Moy_X7 Report post Posted December 27, 2011 As far as jump canceling, even when the hits counter is still red? In particular I'm trying to end a combo with 2D>6C>dash>5C>jc.C>jc.2C>214C. The diagonal jump cancel needed to do the j.2C>214C always screws me. I sometimes with I had a button solely for the 9 direction input, because it nearly always misreads it as 8 or 6, and when it doesn't I don't press 2 in timeand end up entering a second j.C. That combo still works that way, but does less damage. I thought you meant block strings lol. Yup, those j.2Cs take some practice to get used to them. I felt the same way when I first played CS1. Share this post Link to post Share on other sites
Jyosua Report post Posted December 27, 2011 Some is a bit of an understatement. XD I've been putting in tens of hours practicing combos, and those jump cancels keep screwing me. Hell, I can superjump better than I can do those damn j.2Cs. Share this post Link to post Share on other sites
xlolxlolx Report post Posted December 27, 2011 if you can superjump then sj.c>j.2c>dj.2c>b ice car Share this post Link to post Share on other sites
Jyosua Report post Posted December 27, 2011 I'll try that. What's dj stand for? Diagonal jump? Share this post Link to post Share on other sites
Moy_X7 Report post Posted December 27, 2011 Double jump Share this post Link to post Share on other sites
greysguardian Report post Posted December 28, 2011 I haven't been able to play blazblue for a while, and i've had this question nagging on my mind constantly: Which characters does the 3C>214C link not work on? Share this post Link to post Share on other sites
kirk Report post Posted December 28, 2011 http://www.dustloop.com/forums/showthread.php?12882-CSE-Sekkajin-x-N-The-Jin-Combo-Thread Its listed on 2A. Share this post Link to post Share on other sites
Jyosua Report post Posted January 10, 2012 This is a really dumb question, but what exactly are the correct inputs to tiger knee the 236X moves? Share this post Link to post Share on other sites
Shinsyn Report post Posted January 10, 2012 This is a really dumb question, but what exactly are the correct inputs to tiger knee the 236X moves? 2369 [X]. The 9 will give you the jump you need to TK that move. Share this post Link to post Share on other sites
Jyosua Report post Posted January 10, 2012 Hmm. does it have to be done with a particular speed? And do I have to make sure I stop pressing a number on the D-Pad before entering 2369? Share this post Link to post Share on other sites
Shinsyn Report post Posted January 10, 2012 Hmm. does it have to be done with a particular speed? And do I have to make sure I stop pressing a number on the D-Pad before entering 2369? It should work as long as it's a smooth transition, it's input is exactly how I typed it, don't over think it. Practice makes perfect bro, hit up training mode and you'll get it. Share this post Link to post Share on other sites
Moy_X7 Report post Posted January 10, 2012 Hmm. does it have to be done with a particular speed? And do I have to make sure I stop pressing a number on the D-Pad before entering 2369? If you want to do TKs the easy way then do 9~236 during pressure. You'll use the blockstun as a buffer, hold 9 during block stun and quickly input 236 shortly afterwards. It's much easier and more consistent than doing 2369. It only works during pressure though, so outside of that you have to learn the proper TK motion. Share this post Link to post Share on other sites
Yuushiro Report post Posted January 10, 2012 keep in mind to do the move that's "jump cancellable" before that trick moi mentioned. Share this post Link to post Share on other sites
Shinsyn Report post Posted January 11, 2012 If you want to do TKs the easy way then do 9~236 during pressure. You'll use the blockstun as a buffer, hold 9 during block stun and quickly input 236 shortly afterwards. It's much easier and more consistent than doing 2369. It only works during pressure though, so outside of that you have to learn the proper TK motion. Is it that much easier? I don't have any issues when I use 2369 motion for TK's and they consistently come out. I've tried 9~236 and I've had issues with it but the other way around is so much easier for me. Maybe I'm weird or something but that's what I do to TK whatever, even playing ragna, I'll 2147B for TK Gauntlet Hades. Share this post Link to post Share on other sites
Kurushii Report post Posted January 11, 2012 For Valk it was easier for me doing 9 first, but every other character I do 7/9 last with no issues. Share this post Link to post Share on other sites
Moy_X7 Report post Posted January 11, 2012 Is it that much easier? I don't have any issues when I use 2369 motion for TK's and they consistently come out. I've tried 9~236 and I've had issues with it but the other way around is so much easier for me. Maybe I'm weird or something but that's what I do to TK whatever, even playing ragna, I'll 2147B for TK Gauntlet Hades. I feel like doing 9~236 is the easier way of doing TKs, I rarely ever drop them this way as opposed to doing the correct TK motion. I use both methods, one when pressuring and the other when not pressuring. It might just be me though lol. Share this post Link to post Share on other sites
