MisoSowee Posted September 11, 2009 Posted September 11, 2009 jin's or hakumen's? (please note this is a joke post) well jin's is way faster so im guessing jin's. haku's is kinda telegraphed imo.... and i don't think jin can combo from it unless he uses 236d? i dunno
Nakkiel Posted September 11, 2009 Posted September 11, 2009 He can't combo from it without 50% to RC and do falling j.C lol It's still annoying.
MisoSowee Posted September 11, 2009 Posted September 11, 2009 He can't combo from it without 50% to RC and do falling j.C lol It's still annoying. you have worse things to worry about than a silly "instant" overhead.. like j.b in all its essence. 236d mix-up. stupid A DP and even B DP is stupid. god i hate jin. oh and his combos do 4k+ even with 25 meter, or an optimal hit. stupid stupid.
Nakkiel Posted September 11, 2009 Posted September 11, 2009 Why is instant in quotes? If you don't anticipate it or expect it it's impossible to physically react to. Because you know, even though it takes 50%, eating a combo that kills you because of an instant over-head isn't fun. Oh and uh, as far as I know almost none of Jin's combos get more than 4K unless they spend 50% meter or actually get an optimal hit and then spend possibly 25%, so I don't really know what you're talking about.
MisoSowee Posted September 11, 2009 Posted September 11, 2009 Why is instant in quotes? If you don't anticipate it or expect it it's impossible to physically react to. Because you know, even though it takes 50%, eating a combo that kills you because of an instant over-head isn't fun. Oh and uh, as far as I know almost none of Jin's combos get more than 4K unless they spend 50% meter or actually get an optimal hit and then spend possibly 25%, so I don't really know what you're talking about. have you fight killeykun? He has dem combos, if he's attacking you towards the corner than he'll easily get you in the corner and using 623d it extends the combo quite a bit. im no jin expert, but i play killey a LOT, and i have a good feel for how much hp i lose/dmg points. and it's "instant" because there's still start-up. if i see him jump ill immediately block up (the dust and i hear the sound)
Nakkiel Posted September 11, 2009 Posted September 11, 2009 You must have some pretty crazy reaction times to consistently block a 12 frame overhead consistently, especially when there's hardly any telegraphing. I don't know if you realize that Haku-men's crouching hitbox is big enough for this tactic to actually work. The j.C hits on the way up, not on the way down. It's like Jin's instant overhead j.B against Tager, except not as bad since he can't combo off it without meter. I don't remember Jin doing that much damage without spending 50% unless he hits with 623D in the corner without comboing into it, or landing a 6D.
MisoSowee Posted September 11, 2009 Posted September 11, 2009 You must have some pretty crazy reaction times to consistently block a 12 frame overhead consistently, especially when there's hardly any telegraphing. I don't know if you realize that Haku-men's crouching hitbox is big enough for this tactic to actually work. The j.C hits on the way up, not on the way down. It's like Jin's instant overhead j.B against Tager, except not as bad since he can't combo off it without meter. I don't remember Jin doing that much damage without spending 50% unless he hits with 623D in the corner without comboing into it, or landing a 6D. 12 frames is still a good amount, i always block high to any jump and the jumps are fairly easy to see imo. and i really don't remember killey's exact combos. they involved the basic aerial combo and a 623D somewhere.... i don't remember. D:
Spark Posted September 11, 2009 Posted September 11, 2009 Don't forget jump start up. It takes 5 frames for Jin to jump then 12 for the attack to come out. So it's more like a 17 frame overhead.
ocdscale Posted September 11, 2009 Posted September 11, 2009 Don't forget jump start up. It takes 5 frames for Jin to jump then 12 for the attack to come out. So it's more like a 17 frame overhead. Yeah, but to my knowledge the 5 preframe jump frames have Jin still on the ground, so you're can't react to those, you can only react to the 12 frames he's in the air waiting for the j.C to come out. On the other hand, it's not likely that someone is hitting a frame perfect instant overhead each time. We could probably add a few frames for the delay between up + C. 12-15 frames is certainly blockable on reaction if you are paying close attention to the game. I don't think i could do it, (my average speed is around 250ms on those silly reaction speed tests), and even if I could, it'd be very draining to sit through the whole match watching out for that stuff. Kind of why I hate playing against Noel.
Blade Posted September 12, 2009 Posted September 12, 2009 I've played both sides of this, Jin has the unique opportunity to use j.C, j.D as an overhead crossup if you aren't careful. It's risky for him, but because Haku has a huge crouching hitbox, it works. You can catch air stuff with 6D. Don't forget j.D can use Hotaru as followup. Useful if they like to do Air Musou on you.
