Ice Cube Posted August 28, 2010 Posted August 28, 2010 This is meant to be an exhaustive list of all of Jin's best combo (gives the best damage with knockdown / oki) in BBCS. Suggestions/additions/revisions/any form of help are welcome. Note: Please post all of your questions in the gameplay discussion thread. This thread is primarily for the submission/discussion of Jin's combos. Reading notes: - Sekkajin always means mashing C until the combo counter reaches 8 - Although I only list delay where it's necessary, it's a good habit to delay 5C after 6C (DC). - For 6C > 623B, delay the 623B as much as possible. - Rule of thumb: after freezing opponent, always wait until they touch the ground before connecting the next hit (exception is freezing with j.D) Notations: (CH) = Counter Hit (FC) = Fatal Counter (DC) = Dash Cancel (JC) = Jump Cancel (HJC) = High Jump Cancel (AD) = Air Dash (IAD) = Instant Air Dash (RC) = Rapid Cancel Move(n): n indicates number of hits, for multiple hits moves. 214D# = 214D, 6C > 214C sekkajin# = sekkajin, 6C > 2D, dash 6B, dash 5B(2) > 2B > 5C > 3C (The 6B is optional. Can also do 6C > 214C for easy damage) 6Bxx = dash 6B > sekkajin, 6C > 214C (more frame advantage, less damage) 6Cxx = dash 6C (DC) > delay 5C > 6C (DC) > j.C (JC) > j.2C > 214C (less frame advantage, more damage) or 214D# (25% variant, best) Basic of basics: gattlings > 5C or 3C > 214B or 214D# 3C OTG combos (aka BnB): 2A > 5B (1) > 3C, 2B > 5C (HJC) > j.B > j.C > j.D, 214C (1723) 2A > 5B (2) > 3C, 2B > 5C (HJC) > j.2C > j.D, 214C (1574) 2B > 3C, 2B> 5C (HJC) > j.B > j.C (JC) > j.2C > j.D, 214C (1998) 5B(2) or 5C > 3C, 2B > 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C (2670 or 2933) 3C, 2B > 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# (3018/3365) falling j.B or j.2C, dash 5B(2) > 3C, 2B > 5C > 6C (DC) > j.C (JC) > j.2C > j.D, 214C (2765 or 2825) AD j.B > j.2C, dash 5B(2) > 3C, 2B > 5C (HJC) > j.B > j.C > j.D, 214C (2729) 6C launcher combos: 6B(CH) > 6C > 2D, 6Bxx or 6Cxx (3837/4191/4673) 6C(CH) (DC) > 6C > 2D, 6Bxx or 6Cxx (3999/4339/4822) 6C > 2D, 6Bxx or 6Cxx (3608/3994/4519) AD j.2C > j.D, land 6Cxx (3305/3736) j.C (CH), land 6C > 2D, 6Bxx j.C (CH), land 2D, 6Bxx or 6Cxx (25% variant only) Requires crouching opponent or 5C(CH): 2A > 5C > 6C (DC) > 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C (2460) 2A > 2B or 5B(1) > 5C > 6C (DC) > 5C > 2C (HJC) > j.C > j.D, 214C (2111 or 2058) 2B > 5C > 6C (DC) > 5C > 6C (DC) > j.C (JC) > j.2C > j.D, 214C (2463) 5B(1) > 5C > 6C > 2D, 6Bxx or 6Cxx (25% variant only) (3336/4000) 5B(2) > 5C > 6C > 2D, 6Bxx (3088) 6B > 5C > 6C > 2D, 6Bxx or 6Cxx (3882/4189/4599) 5C > 6C > 2D, 6Bxx or 6Cxx (3326/3623/4025) falling j.B or j.2C > 5C > 6C > 2D, 6Bxx or 6Cxx (25% variant only) (3628/4320 or 3651/4310) falling j.B or j.2C > 2B > 5C > 6C > 2D, 6Bxx (3515 or 3540) AD j.B > j.2C, land 5C > 6C > 2D, 6Bxx (3663) Sekkajin launcher combos (more damage than BnB, most should only be done at point-blank range and on standing opponent): Note: sekkajin is hard to connect on Lambda, Ragna, Carl. Change 5C > sekkajin to 2B > sekkajin helps. dash 2A or 2B > 5C > sekkajin# (2177 or 2286) 6A > sekkajin# (2724) Does not work on: Carl, Lambda 5B(2) > 5C > sekkajin, 6C (DC) > dash 5C (HJC) > j.B > j.C > j.D, 214C (2838) 6B > sekkajin, 6C > 2D, 6Bxx or 6Cxx (25% variant only) (3804/4477) dash 5C > sekkajin, 6C (DC) > dash 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C (3359) falling j.B or j.2C, land, dash 5B(2) > 5C > sekkajin# (2946 or 2997) AD j.B > j.2C, land, dash 5B(2) > 5C > sekkajin# (3081) Drive starter combos: 2D, 6Bxx or 6Cxx (2399/2703/3109) 6D, 6Bxx or 6Cxx (3130/3557/4140) falling j.D > 6Cxx (2718/3122) 5D(CH) (DC) > 6Cxx (3185/3692) 5D (DC) > dash 3C, 2B > 5C > 6C (DC) > j.C (JC) > j.2C > 214C/D# (2816/3222) 5D (DC) > 5C > 214D, 6C > 6D, 5C (HJC) > j.2C > 214C (3137) (can go straight to 214D from 5D for 3250) air 236D (1~2), land 6Cxx (3106/3619 if 1 hit, 3242/3706 if 2 hit) air 236D (3), land 6C (DC) > 5C (JC) > j.C (JC) > j.2C > 214C or 6Cxx (25% variant only) (3091/3781) 236D, 6C (DC) > 5C (JC) > j.C (JC) > j.2C > 214C or 6Cxx (25% variant only) (3130/3753) 214D, 6C > 6D, 5C (HJC) > j.2C > 214C (can also start with 5C or 5B(1) > 5C or j.B > 5C) Anti-air specific combos (these are very spacing dependant): j.A > j.B > j.2C (JC) > j.2C > j.D, 214C/D# (CH) j.B or j.C or j.2C, land, j.B > j.2C (JC) > j.2C > j.D, 214C/D# (Jin close to ground) (modify to land, j.A > j.B (JC) > j.2C > j.D, 214C/D# if not that close to ground) (CH) j.B or j.C or j.2C, land, 5C > either 2C (HJC) or 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# (both Jin and opponent close to ground) j.B or j.C or j.2C, land, 5B(1) (JC) > j.A > j.B (JC) > j.2C > j.D, 214C/D# (both Jin and opponent close to ground) 5A > 5C > either 2C (HJC) or 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# 2A > 5C > either 2C (HJC) or 6C (DC) > j.C (JC) > j.2C > j.D, 214C/D# 5B(1) > 5C > either 2C (HJC) or 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# 5B(1) (JC) > j.A > j.B (JC) > j.2C > j.D, 214C/D# 5C > either 2C (HJC) or 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# (can add extra 5C if first 5C is CH) (can also start with 2C or 6C) Ice sword (CH), dash 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# 2C(FC), 5C > 2D, dash 6B, 5C > 6C (DC), 2C > delay 6C (DC) > j.C (JC) > j.2C > 214C 2C(FC), 5C > 2D, dash 6B, 5C > 6C (DC), 2C > delay 6C (DC) > j.C > j.2C (JC) > j.2C > 214D# 2C(FC) > 6D, dash 6B, 5C > 6C (DC), 2C > delay 6C (DC) > j.C > j.2C (JC) > j.2C > 214C/D# (be careful, 6D may whiff) 2C(FC) > 6D, dash 6B, 5C > 6C (DC), 2C > delay 6C (DC) > 5C > 6C (DC) > 623D, 6C > 214C/D# Near corner 2C(FC) > 6D, dash 6B, 5C > 6C (DC) > 623B, 6C > 6D, delay 5C > 6C (DC) > 623D, 6C > 214C 2C(FC) > 6D, dash 6B, 5C > 6C (DC) > 623B, 6C > 6D, 623D, 6C > 6D, 5C (HJC) > j.2C > 214D# 2C(FC) > 6D, dash 6B, 5C > 6C (DC) > 623B, 6C > 6D, delay 5C > 6C (DC) > 623D, 5C > 6C > 6D, D super Credit: http://www.youtube.com/watch?v=pulrMwx_GvY
Ice Cube Posted August 28, 2010 Author Posted August 28, 2010 Fatal counter combos: 2C(FC) > 6C (DC) > 2C > delay 6C (DC) > 5C > 2D, 6C (DC) > 2C > delay 6C (DC) > j.B > j.2C (JC) > j.2C > 214D# Yukikaze(1)(FC) (RC) > taunt, dash 6B, 5C > 2C> 6C (DC) > 2C > delay 6C (DC) > j.C > j.2C (JC) > j.2C > 214D# (3841) The taunt actually helps. I'm serious. After doing yukikaze, there's a 120 frame period where heat gain of all moves will be reduced. Taunting helps to delay the 6B to outside this period , thus it will gain heat normally. Near corner 2C(FC) > 6C (DC) > 2C > delay 6C (DC) > 623B, 6C > 6D, 6C (DC) > 2C > delay 6C (DC) > j.C (JC) > j.2C > 214D# 2C(FC) > 6C (DC) > 2C > delay 6C (DC) > 623B, 6C > 6D, 6D, 5C > 6C > 6D, 5C > 6C (DC) > 623D, 5C > D super (insane heat gain) Corner (quite lenient in terms of distance from corner) 2C(FC) > 6C (DC) > 623B, 6C > 6D, 6D, 5C > 6C > 6D, 5C > 6C (DC) > j.C (JC) > j.2C > 214D# 2C(FC) > 6C (DC) > 623B, 6C > 6D, 6C > 6D, 623D, 6C (DC) > 5C > 6C (DC) > j.C (JC) > j.2C > 214D# Corner combos: Basic damage: (stuff, no 623B) > freeze, 6C > 623B, 6C (DC) > j.C (JC) > j.2C > 214C/D# Basic oki: (stuff) > 6C > 6D, (either 6D or IAD j.2C > j.C, land dash), 5B(2) > 2B > 5C > 3C Below are better variants and more corner - specific than the basic. Note: 2D and 6D freeze basically have same properties so it's possible to interchange, depending on range. 