Lord Knight Posted July 24, 2010 Posted July 24, 2010 (edited) General Matchup: This match is pretty favorable for Litchi. With her added damage and developments in her game, and several nerfs to Jin, this match is a lot more tolerable than CT. Full screen neutral: -IB any swords, set the staff. -It doesn't matter whether it's set to 2D or 5D, adjust as Jin approaches. At this range, he needs to approach you. -Keep in mind that he can hope over 2D launch with 6B, but it doesn't matter. If they do this a lot use 5D. Midscreen, neutral: -Set the staff, preferably 2D. -Avoid 2D range. Be outside of this range. -He does (whiffs) 2D, you should do your 2D and approach. -His j.B loses to your 5A and staffless 2C. -Make sure you're proficient at 5A > itsuu or 5AA > aerial. -Be wary of his j.C, properly spaced it will beat your 5A. Pressure: -Against 6C: IB it, then do 5A. If he does B DP, you will whiff 5A, just block (it will probably be IB). If he does 6B, you'll punish it. -Against 6D: See where they like to do it, and 5A it. -Against rejump in jB: 5A > itsuuA. NOTE you can't 5A magic jB (the early jB) unless you're mashing really hard. Just block it. -Against 5C > rejump in corner: IB > dash out. -Against 236D: If you read it, just Airthrow. Don't get too confidant though. -Against 2A > throw (for throw reject): Try not to preemptively OS throw. -Against dash 6B: Definately OS throw (1 A+B+C). Alternatively, you can try to just attack. 6B barrier blocked will make it +4 so IB it'll be -1 so you should be able to jump away from most things. -Jin throw tactics: 2A isn't cancellable into throw (ie, he can't really cancel into purple throw). 5A is, but won't hit you crouching. Common throw tactics will be listed below. -Against 214C knockdown: OS Tsubame (421A+B+D). If he doesn't crossup, you will barrier. If he does, you'll do tsubame. Obviously don't always do this because it is still a DP, and it can still be baited, but keep this in mind. -Against j236B pressure - he must use a jump cancellable normal first so if you read it > itsuu. If not, IB the sword > 5A > full combo. Throw tactics: 2AA delay 2A 2A > 5A > Ice car 2A > 5A > C DP or D DP Resets: -Try to keep a gold burst stocked! -Notable resets: -------------------- Midscreen combo: xx 6C > dc > 5C > 2C > sj > j2C > jD > airdash > jD or j236D Corner: 5B(2) > airdash jD Back throw > A Ice car > dash under > 6C (also possible with forward throw) Long corner combo > D DP > Held Second hit Anything involving you being frozen with 236D, 6D, or JD Special notes: -Definitely use the Daisharin 138xxx on him, to beat Yukikaze and D DP -Try to avoid using Kokushi if he has 50 meter -Staffless hitconfirm: 3C > 6kote > 2C is possible Edited April 4, 2011 by Lord Knight
Zenmetsu Posted August 25, 2010 Posted August 25, 2010 I feel this match hasn't changed all that much. One thing worth noting is you have to be careful with Daisharin oki because of Jin's Hakumen super, but that's pretty much the biggest difference and you would treat it exactly as you would Hakumen. For those who don't know, this super has a huge hitbox but it can be safely dodged with proper superjump>double jump timing if you ever find yourself in a situation where your projectile gets caught but you're free to move. I find j.A solidly beats any jump-reset pressure Jin tries to do off of his JCable 5C but maybe the Jins I play are all terrible at this so I don't know. If Jin tries to do IAD junk off of 5C then jump back>j.A usually stuffs it. I dunno, it depends on spacing but man I abuse that j.A like it's going out of style. Again, it could just be that the Jins don't know what they're doing and it's giving me the illusion that j.A is good. This match is practically the same.
