shtkn Posted July 15, 2010 Posted July 15, 2010 What Does Jin Do? Jin is a Jack-of-all-trades character that follows the standard fireball+dragon punch archetype. His Drive freezes enemies and also lets you use special moves that cost 25% Heat, similar to Street Figther 4's EX attacks. His combos are mostly easy and he has some far reaching pokes. With his drive, Jin can freeze opponents which allows you to either continue your combo, or give you time to set up your offense/defense better. In Continuum Shift, the opponent can no longer break out of the ice quicker by mashing left-right. What Does He Not Do? He doesn't have a creative gimmick like Tager's magnetism, Rachel's wind, or Hazama's chains. In short, he's normal (boring). He also does not do much damage unless you can push them to the corner and his mixup isn't very good. Numpad notation: 7 8 9 ↖ ↑ ↗ 4 5 6 ← N → 1 2 3 ↙ ↓ ↘[/code] look at the numpad on your keyboard and imagine each number represents a direction. So a typical Street Fighter Fireball motion would be 236. Neutral is 5, down back is 1, etc. All Moves in this guide are done with the character facing right. [b]5A:[/b] this move whiffs on crouchers (except some of the bigger characters like Tager and Hakumen) so be careful when using this. Other than that it's pretty fast and can act as an anti air if timed and spaced right. [b]6A:[/b] a really short range overhead. On hit you can cancel into specials. On block, you are pretty screwed. Common things to do after 6A that hits are sekkajin and 214D. People normally just do those moves after you do 6A since if they block it, that move won't come out anyway (and it saves them some thinking). [b]2A: [/b]a simple hit that is used mostly after you knock down the opponent and to start block strings. You can also use this as an anti air if you space it correctly. [b]j.A: [/b]a pretty good air-to-air move. You can also use this when doing a ground block string to stop people from jumping. Use this if they're in the air close to you. [b]5B:[/b] great blockstring tool since the 2nd hit vaccums in and leaves you at +0. [b]6B:[/b] invincible to lows and is +3 but has a LOT of startup. Also note that despite the fact that it looks like an overhead, it's not. On normal hit, you can combo into 5C. On counterhit you can combo into 6C. Because this move has a lot of startup, a lot of people can instant block it (and as a result you will be at -2), so cancel this attack into j.236B or j.236D to catch them trying to hit you as you land. [b]2B: [/b]One of your few low attacks, and it's fairly fast. Another interesting thing about this attack is that it makes you crouch a bit lower than usual for a moment, so you can use this to duck under high attacks that would normally hit you crouching if you can time it right. [b]j.B:[/b] hits above, in front, and right below Jin at different stages of the animation, so this is used to hit enemies above and below you in the air (use j.C for enemies right in front of you since the returns on that move are generally a lot better). You can also use this move as a crossup after you knock your opponent down and jump over them. [b]5C: [/b]a fairly fast attack, but has a lot of recovery so be careful with this move. This move hits right above Jin, so you can also use this as an anti-air move of sorts if they are right above your head and your other anti-air attacks would miss/be too slow. This move is typically used in combos and as a poke since on counter it you can combo to 6C (or if they're too far, 2D). [b]6C: [/b]used mostly in combos, but can occasionally be used in block strings as a frame trap if you think the opponent is going to jump since you must use barrier block vs this move in the air. [b]2C: [/b]Must be barrier blocked in the air. 2C also has a bit of head invulnerability, though not much so it's not terribly safe to use as an anti-air. This move has fatal counter properties so if you can get it, you can do more damage than normal, but the fact that this move comes out so slowly and the hitbox isn't that good as an anti-air (doesn't hit nearly as high as the animation would make you think) means this move is mostly situational and should be used with caution. [b]3C: [/b]Standard sweep. A standard tactic is to sweep > 236C since this prevents them from teching forward (or else they'll get hit by the ice blade). Like 2B, this lowers your hitbox a bit so you can duck under some moves but since this move has a lot of recovery, it's best used sparingly. [b]j.C: [/b]A great air to air move. If they're not in your face, this is your go-to move. If you counter hit them when they are on the ground, you can combo into 2D. If you're both in the air (and close to the ground) and score a counter hit, you can run up 5C > air combo. [b]j.2C:[/b] the animation for this move is a bit misleading; it doesn't as below Jin as the animation would suggest. Beyond that, it's useful in combos. You can also occasionally use it in crossups and hitting the enemy when they're above/below you, but j.B does the job better so you mostly see j.2C in combos only. [b] 5D: [/b]This move has limited utility. The hitbox for this move is great, but it comes out kinda slowly. You can cancel this move into a dash or a special move that uses 25% heat or a super. This move is best used sparingly as a zoning tool and to occasionally end block strings (only if you end up far away from the opponent. Can be used to destroy some projectiles, but since it's difficult to use for that purpose so be careful. [b]6D: [/b]Removes a guard primer and gives a lot of frame advantage, but is terribly slow. Use this once you make the opponent block for a while like after a sweep > 236C in the corner or a 236D. It's also used often in corner combos. Can be used to destroy some projectiles, but since it's difficult to use for that purpose so be careful. [b]2D:[/b] Used as a block string tool and in combos. Aside from that if you can get them to block this move it leaves you at +5 so have fun. If you can get them into the right range, a common tactic is to do 2D, 5C for a while since it's difficult to get out of. Can be used to destroy some projectiles, but since it's difficult to use for that purpose so be careful. [b]j.D:[/b] Used in combos. Can also be used as a semi cross-up attack since this move hits all around Jin. [b]forward/neutral throw:[/b] can cancel into special moves on the 2nd hit (though typically you wait till the 3rd hit). They'll be frozen after the throw so use the time to do the standard combo (see combo section) or perform a mixup. In the corner, you get some new combos off of this. [b]back throw:[/b] after doing it you normally do 214A to get close to them as they are launched into the air and do a standard air combo afterwards. [b]air throw:[/b] If you're kinda close to teh ground you can land and do a 6C afterwards. If you're too high up and have the meter, you can do j236D to refreeze them and have enough time to run up and combo them afterwards. If nothing else, you can do j214C for a simple combo. [b][u]Hishouken[/u][/b] aka Ice Blade [b]236A: [/b]Standard projectile. Not much else to say. Use it at the ends of some block strings and from across