N%] = You must be at a certain percentage of health after you use OD in order for the combo to work. (XN) = you may or may not have to use this move depending on the situation Air Combo = usually consists of using j.2C > j.C > JC > j.2C > j.C > j.214C. You'll have to omit some normals in order for the combo to work correctly with certain confirms. Mid-screen Combos VS/S Starter Combos Ground Combos S > 5B > 2B > 5C > 3C > 214B~C [CO] S > 5B > 5C > 6C > 2D, 66 22C, 3C > 214B~C Anti-Air Combos c.S > 5C > sj.C > j.2C > j.D, 22C, 66 5B > 5C > 3C > 214B~C f.S > 5C > sj.C > j.2C > j.D, 66 5B > 2B > 5C > 3C > 214B~C c.j.A > j.B > j.2C > JC > j.D, 22C, 66 5B > 5C > 3C > 214B~C f.j.A > j.B > j.2C > JC > j.D, 66 5B > 2B > 5C > 3C > 214B~C 25 Heat Combos S > 5B > 5C > 3C > 623D, 66 2B > 5C > sj.C > j.2C > j.214C OD Combos S > 5B > 5C > ODC, 5C > 6B > j.214C, 66 22C, 3C > 214B~C N Starter Combos Ground Combos N > (5B) > 5C > (2C) > 3C > 214B~C 2D > j.2C, 5B(1) > 5C > 6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C] 6D, 66 2C, 66 2B > 5B > 5C > 2C > 3C > 214B~C [CO] N > (5B) > 5C > 2C > 6C > 2D, (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C] Anti-Air Combos N > (5C) > 6C > 214B~(d)C, 66 2B > 5C > sj.C > j.2C > j.D, 22C, 66 5B > 2B > 5C > 3C j.B > j.2C > JC > j.2C > j.D, 66 5B > 5C > 2C > 3C > 214B~C j.C CH, 66 5B(1) > 5C > 6C > 214B~C, 66 2B > 5C > sj.C > j.2C > j.D, 22C, 66 5B > 5C > 3C > 214B~C CH Combos *N CH > 6C > 2D, (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C] 5C CH > 2D > j.2C, 5B(1) > 5C > 6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C] 25 Heat Combos c.N > (5B) > 5C > 22C~D, (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C] c.N > 3C > 623D, 66 2B > 5C > 6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C] f.N > 5C > 5D > 214D(1), 66 22C, 66 5B > 2B > 5C > 3C > 214B~C OD Combos [100%] c.N > (5B) > 5C > ODC, (66) 5C > 6C > 2D, (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C] Special Starter Combos CH Combos 236A CH, 66 5B(1) > 5C > 2C > sj.C > j.2C > j.D, 66 5B > 5C > 3C > 214B~C 623C CH, 5B(1) > 5C > 2C > 2D, (d)22C, 3C > 214B~C 22C FC, 66 6B, 66 5C > 2C > 6C > 2D, (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > 5C > Air Combo 25 Heat Combos 214D(1), 66 22C, 66 5B > 2B > 5C > 3C > 214B~C TK j.214D, 66 2B > 5C > sj.C > j.D, AD j.2C > (d)j.C, 5B > 5C > 3C > 214B~C 236[D]/j.236D, IAD j.2C > j.C, 66 5B > 2B > 5C > 3C > 214B~C 623B CH, 214D(1), 66 22C, 66 5B > 2B > 5C > 3C > 214B~C 623D, 66 3C, 214B~C CT, 6C > 2D, (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C] Throw Combos Front/Back Throw > DC, (66) 5C > 6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C] Air Throw, 66 22C, 66 5B > 2B > 5C > 3C > 214B~C
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CPEX Gameplay/Jin Discussion Only Keep the discussion relevant to CPEX/Jin gameplay No trolling, excessive flaming, or getting too off topic please.
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Good stuff Dawn of Musou, good to know that the 5D > Sekka combo works on everyone in the corner with some minor adjustments. From what I've seen, quite frankly I prefer vanilla CP Jin over this one but hey, at least he's still high-top tier lol.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Moy_X7 replied to Anne's topic in BlazBlue Gameplay
Somebody share a copy of JP CPEX so I can come up with Plat combos 2 more months... -
Huh, I was under the impression that people got early access to the game or something. Soon... *insert meme image*
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You get a trophy for landing a pink throw with Tager? lulz For those who have it, what are the unlockable items for Gallery Mode? I'm hoping that we can buy palettes and voice overs with P$.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
Moy_X7 replied to Moy_X7's topic in Jin Kisaragi
I'll have to play around with the various knockdown in CPE. In the previous games, you would go for 5C if you expected for the opponent to roll back and your 2A would be too far to reach them. Other than that, you can use it as a risky meaty attack, risky since you lose frame advantage if they decide to delay their wake-up. -
It's times like these when I'm glad that I didn't get any of the DLC. I learned my lesson from the CS era lol.
