Kristoph Posted October 4, 2010 Posted October 4, 2010 I don't think there's really anything terribly consistent about jin's pressure in general. um, after 5c: 2c, 236a, 6c and 3c can all be solid choices depending. the first three mainly to scare them from jumping/mashing. If they're scared of any of the first three, I think there's a good chance they'll get caught by delayed 3c while mashing or backdashing or something. In the past I have also had success with [whatever] > 5c > dash in 5c, mostly in the corner when they can't backdash out of range. If they're antsy you'll get a counterhit. Haven't used it in a while though, so your mileage may vary. you can also definitely jump cancel. I've never seen any need for tk ice sword. Usually I j.b and either fail to hitconfirm the counterhit (WORKIN' ON IT) or am luckily facing an overly defensive player, in which case it doesn't take any work to condition them into falling for empty jump 2b/6a/throw. you can also just iad j.c crossup. honestly I haven't even bothered to figure out when it is smarter to use j.c rather than j.b, I just kind of do whatever the fuck I want without thinking (workin' on iiiiit). Someone should lay that out for us lazy fucks >_> But yeah, once they're conditioned to expect the crossup, you can start throwing in an iad j.236d fake crossup every now and then. you can also iad j.d, but that's very risky at best. and don't forget that 6d exists, it can be a useful tool. 2d at long ranges is obviously nice after 5c as well. oh, and I've seen lots of videos of japanese players doing full jump j.a > b ice sword. Not sure what the j.a is for, but whatever. You can air dash after the b sword, which is nice. Not exactly sure how useful this tactic is or when it's most effective, but it's something to remember at least.
Roldy Posted October 4, 2010 Posted October 4, 2010 As for JC > j.a > 236 A/B/C > air dash, you have to add the j.a to increase your height slightly so you can air dash. I don't know why, but it works. Be careful though, because after you land, there will be some recovery that leaves you slightly open and unable to continue pressure. Good for tick throws though. Also, a good setup for J.B crossup is 5B > jump cancel forward > j.a > j.b, but be careful, because if they block it, you can't really continue the block string because j.2c doesn't hit (if you choose to gatling into it). As for keeping pressure reliable after 5C....Jin doesn't really have anything that lets him continue pressure besides IAD > 236D. Maybe jump cancel backward > delayed j.c for those who are either cornered or trying to mash or something. Of course, this is why Jin is mid tier. Edit: One last note, don't abuse 6B against Tager because he can Atomic Collider you. 6B is good against Arakune's fatal shark move (3C?) and Litchi's staff sweep (3C?).
xlolxlolx Posted October 4, 2010 Posted October 4, 2010 I find j.D>delay j.236D pretty useful for baiting since most people don't seem to expect anything to follow after j.D, a "decent" gimmicky way to go from pressure to tick throw would be something like 2A>5B(1)>j.A>j.D>j.236A/B/C>air dash>j.B>j.A though the j.A>j.D part is pretty risky if they notice it. Blob's shark thing is 2C i think and you can do CH 6C or FC 2C on block so 6B against that isn't necessary, jin vs tager is just full of retardedness that both sides can abuse so i won't bother listing all of that fun stuff....
Zeal Posted October 4, 2010 Posted October 4, 2010 I really wouldn't encourage gimmicky Jin play. If you're playing against anyone decent it'll just be seen through. Stay solid guys! @ Kristoph, well imo i'd use the j.b crossup if i'm going to continue up-close pressure on someone. And with j.c i'd mainly use it vs someone like Tager if i'm backed into a corner, or to get that safe poke on someone like ragna without getting ib'd inferno divider. The plus in using it is that it puts you a safe distace away if you're looking for your spacing and, if you score that CH it's a free combo. That's the way i see it in terms of the differences in both
xlolxlolx Posted October 4, 2010 Posted October 4, 2010 block string vs tager: 5B>JC>j.A>j.B>j.A>j.B, loopable pressure reset, jin pressure is loaded with gimmicks btw
Zeal Posted October 4, 2010 Posted October 4, 2010 Pressure loaded with gimmicks? I don't know who you watch D: . Also, don't ever do that loop vs Tager, you will get trade 2C fataled. Don't even try to jump as much. What's more viable vs Tager is j.a, j.b land 5c whatever then j.a, j.b DOUBLE jump(baits out any 2C attempt and prevents you from being backdased 360'd or grabbed.) freestyle, come down with another j.b if you see a 2C attempt or simply use 236D to be safe.