the screen to pester the opponent. [b]236B:[/b] Faster than the A version. Has more recovery than the A version. [b]236C: [/b]Stays still for a while then moves fast like the B version. Useful after a sweep since it stops them from rolling forwards. Has a lot of startup, but very little recovery. [b][u]Hishougeki[/u][/b] aka EX Ice Blade [b]236D:[/b] 3 hits, removes 1 primer on block, keeps them blocking for quite a while. Overall a great move, but costs 25% Heat. This move is a bit slow to come out so don't throw it out haphazardly. [b][u]Air Hishouken[/u][/b] aka Air Ice Blade [b]j.236A: [/b]air projectile that goes at a very steep downward angle. If you do it high enough off the ground you can attack or double jump or air dash or block after the air recover. Note that there is still landing recovery regardless. [b]j.236B: [/b]air projectile that goes at a 45 degree downward angle. If you do it high enough off the ground you can attack or double jump or air dash or block after the air recover. Note that there is still landing recovery regardless. [b]j.236C: [/b]air projectile that goes horizontally across the screen. If you do it high enough off the ground you can attack or double jump or air dash or block after the air recover. Note that there is still landing recovery regardless. [b] [b][u]Air Hishougeki[/u][/b] aka Air EX Ice Blade aka 3 Ice j.236D: [/b]costs 25% heat and shoots 3 projectiles at the same time in the 3 angles described in 236A,B,C. Each hit can freeze the opponent. Useful as a crossup tool by air dashing over their heads and doing j.236D since the move pushes you backwards a bit. You can't do anything else after this move until you land and recover so be careful. [b][u]Musou Senshouzan[/u][/b] aka Ice Car [b]214A: [/b]One hit only. Usually used after a ground throw as a part of a combo. You can also go over low attacks with this move, though you don't gain much from it. Beyond that, odds are you won't be using this much. [b]214B:[/b] 2 hits, does not knock down, removes a primer on block. Normally used as a combos ender and in block strings if you have the meter to RC. [b]214C:[/b] 2 hits, knocks down, removes a primer on block, starts up higher in the air. Normally used as a combo ender. [b][u]Musou Tosshugeki[/u][/b] aka EX Ice Car [b]214D:[/b] 2 hits, blowback on hit, removes a primer on block, costs 25% heat. Used a lot in corner combos. [b][u]Air Musou Senshouzan[/u][/b] aka Air Ice Car [b]j.214A: [/b]not really used afaik. After you do this move you can't do anything till you touch the ground. [b]j.214B:[/b] useful as a combo ender if j.214C wouldn't work. After you do this move you can't do anything till you touch the ground. [b]j.214C: [/b]standard air combo ender. After you do this move you can't do anything till you touch the ground. [b][u]Air Musou Tosshugeki[/u][/b] aka Air EX Ice Car [b]j.214D: [/b]used to extend combos, but costs 25% heat. After you do this move you can't do anything till you touch the ground. [b][u]Fubuki[/u][/b] aka Blizzard aka Shoryuken (srk) aka Dragon Punch (dp) [b]623A: [/b]a fast anti-air that has no invincibility, but good reach. This will miss if the enemy is crouching in front of you so use caution. Removes 1 primer on block. On counter hit, you can combo into ice arrow super. [b]623B: [/b]a slightly slower anti air that has a bit of invincibility (but not at the start of the move) and deals more hit stun. When not near the corner, you can combo into ice arrow super. Near the corner, you can combo into 214D. This will hit if the enemy is crouching in front of you, but they need to be right next to you so use caution. Removes 1 primer on block. [b][u]Rehyou[/u][/b] aka Violent Ice aka C Shoryuken (srk) aka C Dragon Punch (dp) [b]623C: [/b]a VERY slow anti air that has invincibility from the start. On counter hit, you can do a run up 5B > 5C > air combo. Be warned that this will take some practice to get down. If your'e lazy, you can do a 623A afterwards instead. Removes 1 primer on block. [b][u]Hirensou[/u][/b] aka EX Shoryuken (srk) aka EX Dragon Punch (dp) [b]623D: [/b]has full invincibility from the start of the move. First hit freezes them, second hit causes blowback+sliding on hit. You can hold down the D button to delay the release of the second hit. If you hold it down long enough (the ground will slightly shake), the 2nd hit becomes unblockable. Useful in combos, and as a way out of block strings (though if they predict it, you'll be punished pretty badly). 2nd hit removes 1 primer on block. [b][u]Sekkajin[/u][/b] aka "that mash C move" [b]mash C: [/b]useful in combos and not much else. The 8th hit launches the opponent into the air so you can combo them afterwards. To combo into sekkajin, you must be very close to the opponent when you start otherwise they will be pushed back too far once the 8th hit comes out and it will miss. To combo after sekkajin you need to practice. There's no trick, just go into training mode and practice till it's second nature to you. Note that if your combo has gone on for a long time before you start doing sekkajin, it may not work at all. [b][u]Touga Hyoujin[/u][/b] aka ice wave super [b]632146C: [/b]Useful as a punish super though it doesn't do that much damage. If you can counter hit them on the ground with this (when they're in that standing keeling over animation), you can run up 2D > combo afterwards. Removes 1 primer on block. [b][u]Hiyoku Getsumei[/u][/b] aka ice arrow super [b]632146D: [/b]In CS, supers do at least 20% of their damage no matter how much the combo has scaled so far. Because of this, the ice arrow super is great as a combo ender. This move is invincibile from startup to the first frame of the hit. Because of this, it can be used as a reversal and it's actually faster than 623D by 3 frames. Removes 1 primer on block [b][u]Yukikaze[/u][/b] aka counter super [b]236236D: [/b]A super that puts Jin in a catch state and catches anything that can be blocked high (including projectiles). It's active on the first frame, and if you catch an enemy's attack, you are completely invincible throughout the entire move. If you catch a non-projectile attack with this, the opponent is stuck in place as you do the slash. If you catch a projectile move, the enemy is free to move around (though they will need to jump to avoid it since it's unblockable). If you catch a move on the first possible frame, Jin does the followup slash much faster, thus giving the enemy less time to evade. You can combo after it if you want to waste another 50% heat to RC (so you'd be using up 100% heat total), but it's not worth it since the move scales down followup damage severely. Only do it if it's for the kill. Removes 1 primer on block [b][u]Arctic Dungeon[/u][/b] aka Astral [b][2]8D: [/b]A really slow astral that's unblockable, but easily avoidable. You can combo into it from a ground throw or a 6D that hits the opponent really late. A funny gimmick is doing sweep > astral. If they didn't do a quick getup, then they will get hit by the astral! Fun for messing with people! WIP. If you notice something wrong let me know! I haven't played the game enough to feel like i know everything about him that a beginner should know.
