-Kid Posted June 8, 2013 Posted June 8, 2013 (edited) 3C > 236C can be used in the corner after you've conditioned your opponent to stay grounded for a while longer. It can also be used to bait DPs such as Mu's. If she attempts to DP, it'll whiff you and you can go for a 6C punish. If opponent stays grounded, go for 2B reset. If blocked, continue pressure. Edited June 8, 2013 by -Kid
eQualz Posted June 9, 2013 Posted June 9, 2013 There's a list of oki setups on the Wiki, just so you know.
darkasjinksu§ Posted July 9, 2013 Posted July 9, 2013 How many times can Jin freeze in a combo? I believe it's once for normal D moves, 10 for EX freezes (236D, 623D, etc), and unlimited(?) for distortions. In overdrive, it's 3 for sword and ice normals, and five for specials such as Hizansen. I think Ex freeze count remains the same.
TheYukianesa-01 Posted July 29, 2013 Posted July 29, 2013 Alright, I got a few more, after getting some more time focused into learning combo's; -Which of Jins ground moves have jump cancel? -Is there any way to combo into 6A? -How many hits can I combo in the air until I have to wrap it up, and should I use j.grab or j.5D to do so? -What should I combo into after 2C->6C->623C->RC? -What should I do to prevent myself from getting Inferno Divided during combo's, especially ones with 6B? -When is a good time to use j.236D?
Lucalibur Posted July 29, 2013 Posted July 29, 2013 Alright, I got a few more, after getting some more time focused into learning combo's; -Which of Jins ground moves have jump cancel? -Is there any way to combo into 6A? -How many hits can I combo in the air until I have to wrap it up, and should I use j.grab or j.5D to do so? -What should I combo into after 2C->6C->623C->RC? -What should I do to prevent myself from getting Inferno Divided during combo's, especially ones with 6B? -When is a good time to use j.236D? 5A, 2A, 5B, 5C, and 2C(hit only) can all be jump cancelled. You can combo into 6A off a 623B and still follow up as long the enemy was high enough into the air. It is actually a commonly used route off weak starters in the corner for extra meter gain and such. Depends on the starter. As long the combo is not over prorated you can probably end it with J.D>C ice car. For the most part air BnBs go for the basic J.C>J.2CX2>J.D. I suggest against using purple grabs unless you're trying to set something up. I would suggest against RCing as you can follow up the 623C with 5A\5B depending on the proration meterless. If you really wanna go that route, you can do practically anything off it, but 6C is probably your best bet. You can't get DPed out of combos as long you do them right, so I take you meant during pressure strings and such. Learn your enemy habits, bait stuff, and play safe with frame traps unless you make them respect you and stop mashing DP. You can jump cancel a lot of Jin's normals and air barrier block any DPs coming if you really think the enemy is gonna do it, but watch out if they got meter to RC. Anytime you wanna bait a anti-air while remaining safe or the enemy is rushing in recklessly.
TheYukianesa-01 Posted July 29, 2013 Posted July 29, 2013 5A, 2A, 5B, 5C, and 2C(hit only) can all be jump cancelled. You can combo into 6A off a 623B and still follow up as long the enemy was high enough into the air. It is actually a commonly used route off weak starters in the corner for extra meter gain and such. Depends on the starter. As long the combo is not over prorated you can probably end it with J.D>C ice car. For the most part air BnBs go for the basic J.C>J.2CX2>J.D. I suggest against using purple grabs unless you're trying to set something up. I would suggest against RCing as you can follow up the 623C with 5A\5B depending on the proration meterless. If you really wanna go that route, you can do practically anything off it, but 6C is probably your best bet. You can't get DPed out of combos as long you do them right, so I take you meant during pressure strings and such. Learn your enemy habits, bait stuff, and play safe with frame traps unless you make them respect you and stop mashing DP. You can jump cancel a lot of Jin's normals and air barrier block any DPs coming if you really think the enemy is gonna do it, but watch out if they got meter to RC. Anytime you wanna bait a anti-air while remaining safe or the enemy is rushing in recklessly. Yeah, I ment during pressure strings, my bad. Anyway, thanks, this is really helpful.
