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[CT] Jin Simple Question Thread! First post has FAQ, read first!


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Posted

Q: where can i learn about jin?

A: try starting in the beginner guide

Q: How do I freeze/refreeze opponents?

A: from the beginner guide:

HOW FREEZING WORKS

- Basically, normal drive attacks (5D, 6D, 2D, j.D) can only be the first freeze (not necessarily first hit) in a combo.

- You can re-freeze from special drive attacks (those that cost 25% heat), throws, and distortion drives (just 632146D really).

- When the opponent is frozen, he can wiggle the joystick to reduce the amount of time frozen in the ice, though there is a minimum amount of time the opponent will be frozen (see Jin's frame data for how much). If you do a combo with a freeze the opponent COULD have shaken out of, the combo counter will turn dark (the word HEAT will turn to a darker color). Otherwise, the combo was guaranteed and the opponent COULD NOT have shaken out of the combo.

- If you and your opponent trade hits, (say your 5D and the opponent's j.C trade), then the opponent is automatically freed from the ice.

The actual rules for freezing are a little more complicated than this (look at the frame data for details), but this simple explanation should be enough to cover 99% of all cases.

Q: 632146D super (Ice Arrow) only does 1 hit in teh corner sometimes!

A: yes, I'm not sure on the exact conditions for this, but it does occasionally happen when i back throw someone into the corner then Ice Arrow... I don't know of any remedy for this problem.

Q: what is sekkajin (the move where you press C a bunch of times quickly) used for?

A: you do the combo 6A > sekkajin > 6C > dc > combo (they need to be right next to you for this to work). Note that this combo is useful since 6A is an overhead, so you can use it as a mixup tool. Also note that if they block your 6A, you are left defeneseless. Another use for sekkajin: http://www.dustloop.com/forums/showpost.php?p=379406&postcount=10

Q: How do I get 100% complete in Jin's story mode?

A: http://www.gamefaqs.com/console/ps3/game/958720.html

look at the story mode faqs there.

Q: I can't do Jin's Astral Heat!

A: first make sure it's unlocked. Unlock it by beating arcade mode with Jin. After that, read the beginner guide.

I can shootz ice?

A: yes

more as they are asked and answered in this thread

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Posted

Which is faster? 5D (Ice Wolf) or 6D (Ice Spire) seeing how both are attacks that freeze and hit in front of you, I was wondering which is better.

Posted

5D is clearly faster than 6D. Not to say 6D is useless... it's +12 on block, but it comes out super slow. in general, use 5D over 6D. 6D's startup limits it's usefulness, but it's okay to throw out everyonce in a while in block strings, or as a super-early anti air. 6A is an overhead, and is special cancelable on hit only. So you can use it as a mixup and start a combo as you attack the opponent. Beware that it has very little range, and you have no recourse (outside of a RC) if the opponent blocks this. read the beginner guide and look at the frame data for questions like this.

Posted

I see, thank you, one more question: I have been told to avoid the use of 5C(rapid)(Lust Shaker~Jin) but in a few vids I've seen, if this move is used they usually 6A>5C(rapid) which can easily chip in 10 hits. My question is, is this worth it or should I just abandon 5C(rapid) all together? Sorry for being a n00b ~.~

Posted

6A > sekkajin is the one use of this move that i can think of. otherwise, it's not safe (tager can IB > super throw you for example) i've experimented with forward throw into sekkajin and that does less damage tahn the usuaul combo, so yeah... can't think of any uses for this move otherwise.

Posted

I see, thank you, one more question:

I have been told to avoid the use of 5C(rapid)(Lust Shaker~Jin) but in a few vids I've seen, if this move is used they usually 6A>5C(rapid) which can easily chip in 10 hits. My question is, is this worth it or should I just abandon 5C(rapid) all together?

Sorry for being a n00b ~.~

I had asked these question some time ago. the answer was that people, if they use it, start with 6a> sekkajin (8-9 hits)> air combo. i think its can be useful if used sparingly.

Posted

I think the sekkajin question should go in the FAQ, noting that so far the only good use for Sekkajin is when used in a combo after 6A (on hit only).

  • 4 weeks later...
Posted

What's the best way for Jin to punish a blocked B/C/D ice car? I'm doing extremely well beating skilled opponents and then I will randomly lose a game to a Jin that does nothing but spam ice car because I get impatient waiting for an opening and I don't punish it at all.

