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Posted

I am not sure if this thread should be in charracter section, but I figured this is somewhat of general issue I am having.

So I am maining Jin, have been training combos for 2 weeks now mainly in practice mode, I started playing online recently and am able to connect around 70% of my combos.

The trouble I am having though is starting those said combos...

I just don't know how to get close to my opponent, if I block his shit and counter that's great I can get some nice combos off of that.

But the problem is that I usually end up in the corner from all the blocking and playing passively because every time I try to mount any sort of offence it gets stuffed in my face.

For example fighting Ragna there is no way I can airdash into 5B>2C>dash>5B>blah blah

Because the Ragna player just keeps spamming skills all over the place something inevitably will hit me midair.

I cannot just walk up to the guy and do 5B into 3k combo

Anything else usually resolves around very small damage, like if I catch him with some low jab I can go into 5B>5C>6C>214B unless hes crouching or its a counter hit.

So yeah that's my main problem, most damaging combos I know are corner combos. Since I am the one that is usually in the corner I end up doing small combos because I am usually out of range for a close 5B.

I have to try more of close jumpin combos with 5B or 2C maybe?

Thanks for any advice in advance. :)

Posted

Well, knowing your tool and match up should help pushing the offense on your game... and got hit mid air? ... i'm not playing Jin but i'm certain that's the other character worries when fighting Jin since her j.b/j.c/j2.c ch is just too good ... :vbang:

probably better if u ask this on said character general Forum.

Posted

Try not to think that moving towards your opponents and throwing out random attacks is the way to accomplish anything. In order to get in on an opponent, you first must make him respect you. Act like you're trying to approach and bait his counters to that. For example jump at them and airdash away. If he does his DP then punish it. Then he'll learn not to do that so much. Then you can actually use that as an approach method. Once he's blocking your stuff, then you can try to crack his defense with mixups and frametraps.

Also, Jin has a few tricks for approaching. Chasing a 236C or 236D will force your opponent to block before you start attacking, and you can use that cover to go for some mixup. Jin's high low game is pretty poor, but he can cross up well. Again, conditioning works well here. Once they see the 236C coming you'll at first condition them to block (Because they were getting hit trying to stuff your dash in), then you can do outrageous stuff like running ahead of the sword and then doing a throw. This is mostly based on what Jin players have done to me, and I'm sure there's a lot more to it.

Posted
Try not to think that moving towards your opponents and throwing out random attacks is the way to accomplish anything. In order to get in on an opponent, you first must make him respect you. Act like you're trying to approach and bait his counters to that. For example jump at them and airdash away. If he does his DP then punish it. Then he'll learn not to do that so much. Then you can actually use that as an approach method. Once he's blocking your stuff, then you can try to crack his defense with mixups and frametraps.

Also, Jin has a few tricks for approaching. Chasing a 236C or 236D will force your opponent to block before you start attacking, and you can use that cover to go for some mixup. Jin's high low game is pretty poor, but he can cross up well. Again, conditioning works well here. Once they see the 236C coming you'll at first condition them to block (Because they were getting hit trying to stuff your dash in), then you can do outrageous stuff like running ahead of the sword and then doing a throw. This is mostly based on what Jin players have done to me, and I'm sure there's a lot more to it.

Thanks, this gave me a lot to think about!

Used to play Guile and Rog in SSF so this game is a bit weird for me lawlz

Posted (edited)

Learn the matchup, first. Understand what you can and can't do to get in on your opponent. Since Ragna is arguably the most commonly used player online, You should read up on his basics.

For example, Jin has projectiles. Ragna doesn't have a single one. He can't do shit long range. So you know you have an advantage at long range. Roughly even's at mid range, and you are kinda' outgunned close range.

Since Ragna's main aim is to connect something like a 5B, you can expect a ton of Rushdown play from them. And if they go in stupid, you have a plethora of Punishes. Namely your DP (623C?) Which laughs at 5B if timed correctly (Im 99% sure, anyway)

Also, Use the swords a ton if you plan on running at him. This forces him to block, and since Jin's Mixup isn't really that great, you could either Crossup, and just be a douche and throw him into a corner, where again you could j.2C him after a simple Mixup and do what combo's you've got.

+To Effectively combo with Jin, you do need heat. Because his only standing overhead is 5A, you need to RC it for it to be effective in the slightest. Also, If you need to corner combo. Try landing 5C > 6C > Whateverthehellcomesnext combo. Put them in the corner more or less, and hopefully, character dependant, open to mixup/crossup.

I don't play Ragna or Jin, so this is just stuff I've picked up through time.

Edited by YukiBlue
Posted
Thanks, this gave me a lot to think about!

Used to play Guile and Rog in SSF so this game is a bit weird for me lawlz

Remember you can block in the air in this game so DP is not unbeatable :3

Posted

This is actually a problem I had when I first picked up this game. I also came from a SF4 background.

My advice would be just to learn to move around. Jump ins are a great way to get in (unlike SF) since you can block in the air. So try airdashing and just blocking to bait his anti air. When you're in range, then try to poke with your normals. Hitconfirm into a combo if the hit connects, or go into a blockstring or jump out on block. Make sure the normal is jump cancellable though.

On the ground, you can fake into moving within his poke range and then weave back out. Then close in when he least expects it.

I've found out that in BB you have to take calculated risks, at least a lot more than SF where it's more methodical. Just try to play with that mindset.

Posted

i would like to add, once u get the hang of "getting in", make sure that the combos you do have a knockdown ender so your'e still in an advantage, and be ready to either bait their wakeup or to bait their side techs.

Posted
Wakeup/tech bait doesn't always have to be on the ground either.

Indeed. Sometimes after a knockdown ender with Tsubaki, I'll tack on 6C so the opponent will air tech, then I jump cancel the 6C. If they forward or backward air tech, I'm in airthrow range. If they neutral tech, I just dive at them.

Posted

Glad to help, next thing you need to learn is to hitconfirm into your combos.

Posted

Yeah I feel like Jin is hard to hit confirm correctly though...

Always some weird range problems, need to memorize them different combos for different counters and ranges...

Posted

You dont need to rely on a Hitconfirm with Jin as much. You just want to apply as much pressure as you can. Remember you have projectiles. Force his block. Bait DP's if he has them and punish accordingly. And make sure you dont neglect 5C/5D

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