BlazBlue - GuiltyGear's next gen cousin

anyone else having problems with Rachel's 6A > 5B > sj. j.b j.a j.b j.c > dj 2C?

timing is so strict for this game =[

Mash the 5B after you see 6A connect (or just learn the timing). Super jump cancel as soon as the 5B connects.

Edit: Oh, and you need to delay the the last 2C a little bit since you have to hit with the very edge of your hitbox (close to the top of the double jump, a little after).

Second edit:Lol, I totally understand this buffer system. You can actually buffer the super jump before the 5B connects, so you can buffer the super jump after you press B, and wait for the jump to actually happen, which pretty much shuts down the possibility of you accidentally special canceling into a cannon ball or missing the super jump or something.
 
You said it.

As we speak, I STILL can't get Jin's CH dp (dragon punch... don't know the notations yet) C ~ 5C launcher right. ><

Jin's 623C on CH?

If that's the case, you need to dash cancel, then jump cancel 5C, into j.B.


A lot of the air combos are still really hard for me to do. Almost all the air combos for Jin require some dash canceling, save for the OTG one via 5B, 5C, ones (which has some tricky timing).
 
Well, I feel like an idiot. Granted I never really sat down and read through the Dustloop's Noel guide until today (After losing to KDZ's Noel).

After reading the properties of her normals, I now understand why I wasn't comboing into 3C. Shit only combos if opponent is in crouch. :/

That explains why 6B > 6C> 2C > 3C all combos. The 6B overhead forced opponent into crouch when it hits.
 
Finally got most Jin's BnB down and semi-usable in battle after 4 long hours of training, training, training and carpal muscle abuse. Lol.

Now match experience is needed, so if anyone wants to add me for games, feel free to do so. :]

PS. Windstar: How do you jump cancel after 623C? o.O I haven't read through the entire blu-ray yet; just watching videos on youtube.

PS2. I think you meant the OTG combo 3C ~ 2B 5C sj 5B 5C... . That thing is HARD to land; I'd expect it to be near impossible online.
 
Finally got most Jin's BnB down and semi-usable in battle after 4 long hours of training, training, training and carpal muscle abuse. Lol.

Now match experience is needed, so if anyone wants to add me for games, feel free to do so. :]

PS. Windstar: How do you jump cancel after 623C? o.O I haven't read through the entire blu-ray yet; just watching videos on youtube.

PS2. I think you meant the OTG combo 3C ~ 2B 5C sj 5B 5C... . That thing is HARD to land; I'd expect it to be near impossible online.

Nah, you don't jump cancel 623C, you dash cancel it. Then you do 5C.

Dash canceling is a new thing in BB. Basically you cancel the move (or recovery) by buffering a dash in.

Try doing 6C and dash canceling it first. 623C is much trickier to do for Jin combos (and it's kinda-sorta rare in my games. 623A or B is a better anti-air, even if it does lack invincibility).

Note that 6C can be combo'ed into, but only on crouching opponents (in other words, 5C -> 6C).

Also, that OTG combo does work. But 5B's second hit also props the target up for 5C into air combos. 2B is used if 5B's second hit is out of range. In otherwords, if the opponent is just out of reach for 5B's second hit, use 2B instead. For added damage, you can also fit 2C after 5C.
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Well, I feel like an idiot. Granted I never really sat down and read through the Dustloop's Noel guide until today (After losing to KDZ's Noel).

After reading the properties of her normals, I now understand why I wasn't comboing into 3C. Shit only combos if opponent is in crouch. :/

That explains why 6B > 6C> 2C > 3C all combos. The 6B overhead forced opponent into crouch when it hits.

You were kicking my butt swimmingly today, after only 2 days play.

Interestingly, Rice's been working on his Jin for only a few days as well.

Meanwhile, I've been playing Jin for a couple of months now...

Sigh...
 
windstar:
my bro was using Jin today and we found a really good thing he has against tager
jB is instant overhead. this means even if tager is crouching, jin can do jB instantly after leaving the ground and it will connect. from there he can chain to jCD > etc combo. give it a shot
 
Just got the game and been training with noel. I haven't gone online yet, but I don't get whats up with the hate surrounding her D moves. Sure its mashable and spamable, but its not like its hard to counter. Those player maybe annoying, but you can make yourself look like god by beating the crap out of them, even if they curse you like the devil later.

I also found you can record move for the Dummy like SC4, might of been in the manual, but didn't read. R3 to record and L3 for replay (ps3 btw). Good way to practice your defense against annoying chains that you can't get out of.
 
I love this game :)

BTW, this game does not run on 1080i. The 1080i stamp on the back is incorrect. If you try to force it to run at 1080i, the PS3 will output at 480p instead.
 
This game is the shit, but I'm having trouble getting the timing down for some combos. I need to wait till poker calms down before I can focus on it tho.

From the story it looks like we'll be treated to a part 2 of this game.
 
Anybody going to be at Anime Expo on the 4th. Toshimichi Mori and Daisuke Ishiwatari will be there to start off the tournament event for BlazBlue. http://www.anime-expo.org/programming/interactive-events/console-gaming/

I'm planning on attending, not for the tournament though, but for the anime. But with all the people coming and crowding for Michel Jackson funeral and all, its going to be a pain. Can't they let our type of people come out in peace and enjoy our self. Its not like we come out often.
 
anyone else having problems with Rachel's 6A > 5B > sj. j.b j.a j.b j.c > dj 2C?

timing is so strict for this game =[

I now officially hate you for making me realize that you can fit in a j.b. before the standard abc. I decided to sit down in practice mode until I could get it 10 times in a row. I didn't expect it to take over 4 hours, I was beginning to think that the game was rigged because I kept on messing up after the 3rd or 4th one for a while. Pretty much, I was intuitively using the opponent's falling arc to time the 2C, but once I took him to the wall, i couldn't see it properly.

