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[CT-CSE] Critique my Jin Thread. Post videos of yourself playing and get advice

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Post videos of yourself playing and ask for advice/suggestions from the Dustloop community! Here are some ground rules: - no flaming. Any flames against anyone will be deleted immediately. -try to not spam the thread with your videos. Post your video, post a video showing some progress, but this thread is meant to help people, not be "my blazblue video journal".

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a) When you do 5D, wait until you confirm that they've actually gotten hit by it to do the ice car. You have plenty of time, especially against Tager. If they block it, you can cancel into 236A/236B or dash cancel, or a number of other options.

b) Some of the combos you end with the ice car don't actually combo. Are you trying to end them with 214C? Don't. End them with 214B.

c) Stop doing the ice car from so far away. If you're gonna poke with ice car, use 214A. If you do one of the 2hit ice cars and Tager blocks, it's a free hit or 360/720 if he's close enough.

d) After a throw, use the A version of the ice car to transport yourself, not B.

e) End of round 3: After you get knocked down, you NEVER want to just lay there. You will automatically be forced to get up after a few seconds, and you are vulnerable for that whole time. You should ALWAYS choose how you tech (neutral, fwd/bk, quick [hold down +A/B/C]).

a) Again, stop doing the ice car from all the way across the stage. It's not a safe way to get in, especially when there are clouds floating around.

b) 1st round: Don't let Arakune jump around in front of you so much. Keep that space covered with 623A.

c) 1st round, last combo: DO NOT throw them when they've already bursted. If you had just done a full combo after the freeze, it would have killed him. Instead, you threw him, giving him a chance to escape. If your opp. has already bursted, they have NO WAY of getting out of your combo.

d) 2nd round, EX dragon punch: They can shake out of the ice from the first hit, so don't hold it longer than you have to, especially when the 2nd hit will kill them. Holding it too long gives them a chance to escape and block.

It seems like you're unsure what combos to do after you get a hit in. Pick a few basic combos to do off of some common hits (6C, 5D freeze, other misc freezes) and work them into your game.

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helpful shit.

thanks alot man. i appreciate u noting the bad habits i had. blazblue is the first game i played on stick so when i did B ice car instead of A ice car after airthrow, same with C ice car in the combos instead of B. its just be mixing up the buttons.

and after ive watched some videos i see people poke with A ice car so you're right about that im gonna incorporate that into my game.

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Not sure how alive this thread is but I'll post videos of me playing to get some help as I'm curious to how I'm progressing in general. Just need to know if anything I'm doing is working at all lol

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I think just working on knowing when to do which combo would be fine for now. You weren't really looking at whether tager was crouching, and you were just going through the buttons and not looking for specific combos once you notice a hit lands. An easy way to do this is just to go to training mode and keep going pure offensive against the AI with health reset, and just learn to react to whether the target is crouching, how far are you when you land the first hit from the target, and where you two are on the screen when you initiate the combo. Use those three points to choose what combos to do accordingly. The other thing is try not to mash. It's really not that bad, but remove the habit of mashing is important first step to playing at a moderate level. In fact, don't even let it become a habit, not during pressuring, nor comboing. I think the first thing is just because you haven't had enough time to memorize all the combos, so that's no big deal. I think you should be ok in that area within a day or two.

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I'll throw in my scrubby Jin just to give the thread some life. This was one of the few matches I bothered to play online to test off my combo work in training mode. There were countless missed opportunities [The initial hit of the 2D should have lead into an air juggle, etc], but I expect to fix them.

http://www.youtube.com/watch?v=Y3jHLqeoWgE

Ok...

Step 1: Stop using the Sekkajin. Or c mash whatever. It's not good. I don't know how tager can punish you for it, but believe he could probably a 360 you for a lot of damage. Jin gets a free 5c 6c.

Step 2: Please remember that you can only freeze the opponent once in a combo unless you spend tension (example you did 6c 2d at one point after you had frozen tager.)

Step 3: I suggest watching some match videos from players like Buppa. They will teach you combos. You had a lot of opportunity to bust out combos that would have been sick.

Step 4: I'm by no means the authority on Jin or anything, so if you don't want to listen to me it's cool. I'm actually kind of scrubby even though I've been playing since arcade release.

