shtkn Posted February 15, 2014 Posted February 15, 2014 So that means it's -1 on hit. Not sure what it would be on block... -6 or worse probably Sent from my phone
Jyosua Posted February 15, 2014 Posted February 15, 2014 So that means it's -1 on hit. Not sure what it would be on block... -6 or worse probably Sent from my phone Which means it could be punished by a 2A/5A on normal block...
Errol Posted February 15, 2014 Posted February 15, 2014 trading with plat 5a sounds like +1 to me. still, sounds like he is still pretty much the same and quite strong. Most of the top seem to have gotten minor nerfs. Litchi, Tao, whatever.
Jourdal Posted February 15, 2014 Posted February 15, 2014 Xie mentioned D DP is a really bad starter now,you can still get double sekka in the corner, oh well thats w/e. These nerfs are baby nerfs compared to CT>CS and CS2>EX
Jyosua Posted February 15, 2014 Posted February 15, 2014 trading with plat 5a sounds like +1 to me. still, sounds like he is still pretty much the same and quite strong. Most of the top seem to have gotten minor nerfs. Litchi, Tao, whatever. Plat's 5A is a 6 frame startup. Jin's 5B is 7 frames. If it was +0, plat would win, but she trades meaning it's at least +1. Probably no more than +1. Back to Extend status on hit. I'm not sure why, but when I did the math to verify Shtkn earlier, I somehow did it backwards and thought it was right. Man, obviously not my day for math.
Jourdal Posted February 15, 2014 Posted February 15, 2014 Seems the same to me? https://www.youtube.com/watch?feature=player_detailpage&v=AOeMJ1pE-tM&t=393
Jyosua Posted February 15, 2014 Posted February 15, 2014 Seems the same to me? https://www.youtube.com/watch?feature=player_detailpage&v=AOeMJ1pE-tM&t=393 Yeah, I had watched that, but he never mashed. Azrael can't mash 2A there, so he has to mash 5A. His range on his 5A isn't great, so he was either worried about getting counterhit for it or didn't know characters can mash there. haha whoops my bad, got my numbers crossed I did the same thing the first time >_<
Jourdal Posted February 15, 2014 Posted February 15, 2014 I didn't mean 6A, i meant Jin in general lol.
Jyosua Posted February 16, 2014 Posted February 16, 2014 I didn't mean 6A, i meant Jin in general lol. Oh, lol! Yeah, he basically looks exactly the same. I think the 6A nerf is the only real thing that will affect him. I kinda wish that player tried using 236[D] though...
Wild Candy Posted February 18, 2014 Posted February 18, 2014 Hey, I'm trying to take up Jin, and I was wondering. What exactly are some strategies to use when pressuring the opponent? Also, what are Jin's more reliable poking normals? And which normals does he use for mix up? (Which I already know isn't that great)
Lucien Posted February 19, 2014 Posted February 19, 2014 Hey, I'm trying to take up Jin, and I was wondering. What exactly are some strategies to use when pressuring the opponent? Also, what are Jin's more reliable poking normals? And which normals does he use for mix up? (Which I already know isn't that great) 2A, 5C, 5D and j.C are his best normals. Pressuring midscreen I normally do stuff like: 2AxN > 6A (jin's overhead) 2AxN > 2B > 2B 2C > 6D 5B > 5B > 2B/6A 2xN stuff > 5C > TK hizangeki (overhead) pressure > 5D it also helps to stagger the moves when pressuring, it'll help catch mashing, or backdash, etc. Jin mixup is pretty solid in this version, you get pretty nice reward for 6A with 50 meter, and high/low mixup is pretty silly.