2A > (5B(1) or 2B) > 5C > 623B, 6C > 6D, oki (on crouching opponent, go straight to 6C from 5C) 6A > 623B, 6C > 6D, 6C > 6D, 5C (HJC) > j.2C > 214C 6A > 623B, 6C > 6D, 6C > 6D, 5C (JC) > j.C (JC) > j.2C > 214D# Does not work on: Carl, Jin, Rachel, Hazama Only works if you dash while 6A: Ragna, Noel, Litchi (Litchi is really tough to connect) 6A > sekkajin, 623B, 6C > 6D, oki Does not work on: Carl 6A > 623D, 6C > 623B, 6C (DC) > j.C (JC) > j.2C > 214C/D# 5B(2) > 5C > 623B, 6C > 6D, 6D, sekkajin, 6C > 214C 5B(2) > 5C > 623B, 6C > 6D, 6C > 6D, 5C (HJC) > j.2C > 214D# 2B > 5C > 623B, 6C > 6D, oki (on crouching opponent, go straight to 6C from 5C) 6B > 623B, 6C > 6D, 6C > 6D, 623D, 6C (DC), delay 5C (JC) > j.2C > 214C 6B > 623B, 6C > 6D, 6C > 6D, 623D, 6C > 6D, 5C (HJC) > j.2C > 214D# 6B(CH) > 6C > 6D, 6C > 623B, 6C (DC) > 623D, 6C (DC), delay 5C (JC) > j.2C > 214C 6B(CH) > 6C > 6D, 6C > 623B, 6C (DC) > 623D, 6C > 6D, 5C (HJC) > j.2C > 214D# (optional 5B(1) >) 5C > 623B, 6C > 6D, 6C > 6D, 5C (HJC) > j.2C > 214C (optional 5B(1) >) 5C > 623B, 6C > 6D, 6C (DC) > 5C > 6C (DC) > j.C (JC) > j.2C > 214D# 3C or 2C > 623B, 6C > 6D, 6C > 6D, 5C > 6C (DC) > j.C (JC) > j.2C > 214C/D# 2C > 6C > 6D, 6B > 623B, 6C > 6D, 623D, 6C > 214C (requires crouch or air hit) 2C > 6C > 6D, 6C > 623B, 6C (DC) > 623D, 6C (DC) > delay 5C (HJC) > j.2C > 214D# (requires crouch or air hit) 6C > 6D, 6B > 623B, 6C > 6D, 623D, 6C (DC), delay 5C > j.2C > 214C 6C > 6D, 6B > 623B, 6C > 6D, 623D, 6C > 6D, 5C (HJC) > j.2C > 214D# (note: can change 6C > 6D, 6B > 623B, 6C > 6D to 6C > 623B, 6C > 6D, 6C > 6D for more damage but requires proper spacing or starting with CH) 6D, 6B > 623B, 6C > 6D, 623D, 6C > 6D, 5C (HJC) > j.2C (JC) > 214C 6D, 6B > 623B, 6C > 6D, 623D, 6C > 6D, 5C (HJC) > j.2C (JC) > j.2C > 214D# falling j.B or j.2C, land, dash 5B(1) > 5C > 623B, 6C > 6D, 6D, sekkajin, 6C > 214C falling j.B or j.2C, land, dash 5B(1) > 5C > 623B, 6C > 6D, 6C > 6D, 5C (HJC) > j.2C > 214D# AD j.B > j.2C, land, dash 5B(1) > 5C > 623B, 6C > 6D, dash, whiff throw, sekkajin, 6C > 214C AD j.B > j.2C, land, dash 5B(1) > 5C > 623B, 6C > 6D, 6C (DC) > delay 5C (HJC) > j.2C > 214D# 623A(CH) and 623B combo the same as 5B(2) > 5C > 623B 623C(CH), 5C > 6C > 6D, oki 623C(CH), 5C > 6C (DC) > j.C > j.D, land, oki 623D, 6C > 623B, 6C (DC) > j.C (JC) > j.2C > 214C or 214D# 623D, 6C > 623B, 6C (DC) > 623D, 6C > 6D, 5C (HJC) > j.2C > 214C or 214D# 623D(2nd hit) combo the same as 6B(CH) except for the spacing dependant combo below: 623D(2nd hit), far 2D, the rest same as 6C > 6D starter. Throw combos: Front throw (3) > 214A (whiff), 5B > 2B > 5C > 3C Front throw (2) > sekkajin, 6C > 2D, either 6C > 214C or 6B > 214D# Front throw (2) > sekkajin, 6C (DC) > 5C (HJC) > j.2C > j.D, 214C Front throw (2) > sekkajin, dash 5C (HJC) > j.B > j.2C > j.D, land 5C > D super, 6A Back throw > 214A (whiff), 5C > 6C (DC) > j.C (JC) > j.2C > 214C Back throw > 214A (whiff), 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > 214D# Air throw, land 6C (DC) > dash 5C (HJC) > j.C (JC) > j.2C > 214C (up to normal jump's max height) Air throw, land 6C (DC) > dash 5C > 6C (DC) > j.C (JC) > j.2C > 214D# (up to normal jump's max height) Air throw, AD j.2C > j.C, dash 5B(2) > 2B > 5C > 3C (up to high jump's max height, must have air option available) Air throw, delay j.236D, land dash 6C (DC) > delay 5C (HJC) > j.2C > 214C (any height) Air throw, delay j.236D, land dash 6C (DC) > delay 5C (HJC) > j.2C (JC) > j.2C > 214D# (any height) Corner Front throw (2) > 623B, oki Front throw (2) > 623B, 6C > 6D, 5C > 2C > 214D# Back throw > delay 623B, 6C (DC) > j.C (JC) > j.2C > 214C/D# Air throw, land 6C > 623B, 6C (DC) > j.C (JC) > j.2C > 214C/D# (up to normal jump's max height) Air throw, land 623D, 6C (DC) > delay 5C (HJC) > j.2C > 214C (any height) Air throw, land 623D, 6C > 6D, 5C (HJC) > j.2C > 214D# (any height) Misc combos: Throw > astral heat Air throw, land