CrazyApe Posted September 12, 2010 Posted September 12, 2010 Ok after playing Shadowredzero and getting Whooped I need some insight on this match... so many resets and his 2a feels like bangs 5a
Lord Knight Posted September 15, 2010 Author Posted September 15, 2010 5a > jin dont jump around mindlessly, 2a aa > litchi
Nakkiel Posted January 5, 2011 Posted January 5, 2011 The 2nd hit is -26. Dash 2C[m] or 3C[m]. Dash 3C]m[ if staffless. If you're worried about the unblockable, I'm pretty sure you can just sj.barrier after the first hit and be safe if they let it go right away. So sj.barrier fastfall, into whatever.
Lord Knight Posted January 17, 2011 Author Posted January 17, 2011 Or just be manly and gold burst that shit!! Really, if they use a bad unblockable setup you should be able to sj glide throw on reaction, but if they set it up properly (first hit of D DP hits you when you're really high up in the air, and you land with only a few frames left till it starts up) just gold burst it.
xDaRkNeSsx JiN Posted March 30, 2011 Posted March 30, 2011 General Matchup: This match is pretty favorable for Litchi. With her added damage and developments in her game, and several nerfs to Jin, this match is a lot more tolerable than CT. Full screen neutral: -IB any swords, set the staff. -It doesn't matter whether it's set to 2D or 5D, adjust as Jin approaches. At this range, he needs to approach you. Midscreen, neutral: -Set the staff, preferably 2D. -Avoid 2D range. Be outside of this range. -He does (whiffs) 2D, you should do your 2D and approach. -His j.B loses to your 5A and staffless 2C. -Make sure you're proficient at 5A > itsuu or 5AA > aerial. -Be wary of his j.C, properly spaced it will beat your 5A. Pressure: -Against 6C: IB it, then do 5A. If he does B DP, you will whiff 5A, just block (it will probably be IB). If he does 6B, you'll punish it. -Against 6D: See where they like to do it, and 5A it. -Against rejump in jB: 5A > itsuuA. -Against 5C > rejump in corner: IB > dash out. -Against 236D: If you read it, just Airthrow. Don't get too confidant though. -Against 2A > throw (for throw reject): Try not to preemptively OS throw. -Against dash 6B: Definately OS throw (1 A+B+C) -Against 214C knockdown: OS Tsubame (421A+B+D). If he doesn't crossup, you will barrier. If he does, you'll do tsubame. Obviously don't always do this because it is still a DP, and it can still be baited, but keep this in mind. Resets: -Try to keep a gold burst stocked! -Notable resets: -------------------- Midscreen combo: xx 6C > dc > 5C > 2C > sj > j2C > jD > airdash > jD or j236D Corner: 5B(2) > airdash jD Back throw > A Ice car > dash under > 6C (also possible with forward throw) Long corner combo > D DP > Held Second hit Anything involving you being frozen with 236D, 6D, or JD Special notes: -Definitely use the Daisharin 138xxx on him, to beat Yukikaze and D DP -Try to avoid using Kokushi if he has 50 meter -Staffless hitconfirm: 3C > 6kote > 2C is possible Well shit...
Lord Knight Posted April 4, 2011 Author Posted April 4, 2011 (edited) additional stuff being added recently jin players have been doing this annoying pressure where they do air B ice sword > airdash theres no gap if you block the ice sword. . . im pretty sure we can just IB > 5A > full combo but that would mean letting them in that position i think im going to use itsuu against this and try to hit them out of the sword. originally i thought it would be best to guard point the ice sword and then do itsuu but they can airdash away resetting neutral isn't bad but i want that damage, lol . . . on the subject of itsuu, its pretty fucking good in this match if used well in neutral. itll definitely be mandatory next game, thats for sure also, i dunno if this is common knowledge but here is some general blocked D dp tactics - 1. Gold burst 2. Itsuu (will lose to fully charged D DP) 3. Block 2nd hit > 6B 4. Ryuuisou 5. 2B[m] 6. 3C[m] 7. Jump Ryuuisou/gold burst/2B is probably best. Itsuu is good but it sucks if they fully charge. Jumping over is great, just remember to barrier. You can get airdash jC to connect too. unfortunately we aren't like tao and we cant just crawl after blocking the first hit ;_; edit: keep in mind jin cant do 2a > purple throw Edited April 4, 2011 by Lord Knight
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