J-KT21 Posted October 15, 2010 Posted October 15, 2010 I'd like to know how you people get to do: Blockstring > jump cancel instant airdash > j.B crossup. Anybody mind telling me what blockstring should that be? I usually go for 2A > 5B > 2B > 5C > JC IAD > j.B but seem to miss that one hit all the freaking time (and get punished for it)?
LordSpectreX Posted October 15, 2010 Posted October 15, 2010 Hiya, I'm learning Jin and I'm having a lot of fun with him. However, if possible, I'd like to know a couple of things. What's his best Anti-Air for Air Dashes? 6C, 2C, 623A/B or other? Which moves are best for punishing unsafe attacks where Jin has a frame advantage? E.g. Valkyenhayn's Distortion, B Ice Car, etc. You get the idea. Best Air to Ground? j.2c, j.B or other? What things combo into 6C, CHs and Non counters. Thanks for the help. :D
Zeal Posted October 15, 2010 Posted October 15, 2010 Hmm well, to start off. His best anti-air for air dashers would probably be a well timed 2a. And well if Jin were to ib certain unsafe attacks. Run up 5b, 5c sekka jin combo. Or run up 5c 6c to catch moves like ragnas 2d. You already hit it on the nail for best air to ground normals. And for things that combo in to 6c, well, CH 5b(first hit), 5c and 2c combo into 6c assuming you got a CH. Ah, and 6b CH. 5c and 2c on a crouching opponent combos to 6c. I'm pretty sure others can elaborate more for you. I'm just really lazy :/. Welcome to team "Jin it to win it"!
Zeal Posted October 15, 2010 Posted October 15, 2010 I'd like to know how you people get to do: Blockstring > jump cancel instant airdash > j.B crossup. Anybody mind telling me what blockstring should that be? I usually go for 2A > 5B > 2B > 5C > JC IAD > j.B but seem to miss that one hit all the freaking time (and get punished for it)? It just really depends on spacing. You kinda have to know how far jins AD takes him. Usually I know it'll work when I can't finish up the blockstring with nothing else but the tip of 5c because i'm too far away. Then I AD j.b or j.c crossup. And hell, you can do whatever blockstring you want. If you know your j.b is going to miss, just substitute it for j.c instead.
vanfleihight Posted October 16, 2010 Posted October 16, 2010 Hiya, I'm learning Jin and I'm having a lot of fun with him. However, if possible, I'd like to know a couple of things. What's his best Anti-Air for Air Dashes? 6C, 2C, 623A/B or other? Which moves are best for punishing unsafe attacks where Jin has a frame advantage? E.g. Valkyenhayn's Distortion, B Ice Car, etc. You get the idea. Best Air to Ground? j.2c, j.B or other? What things combo into 6C, CHs and Non counters. Thanks for the help. :D Just elaborating on zeal's stuff Anti-Air Options: Virtually anything, honestly, depending on the situation. 2A makes his hitbox smaller so you're less likely to get hit but his DPs potentially lead to better damaging combos. His other normals such as 5B, 5C, etc can also be used for good damage based on the situation as well. (Doesn't happen often) Punish: Most of the time you'll be using 5B, 2A, etc. If the frame advantage is significantly large (like, say, a missed magnatech wheel), 6C usually gives the best damage. Air to ground: jB, jC, air ice blades in some situations Combo into 6C: vs. Ground: 5C counter hit, 2C counter hit, 6C counter hit, 5C on crouchers, 2C on crouchers, 5D counter hit into dash cancel into 6C, anything else that freezes vs. Air: Counter hit with anything that isn't j.A, land, 6C, height dependently obviously. Anything that freezes. 5C > 6C against airborne should work I believe. It's rare to use that. That's everything I can think of.
