Spark Posted May 17, 2011 Posted May 17, 2011 Haven't really gotten a chance to play much against Jin, so I'll fill this in as I go. Punishes: 6A - Has to be IBed to punish, and even then the only thing you can get is 5A or 2A. 5D - Also be sure to counter this on reaction. Anti-airing: TK j.214B - Still pretty much beats anything. Zoning: Their game plan: Strategy: Char specific details:
mAc Chaos Posted May 17, 2011 Posted May 17, 2011 The question is, what other tools we want instead of Hotaru, since we have low star gain this time around, which means that we will probably not want to use Hotaru that often unless we're sure it'll get us some good damage, no? Plus, we want to discuss various situations and answers to them. For instance, his j.B is pretty good again. I think 5A would get beat out by it if you tried to AA it that way.
Rudi Posted May 17, 2011 Posted May 17, 2011 Low star gain I think was kind of balanced out by Hakumen gaining a free star after any counter. Counters in this matchup are pretty useful especially with the mindless rushdown some Ragna's do.
SansProtocol Posted May 17, 2011 Posted May 17, 2011 Low star gain I think was kind of balanced out by Hakumen gaining a free star after any counter. Counters in this matchup are pretty useful especially with the mindless rushdown some Ragna's do. This is the Hakumen vs Jin matchup thread. I think you may have gotten confused somewhere along the line. Anyway, I would also note Jin's 5B as it's a good combo starter and decent anti-air (AU). Jin's 623B has had untech time greatly increased and can combo into 2D/5C in the corner. Another move would be Jin's 2D as it will beat/outrange Hakumen's 4C. Lastly, 2C is AU and will FC almost any aerial assault Hakumen can use short of a nicely-timed j.2C. I've been experimenting with some things and 5C seems overall good in the match-up (on the ground close to max range). 6D seems like the best thing other than Hotaru against Jin for a lot of things. So if I had to sum up our tools in this fight, it would be: Hotaru - Seems to go without saying but you have to make it count.5C - Good against Jin at midrange and leads to good damage.j.C - Useful anywhere close to max range. Any less will get you punished.4C - Same as j.C. Good against Jin's Ice Swords.6D - Great tool against Jin's 5D, 6B.5D - Great against 2D and when Haku can put Jin into or close to the corner.5A/5B - Good anti-airs against j.B if you have enough space. Otherwise, j.B will stuff or trade with these clean. Hope this helps!
mAc Chaos Posted May 18, 2011 Posted May 18, 2011 I think 6D may be a better choice against Jin's j.B than 5A or 5B. Chances are that cape's hitbox will beat out 5A/5B, like you mentioned. Might as well use something that won't be so hit or miss. What exactly is the spacing for 5A and 5B in that situation?
SansProtocol Posted May 18, 2011 Posted May 18, 2011 I agree that 6D is the better alternative but I preferred to actually listed anti-airs against it then the obvious "just use counter". For 5A/5B to beat out a dash-in j.B, you'll need enough distance to throw 5A/5B out safely without the threat of j.B stuffing it, which is a little over half of his airdash distance. Any less and you'll get countered or trade with him. A lot of this matchup involves Hakumen carefully hitting the opponent around the max range of his attacks. If you don't, you'll be punished. If you just let him come in on you and try to react to him, he'll probably opt to just get a free dash-in. You have to keep him out until you have enough meter to do something. At 4C range out, you still have the advantage as you can cut or easily counter most of his projectiles. However, keeping him out safely is a big issue I see with this matchup and a few others.
BladeOfJustice7 Posted October 8, 2011 Posted October 8, 2011 I have a problem dealing with his 6b gimmicks and discerning between that and his grab resets and etc. He's not too serious, but his spacing is much better than hakumens and his 6b gives me a hard time, especially in the corner. Need some advice on that.
IndigoNovember Posted October 10, 2011 Posted October 10, 2011 6d/5d/2d his 6b? I feel like it's not too hard to react to it. Switch the counters depending on your situation.
kotokot Posted October 17, 2011 Posted October 17, 2011 (edited) in cs1 he could avoid 2d canceling his 6b into ice swords, haven't tested in cs2. And his reversals are slow, you can use meaty 5A if he have heat, 2B/5B if he is without tension(something like corner combo with 5C ender>6A>5A/2B must working). Edited October 17, 2011 by kotokot
BladeOfJustice7 Posted October 17, 2011 Posted October 17, 2011 6d/5d/2d his 6b? I feel like it's not too hard to react to it. Switch the counters depending on your situation. I'm usually dealing with pressure from run in grabs/6b typically in the corner which leads me into a CH state, because I can't really read what's coming. I feel like he has complete spacing control in this matchup and you have limited options both in the air and on the ground. Especially when he commits you to block in the corner with his jb shenanigans. Probably one of my worst matchups along with tager and tsubaki.
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