C super stuff > 623B, 6C > 6D (freeze), astral heat 6A > 214C Only works on Jin, Bang, Tager, Hakumen, Carl, Noel, Arakune, Hazama, Rachel, Taokaka 6A > 214B Works on everyone 5B(1) > 5C > 214B(1) (RC) > j.D, land 6C (DC) > delay 5C (HJC) > j.2C > 214C (or just do whatever you want) 623A(CH) or 623B > D super, HJ 214C 623C(CH) > 623A 623C(CH) > dash 5B(1) > 5C (HJC) > j.B > j.C > j.D, 214C/D# 623D or 214D, C super How to end combos with 3C knockdown: - Watch this http://www.youtube.com/watch?v=MhUjeSdDu5w it's really awesome. - Basically, (launch opponent) > 5C (HJC) > j.2C > j.D, AD j.2C > delay j.C, land dash 5B > 2B > 5C > 3C. Same applies to anti-air hits. - Also, (stuff) > 2D, dash 6B, dash 5B > 2B > 5C > 3C. - In corner, 6D, IAD j.2C > delay j.C, land dash 5B > 2B > 5C > 3C. That or 6C (DC) > j.C > j.D, land 5B > 2B > 5C > 3C. How to sacrifice knockdown for max damage with same meter use: - (stuff) > low j.C > j.D, land 5C (HJC) > j.B > j.C > j.2C (JC) > j.C > j.2C - (stuff) > 2D, dash 6B > sekkajin, 6C (DC) > dash 5C > 2C (HJC) > j.C > j.2C (JC) > j.C > j.2C - (freeze), 6C (DC) > 5C > (6C (DC) or 2C (HJC) if proration is too high) > j.C > j.2C (JC) > j.C > j.2C (this do less damage than 6Cxx so use that if possible) - (corner only) 6C > 6D, 5C > 2C (HJC) > j.C > j.2C (JC) > j.C > j.2C - (corner only) 5C (HJC) > j.2C > 214D# or j.C (JC) > j.2C > 214D# can be changed to 623D, 6C > 6D, 5C > 2C (HJC) > j.C > j.2C (JC) > j.C > j.2C How to add D super to your combo: Midscreen - 214D, land 6C > D super. - 2D, dash 6B > sekkajin, 6C (DC) > 5C > 6C > delay D super, HJ 214C (everything after sekkajin is optional for D super to connect, take note of total proration and shorten your combo appropriately for the 214C to connect) - If you still have freeze available after your last 6C (for example the 3C OTG combos) you can do 6C (DC) > j.C > j.D, land (optional 5C >) D super. - Otherwise, add after your last 6C in the combo. - Do take note that throw > D super is not burst-able, so sometimes it's better to skip the hits in between. - After D super, 6A or 214C for knockdown, 6C > 623B for max damage. Corner - Typically, you have better use for 50% meter (something like 623D, 6C > 214D, 6C > 214C can do more damage than D super, and something like 623D, 6C > 6D, 5C > 2C (HJC) > j.C > j.2C (JC) > j.C > j.2C do almost the same damage for 25%) so only add D super at the very end of your combo for a kill. As usual, 214D, 6C > D super is the standard way. - If your starter prorate too much (for example Front throw(2) > 623B), you can either 6D, 6D, sekkajin, (optional 5C >) D super or 6D, 6D, 2B > 5C > 2C > D super. - Best way to spend 100% of your meter: 623D, 6C > 6D, 5C > 6C (DC) > 623D, 5C > D super. Not many starters will lead to this, try it out yourself. - After D super, 6A or 214C for knockdown, 6C > 623C for max damage.
Ice Cube Posted August 28, 2010 Author Posted August 28, 2010 A primer on Jin's mix-ups [WORK IN PROGRESS] Read this first: http://www.dustloop.com/forums/showthread.php?8423-A-primer-on-mixups This guide is mostly a list of Jin's tricks to put opponent into a guessing situation. It's divided into 3 parts: mix-up during a blockstring, reset (attempts to start a new combo right after finishing one, often by prematurely ending the previous combo in a non-standard, gimmicky way) and freeze reset (ending a combo with the opponent frozen and forcing him to guess immediately after unfreeze) Mix-up during a blockstring High/Low: With 6A Pros: In BlazBlue's standard, it's damn fast (19 frame startup. For comparison, Ragna and Noel's 6B are 24 frame startup). It also does decent damage (~3k mid-screen, ~4k in corner with 25%). Cons: It has virtually no horizontal range. Has a distinct startup sound. If it's blocked and