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Kain

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Everything posted by Kain

  1. Kain

    The Fighter Mentality

    And why are we talking Star Ocean, Persona 4 and preventing rage on BB online again? ...
  2. Kain

    [CS2] Ragna General Discussion

    ...You can do far more off an CS. Try doing this: (Midscreen) 5C>CS>dash 5B>6A(hjc)>j.C>j.D>JC>j.C>j.D>623D>236C>214C. Should net you about 5015 damage.
  3. Kain

    [CS2] Ragna General Discussion

    I think something like 5B>5C>5D(DC)>6A>j.C>j.D>JC>j.D>BE>5D (2 hits)>22C would suffice. For that question about 'main reg combo', of course.
  4. Kain

    [CS2] Ragna General Discussion

    I love how you can actually combo from 214214D. Not into the move, but after the move. No joke. The funny thing is, the damage is shit at that point (5% proration...?), so why something like 214214D>5B>[5C]>6A>aircombo is actually working in the first place is way beyond me. (I found that out while messing around with Infinite Blood Kain right before hopping online, was confused, and messed around some moar with it in non-IBK, so it's legit.)
  5. Kain

    [CS2] Ragna General Discussion

    If you're talking CT, j.C prorates less than j.D to my knowledge. If CS, ignore this post.
  6. Kain

    [CS1] Rachel Video Discussion

    Keeps saying the vid has a malformed video ID...
  7. Kain

    [CS2] Ragna General Discussion

    This goes into General Discussion. And I'll just break it down for you: Imagine the numbers are directions (to get an good idea, look at your numpad to the right of your keyboard) So 2 is down, 4 is back, 6 is right, 8 is up, and 5 is neutral, for example, creating things like 214A, 3C, 623C and 632146D. It's actually very simple once you get used to it. A, B, C and D refer to the attack buttons. JC is Jump Cancel. JCC is Jump Cancel Cancel (canceling a JCable move in another move, like Black Onslaught.) j.(A,B,C,D) refers to a move done in the air. RC means Rapid Cancel. IB is Instant Block. And so on... A simple to combo into Astral is 5C, 3C, 214741236C (Ultima says 21412369 might be a better option, but it's personal preference, really).
  8. Kain

    [CS2] Ragna General Discussion

    22C. OR 2B>5C>5D(DC)>6A>aircombo. (You could always just leave out 2B in the second combo, and 22C combos require timing, so yeah...)
  9. Kain

    CS Characters that can be practiced on CT

    I love this guy, because he just told us that a jack-of-all-trades is really meant to play zoning/defensive, and he also totally isn't confusing him with Nu, who was totally meant to play offensive. Seriously man. You play Jin and say he's defense-oriented, I think that says a lot about how much you actually know about Jin in general. And at this point, you're making your case worse than it should be, proving that you know little about what you're actually talking about. Hopefully I don't need to say it for you...
  10. Kain

    Tekken 6

    This is pretty good, as I pretty much decided Jin Kazama was going to be my main when I got it for Christmas. So wait, you don't actually have to add in an RP in a juggle combo? (The first juggle combo I did pretty much does that, but I think it does crap damage) And I didn't know 44RP>LP juggled that high. Is there a specific timing to it or just do it as soon as you recover from the first one? (BTW, I find Tekken combo notation confusing, so I just used the notation I'm used to.)
  11. Kain

    [CT] Ragna vs Jin

    Unburstable 2932 damage with 50% meter than can be boosted to 3-4k in a good combo or with double CS<Unburstable 5520 damage with 100% meter that can be boosted to 6k damage in a combo. (No, it does not positive prorate for every hit in a combo before you used DBD, if you're reading that wrong) I find DBD unreliable though, because of its slow-ass startup and its slow-ass recovery after, meaning if you miss, you most likely set yourself back about 100% meter plus free CH, plus anyone can poke you out of it when in range due to lack of invul frames. CS is a good reversal when done close to the opponent, especially against 360s and 720s. Anywhere further is asking for a CH combo to the face.
  12. Kain

