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[CSE-CP] Jin General Thread "Jin it to win it... again"


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Posted
You don't even have to know block strings unless you're fighting Rachel who can use her winded instant overhead.

It's as simple as this:

Slot 1: Jab string + tick throw

Slot 2: Jab string + OH

Slot 3: Jab string + low

Slot 4: Jab string + either filler or a move used to reset pressure such as Jin's 6D, Ragna's DS, Tsubaki's 22X series, etc.

Reason being is that no player is just gonna use the same string again unless they're being auto-pilot than a bitch and being auto-pilot is a huge no-no in fighting games. We know that most characters can go for either a tick throw, and overhead, or a low after a jab. Really, the only thing you have to do is learn to react to the specific character OH(s). Tick throws are universal and are usually easily telegraphed judging the distance between you and your opponent. Except air throws, those things have a ridiculously stupid hit-box.

I've been noticing that lower level/new players are always asking people about blockstrings. lol no, those things are overrated. Just know how the normals work and what gatlings into OHs as well as the frame data. Other character block strings should be the least of your worries but you do have to understand frame data so that you don't get caught with some bullshitty pressure.

i feel like thats a huge waste of time

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Posted

Which part? Trying to learn how to react to the OH/tick throws or knowing frame data? lol

Posted
Oh you mentioned he said that a few pages back lol. He told me the same thing so it came to mind. "I'll get better eventually" this is what i've been wanting to hear from you. You get down on yourself so often lol. Thats no good. I'm immune to frustration in this game unless i drop my combos I'm generally almost always having fun lol. You get an even start with persona, everyone will be new so you can go the fuck in on that game. I know i will.

Derp. Forgot I mentioned that.

I'm pretty hard on myself, actually. I try to put a lot of effort in and when I still get bodied, it's like I'm not seeing results and that time was spent wasted. My brain knows this isn't true, but in the back of my head I still doubt myself a lot. I find that I really only have fun when a match is either even or uphill, but not impossible. I hate getting bodied, and I likewise dislike bodying other people repetitively. I realize it's impossible to never get bodied or body other people, but man that shit feels bad.

You're right about Persona though. I'm going to learn that game, and try to do my absolute best at it.

Which part? Trying to learn how to react to the OH/tick throws or knowing frame data? lol

On a side note: Moy, I went into training mode, and sure enough I can consistently block Ragna's overheads, but I'm completely free to tick throws. :v:

Posted
Which part? Trying to learn how to react to the OH/tick throws or knowing frame data? lol

recording strings to try to react to them

if you just knew the enemy chars gatlings, blockstrings, that'd save you a ton of time

Posted

I don't know, it worked pretty well the other day.

I was pretty free to Tsubaki's 6A that day because I rarely ever play Tsubakis and after a few minutes of practicing how to react to 6A, I hopped back online and played the same guy. I blocked the majority of those 6As after memorizing the OH animation even though I didn't know what her XX > 6A gatlings were.

I do agree with that though, if you know the gatlings then it makes it a lot easier to react to the OHs because you know they're coming.

Posted

Except that with Tsubaki, she can go into either 6A (high) or 6B (low) on most of the gatlings where 6A is an option, and since they're both twirls it's very hard to distinguish, short of just practicing blocking 6A.

Posted

The way I practiced it was like this:

Slot 1: Jab string > 6A

Slot 2: Jab string > 6B

Slot 3: Jab string > tick throw

Slot 4: Jab string > 22D unblockable

Once you get exposed to the 6A/6B mix-up enough, you learn to discriminate it.

Posted
The way I practiced it was like this:

Slot 1: Jab string > 6A

Slot 2: Jab string > 6B

Slot 3: Jab string > tick throw

Slot 4: Jab string > 22D unblockable

Once you get exposed to the 6A/6B mix-up enough, you learn to discriminate it.

Well that's true of anything. But yeah, it's much easier to practice that way, rather than play matches and learn it there. I've played hundreds of matches with Tsubaki players and I'm still free to it (especially online).

Posted

You might want to doublecheck these, but here you go:

Ground Revolver Action Frametraps and Shit

Assumptions made: All moves are blocked on the first active frame. This means you are in blockstun starting from the second active frame of the move. Moves with a 5 or less frame gap between them I’m calling a frame trap. For the most part, I’m also assuming that cancels are done at the earliest possible time. Sometimes delaying this allows for a frame trap.

Further notes: Instant blocking the first move increases the gap by 3. Barrier blocking decreases the gap by 1. Using this knowledge, you can more easily figure out where to mash or DP.

Jin

Airtight Gatlings:

5A > 5A (Can be delayed by a couple frames to create a frametrap)

5A > 2A (Barely, can easily be delayed to create a frametrap)

5A > 5B (Barely, can easily be delayed to create a frametrap)

5B > 2B

5B > 5C

5B > 3C

5C > 3C

2A > 5A (Can be delayed by a couple frames to create a frametrap)

2A > 2A (Barely, can easily be delayed to create a frametrap)

2A > 5B (Barely, can easily be delayed to create a frametrap)

2B > 5B

2B > 5C

2B > 3C

2C > 3C

Frametraps:

5A > 2B – 2 frame gap

5A > 5C – 3 frame gap

5A > 3C – 3 frame gap

5B > 2C – 4 frame gap

5B > 5D – 4 frame gap

5C > 2C – 4 frame gap

5C > 5D – 4 frame gap

2A > 2B – 2 frame gap

2A > 5C – 3 frame gap

2A > 3C – 3 frame gap

2B > 2C – 4 frame gap

2B > 5D – 4 frame gap

2C > 6C – 5 frame gap

2C > 5D – 3 frame gap

Unsafe Gatlings:

5A > 6A – 12 frame gap

5A > 6B – 18 frame gap

5A > 2C – 10 frame gap

5A > 6C – 12 frame gap

5A > 5D – 10 frame gap

5A > 2D – 15 frame gap (lolwut)

5A > 6D – 28 frame gap

5B > 6A – 6 frame gap (this is a lot bigger than I thought it was…)

5B > 6B – 12 frame gap

5B > 6C – 6 frame gap

5B > 2D – 9 frame gap (why would you do this? Lol)

5B > 6D – 22 frame gap (lol!)