you don't have 50 meter to RC, you are left at -16 with no way out, which means most characters can punish with a fat combo. Follow-up combos are character specific. Conclusion is that 6A is a bad move. It does have its uses though: because of its shittiness, most players are preconditioned to low block happy against Jin, hence using 6A correctly every now and then has a good chance of catching your opponent off-guard. Here's how to use 6A in your blockstring: - By cancelling from dash 2A/5A (you can 6A after the opponent block your 2A/5A anti-air as well) - Do after an air attack (e.g IAD j.B > j.2C, land dash 6A) - After a + frame move (namely 6B, 6D and 236D). Does not work well on good players. - Do it meaty on wake up (really risky against characters with good reversals) With fuzzy guard: Basically fuzzy guard is about taking advantage of a common fighting game mechanic: During blockstun, the character sprite cannot be changed (e.g, after blocking Ragna's j.C while standing, if you switch to crouch block and Ragna do j.D you will get hit, but your character remains standing). Jin's fuzzy guard mix-up is not that great but it's much safer than 6A, making it a viable choice. How to do: - IAD j.B > j.A > j.A, mix with IAD, j.B > j.A, land 2B (j.A is also a tick throw, making this kinda deceptive). - IAD j.2C > delay j.C, mix with IAD > j.2C, land 2B. Strike/Throw: Vid reference: http://www.youtube.com/watch?v=r_LprGMVeks#t=6m19s IMHO, Jin's highest reward mix-up. Basically, do a tick throw move during your block string (2A, 5A, 2B, 5B(2), j.B, j.B > j.A, maybe 6B or 6D) then run at your opponent (run a hell lot) and either throw or 6B (do 6B more often). How does this work? 6B is airborne for most of its startup frames and ground throw does not work against airborne opponents, so 6B is throw-invincible. It also moves you forward a hell lot, which gives the wrong impression that you are running at the opponent to throw them. This would tempt many players to do a preemptive throw reject, but since 6B is throw-invincible, it would become a whiffed throw, and they eat a 6B(CH), which means good news. Do some actual throws to mix it up, and your opponent should be scared of your tick throws. Block/Mix-up Baiting reversals is more about understanding the match-up and the specific opponent than anything. The only explanation needed here is to punish what reversals with which move. Will do later. Cross-up/Feint cross-up j.236D is your friend here. Do it low enough on the other side of your opponent and it's a cross-up, do it a bit higher and it's a feint cross-up. j.B and j.D can be useful as well. How to do: - 5B(2) > IAD j.236D (cross-up), needs further testing. - Any other jump cancel-able move > IAD j.236D (feint cross-up) - 5B(2) (JC) > air throw (whiff) or j.C (whiff), j.236D (cross-up), may be character dependent (gimmick I found out myself, haven't tested out much yet) - Any jump cancel-able move > IAD j.D (cross-up) - Jump back, air dash > j.A (whiff), falling j.B (cross-up) (this is mostly to maintain pressure since it's kinda obvious) Take note that by IAD-ing, you are exposing yourself to reversals and air throws. Best to do it sparingly and do not IAD from only one single move (say 5C), it gets predictable quickly. On opponent's wake up at mid-screen, you have a new option that works if the opponent neutral tech: Dash 2A (whiff) (either cross-up or feint cross-up depending on your timing), 5B/5C/3C afterwards. This works because dash 2A allows you to magically slide under the opponent as his jump up animation for neutral tech, so depending on your timing, you can be at either side. This can screw reversals up and possibly catch people who roll back/forward or quick get up as well. Use it. Strike/Strike I don't know what