smooshman Posted May 16, 2010 Posted May 16, 2010 thats what i love about jin the possibilities of diff forms of corner rape I know, I once completely botched my corner combo.... all you need to know is the 6C>6D>623D stuff. speaking of which, iirc Ren did something interesting a while back: he did the 623D and held for the max, when the enemy broke out the unblockable full charged 2nd hit landed and essentially reset his combo (read: proration).
Nov Ganon Posted May 16, 2010 Posted May 16, 2010 yea i saw that and even do it once in awhile but it depends....really.... its a couple ways u can reset and keep the other player guessing but u cant be to predictable @smooshman did u play CS yet?
Yuushiro Posted May 16, 2010 Posted May 16, 2010 Today for some reason, I did really well against bangs and litchi which usually they kill me all the time... the key is to "get in" with high jumps but not too jump happy, if they are too jump happy staying on the ground and figuring out where they would land and prepare to poke with 5B or 2A or whatever works too... try to read their oki too... most of the time if they always roll from the corner catch them with 5B or backdash 5B... , 2B or 5C would work too actually but backdash 5B will keep them cornered. if they get too patient do the air 3 Ice from time to time, it's jin's move that gives most frame advantage on block, a little bit better than 6D. use a lot of gimmicks for reset too like, throw them in the middle of the combo, like 5B>green throw... if you are doing corner loop, you can delay the second hit of D DP and it would usually kill them because D DP second hit would actually lead to jin's biggest combo of 7.4k I think. with at least around 85% meter. know when to use jC or j2C... j2C will beat most character's anti air normal if done correctly, like ragna's 6A, or bang's 2D. I want to say litchi's 2C too but you have to be really close to the ground so it's hard to do. know when to end your combo, don't always force your kill just try to oki and usually if the enemy almost die they will do wake up DP or desperate move like that so bait for it. learn to react fast enough too if the baited move didnt come out and continue pressuring... good player will usually do a counter asssault so if you think you can watch out for that it'll be good. 6C is a good AA also for jin, use it only if you are sure they gonna jump back though... usually after 2D that's what they do if they are not close enough for you to continue pressure... be careful if you want to continue pressure after 2D too because they can DP. I will stop for now, but these are basically what I did to get the win streaks when the matchup is really bad for jin
Nov Ganon Posted May 16, 2010 Posted May 16, 2010 wow J2C beats ragna's 6A interesting.... what about tsubaki's 2C?
Yuushiro Posted May 16, 2010 Posted May 16, 2010 oh one more thing... knows what move can be used to counterattack after instant blocking, sometimes you can even do IB>5C and it will be a counter hit and it'll be at least 3.3k combo out of that. know what DP also to use... sometimes when fighting litchi DP>B works instead of DP>C because of her long stick. I said know which move you can do 5C in because 5C is actually a pretty risky move, I got frame trapped a lot because of that... , sometimes you can do 2A or 5B, DP C is the safest though if you know they won't bait for it. but as usual it's hard to combo out of it. today , I only did IB>normal, DP D or DP C a little bit every now and then.
Yuushiro Posted May 16, 2010 Posted May 16, 2010 wow J2C beats ragna's 6A interesting.... what about tsubaki's 2C? it will beat litchi and tsubaki's only if it really close to the ground and done at the same time, otherwise it'll lose. so don't bet on it.... 3 ice might be a better bet or jump again or airdash.
Nov Ganon Posted May 17, 2010 Posted May 17, 2010 i just bait it and 3 ice for safety issues lol bcuz JB is free esp in this game lol
Yuushiro Posted May 17, 2010 Posted May 17, 2010 anyone knows what characters that 6A>ice car C doesn't work on? it seems to work for almost anyone, maybe not litchi not 100% sure
Yuushiro Posted May 24, 2010 Posted May 24, 2010 Anyone wants to point out a good rapid cancel mixup to trick the opponent if we need to get the kill... I know 2D>RC>6A is a pretty good one but if you can point out more it'll be good... maybe ice car>RC>hi/lo/throw too.... but it's kinda risky....
Yuushiro Posted May 24, 2010 Posted May 24, 2010 I think either j2C and jB will work... not sure if j2C is faster than jB, the frame data says it has the same start up
OmniSScythe Posted May 24, 2010 Posted May 24, 2010 j.B is to cross up in case I fly over them (Tao and Litchi), either wise j.2C is the preferred.
OmniSScythe Posted May 24, 2010 Posted May 24, 2010 If I remember clearly j.B and j.C got the same start up speed and j.2C is 2 frame slower, but I find it better in cases I need to try a high/low/grab mix up afterward.
OmniSScythe Posted May 24, 2010 Posted May 24, 2010 More or less a personal thing, though it's better as a combo starter compared to j.C damage wise and off CH if they tried mashing jab.
Yuushiro Posted May 29, 2010 Posted May 29, 2010 why I feel like this thread is kinda dead.... oh welll... my next project is too translate the matchup gimmicks from japanese wiki for jin...
shadow2bolt Posted June 1, 2010 Posted June 1, 2010 What good follow ups are there after a throw had been pushed away? I need a bit of help with this especially when in the air. I know back dash is the safe option but what if I want to go into the rushdown and blockstrings? What attacks can easily follow after a tech that is fairly safe?
smooshman Posted June 1, 2010 Posted June 1, 2010 What good follow ups are there after a throw had been pushed away? I need a bit of help with this especially when in the air. I know back dash is the safe option but what if I want to go into the rushdown and blockstrings? What attacks can easily follow after a tech that is fairly safe? on ground, 2D will catch a couple people, and can mantain pressure.... however, people will catch on and dodge it.... in the air (CT)..... good luck, maybe ice sword? in CS JC is fast and has long enough reach.
Deadly Base Posted June 2, 2010 Posted June 2, 2010 Depending on the character, j.5c is good in the air. On the ground its just safer to back off.
Moy_X7 Posted June 2, 2010 Posted June 2, 2010 I usually go for j.236D if I already spent my second jump on a jump cancel or an air dash. If it hits then it's a free combo if they block it then back to pressuring (not shit sherlock, huh?). If I'm close to the ground then I just go for 5D if my opponent isn't Litchi or Nu. I usually back off after a ground throw reject, just as Deadly Base suggests.
shadow2bolt Posted June 2, 2010 Posted June 2, 2010 Depending on the character, j.5c is good in the air. On the ground its just safer to back off. j.5C only hits if they are Hakumen or Tager unless they dash or jump. I think I will go for the j.236D option (maybe j.236B or backdash if low on heat). What about when high in the air, a j.236B>air dash j.5C/j.2C/j.236C? As for the ground, I think a mixup of 5D and 2D are the best options? Maybe IAD j.2C/j.236D or a small ground dash then 5C if I want to get close.
smooshman Posted June 2, 2010 Posted June 2, 2010 j.5C only hits if they are Hakumen or Tager unless they dash or jump. actually it will hit enemies in the corner.
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