BladeOfJustice7 Posted September 13, 2009 Posted September 13, 2009 What is the best action aside from block when jin is air dashing in for an attack? They usually go for a j.b of a j.d. Can haku-men's 6a go through jin's j.d?
MisoSowee Posted September 13, 2009 Posted September 13, 2009 What is the best action aside from block when jin is air dashing in for an attack? They usually go for a j.b of a j.d. Can haku-men's 6a go through jin's j.d? Think of Haku's anti-air as a bomb when they're attacking you. it will ALWAYS hit if you time it right (and it's pretty easy) except you don't get blown up! Unless they bait it. Then YOU get blown up. I've played both sides of this, Jin has the unique opportunity to use j.C, j.D as an overhead crossup if you aren't careful. It's risky for him, but because Haku has a huge crouching hitbox, it works. You can catch air stuff with 6D. Don't forget j.D can use Hotaru as followup. Useful if they like to do Air Musou on you. lies. are there any limitations to it height wise?? I would love a j.d follow-up....
Blade Posted September 13, 2009 Posted September 13, 2009 jD>Hotaru is easy, just do the input before the counter follows through with a hit. All Ds are special cancellable. You could do jD>Tsubaki too, but it'll just wiff. :8/:
MisoSowee Posted September 14, 2009 Posted September 14, 2009 jD>Hotaru is easy, just do the input before the counter follows through with a hit. All Ds are special cancellable. You could do jD>Tsubaki too, but it'll just wiff. :8/: I meant if it's comboable after.... specials on their own are never enough to cover their star usage D: like j.d - hotaru - jump cancel - falling c - etc.
ryokoalways Posted September 15, 2009 Posted September 15, 2009 at the correct height, you can jd > hotaru > jump tsubaki > jb, etc. But even then it's not really worth it in my opinion.
MisoSowee Posted September 15, 2009 Posted September 15, 2009 at the correct height, you can jd > hotaru > jump tsubaki > jb, etc. But even then it's not really worth it in my opinion. hotaru - tsubaki is only worth it in mugen
qwerty Posted September 15, 2009 Posted September 15, 2009 j.D is poverty, try to instant block the second hit of air ice car and airthrow or something anything but jump fucking D
Skye Posted September 16, 2009 Posted September 16, 2009 2C his air dashes. 6a is sexy, but sometimes the timing is too iffy.
A.J. Posted September 16, 2009 Posted September 16, 2009 Hakumen needs to be able to ping off anything from any direction. j.236236D. Watch people shoot themselves around the world when they discover it.
mAc Chaos Posted September 16, 2009 Posted September 16, 2009 How can Hakumen deal with one combo Jin does? I always get beaten by it... he starts off by mixing you up on the ground, then he knocks you into the air and follows you. He keeps hitting you until he either freezes you in mid air and ice cars or grabs you and ice cars. Whenever I VS a Jin that can do this it's basically several of those before we hit KO. Ah, I found it: http://www.youtube.com/watch?v=74MeprfrMlg Combo #4 and #6. Except it's usually after a lot of mixup on the ground. FFFFFFFF wait, pretty much all of those combos
ryokoalways Posted September 17, 2009 Posted September 17, 2009 What do you mean deal with combo? if you get hit watch out for purple throws and get ready to tech, not much else you can do. Shake ice if you don't think he is going for a reset, and don't shake if you think he is going for one. Not much else to add to it. Jin's mixup game is pretty weak, unless you are tager. Problem is your defense, not Jin's offense. Hell I can't even think of anything that you can really complain about Jin. He isn't going to get anything on Hakumen unless Hakumen plays impatient. Hakumen vs Jin is only slightly in Jin's favor. Now, if you are playing online, then I got nothing to help you with. In my opinion, you can't play hakumen correctly without IB. IB is scary even if you don't stick out catches afterwards. It's a quick and easy way to get in your opponent's head.
mAc Chaos Posted September 17, 2009 Posted September 17, 2009 What do you mean, impatient? Is Hakumen supposed to play defensively in this matchup? Basically, whenever I try to attack, Jin lands a CH because Hakumen is slow, or I'm too slow with my attacks, or I mess up my defense because he constantly keeps up the pressure and never gives me a chance to escape because he's so fast. I may block one combo string and manage to jump away, but he'll be right back on me and it'll continue until I'm dead. Yeah, I don't really IB much online because it's too unreliable with the lag. It's better to just block for sure than to try and IB and eat the attack, although I'm pretty good at it with Nu since her swords are predictable.
MisoSowee Posted September 17, 2009 Posted September 17, 2009 haku vs jin w/o IB is god awful. You'll need to learn to adjust to the online lag D:
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