It is also somehow inexplicably and exponentially harder with the j.b. in there, because the game doesn't like the s.j. j.b buffer as much as the s.j. j.a buffer, j.b. is also slower than j.a. meaning you have less time to do it (and you can't buffer it in because of the above), and the j.b. pushes the opponent farther so you have to do the last double jump pretty much immediately after j.c. for your delayed 2C to even have a chance to connect (you also still need to get that timed properly).

Lots of fun, I think I need some aspirin now or something.
 
It's not that bad, I had a majority of her combos down day 2. Just keep at it and you will start to get the timing. Once you get a few down, a lot of them start to make sense in how attacks flow into staff recall.

Litchi 2b[m] is a long range low poke and you can combo it into 6b[m]. If they block the 2b[m] and you have conditioned them to expect the follow up you can cancel it by holding down b. This can set you up for a block string, possibly a counter hit or even a throw.

Yep, I just need to practice for more than 15 minutes; the timing isn't my problem, it's building them myself and learning how they work that way that's giving me trouble. I also need to use her long range pokes more; 2C anti-air, 2B low long range, etc. More practice means more options.
 
I SEE WHAT YOU DID THERE! =P

OMG, that was the 2nd stick pun I made with litchi on this thread and i didn't ever realize it!


Have you seen her combo vid? That shit is CRAAAAZZYYY. O_O

If you are talking about the one in the Extra disk then yes. but I like this one better:


While I'm at it, is there any way to control where litchis staff goes? with 5D and 236D it will either go diagonal or straight forward. I doubt it's random so can anyone shed some light on that?

LITCHI PLAYERS UNITE!!!
 
Nah, you don't jump cancel 623C, you dash cancel it. Then you do 5C.

Dash canceling is a new thing in BB. Basically you cancel the move (or recovery) by buffering a dash in.

Try doing 6C and dash canceling it first. 623C is much trickier to do for Jin combos (and it's kinda-sorta rare in my games. 623A or B is a better anti-air, even if it does lack invincibility).

Note that 6C can be combo'ed into, but only on crouching opponents (in other words, 5C -> 6C).

Also, that OTG combo does work. But 5B's second hit also props the target up for 5C into air combos. 2B is used if 5B's second hit is out of range. In otherwords, if the opponent is just out of reach for 5B's second hit, use 2B instead. For added damage, you can also fit 2C after 5C.

Odd, I can never get OTG 2B ~ 5C ~ 2C to land. The training dummy always shakes out of it.

5B does OTG, but only on forward (?) rolling opponents and non-quick getup. If the opponent does a quick neutral getup, it can't OTG after 3C at least. Again, Idk if this is 100% accurate, as I was testing a lot of stuff with the training dummy yesterday.

I got the standard CH 623C combo to land yesterday with about 70% precision. I'll try to dash cancel today.
 
While I'm at it, is there any way to control where litchis staff goes? with 5D and 236D it will either go diagonal or straight forward. I doubt it's random so can anyone shed some light on that?

Depends on how you set it down. Setting it down with 5D will make it go diagonally up when you return it. Setting it any other way (2D, j.D, moves with return state) will return it straight.
 
I now officially hate you for making me realize that you can fit in a j.b. before the standard abc. I decided to sit down in practice mode until I could get it 10 times in a row. I didn't expect it to take over 4 hours, I was beginning to think that the game was rigged because I kept on messing up after the 3rd or 4th one for a while. Pretty much, I was intuitively using the opponent's falling arc to time the 2C, but once I took him to the wall, i couldn't see it properly.

It is also somehow inexplicably and exponentially harder with the j.b. in there, because the game doesn't like the s.j. j.b buffer as much as the s.j. j.a buffer, j.b. is also slower than j.a. meaning you have less time to do it (and you can't buffer it in because of the above), and the j.b. pushes the opponent farther so you have to do the last double jump pretty much immediately after j.c. for your delayed 2C to even have a chance to connect (you also still need to get that timed properly).

Lots of fun, I think I need some aspirin now or something.

aw dunt hate me, i know even know you... Lets be Fweennnnds ^_^

ya but anyways, you can fit a j.b in there as the first hit aerial combo. IMO it actually hits better.
as for the 2C part, i find it easier to just end with a throw (j. B+C), but if ur opponent begins to break throws in mid air, then you'll have to revert back to her 2C ender.

heres a half HP combo i came up with, you can try it if you like:

uses 2 winds

5B > 5CDC > 3D3C(hold) > 5B > sj.b, j.a, j.b, j.c > dj. B+C

im sure you can fit a Tiny Lobelia or a George after the 3D3C in there and do her BBL afterwards...

edit: nvm, that combo is character specific
 
OMG, that was the 2nd stick pun I made with litchi on this thread and i didn't ever realize it!


While I'm at it, is there any way to control where litchis staff goes? with 5D and 236D it will either go diagonal or straight forward. I doubt it's random so can anyone shed some light on that?

LITCHI PLAYERS UNITE!!!

HOW DID YOU NOT REALIZE?! I said the EXACT SAME THING after the first one! =P

I can't get the stick to go sky or ground when I want. That would add some ranged pressure when I need to close distance, if they're jumping or dashing along ground, etc...
 
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