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Posted (edited)

Thanks to Moi_x7 for the majority (all) of this. i will keep updating the first post when more technology becomes available.

Punishes:

What is this? Punish Ice Cars and DPs with dashing 5As and 5Cs respectively, wtf else? lol. His pressure ends if you block 6A since it's -4, that's your cue to push buttons and turn the tide.

Anti-airing:

5A to stop cross-ups and 6A against j.B-happy Jins. Only use 2C close to the corner where the reward outweighs the risk, doing that mid-screen and whiffing/having 2C blocked spells death

Zoning:

Keep him out of his 5C range with max range 5B and 3C. Don't even try to outpoke him in the air, his j.C is faster, has better range and leads to decent damage on CH. Only risk using j.C as an air-to-air if you're close to the corner where the reward is worth the risk.

Strategy:

Once again, try to outpoke him on the ground with dashing 2B, 5B, and 3C. It's going to be ridiculously tough to get in on him without the aid of Bombs and Missiles but once you do, it's smooth sailing with Plat's ok mix-up. 2A, 5A, 5B, j.C air-to-air and DP A make it tough to approach from the air. You're best bet is to just see what he does, ground rush him if he jumps and outpoke him if he stays grounded. If you see him jump near the corner then a Heart Car is worth the risk as long as you have meter.

Item Strategy:

Bombs to for force him to stay grounded and Missiles to make him jump, either way, that's your way in. Get ready to get rushed down and even eat a combo if you use your Bombs incorrectly. Fly Swatter (Kitty) is not too bad to air-to-air his j.Cs. The Super Fly Swatter also instills fear into the hearts of your opponents and forces them to not press buttons, use that to your advantage and rush in. The other items serve their general purpose, instant overheads/combo extenders (Pan), DP/anti-air (Bat), combo extender/primer break/cross-ups (Hammer).

Char specific details:

Watch out for resets off freezes/5B/6B, get ready to react to cross-ups with 5A and air throws against JC happy-Jins. Not many Jins use the j.D > Air Dash > cross-under but keep your eyes peeled if you see him do an air combo that's not the standard 5C > 6C > air stuff. Watch out for the 5B cross-up near the corner. Once again, his pressure ends after you block 6A, if you're letting him do anything after this then you're doing it wrong. Gutsy Jins will DP you once you start pushing buttons after a blocked 6A though.

Other details:

.
Edited by xDaRkNeSsx JiN
  • 3 weeks later...
Posted

Some general tips for this matchup would be awesome, seeing as Jin is a matchup I fight more than others. I'm having a little trouble closing in on him. It's probably just me, but sometimes it feels like all of his stuff is faster and better ranged. I'm probably just too slow though so. <<;;

Posted (edited)

Punishes: What is this? Punish Ice Cars and DPs with dashing 5As and 5Cs respectively, wtf else? lol. His pressure ends if you block 6A since it's -4, that's your cue to push buttons and turn the tide.

Anti-airing: 5A to stop cross-ups and 6A against j.B-happy Jins. Only use 2C close to the corner where the reward outweighs the risk, doing that mid-screen and whiffing/having 2C blocked spells death.

Zoning: Keep him out of his 5C range with max range 5B and 3C. Don't even try to outpoke him in the air, his j.C is faster, has better range and leads to decent damage on CH. Only risk using j.C as an air-to-air if you're close to the corner where the reward is worth the risk.

Strategy: Once again, try to outpoke him on the ground with dashing 2B, 5B, and 3C. It's going to be ridiculously tough to get in on him without the aid of Bombs and Missiles but once you do, it's smooth sailing with Plat's ok mix-up. 2A, 5A, 5B, j.C air-to-air and DP A make it tough to approach from the air. You're best bet is to just see what he does, ground rush him if he jumps and outpoke him if he stays grounded. If you see him jump near the corner then a Heart Car is worth the risk as long as you have meter.

Item Strategy: Bombs to for force him to stay grounded and Missiles to make him jump, either way, that's your way in. Get ready to get rushed down and even eat a combo if you use your Bombs incorrectly. Fly Swatter (Kitty) is not too bad to air-to-air his j.Cs. The Super Fly Swatter also instills fear into the hearts of your opponents and forces them to not press buttons, use that to your advantage and rush in. The other items serve their general purpose, instant overheads/combo extenders (Pan), DP/anti-air (Bat), combo extender/primer break/cross-ups (Hammer).

Char specific details: Watch out for resets off freezes/5B/6B, get ready to react to cross-ups with 5A and air throws against JC happy-Jins. Not many Jins use the j.D > Air Dash > cross-under but keep your eyes peeled if you see him do an air combo that's not the standard 5C > 6C > air stuff. Watch out for the 5B cross-up near the corner. Once again, his pressure ends after you block 6A, if you're letting him do anything after this then you're doing it wrong. Gutsy Jins will DP you once you start pushing buttons after a blocked 6A though.

Other details: See the above.

Some general tips for this matchup would be awesome, seeing as Jin is a matchup I fight more than others. I'm having a little trouble closing in on him. It's probably just me, but sometimes it feels like all of his stuff is faster and better ranged. I'm probably just too slow though so. <<;;

All of his stuff IS faster and has better range, lol.

Edited by Moy_X7
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