5C > 6B – 12 frame gap

5C > 6C – 6 frame gap

5C > 2D – 9 frame gap

5C > 6D – 22 frame gap (lol again!)

2A > 6A – 12 frame gap

2A > 6B – 18 frame gap

2A > 2C – 10 frame gap

2A > 6C – 12 frame gap

2A > 5D – 10 frame gap

2A > 2D – 15 frame gap (again, why the fuck would you do this? Lol)

2A > 6D – 28 frame gap (Nearly half a second to react XD)

2B > 6C – 6 frame gap

2B > 2D – 9 frame gap (I really wonder why some of the gatlings exist…)

2B > 6D – 22 frame gap

2C > 6B – 11 frame gap (Such a great gatling to make up for the loss of 2C>5C… )

2C > 2D – 8 frame gap

2C > 6D – 21 frame gap

6C > 2D – 8 frame gap (and utterly useless on block)

6C > 6D – 19 frame gap (the smallest gap before a 6D, but unfortunately nobody respects 6C…)

Posted
6C > 6D – 19 frame gap (the smallest gap before a 6D, but unfortunately nobody respects 6C…)

Disrespect their disrespect with a DP D + Meter. That or just 236A them, I don't know if it's a frame trap but I usually get people with it for a CH.

Also, lol, I didn't know that 2A > 5C was a frame trap. Double lol at 2C > 6B being tighter than 5C > 6B.

You should test some of these (like 2C > 236A or 6C > 236A) and see if they frame trap.

Posted

Oh man I literally just screamed at my TV because I lost to a fraudulent Jin who didn't even know combos because online fucked my inputs more than once... even though it was supposed to be 4 bar. >:( PSN YOU LIE!

2C > 236A - 3 frame gap

6C > 236A - 1 frame gap (holy shit...)

Posted

@Jyosua - You know what's best when learning? Taking a break. I've said this to dozens of people and I'm saying this again wether it's for studying or in this case learning a game. Just leave BB for like a week or something and you suddenly feel much more comfortable with the information you squeeze into your brain. You'll just get yourself frustrated if you push too hard.

Posted

Lol I won't be able to play next week anyhow, cause I'll be in California looking for a place to rent.

So the moral of Jin's frametraps: don't autopilot. If people start IBing your shit, expect a mash.

Posted

Lmao, Sacramento is closer to where I'd like to live eventually, but my job is lined up in SoCal. But on that note, I will be occasionally visiting the NorCal folks too, so. :D

Posted

Been messin' around in the lab a bit and ran across this combo:

6B > Sekkajin > 66 6C > 2D > j.2C > j.C > 66 5C > Sekkajin > 66 6C > 623B > 66 6C > 623C (4039/46)

Tested with opponent at start position. While the timing on it is somewhat demanding, after the 623C ender you can follow up with 5B and if the opponent techs as soon as possible, you will hit them with 5B as they land. Might be a fun reset to try if you can nail this.

Be warned, the timing to land 6C before the 623C is very strict, and it's really hard against characters like Valk and Tager, but I've pulled it off on both of them (as well as Makoto and Hazama, so I think it is universal).

Posted (edited)

True, there is better.... I was bored and found the 5B follow up entertaining.

For instance, this one is somewhat easier, aside from the confirm into Sekkajin perhaps, and has much better damage and heat gain:

6B > Sekkajin > 66 6C > DC > j.C > j.214A > (44) 5C > 6C > 623B > sj.D > AD j.2C > j.C > 66 5B > 5C > 3C > 214C (4406/60)

Tested against Tsubaki at start position.

EDIT: I messed up the damage and heat a bit due to putting the values for using 5C > 2C > 623B instead of 5C > 6C > 623B. 6C boosts the damage and heat a bit.

Edited by cadacus_ater
corrections
Posted
True, there is better.... I was bored and found the 5B follow up entertaining.

For instance, this one is somewhat easier, aside from the confirm into Sekkajin perhaps, and has much better damage and heat gain:

6B > Sekkajin > 66 6C > DC > j.C > j.214A > (44) 5C > 6C > 623B > sj.D > AD j.2C > j.C > 66 5B > 5C > 3C > 214C (4328/59)

Tested against Tsubaki at start position.

Confirming into sekkajin directly without 5C after 6B sounds tough... but damn that's not bad.

Posted (edited)
Confirming into sekkajin directly without 5C after 6B sounds tough... but damn that's not bad.

Yeah, actually pulling this off in a match is a bit difficult. I usually buffer the Sekkajin during the 6B in training mode and need to be close enough to the opponent upon finishing 6B to connect the entire Sekkajin.

You can add a 66 5C before the Sekkajin in this combo if you want and still connect sj.D, but you may need to omit the 5C from the ender to get it to work. I haven't tested how this changes the damage though because the sj.D is a little harder to connect, though it can be done. I suspect the damage will go down by around 100-200 or so if you insert 5C before Sekkajin.

Edited by cadacus_ater
Posted
The way I practiced it was like this:

Slot 1: Jab string > 6A

Slot 2: Jab string > 6B

Slot 3: Jab string > tick throw

Slot 4: Jab string > 22D unblockable

Once you get exposed to the 6A/6B mix-up enough, you learn to discriminate it.

ok who cares about bbcsx? now moy, who are u maining in p4, i'm getting really interested in that game

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