Step 5: Don't get used to having the throw, running throw again setup work. It's just kinda hard to break throws online as opposed to real life. There's not much lag, but just enough.

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Part of me wanted to go through the video and make annotations for all my mistakes before I popped it on here. xD My fingers are pretty dumb at the moment in regards to a combo specific game like BlazBlue. I come from playing Smash Brothers Brawl where I'm power ranked in my state. A lot of my issues are coming down to flat out execution errors. I'm working on my combo mix up game, but getting the timing down for the 5B, 3C, 2B, 5C [etc] has been causing me to make more mistakes against a person than anything. However, it's crucial that I get it down asap since the general combo I've gotten accustomed to using 5B, 5C, jc, b, c, d, to ice ride seems to whiff on the smaller opponents. I've also been botching my dash canceling [i'm learning the timing for it to avoid mashing C which results in the horrible Sekkajin from coming out.] which is preventing me from utilizing the launcher combos. I think I'm at doing it right maybe 25% of the time. Failure either results in a dash not coming out, a whiff of the 5b after the dash if properly teched, or the horrible multi-hit move. On the advent of throws, you are correct. I should have gone for a combo after the freeze since I should expect that a good opponent will just tech the throw, which will waste my advantage. I was worried about eating a special so I went for the easy route. >> Most of the damage I was taking was due to whiffed combo inputs on my part. This is unacceptable. @.@ More or less, I have a TON of room for work, and I'm excited for it. Regardless if I take this game to a competitive level, there's enough depth to excite me into playing it. I'll be sure to post another video once I get my tech skill up to a respectable level. At the moment I practice in training mode with the settings for Quick recovery, aerial recovery, freeze recovery, and Block after first hit. Is this the most optimal way for practicing combos?

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Well for practicing combos that's all you need. However for combo recognition, you want a mobile target, and the AI will work just fine. Purely for the purpose of practicing combos, you should use ragna as the target dummy (because all of Jin's combos work on him). Do note you will eventually have to figure out character specific combos though.

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Aight guys heres a video of me VS a Ragna that I randomly ran into online. I am by no means an expert by ANY stretch and I know I missed a TON of combo's that I can easily rip in trial mode that I just choked on. I attribute this in part A. to sucking and B. I just switched to stick after playing on pad for 21 years.... so yeah FML

Any constructive criticism would be nice aside from Dont Ice cart randomly.... which i know i shouldnt do and Dont C mash (the only time I did it i actually wanted to.... I know its bad but it did what I wanted it to in those situations) Thanks, expect more

http://www.youtube.com/watch?v=CQEFsH1fPGc

(edit) the quality on this is actually worse than I expected, hopefully once youtube is finished processing it will improve a bit, looks a hell of a lot better on my local copy..:vbang: fkin youtube

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Repeatedly air dashing in is bad. Ragna has a good 6a and a dp as backup if necessary. Furthermore, learn to instant air dash. The jump delayed air dash is for baiting, and should not be used too much. Less musou D, it's for comboing, not engaging. (Edit: My point isn't so much about using musou like that because that one has been beaten to death, but it's more that musou D should not come out unless it's a guaranteed punish near corner or it's in the middle/tail-end of a combo) As for when you wanted to do sekkajin (there were quite a few, but I think I know which one you "wanted" to do it) you should just sweep into musou. No sekkajin other than for like two combos. Your biggest problem is air dashing as your engage mechanism. Even moderate level players will annihilate you for that (for example, I saw ragna 6a once with bad timing, and he didn't dp once for the 20 times that you jumped in like that). Learn to approach from the ground, and zone with frostbite. Don't get too close though, you want advantage before you move in because Ragna is dangerous up close.

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thanks for the quick reply, i'm back in training mode as I type this trying to just combo repeatedly so i stop dropping them. I'll try to figure out a better ground strat then my current one, its just a pain atm as I can barely use jin's DP's and am forced into alot of situations that 2 days ago i wouldnt have had issue with =/ but thats what I get for learning a game and stick at the same time

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Well if nothing else, the final throw into super, while basic, is very good recognition. So at least I know you are thinking when you are playing. You just got to expand your repertoire now.