    [CT] Ragna vs Jin

    Not just Jin, but against everyone else. It has more to do with the hitboxes of 5D and CS than a character's hitbox, though.
  13. Kain

    [CT] Ragna vs Jin

    1: Block better. If you're blocking low during their Force Break swords, they'll naturally use their overhead, and if high, a low attack. Use common sense logic for this one. (You could just jump over the FB ground sword however, as long as you know what you're doing.) 2: A Fubuki has no invul, and you can tell which one he's using by how fast it comes out. Try baiting his DP or DP right back at him if you sense a DP, seriously. Don't try to punish the C DP while it's active, however. (I think they're air unblockable, so...) 3: Ice Arrow is air unblockable without barrier. If he's using that to punish your air approaches, you're doing it wrong. In fact, you shouldn't be approaching from the air all the time against Jin, because your options in the air suck. 4: I hope Jin Car scrubs aren't beating your ass like this, because that's embarrassing.
  14. Kain

    [CS2] Ragna General Discussion

    Is the opponent crouching?
  15. Kain

    Character HP ratios in Continuum Shift?

    Honestly, it helps a lot more when you don't make threads like this all the time just to ask a specific question. There's a reason people tell you to LURK MOAR, and kind of why we have a sticky in the BB Gen forums for this sort of thing. That said, it's been like 2 months into the game's lifespan, I doubt you'll get far searching for HP Ratios at this point. blazblue.co.nr might help, but if you don't find what you're looking for, don't bother until someone posts with all the HP ratios.
  16. Yo, in case you didn't see my post in the 3v3 tourney thread, I need to know exactly when you plan to play our match.

  17. Kain

    [CT] Ragna vs Jin

    Fix'd a couple of things cause I'm bored. In all seriousness, it's good that you're using all that info in the matchup threads to fight scrub Jins. Now do the same thing for every character.
  18. Kain

    CS Characters that can be practiced on CT

    Just a quick tip: There is no such thing as priority in fighting games. But I guess that works well as a summary.
  19. Kain

    [CS2] Ragna General Discussion

    1: If you land a good BK setup, you don't need to fear health loss. 2: Yes. Where have you been this whole time while CS was getting geared up for the 11/20 release? 3: Most of the BS you speak of is doable because the player is probably very good with his character. Clap Loop is one example of this because it's harder than it looks, both doing it and drilling it in your muscle memory. However, you simply cannot ignore Arakune's 2D corner loop with a hover cloud over your head, because it pretty much means you either get guard crushed, cursed or both and anyone could do it without knowing how to play Ara. And Clap Loop being a loop that takes out all your HP if executed perfectly is not something you can ignore and pass off as fine, because it's also part of Carl's gameplan, which makes him kind of one-dimensional IMO.
  20. Oh you. GL with your New Year trolling, black squiggly. >_>;;

  21. I hear you're trying to befriend everyone on Dustloop ever. Quick question: why?

  22. Oh hello there, Mr. Random Friend Invite.

  23. Kain

    [CS2] Ragna General Discussion

    I don't understand. You're saying that Ragna's drive is only good because of weaker damage from most of the cast? ... wut
  24. Kain

    [CS2] Ragna General Discussion

    What. I fail to see how that's constructive. ...And seeing how you made similar posts in other character boards like you're teaching a bunch of newbies on what the character is like... EDIT: (adressing someone's question in the Combos thread because double-posting sucks) Can't help much with 22C as I really don't use it as much as I should, for the mere fact that I forget it exists most of the time, but I think you just dash 5B to offset the pushback slightly or dash 22C to get in closer. (needs confirmation) And for delayed Keri Age, the best way to go about it is to wait until Ragna nearly touches the ground with his foot. It's kind of hard to get used to, but if you can get it off consistently, you should not be having trouble with 5B/5C hitting afterwards---I find it easy to land these hits after a delayed Keri Age.
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