to write on this because I usually just do whatever. Will write once I figure it out. Punish jump, prejump & backdash Basically, do something that prompt the opponent to get out, then punish their attempt. - 2B is the preferred tool to punish prejumps. Just do it late after 5B, 2A, 6B, 6D, 2B, 5C. After Ice sword RC even, if you want that kill. - 2D is the preferred tool to punish backdashes. Max range 5C > delay 2D is quite safe. - 5C > late IAD, air throw. The typical follow-up here is j.236D, which would put the opponent into a mix-up. Many people would try to avoid guessing by jumping backwards or j.A to stuff the j.236D, and eat the airthrow instead. - j.236D and 2D are non-punishable and leave the opponent at a comfortable distance for them to jump out. Try to punish with 6C. Quite risky though. - Corner is where Jin anti-jump game truly shines. Make full use of his air unblockable attacks: air throw, 2C, 6C, DP A, B and D. 6C is quite safe and moves forward a lot so it's the most commonly used. However DP A and D are much faster, air throw is difficult to react to, while DP B and 2C have better vertical reach, so use them depending on the situation. 6D is also good because it pull people who normal jump back to the ground, break primer and reset pressure. Jumping together and force them to block j.A or j.B is also good and safe to reset pressure. To prompt people to jump out of corner, the most common way is backdashing out of your pressure. You can also do j.236A/B at normal jump's max height or stopping your pressure with a max range 5C. Resets An example of what Jin can do: http://www.youtube.com/watch?v=-vnEkISkqDg&fmt=22 More to come later...
xlolxlolx Posted August 30, 2010 Posted August 30, 2010 I guess it's time for me to add in some fun stuff, only gonna post a couple right now since it's like 3AM. 623B>6C>6D>astral - gives you a good amount of heat if you're just a bit short from 100 too Reset: combo with j.214D>land>2C>jump>air throw air throw connects: can continue with j.236D and continue from there for a knockdown or try to do AD j.2C>j.C>land>dash 5B(2)>2B>5C>3C air throw rejected: AD air throw or j.C>land>2D>6B>sekkajin>6C>214C or j.C>land>2D>dash 5B(2)>5C>2C>3C>623D(1) reset attempt into high damage corner combo note: j.C after an air throw reject can be blocked, use with caution as it is used on purpose to attempt a reset, if blocked you can continue to pressure on ground, you're already in the corner so you have more viable options 623D reset string: 5B(2)>5C>2C>3C>623D(1) why you should attempt it: 2C>3C pushes them away from you but you are still close enough to connect a 623D at the end of it, 623D(1) pushes both jin and the opponent backwards and keeps jin from getting hit by say Ragna's Inferno Divider. Usually it is rather easy to do on clueless people who have never seen it done before and they will try and mash out of it so that means you get a free 5k+ combo, but if they do know what you're doing you have to pay close attention to their actions, 623D(2) can hit before they can jump, if they try to dash up to you get them as soon as you see a puff of smoke from their feet. High risk high reward, and leads to best combos that jin has. Oh yeah you should add in more "parts of combos" like 623B# would be 623B>6C>6D since there are alot of possibilities after moves like j.214D
Ice Cube Posted August 30, 2010 Author Posted August 30, 2010 I think 2B OTG is a better choice for air throw reset than 2C OTG, because 2B has less untechable frames so the opponent would tech closer to the ground, and you can also do it after 3C. For 2C, if I don't time the jump correctly it's a purple throw. Nice reset option there. Do take note that Taokaka can get out for free (crawl). Astral heat combo added under misc.