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Well if nothing else, the final throw into super, while basic, is very good recognition. So at least I know you are thinking when you are playing. You just got to expand your repertoire now.

hahaha, oh man, you have no idea. As practice to get used to my TE (i've literally used a stick once before... I am so much better on a pad its silly execution wise, but i need to learn so i kinda refuse to play with it now) i sat in training mode doing both of his DD's for about an hour each again and again on each side just so its like muscle memory and I still mess it up at times. Did the same thing with noel and Tager just because of the motions, but i learned alot of what I can and cant do with his DD's.

Atm its a better use of my heat then trying to RC because I cant really pull off any of the fancy stuff

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I wouldn't say airdashing in is a bad habit all together. You just need to know which characters would outright stuff your attempts such as ragna's 6a or rachel's 6a if i recall correctly.

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Aight guys heres a video of me VS a Ragna that I randomly ran into online. I am by no means an expert by ANY stretch and I know I missed a TON of combo's that I can easily rip in trial mode that I just choked on. I attribute this in part A. to sucking and B. I just switched to stick after playing on pad for 21 years.... so yeah FML

Any constructive criticism would be nice aside from Dont Ice cart randomly.... which i know i shouldnt do and Dont C mash (the only time I did it i actually wanted to.... I know its bad but it did what I wanted it to in those situations) Thanks, expect more

http://www.youtube.com/watch?v=CQEFsH1fPGc

(edit) the quality on this is actually worse than I expected, hopefully once youtube is finished processing it will improve a bit, looks a hell of a lot better on my local copy..:vbang: fkin youtube

Well, I'm trying to become a better Jin as well, so this is basically how I'd comment on it if it was me going over my own video. Doing this for you, helps me since I have to think of the options.

0:18 -> Your 5B, 5C would have been better comboed into jc b, c, d, iceride.

0:25 -> Dp A would have been your friend. I'm assuming that's what you were going for. Due to the whiff you take damage.

0:29 -> Your Iceride would have been blockable, and then punishable by Ragna.

0:32 -> You left go of block too soon. I'd recommend using Barrier block more to push away a special combo character like Ragna away.

0:38 -> Your j b could have gone into j C.

0:40 -> Ice ride to a corner... Much less that close to him. You could have punished with a low to high link, or throw. By putting yourself in a corner it may lead to a superior advantage for your opponent.

0:45 -> Sure enough, Ragna just got 6 hits off due to your ice ride. Ouch.

0:47 -> Could have gone into tension bar powered Ice ride to finish off your opponent.

0:52 -> Ice ride to getting punished. So far the only damage your opponent has done to you has been off of your Ice Ride.

0:58 -> Out of grab you could have done a ton to end the match right there. Read up on the grab combos, even just poking him with Down D would have killed him.

1:06 -> Never retreat to a corner. You really could have resulted to chipping him with a projectile at this point. Good save though.

-

1:20 -> Musou or whatever it called is a bad idea. You should try to avoid doing 6B after an attack that your opponent has already blocked. There aren't many options from it.

1:26 -> Just a missed tech, but you should really utilize a projectile to space if you are attempting to draw him in. Just remember about the landing lag. There isn't much that Ragna can do from the air as he jumps towards you that will punish your landing lag.

1:29 -> Utilize your jump B more. It has a much wider hitbox than jump C. You would have scored a hit with it here.

1:32 -> Eeew. More Musou. This time you were punished for it.

1:38 -> Another Ice ride into block. Don't use this. You're punished again for it.

1:41 -> J C can link into J D here, if I recall.

1:44 -> Same thing here. Could have linked into a freeze.

1:47 -> A third chance you could have gone into an aerial freeze.

1:49 -> After you launched him, due to the distance you need to know that you won't be able to chase him in the air. Ragna is going to want to either get out of the corner via a jump/dash or fall to the ground ASAP. You should have saved your jump and waited on the ground.

1:51 -> Missed combo. It seems that you hit 8 instead of 9. You had the right idea though, but due to execution you were punished for it.

1:59 -> Another musou. At least you weren't punished. Could have been the match had he gone for his ground charge move.

2:05 -> Nice use of throw to super.