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Mmm, so that's why we usually see Jins just go for 66 3C > 214B~C off a DP D confirm. Well, I'll take some damage and momentum than just a breather mid-screen from a successful DP D. Yeah, kinda figured that 2D would lose its frame advantage now that it's special cancelable. As for 22C FC, probably something like 22C FC, 5C > 2C > 6C > 2D, 66 5C > 2C > 6C > 214B~C, 2B, 5C > Air Combo. I've seen Fenrichi use DP Cs in combos mid-screen, so you could probably add one of those during the 2B OTG follow-up.
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I find it hilarious that people are actually trying to argue and debate with SKD, one of the strongest and more knowledgeable BB players in 'Murica. "Just because you play the character doesn't mean that you truly understand how his/her/its gameplay works", words to live by, hurtful they may be lol.
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6A is unblockable unless you think/guess that it's coming (usually after 5B), the end. I'm just mad I'm not seeing TK Hizangeki used at all even when it has been buffed like a mf. Then again, I guess that OH really is reactable given the 22F start-up and the fact that Jin glows while he uses it.
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I agree with everyone else, it's pretty obvious that the round was his if he would have just used the rest of his Heat to finish her off. The point is that he won with style and earned himself some troll points for that round at least lol. It's kinda like how Jin can catch you with Yukikaze and RC it to taunt you and finish you with a combo even though the Yukikaze slash itself would have just killed you. Sometimes scumbag RC shenanigans like these appeal more to the crowd than a plain old Astral Finish lol.
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lol why have I not seen these Tager shenanigans before? https://www.youtube.com/watch?v=jnPmqEPYB-w#t=1m36
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Gamestop, Amazon, and GameFAQs all have the release date set to 6/30/15 for the NA version. I'm pretty sure that whatever source they got that release date from was posted here but I'm not about to dig through all this trash to find it, take that release date with a grain of salt.
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Plat is my 2nd main (lulz) and I can tell you that her learning curve in CP is pretty low. You do have to be decent at blocking since her reversals are limited and situational (Bat 5D/[2]8C/CDT) and you do have to be careful when equipping items as you are vulnerable during that time. Other than that, she has a decent-good neutral game depending on items, good damage (in CPE), decent mix-up, decent corner oki, low execution barrier, etc. The most difficult thing you have to learn with her is TK Swallow Moon and that's saying a lot
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You guys should take all this Jin discussion to the general thread up there, it's a ghost town right now lol As for reacting to Jin 6B, I personally can't do it even off a 5F 5A but my reaction time is not the best. Now give me a Plat Bat 5D and I'm home runnin' the shit out of that. Best bet for me is to IB it and 5A as Plat since he has nothing that's faster than Plat 5A after 0 on block 6B (cuz lol I don't play other characters #when'sSaya)
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CSII, CP, and CPE. While not S-tier in CT and CS1.1, he was still pretty high up, A+ material. Here are my two cents (that nobody asked for) regarding what makes a character strong. What makes a character strong? 1. High reliable damage off most confirms and ridiculous damage off certain confirms. What I mean by reliable damage is that the character has ways to get damage be in neutral and off strong mix-up and doesn't require too many resources to get that damage (Heat, consumable Drives) and when they do use resources, their damage is often ridiculous. 2. A strong neutral game, this often comes in the form of high mobility or strong normals/specials (Ragna 5B da gawd or Tao/Valk/Hazama tier mobility). 3. Defensive options (reliable backdashes like Nu's/Mu's, DPs, counters, etc). 4. Strong pressure, mix-up, and okizeme. Now let's look at Terumi... 1. Reliable damage? Nope, he requires lots of Heat to even do the reliable damage of the likes of Ragna or Jin. 2. A strong neutral game? His neutral game is ok, he has a couple of decent normals and specials to throw out but nothing too outstanding. 3. Defensive options? He gains access to some decent reversals once he has Heat but then he won't be able to use that Heat for his damage. 4. Strong pressure, mix-up, and oki? His pressure is pretty ok with 2A +1 and 5B +2 etc, his mix-up is easy to see coming unless you do some gimmicky mix-up with Heat and his oki is nothing to write home about. All in all, Terumi has his strong points but his biggest shortcoming is that he does shitty damage and he has to choose whether to spend his Heat for mix-up, defense, or to at least do some damage. His neutral game is also pretty straightforward and weak. Sure he gains Heat easier than other characters but he needs to spend it as soon as he gets it in order to stay relevant. The most important things in the BB series have always been high, reliable damage and a strong neutral game. High reliable damage can be attained through strong normals in neutral or with strong mix-up (usually off corner oki). A strong neutral game is just that, which can be attained with strong, long-reaching normals and specials or by having high mobility. Terumi does not have either of those important qualities, so he's poo-poo, whereas Derpvee-13 possesses both of those qualities and still dabbles in the other qualities (one of the best backdashes in the game and full screen, low risk mix-up, etc).
