Remiri Posted August 18, 2010 Posted August 18, 2010 Treat this like the Arakune vs. Hakumen matchup and realize the new jC on Jin will be abused, severely. Unlike Hakumen though Jin can get in your face easily and will be attempting to do so, also Jin can deviate from the air-dash and will use 6C on the ground to try to catch you jumping away. If Jin lands a 6C expect to get at least 2.5k - 3k damage from the resulting air combo depending on heat. Know that Jin's SRK (Fubuki) no longer hits you when you do a crouching move and you should play this matchup similar to CT but work on your ground game more then air. (Jin player perspective ofc)
ZONG_one Posted August 18, 2010 Posted August 18, 2010 Jin 6C should lead to much more than 3 k btw. Also, I believe you can punish Jin's 6B in a number of ways, so make sure you stay on top of your reaction to it. 5A > 6B 5B > j.A > j.C > j.D should work. Airthrow? > I'm 99% sure I've done this, but can anyone confirm if it has to be yomi, or if it can be done on reaction?
Remiri Posted August 18, 2010 Posted August 18, 2010 Oh yeah...I sorta meant 2.5 - 3k, but can do more if heat is high. English lol
ZONG_one Posted August 18, 2010 Posted August 18, 2010 And in the corner = o.O I guess I'll have to test airthrow and see if I can do it on reaction. I know you can airthrow Tao 6B on reaction, so I don't see why not Jin.
Remiri Posted August 18, 2010 Posted August 18, 2010 It would be a spacing issue ofc, Jin is going to stick it jC on reaction a lot for zoning purposes so if he is committed to that then your throw will get stuffed similar to a jB situation as it hits all around Jin barring the top. Do you mean both Jin and Arakune jumping close to other or medium spacing where you both commit to a move? Close up Jin has very little reason to jump cancel after a 5C for example as the old 5C + jB + jC combo no longer exists on most of the class, most Jins will 6C to fish for a jump or simply end the combo with 236A or 5D. Also a good Jin wont get punished from 6B due to the j236A/B/D cancel on block, it is pretty easy to react to a block before you land and land the fireball.
ZONG_one Posted August 18, 2010 Posted August 18, 2010 I'm saying you see him 6B, you airthrow him before 6B can hit you. You can't whiff cancel in this game, so once he's commited to 6B, he's stuck until you block it. Air throwing him would cause throw reject miss for him, meaning he couldn't even tech the air throw.
Remiri Posted August 18, 2010 Posted August 18, 2010 Ohhh ok. While my training partner usually plays Hakumen I can test that with him over the weekend...I have never had some1 airthrow in reaction to 6B that would suck for me if it works haha.
ZONG_one Posted August 18, 2010 Posted August 18, 2010 lol. I'll try it if I see render tonight. He loves 6B.
Remiri Posted August 20, 2010 Posted August 20, 2010 6B? Yes, you can counter airthrow it. From a blockstring or just flat out? I would think if you are blocking against Jin and he does say 6C -> 6B that you would be in block stun for a while and unable to get a jumpthrow in.
ZONG_one Posted August 20, 2010 Posted August 20, 2010 From a blockstring or just flat out? I would think if you are blocking against Jin and he does say 6C -> 6B that you would be in block stun for a while and unable to get a jumpthrow in. IB is godlike.
Skye Posted August 30, 2010 Posted August 30, 2010 Tips. Be fast. Jin is of average speed, but on good exe, Arakune can be faster.Utilize fake outsStay out of the corner, since Jin's oki game sucks now, Arakune doesn't really have to be threatened by Jin's OTGs (most likely caused by a CH DP), as long as he's not in the corner.Watch closely to see if Jin likes to DP on wake up. If so, make it whiff and 100% curse him. If not, meaty 5D his wake up. A good way to test is to 5a his wake up, it will recover in time for you to score an IB if he DPs.Party Bug (6D) when you can. It makes a free one time shield for you to cloud.Jump higher than Jin to avoid jc bullshit.Close up, air v air, poke with ja. Jin and Arakune's ja are the same speed, but Arakune not only has a faster jump but a longer ranged ja.Look for backdash/jump baiting. Don't autopilot backdash or jump out, if Jin knows Arakune, he'll have that precaution taken care of. Not backdashing/jumping will often work in Arakune's advantage.People say this match up is even if only for the sole reason that Arakune is hard to catch. I don't really buy that reason, but it does help a bit. I say this is slight advantage for Jin.
Badguy Posted September 5, 2010 Posted September 5, 2010 yeah im trying this as i post this... you have to IB the previous move (usually 5C) before you can punish 6B with airthrow. an easier and safer option thajt i use is... 5A > JC > j.A > j.C > j.2A > DC > 5D > HJC > j.A > j.A > j.C > j.D (70% curse) as for C-DP punish on block i use... j.D > LAND > 5D > JC > j.A > j.C > j.D (100% curse) and sometimes i backdash to bait dp and in this case i will use... 2C (FC) > 5A > JC > j.A > j.C > j.2A > DC > 5D > HJC > j.A > j.A > j.C > j.D (70% curse)
dtruth Posted March 13, 2011 Posted March 13, 2011 Starting to have some issues with this match up, most of it is my fault for lack of air barrier blocking but I was wondering what can I do in response to a blocked 623B or 623A? I can't seem to think of a punish for these moves.
LordSpectreX Posted March 14, 2011 Posted March 14, 2011 You can't really punish it unless you IB or block it when you're right next to them. Due to Ara's lack of a forward dash.
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