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Posted

Posted ImageJin

Matchup Statistics

Japanese Ranking: [finput][/finput] yet

Personally:

Punishes:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

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  • 2 weeks later...
Posted

I get punished too often against Jin's 623C since it's a wiff gap. Any way to bait or avoid it?

Posted

i think you can j.d the 623c but i will have to check.but if memory recalls right it should work. also not sure if the hakumen vs jin page mentioned this but i believe 2a straight up stuffs ice car and i mean beats it straight out.

Posted

2C takes 13 frames to come out, and has three active frames. That seems like a pretty small timing window especially since the ice car has a variable time before it hits you based on your distance. If you can do it consistently, be my guest, but thats not something I would rely on. IB->2A->236A->combo seems much more consistent to me. I might be reading this wrong from jins move data you should be able to even punish his A version of the ice car consistently if you IB. (it says -7 on block, 2A comes out in 6 frames) As for j.d versus 623C, that sounds like its really dependent on your height at the time of the attack. Might work if you're at a low IAD height (higher up you will block it but not deal damage, and fall straight down, leaving room for jin to punish), but even then you can't combo off it. Is there a better way to bait and counter this attack?

Posted

He said 2A, which is correct, another candidate is 5B. I prefer to IG both hits and punish with 2A combo when he only does 1 hit and 5B combo when he does 2 hits. Anyways, anyone know how to deal with his 623D? I cannot seem to avoid/guard the first hit at all.

Posted

thanks for the answers kumlekar and reaVer reaVer: do you mean the first hit or the second hit of the 623D? i know that if the second hit is charged it is an unblockable move

Posted

A few things about Jin (will probably be writing the Jin guide next) - As many have said, Ice Car should be punished on block, not on reaction. Easiest is gonna be block and 2A > combo, but like reaVer said you can IB the second hit and 5B for a less prorated, higher damage, and less stars combo. - Jin has 4 DPs, and they're all very good. A version has no invulnerability, but comes out in 6 frames, goes super far, and is grounded. Jin will likely be throwing this out whenever you're in the air as long as he's nearby, because it's basically unpunishable even on IB in the air. Even j.D it too high will cause the j.D follow up attack to miss, so it's not really worth the effort. B shoryu looks the same, but comes out slower, has some invulnerability, and is used in certain combos. This is still pretty hard to punish from the air even on block, so you're best bet is to try to get him to whiff it or just be on the ground. C version comes out super slow, but has tons of invulnerability to make up for it and has a bitching counter hit. Probably the most punishable on block or whiff, you have tons of time to follow up with your counterhit of choice. D version is his EX and can be charged for varying times, and fully charged is an unblockable. Wait for the invulnerability to wear off and then punish him if it looks like he's going to fully charge. 623A~A will low profile it enough and yet you a nice counterhit. - j.236D is how Jin will bait your 6A anti airs. 2C makes quick work of them so you can avoid being mixed up and gain some stars while you're at it. - Scrubby Jins that use Sekkajin (mashy C) in blockstrings will eat a 2D every time if you're timing it somewhat alright.

Posted

any advice on the timing for 2D in the middle of sekkajin? I know it can be pulled off while blocking inside of the attack's range, but I have no idea what the timing is.

Posted

thanks for the answers kumlekar and reaVer

reaVer: do you mean the first hit or the second hit of the 623D?

i know that if the second hit is charged it is an unblockable move

The first hit. The one I can't determine the hitbox, speed and what not of.

Posted

i believe its instant and all around him in that blue sphere he emits . so my guess is that when he has 25% or more meter . stay outside that range .

Posted

First hit of D dp covers fair amount of vertical distance and hits all areas near him, with little horizontal distance. Second is all horizontal and basically can be jumped over with one jump. If you block the first hit, just jump with auto block forward and jc, he can't hit you from there.

Posted

My apologies, I don't actually mean Jump with auto guard, But I mean to jump and then just hold 4 and do jc when you are within range. He can't hit directly above him with second hit of d dp.

Posted

Yeah ok:P I was wondering how I would supposed to be able to jump without getting my ass handed to me while being stuck on the ground:P

Posted

Holy moly. I tried to play my a friend (good Jin) online instead of going over to his place. The result is that even a slight lag (couldn't have been more than 3-4F tops) was absolutely screwing me. No IB catch (actually, no IB period), not to mention 6a isn't really a cure all against Jin's Air to ground. I usually only lose slightly more, but I think I was something like 2-10, at which point I just told him I'm going over. My point? don't play this matchup online. You will get frame trapped to death against any good jin. Ow my head.

Posted

623a~a seems to beat out Jin's B and C ice car. Can't remember if the Jin did it from a slight bit off the ground or not though.

Posted

623a~a seems to beat out Jin's B and C ice car. Can't remember if the Jin did it from a slight bit off the ground or not though.

i will look into this :yaaay:

Posted

Please do. Hopefully my eyes weren't fucking with me. Well, I tried it again and this time it was no luck, unless I did it way too late, which is possible since Jin's ice car is fast. If someone else could check this too, I'd be very grateful.

  • 1 month later...
Posted

had enyone ever thought of this its fun but only when fighting a mid lvl player(scrub)with hakumen if they play keep away taunt them and if they start to taunt bk air dash them,corner them, and make them cry oh and as for jin your just ganna have to be better than the person your playing hakumen is the only character that actually depends on the users for-sight into what there opponent is going to use and its why most people cant use him worth 2 spits and depend on his air dash he realy shines as a defence character but not as a offence character hakumen is about metal control get your opponent scared of you,(get 4+ counters in a row off) and his moral will lower faster than you can say 6b then he'll screw up his combos and rush you and loose also taunting him with a mic. helps piss him off real good

Posted

Has anyone thought of doing this? I think it's fun. You should only do it against mid level players though.

If they play keep away, you should taunt them.

If they taunt back, air dash them, and then apply pressure.

Oh, and if you're up against jin, you just have to be better than your opponent

Hakumen is the only character that really depends on predicting the opponent and countering them with specific moves. It's why a lot of people aren't very good at using Hakumen, and just use his air dash over and over.

Hakumen is really good as a defensive character, but he's not so great as an offensive character.

Hakumen is also about mental control. You have to get your opponent conditioned (4+counters in a row will help) and his moral will drop, making pressure easy. He'll also screw up his combos, and panic in general.

Also, taunting the opponent with the mic can help make them angry.

Translated.

Posted

Watch out for instant overhead j.C.

jin's or hakumen's?

(please note this is a joke post)

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