shtkn Posted July 16, 2010 Author Posted July 16, 2010 Combos: Mid-screen: 6C combos combo 1: 6C > 2D > running 6B > sekkajin (8 hits) > 6C > 214C common ways to go into this combo is from hitting the opponent crouching with 5C or 2C, hitting the opponent with counter hit 5C or the first hit of 5B combo 2: 6C > dash cancel, 5C > high jump cancel > j.C > j.2C > jump cancel > j. 3C combos combo 1: 3C > 214B on characters with big hitboxes like Tager and Rachel, you can use 214C instead (more damage + knockdown) combo 2: 3C, 2B > 5C > high jump cancel j.B > j.C > j.D > j.214C combo 3: 3C, 2B > 5C > high jump cancel j.B > j.C > j.D > j.236B > j.214C combo 3 won't work when your enemy is in the corner 6A combos combo 1: 6A > 214B combo 2: 6A > sekkajin, 6C > 2D > 5B > 3C Counter hit: j.C Combos combo 1: j.C counter hit, 5C > high jump cancel > j.C > j.2C > jump cancel > j.2C> j.D > j.214C combo 2: j.C counter hit, 2D > 6C > dash cancel > 5C > high jump cancel > j.C > j.2C > jump cancel > j.2C > j.214B combo 3: 623C counter hit, run up 5B > 5C > j.B combo 4: 6B counter hit, 6C > 2D, run up 6B > sekkajin (8 hits), 6C > 214C Throw: back throw >214A (miss)> 5C > 2C > high jump cancel > j.2C > j.214C forward throw (2 hits) > sekkajin, 6C > 2D > run up 6B > 5B > 2B > 5C > 3C forward throw in the corner(2 hits) > 623B> 6C > 6D > run up 6B > sekkajin > 6c > 214C air throw (near the ground) > land 6C > dash cancel > 5C > jump cancel > j.2C > j.C > j.214C Corner Combos(thank Heidern for this section: i'm terrible at describing combos) Getting the opponent into the corner is not only good for control, but it allows Jin to dish out his highest damage combos. As in all fighting games, getting the opponent to the corner is a general strategy that should be employed by all skilled players. Jin, luckily has many tools to assist him in this. Usually, most of Jins pressure will allow you to shorten the options of other players, allowing him to slowly back up defensive players. Once Jin lands his opening, his long ground to air combos will almost always allow him to push the opponent into the corner. Using D Ice Car for instance (214 D) will always knock the player far and if you are a bit closer then half screen, will allow Jin to put the opponent in the corner. Also, all of his Dragon Punches (DPs) have high untechability and allow him to further push the opponent back. When using these tools along with his fireballs and jC to zone with, Jin will typically find himself cornering his opponent while on the offensive. This leads to the best rewards possible with him. In general, the idea of Jins corner combos is to land numerous 6Cs as it is his highest damaging normal and also gives incredibly long stun time. As with many characters, loops seam to be the general basis of combos for Jin. Practicing 6C, 6D loops is typically the key to his highest damage combos as far as I can tell. This doesn't mean you shouldn't experiment with other ideas, but in all of my research, I have yet to see or find any other way to do more damage then with 6C 6D loops. Thus, many of the following combos will follow a similar pattern, with small tweaks here and there to maximize damage and avoid the opponent teching (or Jin receiving a blue combo). All of the combos in this post are corner combos only. Typically, the smaller combos will gain more meter then you need to spend. Many will gain enough meter so that you can add in Drive Specials towards the end, allowing maximum damage. All of the combos listed knock the opponent back into the corner. I am a firm believer in maintaining control of a match, and leaving the opponent in the air as you recover, typically loses control, and allows them to escape to neutral ground. Some combos, if not most, COULD indeed gain more damage by adding 5C, 2C, jump, jC, j2C, jump, jC, j2C, (or other slight variations) however, this again will lose Jins control over corner pressure especially if the opponent techs forward after the combo is finished. One way to fix this, in a slightly ghetto fasion, is to jump cancel an air combo into an air throw, then if they tech it, jC to maintain control. This still is not as a strong control method as getting a knockdown, but it will work most of the time. Try to score knockdown corner combos to keep your pressure strong. 623 D Combos This move, Jins D DP, used to upscale damage in CT by 110%. This meant that the next attack you did after would actually do more damage then normal, as well as the following hits receiving very little proration. The result was typically a combo that gave almost half meter along with damage well over 6000 in the longer combos. The move has high priority, and is still usefull in Continuum Shift, although the scalling is now jacked down to 90%. There are many good places to stick this move in order to hit the opponent while they are trying to escape corner pressure. If you end a blockstring in 236 A (the slow but fast recovering fireball), throwing this out after can typically catch the opponent offguard. Also, if you late cancel a blocked normal, something like 6C, or 2C, it may catch the opponent while he tries to punish you in recovery. Also, it hits air dashers looking for an easy escape, but make sure the move is well timed as they can land while iced on the other side of you, putting Jin in the corner himself at dissadvantage as he wiffs the second hit while the opponent automatically breaks out of the ice. This move also can knock Tager out of his Distortion Drive throw if done slightly later then his input, as well as out prioritzing many other DPs such as Ragnas, Litchi, Mu, and Jin himself. Watch out for late inputs or clashes on these situations as well. Idealy, you want to have 75 meter when attempting this DP so you can RC it if it is blocked. Still, there will be many times where it could win you the match when you are down and low on meter, so it is a risk vs reward type move. Try to get a good read on the opponent and their patience. Be smart with it and you can find yourself winning more often then not. General D DP combo with only the initial 25 meter spent. Good for gaining extra meter for more options. 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 C Damage 4099 A slightly easier version of the above combo with a bit less damage. 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, jump, j2C, jump, j2C, 214 C Damage 3774 A more extensive combo costing 25 more meter, however, you will gain this meter in the course of the combo. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 C Damage 4715 A long combo that has high meter cost but in turn, gives you immense damage. Good to use on burstless opponents as opposed to having to use meter on his Distortion Drive. This combo will also yield alot of meter from doing it itself. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5167 Just a general way to use the Distortion Drive to increase the damage towards the final hits of the combo. Useful for finishing off the opponent. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 632146 D, 214C Damage 6048 This combo is not exactly practical, but is listed just to show the D DP ability to loop. There are much more damaging combos listed above with much less meter use, as well as highly damaging combos using as much meter to finish with a Distortion Drive. Again, it is listed to show the looping ability of the move itself. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release. Damage 5249 The following combos are only applicable when the first hit of the D DP misses (or is used as a reset) and the second hit starts the combo. There a few situation this can occur without a setup. Say Ragna and Jin do their DPs at the same time and clash, then Ragna mashes out an attack while Jin just lets go of D. Also, if the opponent blocks the first hit then trys to jump out while you release. You can also try to reset a combo with the unblockable charged version of the second hit, after hitting and freezing them with the first hit. This commonly will not work on better players but when you get into someones head, anything is possible. Also please note, that the second hit does not need to be held down until the move comes out automatically to make it unblockable. There are a few frames before this moment where the ground by Jins feet makes a small quake and dust comes up. This is the moment the move is unblockable and if timed right, will cut down the charge time a few frames. A very strong combo to follow up an unblockable. 623 D (Second Hit Only), 6C, 6D, Wait for opponent to land, 6C, 6D 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5806 This combo is by all means one of Jins most difficult to land as there are many tight areas of execution in it. The reward of very high damage while using a little meter however makes it very tempting to learn. 623 D (Second Hit Only), far 2D, 6B as opponent lands, 623 B, 6C, 6D 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5997 6A Overhead combos 6A is an overhead that only cancels into specials when it hits an opponent. It has high scaling so the combos will not be as long do to decreased recovery time, however, there are still very strong combos that will allow a fair amount of damage for this slightly risky overhead. This combo is character specific as the 623B will wiff on many opponents while they are ducking (which typically is how you will hit with 6A). See below for alternate combos with 6A. 6A, 623 B, 6C, 6D, 6C, 6D, 5C, superjump, j2C, 214 C Damage 3484 Does Not work on: Carl, Jin, Rachel, Hazama Only works if you dash while 6A: Litchi, Noel, Ragna This combo has the same stipulations as the above do to the B DP wiffing over ducking opponents as mentioned. More damage at the cost of more meter. 