shadow2bolt Posted August 31, 2010 Posted August 31, 2010 Any particular 236236D>RC combo that will work universally? Just a way to finish in style. Would prefer it to have a taunt. Been messing around myself with it and can get about 4.5k by doing 236236D>RC, Backdash>236C, Dash 6B>5C>2C>6C>dc>2C>6C>j.C>jc>j.2C>214D>6C>214C
Ice Cube Posted August 31, 2010 Author Posted August 31, 2010 From theory fighting, I would say Yukikaze(1)(FC) (RC) > dash 6D, 5C > 6C (DC) > 2C > delay 6C (DC) > j.C > j.2C (JC) > j.2C > 214D# do the best damage, either that or change 6D to 236C, 6B (and yes you can add a taunt after RC, the freezeing effect last for freaking 120 frames), but I cannot confirm it right now, help would be appreciated. Will just put this under FC combo for now. And a big thanks to shtkn who stickied this thread. Edit: that one doesn't work, not enough meter gain. Updated with a working one. And it seems the taunt actually help: by taunting, your 6B will be outside the 120 frame no heat gain period after yukikaze . Anyway, how did you manage to get 4.5k?
xlolxlolx Posted September 1, 2010 Posted September 1, 2010 Back to post sum moar FC 2C Anti-Air string, leads to highest damage from 2C AA: FC 2C>6D>66B>5C>6C>from here you have two choices #1 must be approaching corner: DC>623B>6C>6D>623D>etc or DC>623B> delayed 6C>delayed 6D>5C>6C>DC>623D>etc(this one is rather difficult) #2 approximately full screen: DC>2C>6C>DC>5C>6C>DC>623D Credit goes to teranoidG for figuring out FC 2C AA>6D Can go into "corner loop" Edit: Midscreen Fatal Counter 2C: How to be liberal with meter and still get good damage! FC 2C AA>6D>66B>5C>6C>DC>623B>6C>6D>5C>6C>DC>623D>5C>6C>6D>632146D>5C>6C>623C = 5999 Damage, requires 29 heat to start; Great damage for those that manage to get a FC 2C AA and best of all it works on all characters, even Carl. FC 2C>6C>2C>6CDC>623B>6C>6D>66D>5C>6C>DC>623D>5C>632146D>(5C)>6C>623C = 6097 Damage, requires 25 heat to start; the 5C is situational, 623C will whiff against Carl if you hit the 5C, very good damage for only 25 meter. FC 2C AA is more practical than FC 2C on ground because you can stick 2C in during a block string when they are airborne and 2C must be barrier blocked in air thus giving you higher chances of getting a FC 2C AA, as opposed to FC 2C on ground which has to be done after a block DP or any moves with long recovery, i.e. Hakumen's zanshins.
Remiri Posted September 1, 2010 Posted September 1, 2010 Quality list, big thank you for the updated info I certainly have some learning to do!
Partialartist Posted September 1, 2010 Posted September 1, 2010 Thanks for putting that throw combo in there and adding the 6A to the end. Made me realize there's a quick guard break setup in there. If your opponent has used a burst(on 2 in Tager's case), you can do the following. Low D super, 6A, Meaty 236D, 6D, [623A/B] or [(2A) > 5C > 214B] Just make sure the 6A isn't too deep, or they'll be able to forward roll the 236D. They're going to have to barrier, if they don't want to be lose their guard, which makes the end of the string a little safer. This makes combos that build at least 25 Heat and end in a low D super a little more practical, since you'd only need 50 Heat to start it off. Edit: One that's just shy of my criteria. Needs 27(52) heat to start, but it's the best I've found from this particular starter. CH hj.C, j.D, d.6A > Sekkajin, 6C(DC), 5C > D Super, 6A [3379 damage]. CH hj.C, j.D, 6C(DC) > 5C > hj.2C > 214C [2419 damage], for no heat. 6A combo won't work on Tager, because he's too floaty for the 6C(DC), 5C, or anyone who creates a problem for 6A > Sekkajin. The j.D should be done as late as possible. Super late edit: One more to the pile. Needs 18 heat to start. 5B(2) > 5C > Sekkajin, 6C > 2D, 66B, Sekkajin, d.5C > D Super, 6A [3851 damage]. You can start it with 6B, d.5B(2)..., which only needs 15 heat to start and does 4250 damage, but how often do you land a standing, non-counter 6B?