LordSpectreX Posted October 17, 2010 Posted October 17, 2010 Awesome, thanks very much you two, I'm getting better with Jin now. I just need to get used to dash 5B to punish. :p Btw, one more, does 6B have any useful applications? A long distance poke?
shadow2bolt Posted October 17, 2010 Posted October 17, 2010 Good for anti-throws including 720 as well as the fact it goes over low attacks. You can combo into 6C after a 6B CH so it is a good punish. If you want to, you can add me on PSN and I'll help you with a few Jin things.
J-KT21 Posted October 24, 2010 Posted October 24, 2010 I would like to know... Is it normal that I get 2A'd out of 6B against Rachel? My brother likes to mash it a lot and whenever I try to use it, he pokes me out of it.
xlolxlolx Posted October 25, 2010 Posted October 25, 2010 6B is really easy to outpoke with 5A and 2As that hit mid
shadow2bolt Posted October 30, 2010 Posted October 30, 2010 I can't seem to get the 6D>astral to combo. Any particular trick to this or is it just 1 or 2 small frames to execute it to connect?
Yuushiro Posted October 30, 2010 Posted October 30, 2010 small frames..., start buffering already even you are still in your 6D animation
Nov Ganon Posted October 31, 2010 Posted October 31, 2010 just practice it its not hard like souseta said just buffer it
LordSpectreX Posted November 26, 2010 Posted November 26, 2010 How do you do DP reliably? I just can't do it. I try doing 623, but 2D always comes out. And if I try doing 626, it always to slow to counteract anything, cause I have to go 3/463236C/D. Jin's my first character where I have to use DPs and it is really getting on my nerves. It's fucking embarrassing doing 2Ds at close range. And every time I mess up a DP, I either drop a combo or get counter hit.
xlolxlolx Posted November 26, 2010 Posted November 26, 2010 its all about your execution, go practice more
J-KT21 Posted November 26, 2010 Posted November 26, 2010 (edited) I can't seem to get the 6D>astral to combo. Any particular trick to this or is it just 1 or 2 small frames to execute it to connect? My trick is to hold 3D instead of 6D, then input 8D at the right moment. How do you do DP reliably? I just can't do it. I try doing 623, but 2D always comes out. And if I try doing 626, it always to slow to counteract anything, cause I have to go 3/463236C/D. Jin's my first character where I have to use DPs and it is really getting on my nerves. It's fucking embarrassing doing 2Ds at close range. And every time I mess up a DP, I either drop a combo or get counter hit. I've developped the habit of doing 626 since I couldn't do it normally back in my SF days and I usually do it reliably and on reaction (I'm quick enough). You could start like my friend who was doing 6-236 instead. You usually shouldn't add a DP in your combo if you can't do it reliably by itself (plus it's only corner specific). Start using DP B more for now, even if it's not as rewarding or safe as DP D, you won't get random 2Ds all over the place. But hey, best bet is to work on your execution. Edited November 26, 2010 by J-KT21
shtkn Posted November 26, 2010 Author Posted November 26, 2010 when you do a DP, jam the stick in the last direction (3). that's the only advice i can offer.
natearistata Posted November 27, 2010 Posted November 27, 2010 When doing combos that need a jump cancel in the middle of them (opponent is airborne), is it better to try and pick them up with j.B? I'm always going for j.C right now, but outside of the corner I almost never get it. I dunno if it's my timing or if I'm doing the wrong type of jump (super jump vs normal), but I just can't seem to get it midscreen.
xlolxlolx Posted November 27, 2010 Posted November 27, 2010 (edited) you mean like the j.C in 6C>2D>6C>DC>5C>JC>j.C>j.2C>JC>j.2C>j.214D>6C>214C? Edited November 27, 2010 by xlolxlolx
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