6A, 623 B, 6C, 6D, 6C, 6D, 5C, jump, j2C, jump, j2C, 214 D, 6C, 214 C Damage 3959 Does Not work on: Carl, Jin, Rachel, Hazama Only works if you dash while 6A: Litchi, Noel, Ragna Many people use 214 D (D Ice Car) after 6A on characters that do not work with the above combo. Thing is, this will always be a shorter and less damaging combo then if you use 623 D after 6A. For now, this is the best alternate I can find. 6A, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, jump, j2C, jump, j2C, 214 D, 6C, 214 C Damage 3657 A more damaging and slightly more difficult version of the above combo. This is what I typically use for 6A corner combos. 6A, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C Damage 3852 Normal attack combos Normal attacks and pokes are a big part of Jins pressure in the corner. It is only natural that they will eventually hit and open up the opponents defense. These combos are essential in gaining meter and applying the correct pressure that Jin needs to be focused on. After scoring a knockdown that lands the opponent into the corner, 5B is typically a great way to get in and also hit confirm. This combo is a great way to build meter and get decent damage. 5B (2 Hits), 5C, 623 B, 6C, 6D, Wait for opponent to land, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 3818 Even though this move prorates heavily, it is still good for landing combos through mixup. This combo uses no meter and is good for mind games while mixing it up with 6A, and throws. Keep in mind this combo is best used on standing opponents as the B DP will wiff on many characters. 2B, 5C, 623 B, 6C, 6D, dash, 6D as opponent lands, 5B (2 Hits), 2B, 5C, 3C * Damage 2434 A solid combo that starts with a jump attack. Again, best for standing opponents as 623 B will wiff on many ducking characters. jB, dash 5B (2 Hits), 5C, 623 B, 6C, 6D, dash, 6D as opponent lands, 5B (2 Hits), 2B, 5C, 3C * Damage 3110 This combo, which also starts with a jump attack, only works on a ducking opponent. Very solid damage for only using 25 meter. The combo itself will always gain more then 25 meter while doing it so you actually will be gaining plenty of meter and damage. jB (hits opponent while ducking), 5C, 6C, 6D, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C Damage 4490 6C Launcher combos 6C is an excellent move for anti jumps. Basically, it is good to throw out when the opponent trys to jump out of a blockstring or other situations. This move is intended to hit the start of a jump and not as anti air. Also can be used when delaying normals to catch the opponents pokes. Even if blocked, the 6D is relatively safe, although there is a small window where the opponent can hit you between attacks. Still, 6C is one of Jins best combo starters for damage potential and meter gain, especially in the corner. Try to throw it into your corner lockdown for big damage. A basic combo that gains a ton of meter. 6C, 6D, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C Damage 4740 An extensive combo that should be practiced as it is one of Jins highest damaging combos without throwing a Distortion Drive into it. 6C, 6D, 6B as opponent lands, 623 B, 6C, 6D 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5706 Foward/Neutral Throw Combo There is basically only one or two variations to this combo, as the techability time and scaling are greatly increased because of the throw. Still, the damage and positioning are significant enough to learn this combo. There is no specific corner back throw combo as far as I know (as well as few situations a back throw will put your opponent into the corner). This combo will work on most of the cast with a few exceptions. Very simple as long as you remember to B DP right after the grab and before the launch. This will allow Jin to freeze the opponent in the following attacks. B + C, 623 B, 6C, 6D, dash, 6D, 5B (2 Hits), 2B, 5C, 3C Damage 2447 As an alternate to the above combo, for certain situations and characters. If the above combo is performed a small distance from the corner (a little less then sweep range), it will work on the entire cast. Most of the time, however, you will typically have the character pushed all the way up against the corner in throwing situations. Some characters will not get hit by the first 6D of the above combo such as Lambda, Mu, and Noel. Here is an alternate to the above combo that works on the entire cast. It also scores a bit more damage so its typically a better option. B + C, 623 B, 6C, dash cancel, jump, jC, j2C, jump, jC, jD, 214 C Damage 2517 *A few combos listed above, end in a ground combo that trips (3C) to knock them down. Some characters can still be hit after this, which in turn, can lead into another knockdown, or a freeze setup. Please note, you can A/B Ice Car, or B Fireball after a trip but this will allow the opponent to tech into the air. Also, you can typically trip into D ice car, but this is usually a waste of meter as there is typically no way to coninue the combo into another knockdown. Other character specific options such as B DP and other specials will work in some combos, but again, this will allow opponents to tech in mid air. Here is a character specific list of options you can do after a trip, that would be considered useful. Tager, Rachel, Tao, Arakune: All four of these characters can be tripped into 214 C (C Ice Car) for a little extra damage. This can be done anywhere, not just in the corner. Tager, Rachel, Arakune, Hakumen (Jin, Rangna with exceptions): These six characters can all be tripped into 236 D (Drive Fireball) at the end of a combo. I will use one of the above combos as an example: jB, dash 5B (2 Hits), 5C, 623 B, 6C, 6D, dash, 6D as opponent lands, 5B (2 Hits), 2B, 5C, 3C * 236 D into mixup or another ground combo. This option is typically followed by a jump that leads into mixup just as the opponent breaks out of the ice. You can jump then airdash just before you land with jB, j2C into ground combo. Another options is to land then 2B for a low hit into a combo. Even another option is to land then 6A into combo. You may just want to end the combo with another ground combo into knockdown for that little extra damage. Experimentation is encouraged. Please note, this will work on Jin and Ragna, but the ground combo that leads into the 3C must be shortend to only 5B (two hits), 3C, 236 D. Just a few notes about the combos above. When you have to jump cancel 5C into 2C then D or C Ice Car after a longer combo, some of the cast require a slight delay on the j2C (like a frame or two lol) so you can still combo into the ice car. It may seam like the combo won't work on say Lambda but it can as long as 2C has a slight delay. You will still need to jump as fast as possible, but the 2C requires a bit more height on some characters so that 214 D will connect. Another thing about ending on either 214 C or 214 D. Sometimes you can exchange 214 C with 214 D (unless you already have done 214 D in the combo) so that you can save some meter, but only on shorter combos. 214 D executes a bit faster so 214 C might not connect if you try. Keep this in mind. C mash is typically always a bad idea in the corner as there are many other more damaging combos. This move adds alot of techability time and scaling to a combo. Use it mid screen only. As far as fatal counters with 2C are concerned, I did not list any of these combos because 2C isn't something that typically hits while you are cornering the opponent. I will most likely list some of these combos in future posts. Finally, these combos are from my experience with the game. If there are combos that you feel are stronger, please feel free to post them and I will update my post with them if we agree. As far as Makoto is concerned, I did not test any of these combos on her. (WHAT? You think I should pay 8 bucks per DLC character? Are you crazy?) If anyone wants to confirm some character specific combos, such as 6A 623 B stuff, it would be much appreciated. And Mu has the same hitbox as Lambda as far as I can tell but I went ahead and tested mostly everything on her anyway. I found that if it works on Lambda, it will work on Mu. Well that wraps up corner combos. If there are any questions, corrections, or suggestions, please feel free to post up. I hope this helps most of you learn a bit more about Jins corner options. Please stay tuned for more updates soon. Also remember, it never hurts to thank Shtkn now and then. He works real hard on these forums so you guys can enjoy them. Much props to him as it is deserved. WIP
shtkn Posted July 21, 2010 Author Posted July 21, 2010 Common Techniques: Crossup j236D In a block string, air dash over the opponent's head and do j.236D. Depending on when you do the j236D, the opponent will have to block in different directions, thus confusing the opponent and giving you a chance to combo the opponent. 236C in the corner After you knock down the opponent in the corner, doing 236C will stop the opponent from rolling forward. If they roll forward, they will get hit. j.236A/B/C, double jump If you do a j.236A/B/C high enough in the air, you will recover in time to double jump or air dash. To see if you're high enough off the ground, do the j.236A/B/C and hold 4+A+B for barrier block and see if you notice the barrier block circle appear (however brief!). j.236C facing the corner, shoot another fireball sooner. This works since the projectile disappears (off the side of the screen) so you can shoot another projectile (typically the j236D) afterwards and catch the opponent trying to jump at you. 2A vs enemy knockdown 2A as anti-air learn th space this move correctly and you'll have another anti air option at your disposal breaking guard primers with 236D and 6D, 623A RC 623A Common Pitfalls: ICE CAR relying on 623C too much 632146D doesn't do all the hits in the corner when you're unlucky. Don't be too surprised by it.