Ice Cube Posted September 1, 2010 Author Posted September 1, 2010 @xlolxlolx: Damn good combos you have there. But the spacing seems quite impractical, from what I have tried. And I wouldn't count on 2C (FC) > 6D much , a good chance it will whiff. I remember hitting a Taokaka out of her drive with 2C(FC) then cancel to 6D and it whiffed. Anyway, list updated.
shtkn Posted September 1, 2010 Posted September 1, 2010 we've all seen the air ice reset with 6C > dash cancel, 5C > 2C > j.2C > j.D, air dash > j.236D i messed around with it last night, and was able to make it cross up or not based on the timing of the 5C. If you want it to cross up, do 5C earlier If you want it to not cross up do 5C later you can also replace the j.236D with just j.D if you don't have the meter, but it's more punishable/not as rewarding. The timing of the 5C will take some practice to get down, but once you do, you can be quite tricky with it. I tried for a while to do this same crossup from 3C > 2B, but wasn't able to do it... i'll try to experiment with it tonight
xlolxlolx Posted September 1, 2010 Posted September 1, 2010 I've tested on most characters and 6D catches 99.9% of the time for me, probably won't get taokaka because she wants to make us ragequit :[ regular air ice swords work for cross up also if i remember correctly, better than throwing out j.D
shtkn Posted September 2, 2010 Posted September 2, 2010 j.D can actually lead to a small combo. i couldn't get regular air ice sword to hit on crossup, but i would imagine the payoff is nothing at all, as well as leaving you stuck with landing recovery right in front of your opponent..
shadow2bolt Posted September 2, 2010 Posted September 2, 2010 snipo Anyway, how did you manage to get 4.5k? Actually... No idea. Just realised that my one hits 3.7k... my bad. Also thanks for the combo
xlolxlolx Posted September 2, 2010 Posted September 2, 2010 well you always have air ice car cancel lolololol
Ice Cube Posted September 2, 2010 Author Posted September 2, 2010 6C > dash cancel, 5C > 2C > j.2C > j.D, air dash > j.236D If you want to do non cross-up, just delay 5C then air dash > j.2C > j.D, more damage with less meter spent and also less react-able The OTG cross-up setup is 3C, 2B > 5C (HJC) > j.B > j.C > j.D, air dash > j.236D. Quite consistent, as long as your 3C is close enough. Seems not possible to do non cross-up from it though, except if you change it a bit: 3C, 2B > 5C (HJC) > j.B > j.2C > j.D, air dash > j.2C > j.D.
Yuushiro Posted September 2, 2010 Posted September 2, 2010 how come some stunedge combos aren't here.. he also mentions the best jin combo meterless of 5B.. 5B>3C>2B>5C>hj2C>jD>air dash > j2C > jC > 5B > 2B > 5C > 3C.. also hiroshi 2A air hit 2A > 5C > hj2C > jD > air dash > j2C > jC > 5B >2B > 5C > 3C these combos carry people far enough from the midscreen close to the corner and give you the best oki in the game because of 3C dmg for the first one is around 2500... pretty good for meterless instead of spending the heat early on D ice car
xlolxlolx Posted September 2, 2010 Posted September 2, 2010 ^ inorite jin in/near corner: Yukikaze(1)>RC>delay/taunt>66B>5C>2C>6C>DC>623B>6C>6D>623D>6C>6D>5C>2C>j.C>JC>j.C>j.2C use if you're about to win, you shouldn't have 100 heat early on anyways
Sol.Badguy Posted September 2, 2010 Posted September 2, 2010 I have to finally ask. Wtf do "xx" mean?
smooshman Posted September 2, 2010 Posted September 2, 2010 I have to finally ask. Wtf do "xx" mean? link. not cancel.
Ice Cube Posted September 2, 2010 Author Posted September 2, 2010 If you mean the 6Bxx or 6Cxx, it's in the notation. I don't have xx anywhere else in my post I think, I use a "," for links. @souseta: my bad, totally forget about stunedge's post. Updated. Also updated with new 2C(FC) combos, to save the pain of choosing between 2D or dash cancel after 6C. Now it's all dash cancel combos.
shtkn Posted September 2, 2010 Posted September 2, 2010 xx is generally capcom notation for a cancel also, i didn't get to try out the mixup stuff you posted in response ice cube, but i'll hopefully have time tonight
Jin and Juice Posted September 2, 2010 Posted September 2, 2010 Anything for low air throws? I've been looking around, haven't found anything.
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