# Thread: [CT] Jin Combos and Glitches

1. To make things a little easier on categorizing the topics here, I went a head and just made this topic.

What do all those numbers mean right beside the letter? I have no idea what "6A" means!

7 8 9
\ | /
4-5-6
/ | \
1 2 3

Each number represents a direction input.
In other words, if the character started on the left side, something like "6A" will indicate "forward A".
And something like "5A" would mean "Neutral A". In other words, when hitting A, no direction input is needed. All you would have to do is just hit the A button.
If you have any other questions on this, just ask.

Other translations:
j. = While in the air
JC = Jump Cancel (means to jump while in a air combo)
CH = Counter Hit
Froze = Your opponent became frozen

* Combos are done with the character starting on the left side.
Basic combos - The basic ways of Jin.
- 2A, 5B, 5C, Ice Ride (B)
- 2A, 5B, 5C, 2C, Ice Ride (B) : This combo is best done if your close to your opponent, otherwise 2C might whiff.
- 2A, 5B, 5C, 3C, Ice Ride (C) : This combo does not work on Carl.
- 6A, Ice Ride (C) : Only connects when crouching (which they should be, 6A is an overhead after all).

* Tip: It's ok to start your combo off with 2B, seeing as how that's a low hit. You can mix up with 6A and 2B, seeing as how they have to guess high or low. Just don't abuse 6A too much, or your opponent will start to re-act to it. And if you like, it's ok to pause during 5B to get both hits from it.

Crouching Only combos - These combos only work if the opponent is hit while crouching.
- 2A, 5B, 5C, 6C, 66 (dash cancel), 5C, Jump, j.B, j.C, JC, j.B, j.C : Hitting 66 after 6C will dash out of 6C for you, hence the name "Dash Cancel".
- 5B, 5C, 6C, 2D, Froze, 6C, 66 (dash cancel), 5C, 2C, Super Jump, j.B, j.C, JC, j.B, j.C
- 5C, 6C, 66 (dash cancel), 5C, Jump, j.B, j.C, JC, j.C, j.D, Froze, Ice Ride (C) : Combo also works if the 5C starts on Counter Hit.

* These combos are just basic examples of how crouching combos work, for the most part you are linking your 5C into 6C. Best works when they are hit while crouching.

Throw Combos - He has 2 type of throws, forward throw and back throw.
- Forward throw, (pause), Ice Ride (C) : Works also with back throw.
- Forward throw, (as soon as they get popped into the air), Ice Ride (A) whiff, 5C, 2C, Super Jump, j.B, j.C, JC, j.C, Ice Ride (B) : After Ice Ride (A), you will land on the other side of the opponent.

General combos - Just random combos.
- (On crouching opponent) 5B (2 hits), 5C, 6C, 66 (dash cancel), 5C, Super Jump, j.C, j.D, (short pause), Forward Air Dash, j.B, j.C, Ice Ride (B)
- 5B (2 hits), 5C, Jump, j.B, (short pause), j.C, (short pause), j.D, Froze, land and run up, 5C, Ice Ride (B).
- (Corner combo, somewhat) 623+A (CH), Ice Ride (D), 6C (OTG), 66 (dash cancel), 5C, Super Jump, j.B, j.C, Ice Ride (B).
- 6A, Mash C (for 8 hits), once opponent is launched, 632146+D Super : You can air combo after the Super.

Interested in better combos?
Read up on umgogo post on the combos translated from the guide book for BlazBlue.
http://www.dustloop.com/forums/showp...&postcount=154
http://www.dustloop.com/forums/showp...&postcount=155

Glitches!
Not to much to mention here, there really isn't any real useful glitches that will help his game except for one, but unsure how it's triggered.
http://www.dustloop.com/forums/showp...&postcount=376

I will say that his 632146+D Super is a little bugged up.
When done very close to the corner, the full Super will not connect. So try not to do the Super close to the corner, ok? ;o

2. I saw a pretty nice coner combo off of a 2B in this video http://www.nicovideo.jp/watch/sm6926279 3:39

2B>5C>B DP>5C>6C>6D>*Insert general knockdown combo*

Not bad at all damage for a 2B.

Thoughts?

Probably works on everyone except Carl and Rachel I think. (Not 100% though)

3. that's a 623B in the combo, not a 623A. Regardless, intersting combo, i never whould ahve thought that 5C combos into B Fubuki.

4. Originally Posted by shtkn
that's a 623B in the combo, not a 623A. Regardless, intersting combo, i never whould ahve thought that 5C combos into B Fubuki.
My mistake that I'll correct now. Interesting indeed mostly because off a Non CH prorated 2B for that type of damage is pretty nice.

5. I haven't tested this out all the way but I have noticed something unusual and I was wondering if anyone else had any information.

The situation so far that I've noticed is that against Bang, if you dash at him around head level with an ice car, usually C, and he counters with his drive, it will hit and negate the ice car but not hit Jin. When this happens it keeps jin's forward momentum as if he was still on his ride, but will put him in his aerial animations, as I then hit barrier block, but it gave me Jin's j.B.

Again this may have been just for that match, i plan to try later I just was wondering if anyone else has seen this yet?

6. sounds like a clash to me, but i guess test it out and get back to us? the graphical/aural effect for a clash is very subdued compared to guilty gear

7. Well I will try on different characters to clash with the ice car, see if that works, but I think it has something to do with the counter-style of Bang's Drives. I personally would love that if you clash with the ice car you continue on past your opponent, un-affected by momentum changes at all, would make this glitch much more useful than just against Bang.

8. if you clash and you don't cancel the move out then the ice ride will just keep going. If anything when you notice that happen do a j.A since the hitbox is small so that if what you're saying is true, you'll get out of there with no harm done

9. Originally Posted by kid viper
if you clash and you don't cancel the move out then the ice ride will just keep going. If anything when you notice that happen do a j.A since the hitbox is small so that if what you're saying is true, you'll get out of there with no harm done
So if you clash Ice ride, and wouldn't hit your opponent your Ice will cancel out and you continue at the same momentum in the "standing" aerial animation? I think I'd rather do a j.D instead just for a free freeze with a momentum stop, since your opponent would not have the time to turn around, and wouldn't be able to block appropriately, situation pending of course you don't actually want to get further away from your opponent.

Edit: A thousand pardons kid viper, I misread what you had typed and gotten myself confused indeed

10. no what i'm saying is that since you're clashing with the first part of the ice ride, and you don't do anything to cancel it out, jin will just finish doing the second part of the ice ride (the knockdown)

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