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  • 2 weeks later...
Posted

It's annoying because Bang still has no AA and Jin's jump-ins are as bullshit as ever, and he can still pick up 4k off pretty much anything. I find myself abusing j.4C a lot against him. FRKZ's not a good idea since a lot of his moves have huge hitboxes that are hard to avoid and safe to boot, so he can mash out of an FRKZ rushdown pretty easily. IB 5A is still a decent tool to have if the Jin thinks he's being clever by staggering 5Bs and 2A, though.

Posted

for me , my approach on CS2 bang is to use his mobility and extra air dashes wisely. and well timed poison / explosion nails. 2D counterhit is a somewhat "AA" as well as a 3 seal 2.2k combo dmg, other than that, just bait those DP's and maximize those hit confirms. that's for me though xD

Posted (edited)

I think you just have to outskill Jin in this Matchup. It's so god damn annoying. His 5D constantly catches me out.

I hate Jin, I find myself switching to Hazama if someone picks him, It just feels like such a Bullshit matchup for Bang.

6-4 Jin Easily. I think Bang needed his 5A in CS2. I genuinely dont have a strategy in this Matchup other than "Corner > Rape > Pray for a reset"

Edited by YukiBlue
Posted

You never could. 5B was the autopilot victory, and it was rightly nerfed. That's why this matchup is so hard, your mid range pokes are terrible compared to his. Use 3C to fatal his pokes with a read, poison nail dash after he whiffs for free approach, or dash5A if mid range with a decent read.

This matchup does suck though real talk :eng101:

Posted

His 2a keeps beating my j.c everytime, and it feels like his air attacks beat Bangs every.. single... time.

Posted

His 2a is standard Jin-tier bullshit. It'll beat pretty much anything in the game that requires a deep jump-in. If you want to beat it with j.C do it from higher up.

Posted

Use bumpers to make his commitance less safe but use them with extreme caution. I'd recommend A and C bumpers, B and D are in range of every ice thing imaginable.

Poison nail A dash helps approach

Be prepared to block, and deal with strong pressure. Consider 6D on defense with a decent read to back it up, getting paid for it is really nice and can happen for a lot of reasons against Jin. At the very least, using 6D will prevent him from autopiloting some of his better pressure, and that's necessary.

  • 3 weeks later...
Posted

Well, I may not main Bang, but her certainly is a fun sub, and in my experience of fighting Jin, it's just a matter of exploiting Bang's movement the best you can, Bumpers, 2 air dashes, 1 double jump > air dash, stopping your momentum with nails, no one likes to be against Jin pressure, but it's all the same as it used to be, good reads will save you, j.a/air grab AA his jump cancels, backdash his slower moves or frame traps. Really you just have to footsy around Jin so that you are never point blank on the defensive, space 5b, use 5a for stuffing bad run ins, don't fight him in an air to air bout. Look out for DPs, if Jin get's reckless with wake up DP, drive that shit.

It does feel like an uphill fight, but it's not 6-4 if you utilize all of Bang's assets.

Just my opinion.

  • 2 weeks later...
Posted (edited)

It's (Jin's pressure) is not anything like it used to be. It used to be extremely fragile to IB, but taking 2 frames off the IB makes it extremely scary, especially since his reward for getting hits is the same as it used to be where your reward is extremely lackluster.

jA loses to most of his air normals, and so does grab, assuming he's spacing intelligently. Sometimes jA is useful, but most often I would recommend jB to punish specific failures at max range, like a whiffed space-controlling jC or j2C where you know he won't be able to put you in block stun or counter hit you.

Maintaining that distance where Jin has to make reads is important, and make sure to IB 2D if he uses it as a poke or pressure option so he can't just walk on you by continually resetting his pressure.

Skye's advice to:

use 5A to stuff bad run ins is suicidal.

space 5B is suicidal

driving DPs is high risk low reward compared to other options capable of baiting them

This matchup is 65-35, it's his hardest, along with Hazama. Good luck.

EDIT: Also, I retract my earlier statement about 6D, his hitboxes were designed by someone who can't draw in the lines, so even if you use 6D perfectly and teleport behind an attack, you'll just get counterhit into 4k+ damage. Don't even use it unless your read is incredible and you not only know what you're first guardpointing, but also what he is going to gatling into afterwards, and that it's safe to be behind.

Alternatively, you can use it and test his reflexes by 6D C teleport to possibly get out.

Edited by Dacidbro
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