I've been practicing the combos in the tutorial videos but I've realized that in many, especially the midair ones, players have the opportunity to recover (do the flash roll thing) out of the combo.
Like Jin's 6C juggle combo, you knock them in the air they can just mash a button and land.
I've been practicing the combos in the tutorial videos but I've realized that in many, especially the midair ones, players have the opportunity to recover (do the flash roll thing) out of the combo.
Like Jin's 6C juggle combo, you knock them in the air they can just mash a button and land.
No, the combos in the tutorial videos are legit (if not always perfectly optimal). This is a common beginner misunderstanding with the game mechanics. It's true that after a certain time the opponent can tech recover out and stop getting comboed. This timeframe is a function of how long the combo has been so far and what moves were in it. It's impossible to tech out sooner than this certain period. The combos shown in the DVD are impossible to tech out of if executed properly because all the attacks connect before the untechable timeframe is up.
Look at the color of the combo counter the next time. If it turns dark red, that means the combo is still going, but the opponent had the opportunity to tech out (and missed). If it's still the bright red, that means it's a combo that will work 100% of the time in that situation no matter what the opponent does--except burst of course.
On August 05 2009 05:23 Ginseng wrote: V-13 is turtle-based char, but you have to learn to use your C attacks to do big combos if they close in on you.
Arakune has 2 styles, turtle and rushdown. Rushdown is funner to play vs. Tick throws are okay, but shouldn't be abused, since the throw tech window is wayyy larger if you do it when they're in hitstun/blockstun/in a combo.
Also, if the opponent techs one of Arakune's throws (or vice-versa), they get uncursed and any clouds or bugs on-screen disappear.
I've been practicing the combos in the tutorial videos but I've realized that in many, especially the midair ones, players have the opportunity to recover (do the flash roll thing) out of the combo.
Like Jin's 6C juggle combo, you knock them in the air they can just mash a button and land.
like other guys said, keep on practicing with ukemi and ice-wiggle on. Even though this means that you loes 5D->66->6C->air combo, in real matches, if you're playing against regular folks, they usually won't be able to wiggle free out of that combo even though it's not 100% fool proof.
Here's my tips for doing 6C launch into standard air combo: 6C->66->5C (try to aim it so the sword goes under them to keep them higher)->(preferably super, but normal works too)jump cancel forward-> j.B ->j.C -> double jump cancel up forward->(j.B)->j.C->j.D, wait a little until you're almost level with your opponent, C Ice Car. I usually ditch the B in the parentheses, cause omitting the B before C in the double jump cancel makes the combo worlds easier to do and you lose very little damage. Getting the D, C Ice Car is way more important than landing the second B in B->C->djc->B->C.
My standard combo I use in matches is 5C->JC->j.B->j.C->j.D->(land)->66->5C->j.B->j.C->j.D (this one won't freeze)->air B Ice Car. If I absolutely need the damage, instead of doing 66->5C after landing, 6C->66->5C->JC->j.C->djc->j.C->air B Ice Car will do more damage but your positioning isn't as good as the first one.
the previous combo doesn't work on crouching, so I usually go 5C->6C->regular 6C combo instead. Jump canceling 5C is awesome in blockstrings and in combos since if you can barrier block in the air, it gives you really solid pressure and high damage combos that lead to ground knockdowns.
Also the 5B(2 hits) -> 5C -> j. B -> j.C -> j.D -> (land) -> 66 -> 5C -> j.B -> j.C -> j.D -> air 214B won't work on Rachel or Bang (Arakune has a weird timing imo so I don't do it on him either).
You eventually want to move on from the standard 6C DC 5C air combo since it gives bad positioning compared to the current ones.
On crouching, I use: 5C -> 6C -> 2D -> 66 -> 5C -> j.B -> j.C -> j.D -> j 214B (doesn't work on rachel or bang) 5C -> 6C -> DC -> 5C -> sj. C -> j.D -> air dash -> j.B, j.C -> j. 214B
I say crouching because normally you wouldn't really launch standing opponents with 6C if you're against someone decent. Unless you get it off a freeze or something.
You've got to use (or at least try; TVs differ) VGA input to play on a non-CRT yo. Xbox 360 has official VGA cable, and the PS3 has some 3rd-party stuff. Most HDTVs won't lag (significantly) when receiving native resolution VGA in because they are designed to not do all the cumbersome image processing and enhancement for VGA signals--presumably because VGA input implies the signal is probably from a computer and not like a VCR or antenna/coax cable.
i don't want to be mean, but is jin like the cheesiest char ever? i play litchi + ragna and i don't win ANY games vs. jin. the jin player doesn't have to do fancy stuff he just gives me perma freeze, does his stupid mofo combos and repeats................. *freakout*
On August 08 2009 07:40 Ghardo wrote: i don't want to be mean, but is jin like the cheesiest char ever? i play litchi + ragna and i don't win ANY games vs. jin. the jin player doesn't have to do fancy stuff he just gives me perma freeze, does his stupid mofo combos and repeats................. *freakout*
/frustration
what can i dew?
No, even in this game we have v-13, Arakune, and Carl who are waaaaay cheesier. Hopefully the problem just now is that you have a misunderstanding about what Jin's drive moves do--you're calling it "perma freeze"...Do you know that if you rapidly hit left+right you can shake out faster? That prevents some of the combos. Particularly, if you're getting hit by the tip of 5D, you can avoid taking the rest of a big combo by staying alert and mashing out before he can chase you down. If you see the combo counter change color to dark red when you get hit by a combo after a freeze, that means you could have shaken out if you were faster.
To be specific, each of the freezes lasts 120 frames (2 seconds) if you just sit there. Each directional input reduces the amount by 5 frames each to a minimum of 54, 59, 69, 64, 79, 74, or 84 frames depending on which drive move it was (according to frame data that might not be 100% correct, but that's in the ballpark at least). Sure enough, this still allows many inescapable combos that include a freeze, but Jin's legit combo damage including these freezes isn't particularly high compared to the rest of the cast.
He's really just another guy--he doesn't dominate any other character in the game actually although he is pretty good overall. Litchi and Ragna both have fairly/very even matchups with him.
edit: Unrelated note: this game is BS. I was down 0-1 in a regular bo3 set and got a double KO. Then it became 1-1 (wtf?). The opponent was clearly rattled as I easily took the last round.
i think we're talking about different things here. we are just starters and two of my friends who were always equal to me in guilty gear (we didn't do any advanced stuff) now give me hell with jin. and they admit that they use only the very basic stuff - just like me - and still i can't win any games vs. them. very suspicious.
either the matchup is much harder for the ragna to win in the low level sector (atm we are ~level 14) or i'm "just bad at this game". but the ease with which they wipe me off the screen is really astonishing.
but thanks for the tips.. i'll look for the red color combo counter.
*edit* LOL seriously... i never ever won any games vs. enemies level 25+ and now i took jin out of frustration and the first enemy i took down was level 45 - proof enough of my point?