shtkn Posted July 21, 2010 Author Posted July 21, 2010 Additional Information Revolver Action black = revolver action exists and combos red = revolver action exists but does not combo jump = cancel the attack into a jump throw = can cancel the attack into a throw dash = can cancel the attack into a dash all attacks are special cancelable on hit or block unless otherwise noted ground attacks tested in the middle of the stage on a standing Ragna air attacks tested in the middle of the stage on a jumping Ragna A attacks 5A: [COLOR="#000000"]5A, 5B, 2A, 2B, 5C, 3C, jump, throw[/COLOR] [COLOR="#ff0000"]6A, 6B, 6C, 2C, 5D, 6D, 2D[/COLOR] 2A: [COLOR="#000000"]5A, 2A, 2B, 5C, jump[/COLOR] [COLOR="#ff0000"]6A, 6B, 6C, 2C, 5D, 6D, 2D[/COLOR] 6A: [COLOR="#000000"]throw on hit only, special attacks on hit only[/COLOR] j.A: [COLOR="#000000"]j.A, j.B, j.C, throw, jump[/COLOR] [COLOR="#ff0000"]j.2C, j.D[/COLOR] [/CODE] B attacks [CODE] 5B: [COLOR="#000000"]2B, 5C, 3C, throw, jump[/COLOR] [COLOR="#ff0000"]6B, 2C, 6C, 5D, 2D, 6D[/COLOR] 2B: [COLOR="#000000"]5C, 3C, throw, jump[/COLOR] [COLOR="#ff0000"]2C, 5D, 2D, 6D[/COLOR] 6B: none j.B: [COLOR="#000000"]j.A, j.C, j.2C, jump[/COLOR] C attacks 5C: [COLOR="#000000"]2C, 3C, jump[/COLOR] [COLOR="#ff0000"]6B, 6C, 5D, 6D, 2D[/COLOR] 2C: [COLOR="#000000"]3C, jump (on hit only)[/COLOR] [COLOR="#ff0000"]6C, 5D, 6D, 2D[/COLOR] 3C: none 6C: [COLOR="#000000"]2D, dash[/COLOR] [COLOR="#ff0000"]6B, 6D[/COLOR] j.C: [COLOR="#000000"]j.2C, j.D, jump[/COLOR] j.2C: [COLOR="#000000"]j.C, j.D, jump[/COLOR] [/code] D attacks [CODE] 5D: dash, 25% specials and supers 2D: none 6D: none j.D: none Common Links, Cancels taht don't work under normal conditions, etc: NOTE: ">" means a cancel and "," means a link. A cancel is when you do an attack one right after another without waiting for the first attack to finish. A link is when you must wait for the first attack to finish its recovery then do the second attack; this means that button mashing won't work, practice the timing! 5C > 6C on crouching opponents 2C > 6C on crouching opponents 5C > 6C vs air opponents 3C, 2B 6C > 6D in the corner 6B > sekkajin sekkajin, 6C 6B > 623B in the corner 623B, 632146D Frame Data, Hitbox viewer Frame Data Hitboxes on youtube
smooshman Posted July 25, 2010 Posted July 25, 2010 great start, so to try and add on: J2C is a bit better against AA's since it's hit box goes below him sooner... though it's not much better also it says yukikaze breaks a primer, even though it's unblockable. 214A's, as stated, mostly useless, but you can do mind games and block strings (since it's slightly safe than the other ice cars and allows you to close distance in blockstrings) though if they catch on to this trick, you're still at -7 with no cancel.... and mention of the 6C>6D loop.... though there's a lot of variations, so it might be better to say it's a combo segment or something.
demonicZERO360 Posted July 31, 2010 Posted July 31, 2010 thnx for the guide its really helps newbs like me who wanna get better at a game that so many people say that unless u play gg you wont be able to handle this game thnx alot
Partialartist Posted August 10, 2010 Posted August 10, 2010 You can link D super from 623B on normal hit. It's 623A that needs to be a counter.
shtkn Posted August 16, 2010 Author Posted August 16, 2010 some notes from stunedge in the discussion thread. It's all good stuff to me, so i figured it should be here for everyone to see. posting some combos I use considering meter gain, damage and situation after the combo, i think these are the ones close to the best choice, however i wrote this summary note like about 3months ago so there could be sth even better there is more summary and analysis but I am too lazy to translate my article to english :p hope this can help some of you guys getting ideas of how to play Jin in CS 【Stand, from jump attack etc】 B>C>Sekkajin>6C>2D>6B>B>2B>C>3C B>3C>2B>C>HJ2C>JD>dashJ2C>JC>dashB>2B>C>3C B>C>Sekkajin>C>6C>dc>JC>J2C>JD>6C>214C B(1)>C>Bdp>6C>6Dx2>Sekkajin>6C>214C B(2)>C>Bdp>6C>6D>iadJ2C>JC>dashB>2B>C>3C B(2)>C>Bdp>6C>6D>dash throw wiff>Sekkajin>6C>214C its pretty hard to do sekkajin combo against Ragna, Carl, Lambda, so just use B>3C (for ragna, use dash B>C>sekkajin~) or just do B>2B>sekkajin 【Crouch】 C>6C>dc>C>HJ2C>JD>dashJ2C>JC>dashB>2B>C>3C C>6C>delayBdp>6C>6Dx2>B>2B>C>3C do whatever for crouch 【from mid-range poke】 (JC)>2D>6B>Sekkajin>6C>214C B(1)CH>6C>2D>6B>Sekkajin>6C>214C B(1)CH>6C>2D>6C>dc>C>6C>JC>jc>J2C>214D>~ C(CH)>6C>dc>C>6C>dc>JC>jc>HJ2C>(JC)>JD>~ C(CH)>6C>dc>C>H2C>JD>dashJ2C>JC>~ J236D>C>Sekkajin>6C>214C D(CH)>6C>dc>C>HJC>J2C>jc>J2C>214C 【6A】 6A>Bdp>6C>6Dx2>Sekkajin>6C>214C 6A>Ddp>6C>delayBdp>6C>dc>JC>jc>J2C>214C Bdp does not combo against Jin, Hazama, Litchi, Rachel, Carl, and it requires dash6A for Tsubaki 6A>214C works against Jin, Bang, Tager, Hakumen, Carl, Noel, Arakune, Hazama 【6B,6C,6D】 6C(CH)>dc>6C>2D>6B>Sekkajin>6C>C>HJ2C>214C 6C(CH)>dc>6C>6D>6B>Bdp>6C>dc>Ddp>6C>6D>C>HJ2C>214D >6C>214C 6B(CH)>6C>6D>6B>Bdp>6C>dc>Ddp>6C>6D>C>HJ2C>214D>6C >214C 6C>delayBdp>6C>6D>6C>6D>Ddp>6C>6D>C>HJ2C>214C>6C>2 14C 6C>6D>6B>Bdp>6C>6D>Ddp>6C>6D>HJ2C>214D>6C>214C 6D>6C>delayBdp>Ddp>6C>6D>C>HJ2C>214D>6C>214C change the end to 6C>hiyoku for more damage 【FC】 2C(FC)>6C>2D>6B>Sekkajin>6C>dc>C>6C>JC>jc>J2C>214D >6C>214C 2C(FC)>6C>delayBdp>6C>6D>6C>6D>Ddp>6C>6D>C>HJ2C>jc >J2C>214D>6C>214C 【Ddp】 Ddp(1)>6C>delayBdp>6C>dc>Ddp>C>6C>dc>JC>jc>J2C>214 D>6C>214C 【Important notes】 * B>3C>2B>C>HJ2C>JD>dashJ2C>JC>dashB>2B>C>3C is a new BnB combo, you have to learn this one in CS * its better to save the meter and spend them all in the one combo than wasting 25% meter from every single poke * 6C combo does more damage than 2C fatal combo, but 2C combo gets back more meter * JC and J2C are bad moves to add in the combo, if you want high damage combo, do not use these moves unless its the very end of the combo * 6B 6C are some moves you want use more in the combo * ice car is terrible, even worse than it was in CT * hiyoku is a good super to end the combo * doing 300 more damage in whatever combo means nothing to Jin, don't sacrifice a good oki position for that little damage * always have a clear plan for the meter distribution
Yuushiro Posted August 16, 2010 Posted August 16, 2010 sJust a few notes about the combos above. When you have to jump cancel 5C into 2C then D or C Ice Car after a longer combo, some of the cast require a slight delay on the j2C (like a frame or two lol) so you can still combo into the ice car. I don't understand which combo are you talking about here
shtkn Posted August 18, 2010 Author Posted August 18, 2010 you apparntly didnt read the guide. there was a link to the frame data at the end. you also didn't check out the guide section of the site at the top of every page in of this forum.