Posted

non RC'ed blocked ice car is very unsafe, but i'm afraid i don't know about Jin Much, but if Ragna, he can easily punish with 5b that can lead to at least 4k damage, so i'm pretty sure Jin 5a can punish it... and if u can telegraph an ice car... everything eat those moves srsly >_>

Posted

Reading Jin's frame data I got confused about something. In attacks that freeze the opponent it says: Freeze effect (1, 54) What does the first number means? I suppose the second one is up to how long the effect can last, is that right? I couldn't find the info anywhere :|

Posted

First number is maximum number of freezes in a combo and second number is the minimum frames they are frozen. I have a few questions. I never played an Aksys game, so I'm completely new to this type of system so forgive me if they're scrub questions. How do you generally apply pressure with Jin? I've spent quite a bit of time of time in training practicing combos and what not but I just can't land them in a real match. My pressure game is horribly lacking. What's stopping people from crouch blocking Jin all day? I've been watching Buppa video's and sometimes he throws out a 3C in a middle of a block string and they'd get hit by it and I'm wondering why is that? I don't see what they have to fear aside for aside from 6A. This goes along with my first question but, what are Jin's mix ups game? What are some ways that Jin can force a guessing game to force some damage in? As of right now, most of my damage comes from punishing my opponent or having them run into my pokes but I'm not really forcing real damage on my own accord. Examples to get me started would be really helpful and greatly appreciated. Hopefully, I can start to get a better grasp of the basics of this game.

Posted

You can apply pressure with a mix of running pokes, IAD pressure, and various frostbite. Your jb and jc are good, so use that to your advantage in block strings to set up your air mix ups. Also, you have good baits as well as good frame traps. My best advice would be to look up vids and look for something that suits your taste to start out, then move to other things.

Posted

You can apply pressure with a mix of running pokes, IAD pressure, and various frostbite.

Your jb and jc are good, so use that to your advantage in block strings to set up your air mix ups. Also, you have good baits as well as good frame traps.

My best advice would be to look up vids and look for something that suits your taste to start out, then move to other things.

after a j.b if they're still blocking you can do j.c or j.a to keep the pressure on. 6b is decent to use every once in a while after 5c or 6c but it's kind of predictable and most people can just 5a you out of it.

Posted

i have a question about a Jin juggle i did. i quick-air-dashed at an Arakune, and did j.B > j.C, and just repeated this twice after. is this a legit juggle, or is it escapable?

Posted

The easiest way to know if what you've done is a legit combo is based off of the color of the combo counter. When the combo counter greys out, it means that your opponent missed a chance to get out of the combo. To answer your question though, Jb->jc jump to jb to jc is a combo as long as they have aerial momentum leading them upwards.

Posted

few questions 1)i tried doing 2a>5b>5c>j.b>j.c>j.d but the j.d whiffs sometimes i can do it easily to tager and ragna but I can only do it on noel sometimes faq said i should delay the j.b and j.d but if i delay the j.d it whiffs completly and i get stuffed could i just do jb jc icecar b? or will that also whiff smaller characters 2)is ice car A safe on to use in a blockstring? i figured you could trick people who are used to punishing a unsafe b c d ice car, or is it better to end with 5d or 236a 3)i cant get sekkajin to launch or even hit 8 times before it whiffs i even tried dashing up (to noel) and 6a then mash C but never gets passed 8 hits 4) is there a combo I can do thats easy to confirm if the opponent is crouching or not? maybe im just slow but im always unsure if i should 5c 6c because I cant tell fast enough if the guys crouching 5)lastly, are there any moves that put characters in a crouching position? might have already bin posted somewhere but i coudnt find itzzz

Posted

1) What are some good generic round starts for Jin? 2)I'm having trouble getting close enough for 5B(2) combos without getting smacked around; what are some good ways to approach in on an opponent? 3) What's the most damaging combo from a midscreen 2A hitconfirm? Thanks in advance.

Posted

1) What are some good generic round starts for Jin?

2)I'm having trouble getting close enough for 5B(2) combos without getting smacked around; what are some good ways to approach in on an opponent?

3) What's the most damaging combo from a midscreen 2A hitconfirm?

Thanks in advance.

1.

Backdash

IAD Back/Forward J.B

5D

Stand still

Those are the best things imo to do.

2. J.B beats out ALOT of stuff in BB and its your basic air to ground string. Use it alot when approaching from the air.

5C>(Or single)5D Dash is a good way to ''get in'' as long as you don't abuse it because they can IB and punish.

Run up 2A.

Jin's imo best option is to come air to ground using J.B and when on the ground use projectiles to make the enemy jump toward you then you use A/B DP or stay on the ground and throw 5C/2A as pokes. I feel Jin best approach is using your spacing to get that intial first block. Rushing in with when the oppoenet isn't getting up from the ground or in the middle of something else isn't a good thing with Jin imo./

3.2A>2B>5C>2C(If close enough)>B Ice car

i think thats the best mid screen ground combo off the top of my head.

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