Jyosua Report post Posted January 11, 2012 The only way I can get even a 50% success rate on execution is by doing 23698X... for some reason that just doesn't seem right. Share this post Link to post Share on other sites
yaoi666 Report post Posted February 16, 2012 Hi i'm a noob at blazblue lost a lot of xbl matches but want to get better with jin i want to know if any one hand any pointer or help full tip about playing jin and getting better and help is well need thanks Share this post Link to post Share on other sites
Moy_X7 Report post Posted February 16, 2012 Anything in particular that you need to work on? I'd say that you start with learning combos. Next, move on to block-strings and hit-confirms. Share this post Link to post Share on other sites
Hector_JHJ Report post Posted February 21, 2012 Hi new to BlazBlue and fighting games in general, so a noob basically. Anyway I wanted to ask a few things, am I right to assume that 5B > 5C > Sekka ... only works if you only works on the second hit of 5B? Also any tips on getting the timing for Sekka > 5C? I always either use Sekka for to long or to little. Share this post Link to post Share on other sites
Moy_X7 Report post Posted February 21, 2012 I guess you could do 66 5B(1) > 5C > Sekka point blank but 5B(2) is the norm. There are really no tips to combo off Sekkajin, you're just going to have to grind it on practice mode. Remember that you have to dash forward after the launching hit on Sekkajin in order for 5C to work. Share this post Link to post Share on other sites
Jyosua Report post Posted February 21, 2012 Hi new to BlazBlue and fighting games in general, so a noob basically. Anyway I wanted to ask a few things, am I right to assume that 5B > 5C > Sekka ... only works if you only works on the second hit of 5B? Also any tips on getting the timing for Sekka > 5C? I always either use Sekka for to long or to little. Practice just 5B (2) > 5C > Sekkajin > 5C, although keep in mind, like Moy says you're usually going to want to microdash after the sekkajin in an actual combo whether you use 5C or 6C. Tips for the timing: Despite being able to hold C to continue sekkajin, I find it easier to mash at a certain rhythm. Additionally, when you're first learning the timing, watch the hits counter. When just practicing 5B (2) > 5C> Sekkajin > 5C the correct place to stop mashing is about between the 9th and 10th hits of the combo. I hope that helps, I had to deal with this myself about 2 months ago. Glad to see you're trying! Share this post Link to post Share on other sites
Hector_JHJ Report post Posted February 21, 2012 I guess you could do 66 5B(1) > 5C > Sekka point blank but 5B(2) is the norm. There are really no tips to combo off Sekkajin, you're just going to have to grind it on practice mode. Remember that you have to dash forward after the launching hit on Sekkajin in order for 5C to work. Ok thanks, I was just making sure I needed to do second hit. I didn't know about the microdash though so thanks again. I guess i will just have to pratice it, the main problem is I always get to eager went pressing the bottoms so I normally go to 5c right after the first hit, same reason why I sometimes do Sekka without meaning to. Practice just 5B (2) > 5C > Sekkajin > 5C, although keep in mind, like Moy says you're usually going to want to microdash after the sekkajin in an actual combo whether you use 5C or 6C. Tips for the timing: Despite being able to hold C to continue sekkajin, I find it easier to mash at a certain rhythm. Additionally, when you're first learning the timing, watch the hits counter. When just practicing 5B (2) > 5C> Sekkajin > 5C the correct place to stop mashing is about between the 9th and 10th hits of the combo. I hope that helps, I had to deal with this myself about 2 months ago. Glad to see you're trying! Thanks, that is probably what I will try doing. Share this post Link to post Share on other sites
Moy_X7 Report post Posted February 21, 2012 same reason why I sometimes do Sekka without meaning to. That's a newbie habit that most people go through when they first learn to do Sekkajin. You'll drop it with practice and time so don't sweat it. Share this post Link to post Share on other sites
Jyosua Report post Posted February 27, 2012 Alright, can somebody give me advice for landing j.2C > j.C > 66 5B properly? no matter when I try to input that microdash, the combo either drops after j.C or the microdash doesn't come out and I only hit with the first hit of 5B. What am I doing wrong? Edit: Figures, after spending a while not being able to get this, as soon as I post about it I get the timing T_T Share this post Link to post Share on other sites