demonicZERO360 Posted August 19, 2010 Posted August 19, 2010 I didn't notice until now. Now I feel like an ass. Um I was wonderin how do u get the timing down for the 6c sekkajin?
ATGMantenbo Posted August 19, 2010 Posted August 19, 2010 practice ... wait a bit once sekkajin launches them in the air then 6C
Anasthetics Posted August 20, 2010 Posted August 20, 2010 Can you guys list some block strings? I want to apply enough pressure so that my opponent doesnt get a chance to move.
Roldy Posted August 20, 2010 Posted August 20, 2010 Jin's blockstrings are pretty straightforward, ABC stuff. 2A > 5B > 2B > 5C > 3C > 236A 5B > 2B > 5C > Jump Cancel > Either run away or continue with J.A > J.B If you have heat, you can throw in a 236D after the jump cancel, and then do Jin's 6A as an overhead. Jin's 6A is really unsafe though. I don't think Jin is capable of locking down an opponent without heat though.
Anasthetics Posted August 20, 2010 Posted August 20, 2010 Jin's blockstrings are pretty straightforward, ABC stuff. 2A > 5B > 2B > 5C > 3C > 236A 5B > 2B > 5C > Jump Cancel > Either run away or continue with J.A > J.B If you have heat, you can throw in a 236D after the jump cancel, and then do Jin's 6A as an overhead. Jin's 6A is really unsafe though. Thanks. Been trying to get some good blockstrings with Jin for a bit now.
smooshman Posted August 20, 2010 Posted August 20, 2010 generally if you do 236D you can get away with anything like [2C]>236D>6D>[basically anything since it's a +12]
Roldy Posted August 20, 2010 Posted August 20, 2010 Are you talking about ground 236D? Because ground 236D can be easily 2A'd out of. I tried...
ZhePrime Posted August 20, 2010 Posted August 20, 2010 Might as well post this video here as well, this Jin player is pretty good at presure if you ask me, could be a good reference: http://www.youtube.com/watch?v=LBx22A07FmQ
smooshman Posted August 20, 2010 Posted August 20, 2010 Are you talking about ground 236D? Because ground 236D can be easily 2A'd out of. I tried... well, if you stand a bit away then it should work.... just don't be too close.
Heidern98 Posted August 24, 2010 Posted August 24, 2010 Corner Combos Getting the opponent into the corner is not only good for control, but it allows Jin to dish out his highest damage combos. As in all fighting games, getting the opponent to the corner is a general strategy that should be employed by all skilled players. Jin, luckily has many tools to assist him in this. Usually, most of Jins pressure will allow you to shorten the options of other players, allowing him to slowly back up defensive players. Once Jin lands his opening, his long ground to air combos will almost always allow him to push the opponent into the corner. Using D Ice Car for instance (214 D) will always knock the player far and if you are a bit closer then half screen, will allow Jin to put the opponent in the corner. Also, all of his Dragon Punches (DPs) have high untechability and allow him to further push the opponent back. When using these tools along with his fireballs and jC to zone with, Jin will typically find himself cornering his opponent while on the offensive. This leads to the best rewards possible with him. In general, the idea of Jins corner combos is to land numerous 6Cs as it is his highest damaging normal and also gives incredibly long stun time. As with many characters, loops seam to be the general basis of combos for Jin. Practicing 6C, 6D loops is typically the key to his highest damage combos as far as I can tell. This doesn't mean you shouldn't experiment with other ideas, but in all of my research, I have yet to see or find any other way to do more damage then with 6C 6D loops. Thus, many of the following combos will follow a similar pattern, with small tweaks here and there to maximize damage and avoid the opponent teching (or Jin receiving a blue combo). All of the combos in this post are corner combos only. Typically, the smaller combos will gain more meter then you need to spend. Many will gain enough meter so that you can add in Drive Specials towards the end, allowing maximum damage. All of the combos listed knock the opponent back into the corner. I am a firm believer in maintaining control of a match, and leaving the opponent in the air as you recover, typically loses control, and allows them to escape to neutral ground. Some combos, if not most, COULD indeed gain more damage by adding 5C, 2C, jump, jC, j2C, jump, jC, j2C, (or other slight variations) however, this again will lose Jins control over corner pressure especially if the opponent techs forward after the combo is finished. One way to fix this, in a slightly ghetto fasion, is to jump cancel an air combo into an air throw, then if they tech it, jC to maintain control. This still is not as a strong control method as getting a knockdown, but it will work most of the time. Try to score knockdown corner combos to keep your pressure strong. 623 D Combos This move, Jins D DP, used to upscale damage in Calamity Trigger by 110%. This meant that the next attack you did after would actually do more damage then normal, as well as the following hits receiving very little proration. The result was typically a combo that gave almost half meter along with damage well over 6000 in the longer combos. The move has high priority, and is still usefull in Continuum Shift, although the scalling is now jacked down to 90%. There are many good places to stick this move in order to hit the opponent while they are trying to escape corner pressure. If you end a blockstring in 236 A (the slow but fast recovering fireball), throwing this out after can typically catch the opponent offguard. Also, if you late cancel a blocked normal, something like 6C, or 2C, it may catch the opponent while he tries to punish you in recovery. A well timed D DP hits air dashers looking for an easy escape, but make sure the move is placed correctly as they can land while iced on the other side of you, putting Jin in the corner himself at dissadvantage as he wiffs the second hit while the opponent automatically breaks out of the ice. This move also can knock Tager out of his Distortion Drive throw if done slightly later then his input, as well as out prioritzing many other DPs such as Ragnas, Litchi, Mu, and Jin himself. Watch out for late inputs or clashes on these situations as well. Idealy, you want to have 75 meter when attempting this DP so you can RC it if it is blocked. Still, there will be many times where it could win you the match when you are down and low on meter, so it is a risk vs reward type move. Try to get a good read on the opponent and their patience. Be smart with it and you can find yourself winning more often then not. General D DP combo with only the initial 25 meter spent. Good for gaining extra meter for more options. 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 C Damage 4099 A slightly easier version of the above combo with a bit less damage. 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, jump, j2C, jump, j2C, 214 C Damage 3774 A more extensive combo costing 25 more meter, however, you will gain this meter in the corse of the combo. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 C Damage 4715 A long combo that has high meter cost but in turn, gives you immense damage. Good to use on burstless opponents as opposed to having to use meter on his Distortion Drive. This combo will also yield alot of meter from doing it itself. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5167 Just a general way to use the Distortion Drive to increase the damage towards the final hits of the combo. Useful for finishing off the opponent. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 632146 D, 214C Damage 6048 This combo is not exactly practical, but is listed just to show the D DP ability to loop. There are much more damaging combos listed above with much less meter use, as well as highly damaging combos using as much meter to finish with a Distortion Drive. Again, it is listed to show the looping ability of the move itself. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release. Damage 5249 The following combos are only applicable when the first hit of the D DP misses (or is used as a reset) and the second hit starts the combo. There are a few situation this can occur without a setup. Say Ragna and Jin do their DPs at the same time and clash, then Ragna mashes out an attack while Jin just lets go of D. Also, if the opponent blocks the first hit then trys to jump out while you release. You can also try to reset a combo with the unblockable charged version of the second hit, after hitting and freezing them with the first hit. This commonly will not work on better players but when you get into someones head, anything is possible. Also please note, that the second hit does not need to be held down until the move comes out automatically to make it unblockable. There are a few frames before this moment where the ground by Jins feet makes a small quake and dust comes up. This is the moment the move is unblockable and if timed right, will cut down the charge time a few frames. A very strong combo to follow up an unblockable. 623 D (Second Hit Only), 6C, 6D, Wait for opponent to land, 6C, 6D 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5806 This combo is by all means one of Jins most difficult to land as there are many tight areas of execution in it. The reward of very high damage while using a little meter however makes it very tempting to learn. 623 D (Second Hit Only), far 2D, 6B as opponent lands, 623 B, 6C, 6D 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5997 6A Overhead combos 6A is an overhead that only cancels into specials when it hits an opponent. It has high scaling so the combos will not be as long do to decreased recovery time, however, there are still very strong combos that will allow a fair amount of damage for this slightly risky overhead. This combo is character specific as the 623 will wiff on many opponents while they are ducking (which typically is how you will hit with 6A). See below for alternate combos with 6A. 6A, 623 B, 6C, 6D, 6C, 6D, 5C, superjump, j2C, 214 C Damage 3484 Does Not work on: Carl, Jin, Rachel, Hazama Only works if you dash while 6A: Litchi, Noel, Ragna This combo has the same stipulations as the above do to the B DP wiffing over ducking opponents as mentioned. More damage at the cost of more meter. 6A, 623 B, 6C, 6D, 6C, 6D, 5C, jump, j2C, jump, j2C, 214 D, 6C, 214 C Damage 3959 Does Not work on: Carl, Jin, Rachel, Hazama Only works if you dash while 6A: Litchi, Noel, Ragna Many people use 214 D (D Ice Car) after 6A on characters that do not work with the above combo. Thing is, this will always be a shorter and less damaging combo then if you use 623 D after 6A. For now, this is the best alternate I can find. 6A, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, jump, j2C, jump, j2C, 214 D, 6C, 214 C Damage 3657 A more damaging and slightly more difficult version of the above combo. This is what I typically use for 6A corner combos. 6A, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C Damage 3852 Normal attack combos Normal attacks and pokes are a big part of Jins pressure in the corner. It is only natural that they will eventually hit and open up the opponents defense. These combos are essential in gaining meter and applying the correct pressure that Jin needs to be focused on. After scoring a knockdown that lands the opponent into the corner, 5B is typically a great way to get in and also hit confirm. This combo is a great way to build meter and get decent damage. 5B (2 Hits), 5C, 623 B, 6C, 6D, Wait for opponent to land, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 3818 Even though 2B prorates heavily, it is still good for landing combos through mixup. This combo uses no meter and is good for mind games while mixing it up with 6A, and throws. Keep in mind this combo is best used on standing opponents as the B DP will wiff on many characters (should not be a problem as 2B hits low on standing opponents). 2B, 5C, 623 B, 6C, 6D, dash, 6D as opponent lands, 5B (2 Hits), 2B, 5C, 3C * Damage 2434 A solid combo that starts with a jump attack. Again, best for standing opponents as 623 B will wiff on many ducking characters. jB, dash 5B (2 Hits), 5C, 623 B, 6C, 6D, dash, 6D as opponent lands, 5B (2 Hits), 2B, 5C, 3C * Damage 3110 This combo, which also starts with a jump attack, only works on a ducking opponent. Very solid damage for only using 25 meter. The combo itself will always gain more then 25 meter while doing it so you actually will be gaining plenty of meter and damage. jB (hits opponent while ducking), 5C, 6C, 6D, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C Damage 4490 6C Launcher combos 6C is an excellent move for anti jumps. Basically, it is good to throw out when the opponent trys to jump out of a blockstring or other situations. This move is intended to hit the start of a jump and not as anti air. Also can be used when delaying normals to catch the opponents pokes. Even if blocked, the 6D is relatively safe, although there is a small window where the opponent can hit you between attacks. Still, 6C is one of Jins best combo starters for damage potential and meter gain, especially in the corner. Try to throw it into your corner lockdown for big damage. A basic combo that gains a ton of meter. 6C, 6D, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C Damage 4740 An extensive combo that should be practiced as it is one of Jins highest damaging combos without throwing a Distortion Drive into it. 6C, 6D, 6B as opponent lands, 623 B, 6C, 6D 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5706 Foward/Neutral Throw Combo There is basically only one or two variations to this combo, as the techability time and scaling are greatly increased because of the throw. Still, the damage and positioning are significant enough to learn how to combo off of a throw. There is no specific corner back throw combo as far as I know (as well as few situations a back throw will put your opponent into the corner). This combo will work on most of the cast with a few exceptions. Very simple as long as you remember to B DP right after the grab and before the launch. This will allow Jin to freeze the opponent in the following attacks. B + C, 623 B, 6C, 6D, dash, 6D, 5B (2 Hits), 2B, 5C, 3C Damage 2447 As an alternate to the above combo, for certain situations and characters. If the above combo is performed a small distance from the corner (a little less then sweep range), it will work on the entire cast. Most of the time, however, you will typically have the character pushed all the way up against the corner in throwing situations. Some characters will not get hit by the first 6D of the above combo such as Lambda, Mu, and Noel. Here is an alternate to the above combo that works on the entire cast. It also scores a bit more damage so its typically a better option. B + C, 623 B, 6C, dash cancel, jump, jC, j2C, jump, jC, jD, 214 C Damage 2517 *A few combos listed above, end in a ground combo that trips (3C) to knock them down. Some characters can still be hit after this, which in turn, can lead into another knockdown, or a freeze setup. Please