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"I don't care if you're +20 on block, I'm still swingin'" Ah, memories.
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There's no easy way of going about this, you have to practice like the rest of us. Set the AI to the highest level and practice everything you think you know about your character (pressure strings, hit-confirms and combos, knowing the range of your attacks and when it's safe/best to throw them out). List of things you should practice and get comfortable with (in order for better results): 1. Learn what attacks cancel into what and learn the properties of your attacks (I-frames, reach, positive/negative/punishable on block, etc). 2. Learn BnB combos 3. Learn pressure strings and learn what the best options are to use afterwards for whatever it is that you used that got blocked. 4. Practice said combos and pressure strings against the AI set at the maximum level of difficulty. This is how you will learn the basics of hit-confirming and how to space/time your attacks for optimal use. 5. Learn more advanced combos After you get comfortable with all of the above, you can start playing with other people. If you play with other people without putting in the time and effort that it takes to become even slightly proficient with your character, then you're going to have a bad time getting your ass handed to you and not see much progress. Don't try to run when you can't even crawl.
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$40 sounds like decent middle ground, day 1 release purchase +1. I honestly just can't wait to play new Plat and give Koko a spin, maybe (I'm in love with the Koko).
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Waiting for a LoL match to happen, meanwhile, Plat analysis time CSII - Silly damage, 5A +1 on block, unpolished items. 2C loops and 2C to 7K+ da gawd. MJ combos did a shitton of damage. Even though she did silly damage, her items were pretty crappy at the time. CSE - Plat's golden age, her pokes got buffed, her items got buffed, her combos got buffed, her only nerfs were her 2C's damage reduction and 5A being -1 on block but even then she could still crap out 6K out of a 2C. j.C loop da gawd, RIP best Plat. CP Vanilla - Bad Plat was bad, the changes to pushback on her normals and Barrier buffs really hurt her combos and pressure. Corner oki is now somewhat situational, MJ combos do crap damage. Extremely hard to combo off j.C due to pushback and hitstun nerfs and 2B was nerfed pretty hard in terms of recovery. Presents da gawd tho and lol at her reversal being one of the most situational reversals in the game but hey better than nothing. CP 1.1 - j.C received a slight hitstun buff lel. Other than that, Plat is mostly the same as CP Vanilla. CP was just a huge turnoff for me but CPE looks promising. CP2 - 236AAAX now ground bounces, which opens up a world of combo routes anywhere in the screen. 3C > 5D opens op new combo and oki routes. 3C > MJ > 5C opens up a world of delicious combos (even though they still do shit damage). RIP presents. #when'sCPE? Silly Tier List TIme: CSE > CP2 >>>>>>>>>>CP 1.1 > CP Vanilla > CSII
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Tee-hee An extended buffer window is a very welcome addition nonetheless.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
Moy_X7 replied to Moy_X7's topic in Jin Kisaragi
Yeah, 22C looks like the best option out of all those, I'll probably stick with that whenever possible. -
[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
Moy_X7 replied to Moy_X7's topic in Jin Kisaragi
I'm talking about CP2.0, 214B ~ C is a hard knockdown now. 22C seems like decent knockdown but doesn't net as much advantage as in CP with the wall bounce. The changes to DP C also change the amount of advantage that you get from it. Right now I'm seeing Jins favor the damage from an air combo into j.214C instead of going for a ground knockdown combo in the corner.