ryokoalways Posted September 18, 2009 Posted September 18, 2009 Pass a certain number of hits and recovery will be too quick to link 5c jb, so just jb afterwards. So for your combo something like 5B > 5C > 623B > 5C > 6C > 6D > run jb > ja Note the tech time adjustment by b dp is significant, so the number of hits you have decreases dramatically in any combo where you use b dp. Edit: forgot to address the second part of the question. Jin works well from either a reset or a knockdown. It depends on the flow of the fight. Both give you plenty of options for mixup/frametraps.
PhoenixBR Posted September 18, 2009 Posted September 18, 2009 What else can you do after a whiffed j.A, other than 2B, dash > grab or air dash > j.B?
ocdscale Posted September 18, 2009 Posted September 18, 2009 Thanks for the quick responses, I'm going to try your suggestions. What else can you do after a whiffed j.A, other than 2B, dash > grab or air dash > j.B? Killey has a great post on this in the Block String thread which I'm quoting here for convenience: Any freeze combo that ends in 5C, j.B, j.C, j.D, 214B can lead into Jin's most common reset. The reset is basically doing j.B, j.A. Since j.A will whiff it gives Jin the ability to jump, air dash, or land. You have 5 options in this reset and it puts your opponent in a 50/50 guessing game. All of these options happen after the j.A whiff and are best done close to the corner for maximum combo damage and putting your opponent in Jin's corner game. Option 1 - Air Dash with j.B, j.C into a ground combo if it connects. It forces the opponent to block high as j.B and j.C are both overheads. On characters with odd hit boxes like Tager this can cause a cross up scenario as the air dash will actually go behind them. Option 2 - Air Dash with j.B, j.A, land then throw. If you time it right you will get a green throw. Option 3 - j.B. The simplest option but also trick to spot as not many people know that Jin can throw another j.B after whiffing j.A and causes an overhead situation it's also relatively safe for people who have quick reactions and try to spam a 5A to beat out air dash attempts they will eat j.B instead into a CH ground combo. Also, if they block the j.B you can jump cancel it into another j.B. If you are not in the corner then you can try doing a cross up j.B or j.D. You could also land if they block and do 2B for a low attack but keep in mind the standard 5C, B Fubuki combo will not work due to push back. Option 4 - land, 2B, 5C, B Fubuki, corner combo. Opponent has to be quick to block low or spam 5A to knock you out of the air. Landing this will get you a freeze combo into Jin's corner game or set up with a different reset which I will go over later on. Option 5 - land and throw. The most simple option to do but also the most risky as your opponent can spam 5A's to knock you out of the air or tech the throw leaving you with a completely wasted attempt. http://www.dustloop.com/forums/showthread.php?t=6725&page=5
PhoenixBR Posted September 18, 2009 Posted September 18, 2009 Thank you very much. I had already seen this post, but it's always nice to read it again. I am already trying to use some of them in my battles, works wonders.
Zenoxio Posted September 22, 2009 Posted September 22, 2009 Is it worth doing 2 ice arrow DDs in a row? Or is the scaling too much?
BANGER Posted September 22, 2009 Posted September 22, 2009 I was playing around with it in training mode last night, I think it did 3.8k damage or so with a total of 50 hits. Wouldn't say it's worth it, since you can do 4k~ damage just by using 25 meter to start a corner combo or something. Of course, if it'll end the match by preventing your opponent from using burst, then by all means.
BANGER Posted October 19, 2009 Posted October 19, 2009 Does Jin's j.C hit behind him at all? It hits a bit on front, top, and bottom, but how about behind? There are some situations in which I jump across an enemy and backdash back into him, but since I'm still facing away, j.B don't work, and I'm usually too low to use j.D safely.
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