note, you can A/B Ice Car, or B Fireball after a trip but this will allow the opponent to tech into the air. Also, you can typically trip into D ice car, but this is usually a waste of meter as there is typically no way to coninue the combo into another knockdown. Other character specific options such as B DP and other specials will work in some combos, but again, this will allow opponents to tech in mid air. Here is a character specific list of options you can do after a trip, that would be considered useful. Tager, Rachel, Tao, Arakune: All four of these characters can be tripped into 214 C (C Ice Car) for a little extra damage. This can be done anywhere, not just in the corner. Tager, Rachel, Arakune, Hakumen (Jin, Rangna with exceptions): These six characters can all be tripped into 236 D (Drive Fireball) at the end of a ground combo. I will use one of the above combos as an example: jB, dash 5B (2 Hits), 5C, 623 B, 6C, 6D, dash, 6D as opponent lands, 5B (2 Hits), 2B, 5C, 3C * 236 D into mixup or another ground combo. This option is typically followed by a jump that leads into mixup just as the opponent breaks out of the ice. You can jump then airdash just before you land with jB, j2C into ground combo. Another option is to jump forward, land then 2B for a low hit into a combo. Even another option is to land then 6A into combo. You may just want to end the combo with another ground combo into knockdown for that little extra damage. Experimentation is encouraged. Please note, this will work on Jin and Ragna, but the ground combo that leads into the 3C must be shortend to only 5B (two hits), 3C, 236 D. Adding any extra ground attacks to Jin or Ragna will push them to far away for the D fireball to hit. Just a few notes about the combos above. When you have to jump cancel 5C into 2C then D or C Ice Car after a longer combo, some of the cast require a slight delay on the j2C (like a frame or two lol) so you can still combo into the ice car. It may seam like the combo won't work on say Lambda but it can as long as 2C has a slight delay. You will still need to jump as fast as possible, but the 2C requires a bit more height on some characters so that 214 D will connect. Another thing about ending on either 214 C or 214 D. Sometimes you can exchange 214 C with 214 D (unless you already have done 214 D in the combo) so that you can save some meter, but only on shorter combos. 214 D executes a bit faster so 214 C might not connect if you try. Keep this in mind. C mash is typically always a bad idea in the corner as there are many other more damaging combos. This move adds alot of techability time and scaling to a combo. Use it mid screen only. As far as fatal counters with 2C are concerned, I did not list any of these combos because 2C isn't something that typically hits while you are cornering the opponent. I will most likely list some of these combos in future posts. Distortion Drive combos are something I stay away from unless the opponent is close to death and I happen to have alot of meter. They are good to make sure the opponent doesn't burst however so keep in mind that after any 6C attack, or 6C 6D (at mid height), you can throw in his 632146 D Distortion (Arrows) for some pretty high damage (typically around 1k after a long combo). As far as Astral combos, aside from throw Astral, there is a combo for it and some variations, but I am still testing as it seams character specific. You can check it out in my old CT combo vid if you want (shameless plug I know... just do a youtube search on my name). Finally, these combos are from my experience with the game. If there are combos that you feel are stronger, please feel free to post them and I will update my post with them if we agree. As far as Makoto is concerned, I did not test any of these combos on her. (WHAT? You think I should pay 8 bucks per DLC character? Are you crazy?) If anyone wants to confirm some character specific combos, such as 6A 623 B stuff, it would be much appreciated. And Mu has the same hitbox as Lambda as far as I can tell but I went ahead and tested mostly everything on her anyway. I found that if it works on Lambda, it will work on Mu. Well that wraps up corner combos. If there are any questions, corrections, or suggestions, please feel free to post up. I hope this helps most of you learn a bit more about Jins corner options. Please stay tuned for more updates soon. Also remember, it never hurts to thank Shtkn now and then. He works real hard on these forums so you guys can enjoy them. Much props to him as it is deserved.
Ice Cube Posted August 26, 2010 Posted August 26, 2010 Some of the above combos can be improved for extra damage with same meter use: 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 C 623D 6C>623B 6C>dc>j.C>jc>j.2C>214C 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 C 623D 6C>623B 6C>dc>623D 6C>6D 5C>hjc>j.2C>214C 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C 623D 6C>623B 6C>dc>623D 6C>6D 5C>hjc>j.2C>214D 6C>214C 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 632146 D, 214C 623D 6C>623B 6C>dc>623D 6C>6D 5C>6C>dc>623D 5C 632146D 6A 623 D (Second Hit Only), 6C, 6D, Wait for opponent to land, 6C, 6D 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C 623D(2nd hit) 6C>6D 6C>623B 6C>dc>623D 6C>6D 5C>hjc>j.2C>214D 6C>214C 6A, 623 B, 6C, 6D, 6C, 6D, 5C, superjump, j2C, 214 C 6A>623B 6C>6D 6D 5C>sekkajin>6C>214C 6A, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C 6A>623D 6C>623B 6C>dc>j.C>jc>j.2C>214D 6C>214C jB, dash 5B (2 Hits), 5C, 623 B, 6C, 6D, dash, 6D as opponent lands, 5B (2 Hits), 2B, 5C, 3C dash 5B (1 hit) gives more damage jB (hits opponent while ducking), 5C, 6C, 6D, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C j.B 5C>6C>6D 6B>623B 6C>6D 623D 6C>214C a few more: 6C(CH)>623B 6C>6D 6C>6D 623D 6C>6D 5C>hjc>j.2C>214D 6C>214C 6A>sekkajin 623B 6C>6D 6D 5B>2B>5C>3C best if you want oki/setup after 6A j.B dash 5B(1)>5C>623B 6C>6D 6C>6D 5C>hjc>j.2C>214D 6C>214C back throw (into corner)>delay 623B 6C>dc>j.C>jc>j.2C>214D 6C>214C 6B(CH) combo exactly the same way as 623D(2nd hit) note: delay 623B after 6C as much as possible suggestion: make a new combo thread, open to members, the old one is already obsolete and no one maintains it. I would be glad to contribute, even make the thread myself and maintain it regularly if I'm allowed to.
xlolxlolx Posted August 26, 2010 Posted August 26, 2010 Some of the above combos can be improved for extra damage with same meter use: a few more: 6C(CH)>623B 6C>6D 6C>6D 623D 6C>6D 5C>hjc>j.2C>214D 6C>214C 6A>sekkajin 623B 6C>6D 6D 5B>2B>5C>3C best if you want oki/setup after 6A j.B dash 5B(1)>5C>623B 6C>6D 6C>6D 5C>hjc>j.2C>214D 6C>214C back throw (into corner)>delay 623B 6C>dc>j.C>jc>j.2C>214D 6C>214C 6B(CH) combo exactly the same way as 623D(2nd hit) note: delay 623B after 6C as much as possible suggestion: make a new combo thread, open to members, the old one is already obsolete and no one maintains it. I would be glad to contribute, even make the thread myself and maintain it regularly if I'm allowed to. 6C does not need to be a counter hit in the first combo remember that 6A>sekkajin has to be in point blank range i order to work so 6A>623B is a safer alternative if you are uncertain j.B>j.2C>d.5B works better if i remember correctly 6B on CH goes into 6B again so 6B(CH)>6B>623B works, it has slightly better proration than 6B(CH)>6C>623B but less damage and is also easier to do.
Roldy Posted August 26, 2010 Posted August 26, 2010 I'm quite sure that Carl can be hit by 3C > 236D as well.
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