By and large the damage that you're taking is from Ice car and execution errors. Really, Ragna only earned 30% of the damage that he did. The rest you GAVE to him every match. Utilize more projectiles to space. There were times that you could have just allowed him to attempt to attack you, etc.

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wow.... incredible dude, Thanks alot.... this post is fantastic, ima have to read it side by side with the video lol. Like i said, alot of this is coming from me learning my stick (i played about 30 matches online with my pad under a dif name and won almost every one =/) but alot of the advice you gavee (specifically with musou and some of the links) is fantastic, thank you again. I will be posting again soon with the results heh

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I'm still pretty new to this game, but I could use some tips on where to improve.

http://www.youtube.com/watch?v=iu9NkT8EcHw

The arakune matchup I don't know yet, but tips would be appreciated.

http://www.youtube.com/watch?v=d9iJFdg9vQU

hakumen match. I know this guy was just IADing forward all day and I didn't stop it :\

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You wasted a lot of damage potential by ending your combos on crouching opponents with 2C, 214B when you should have followed the 5c with a 6c into one of Jin's many combos. That would have ended match 2 with Haku-men at 1:44. A lot of Haku-mens IAD should have been stuffed with an early 5D. Not sure why you just stand over your opponent on knockdown. You should be setting up your Oki games with a 5B, or a dash 6A to name a few options. You have some of the fundamentals of Jin down but you are not capitalizing on the opportunities and instead go with a standard safe combo. You had counter hit Haku-men a couple of times and ended with a 5C, 2C, 214B. On crouching you should have done a 6C dash cancel 5C aerial combo or alternatively 6C, 2D, dash 5C, jb, jc, jd, 214B. On a standing opponent you could have dashed in with 5b (2hits), 5c, jb, jc, jd, dash 5C, jb, jc, jd, 214B or launched them with 6C after the freeze into an air combo for more damage but I prefer a knock down for oki games. Keep in mind though that there are specific characters that these combos don't work for like Arakune. I've posted some match up advice against Arakune in the Jin vs Arakune thread. You showed some good patience when getting cursed but you were a bit hasty on some attempts and you ended up getting cursed/re-cursed.

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First, I want to thank you for providing it in Japanese voice over so I don't have to mute the sound. Arakune match up I am not too experienced in so do feel free to question whatever I state: Generally, get a better feel as to when to use which frostbite. In this particular match up, unless you are on the offensive or are sure something specific is coming, do not use 2d. Too much recovery allows arakune to nail you with his air 2d (i think) from a mile away. make sure you recognize when you combo, because you don't want to just spam 5b 5c 5d and give away combo chances and more importantly, you want to stay in front of him. It feels like you have a decent idea of what you are doing, but it's just a little slow. Is this attributed to the lag? Get use to throw breaking (buffering it). don't play too passive. Cautious and passive are not the same thing. If you play passive Arakune gets to dictate the tempo, and that's a big nono. Also you need to add frame traps and other baits into your pressure. Right now you are just moving through the buttons. Learn to manuver against arakune when he has you cursed. Jin isn't too badly off in this area. But this just requires experience so don't worry about this too much. In this matchup, your biggest problem is playing way too passive, and your block strings are extremely nonthreatening. ~~Hakumen match: First thing first, NEVER use getsuren unless it's in a combo. Jin can do a lot of things with 50% meter. Using that super randomly is really bad. Less fireballs. If you must fire ball, use air c version at a good distance. Hakumen's hitbox is pretty big so a low air c version will still catch him even if he is crouching. doing jd randomly in the air isn't a good idea. The only time you should is for a cross up, and even then you should have 50% meter handy, because it's not too hard to see coming and the punish is too easy. Recognize when they are crouching. You need to break out your better combos when you 1. notice that they are crouching 2. comboing them with momentum Do not settle for the weak combos. Must get more damage, better set up, better positioning, etc. A few good a dps. You still seem passive. I know you don't want to go ape-shit on hakumen, but try to get a feel of the difference in cautious and passive. Perhaps check out some match vids. Noticing this difference is the first step to high level play because you never want your opponent in their comfort zone. In this matchup I guess the best thing you could do is learn a better set of combos. Because honestly, I can't tell if you know how to play against hakumen simply because that hakumen was horrid. I hope I was of some help.