Ice Cube Posted February 20, 2014 Posted February 20, 2014 2A, 5C, 5D and j.C are his best normals. Pressuring midscreen I normally do stuff like: 2AxN > 6A (jin's overhead) 2AxN > 2B > 2B 2C > 6D 5B > 5B > 2B/6A 2xN stuff > 5C > TK hizangeki (overhead) pressure > 5D it also helps to stagger the moves when pressuring, it'll help catch mashing, or backdash, etc. Jin mixup is pretty solid in this version, you get pretty nice reward for 6A with 50 meter, and high/low mixup is pretty silly. Adding on: 2A > TK hizangeki. 5B(1) > 6A 5B(2) > 5C > j.2C (cross-up). Pretty risky. 5C (max range) > IAD j.D (cross-up). Be prepared to RC if fail. tick throws: 2A, 5A(whiff), j.A (can be cancelled from j.B), 6B, 2B. any normals > Crush Trigger. The funkier the better, 3C > CT or 5B(1) > CT for example. 5C > CT is the most predictable and should not be used much. anything > stagger 214B(low) > C. The follow-up should be confirmed, not mashed, due to worse frame disadvantage on block. Only against the unaware, 5D (max range) > 214D(low) About pressuring, Pressure reset with 6B/2D/6D every now and then. 2B also works, albeit more gimmicky since it's actually -3. Bait DPs after your + moves (6B/2D) Know when to end your pressure early by jump cancelling. It's not always worth it to pressure reset, especially against characters with good reversals.
Jourdal Posted February 26, 2014 Posted February 26, 2014 Changes compiled here....6A is -8 lol http://www.famitsu.com/matome/bbcp/tyousei.html
GroovyMango Posted February 26, 2014 Posted February 26, 2014 Fubuki nerfed (at least it has more P2 now), Throw change is a minor nerf (can't combo into astral with it now ), 6A nerfed, 236D buffed, easier to go into Neutral, D ice car starter nerfed and first hit D DP starter nerfed. I mean... fair enough ASW.
shtkn Posted February 26, 2014 Posted February 26, 2014 i hope i'm translating this correctly: Negative penalty resistance 6 -> 4 Ground throws are now dash cancelable and are still special cancelable j.C and j.2C stun on ground hit 19F -> 17F. Air hitstun unchanged. 6A attack level 4 -> 3, recovery 20F -> 22F. Now -8 on block, +1 on hit, +8 on counter hit 236D 9F faster recovery (+0 on block, on hit +22F) Time needed to become charged version reduced by 9F 623B, startup 6F -> 8F, start of Head Invul 4F -> 5F. P2 changed from 82% -> 89% 214D starter rating Normal -> Short 623D (1) starter rating Normal -> Short. 623D (2) starter rating is the same (Normal) i don't think i understand the notes on 236D correctly, but i'm pretty confident on the others
Vistaaa Posted February 26, 2014 Posted February 26, 2014 214D starter rating Normal -> Short aaaaaand all of pnw just quit jin
GroovyMango Posted February 26, 2014 Posted February 26, 2014 Wait, throw still is special cancelable? I thought Xie said he couldn't do that anymore. What ever, I'll keep my combo into astral.
tuka Posted February 26, 2014 Posted February 26, 2014 Damn -8 is a 4K Ragna combo on normal block lol Dash cancel on throws still hold the title of most useless change, everything else sounds fine. No word on Ground/Air 236A?
ShelledMenace Posted February 26, 2014 Posted February 26, 2014 Seems good to me Shtkn. I was kinda unsure about the hisshougeki change too but my translation seems to match up. Not that two wrongs would make a right, but I think we were correct lol.
NecroTheReaper Posted February 26, 2014 Posted February 26, 2014 Couldn't you always just do the pink grab cancel to combo return to neutral after a blocked 6A? I don't play as Jin, but it was always odd to me how he can cancel his overhead into his grab lol. I guess it does make it harder to force people to block high though before 50 meter. Still, getting back to Jin's good neutral game seems better than eating that Ragna 4k combo.
darkasjinksu§ Posted February 26, 2014 Posted February 26, 2014 (edited) Situationally, yes you could. However, if they're too far or they barrier, That -8 becomes a -15 or so counter hit punish. As far as I'm concerned, Jin no longer has an overhead without 25 or more heat. -8 Is far too risky to use frequently, thereby reducing his mixup to gimmicks and heat. Terumi would be proud. Edited February 26, 2014 by darkasjinksu§
tuka Posted February 26, 2014 Posted February 26, 2014 It's not THAT bad. 6A is more about the threat of a fast overhead when you have 50 meter.
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