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Thanks for the tips guys, I didn't have the CH 5C->6C->AERIAL RAVE combos down until like yesterday, and even still I'm working on getting them whenever I see crouch or counter hit. I'll start trying to be less passive, and use my meter more wisely with D air fireball/ground fireball. And yeah my oki sucks :(

I recorded some vids yesterday, I started implementing the 6C mixups into my game, but I'm still spotty when it comes to matchup knowledge so keep that in mind. Here they are:

http://www.youtube.com/watch?v=4siFWkTfWRM

http://www.youtube.com/watch?v=gKaxva6F8Zs

http://www.youtube.com/watch?v=sBFrCcuws1c

You can find the some more at

http://www.youtube.com/user/rugiOHHHH

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I will try to generalize. -Break your habit of doing 2a>2a>5b>5c. It's good at times but it looks like you just have a habit of doing it. - In conjunction with the above, learn to maximize your combo, not necessarily in damage, but in effectiveness. Know what you should follow when what hit land according to where you are at on the screen. Take note of how much meter you have when you land the hit and roughly guess how much meter you will have when you want to use it at certain points. This is the next step. You are comboing, now you just need to make them hurt. -Learn to pressure better rather than going through the buttons. Add frame traps and feints. They will allow you to keep your offense going for much longer. -Against Hakumen, frame trap to make him honest about using his catch, then go from there. Delayed c moves, 6b, whatever. Also, learn to approach from the ground better. AD is not a good idea against hakumen if done too much. Also with the above, mashing will result in hakumen IB catching your moves, which is free damage for him. Random notes: don't wave from full screen unless you actually see something coming, do not roll left/right against hakumen because his 6b has big hitbox (it's also a low, fyi), learn to track your opponent better when you are on the offensive, recognize when you have a chance for a 50/50 mixup (for example, when you rc musou, you can either AD jb or land and 2b. It's a 50/50 because you can't really see it, you have to guess, which is the best you can get for a mixup), etc. Hope these helps.

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Ok here are a couple of my videos. Keep in mind i've only been playing for 3 days and learning this games mechanics is much more difficult than learning SF4's (although I am LOVING this game so far). :P

http://www.youtube.com/watch?v=qIVkZZyexuo

http://www.youtube.com/watch?v=btkt4-H2yXA

You'll notice that sometimes I use Snow Flower Storm but it's ALWAYS on accident. I'm getting much better at not mashing but as you see it still sometimes comes out. Another thing you'll notice is that I'll end my air combo with j.D (6C, Dash, 5C, j.BC, dj.CD). The reason I'm doing this is because at the time I didn't realize that you were suppose to superjump after the 5C so I had a lot of trouble ending it with B Ice Car. I'm currently in the process of getting rid of that bad habit and doing the combo correctly. I also think I'm relying too much on Jin's freezing to set up my combos which isn't a problem against these opponents but against better opponents it will probably get me in some trouble. Finally, I know I shouldn't be running up and hitting my opponent with 6C after landing the 5D freeze because they have plenty of time to break out but since these opponents didn't break out soon enough I just kept doing it lol. Anyway... help me out guys. :D

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-Against that specific Ragna, recognize his tendency to dp, and punish him hard for it. -Do not do 5d dash cancel 6c. It will not combo if they shake and you will be punished pretty hard for it. Just musou and knock him down and work from there. -Less poking when Ragna is in his optimal range. You have a sizable disadvantage there. Learn to be patient and block a little, then look for an opening. Also, do not be afraid to use dp if you know something is coming. -Less jc on approach and more jb. Jc is better at certain heights but jb is overall the better move. -Some good use of meter, such as d fireball in the air. I am personally against using getsuren after a throw though. You can crank out nearly the same amount of damage in a combo and then have meter for other stuff. Plus you weren't going for a burst lock. So far so good I guess. Comboing will come with time so that's not really an issue. Start to learn to play defense and punish. Also begin incorporating mixups, frame traps, etc (you did some traps with d fireball. expand further). That Ragna was just running into everything. For the tager one, it seems like it's just a lack of experience from both sides, so not much to comment on other than some stuff from above and start to learn to recognize what combos to use, which will come with some more practice.

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