Midnight-Zephyr Posted July 30, 2013 Posted July 30, 2013 I wish I could put my question in the video critique thread, but I don't have recording equipment. But...It seems like i'm focusing on the right strategies at the wrong time. Like when I try to space out the opponent with TK Ice swords, they usually whiff because I'm throwing them out at the wrong angle/height or something. Also, my pressure is really weak, so could I ask for some decent pressure advice (or at least be directed to said advice?) I hope my problem was made clear enough. I wish I had a capture card or something so I could just post the replays of my matches. Any advice is appreciated.
darkasjinksu§ Posted July 30, 2013 Posted July 30, 2013 Jin's pressure is somewhat gimmicky, but if you condition them not to mash then you can keep them in blockstrings all day. Make sure you mix in some overheads and jump cancels just to keep them guessing. You should only try to zone against certain characters, and get in their face when you see an opening. Also, it's not really possible to throw out TK Ice blades at the wrong angle, unless you're using the A or B versions. Anyway back to pressure. Can you be more specific? Are they mashing out of your pressure resets, or is that you don't know when to do mixup/crossup stuff?
Midnight-Zephyr Posted August 17, 2013 Posted August 17, 2013 Its moreso the latter. I don't really know what to do in an advantageous situation. I was playing a few matches with my friend the other day, and he told me that I need to work on pressure and mixups. And quite frankly I agree with him. (My 6A overhead attempts are predictable as hell.) Also a small secondary issue: I don't know the timing for 623C>5B. I always drop my combos after that point.
darkasjinksu§ Posted August 18, 2013 Posted August 18, 2013 (edited) Its moreso the latter. I don't really know what to do in an advantageous situation. I was playing a few matches with my friend the other day, and he told me that I need to work on pressure and mixups. And quite frankly I agree with him. (My 6A overhead attempts are predictable as hell.) Also a small secondary issue: I don't know the timing for 623C>5B. I always drop my combos after that point. There's a 5 frame buffer for inputs, which makes microdashes and stuff easier. Just practice 623C (whiff) microdash 5B. The screen doesn't move, which will probably help with the timing. With pressure, basically all you need to do is stay creative. Don't be afraid to take risks, and adapt to their playstyle. If they like to mash, frame trap 5B-2C or 5/2A-5C. If they like to block until you make a large mistake, just keep resetting pressure and doing mostly safe mixups like 5B-5C-JC- J.A-J.2C-66-2A- other stuff. Useful mixup stuff that usually works for me is the above jump cancel string leading the 2A into 6A, and 5B(2) jump behind them j.2C. Again, the absolute MOST important part is to change things up to keep them guessing. Remember that most skilled players won't fall for the same thing twice in a row, and that repetition is bad. Lastly, add your own flair, you don't want to just be a boring carbon copy of the "right" way to play Jin. Edit: I just realized you were probably talking about the DP loop, not DP C counter hit. Just forego the microdash bit, and practice the combo in training mode. Make sure they're hit by the very rip of Rehyou, you'll eventually identify when you can do 5B and when you have to do 5A. Edited August 18, 2013 by darkasjinksu§
Midnight-Zephyr Posted August 20, 2013 Posted August 20, 2013 Thanks man. This definetly helped out quite a bit. *I'm still working on the DP loop though.*
C0R Posted August 20, 2013 Posted August 20, 2013 With movement inputs I believe it's only stored for 3 frames, button actuations are 5.
darkasjinksu§ Posted August 20, 2013 Posted August 20, 2013 With movement inputs I believe it's only stored for 3 frames, button actuations are 5. Ah, I didn't know. Thanks.
Midnight-Zephyr Posted August 22, 2013 Posted August 22, 2013 Slightly off topic but my 360's power supply is busted. I guess I'll pick up my training when I get a new one (or invest in a PS3 lol)
darkasjinksu§ Posted August 22, 2013 Posted August 22, 2013 PS3- CP 360- None. What with a PS3 costing 200 bucks now, the choice is obvious.
Midnight-Zephyr Posted August 23, 2013 Posted August 23, 2013 Its also better for me to get a PS3 cause no one's on XBL netplay anymore. (for the exact same reason you just stated)
Yuushiro Posted August 23, 2013 Posted August 23, 2013 PS3 is so much better for anime games. Timing is closer to what the arcade is. I can't stand xbox at all to be honest and now my arcade only uses xbox. I guess we'll probably just going to have our own gathering for CP. Alright, enough for the off-topic-ness.
darkasjinksu§ Posted September 10, 2013 Posted September 10, 2013 Is there any thread where I could post theory combos for CP Jin, and if not, could I start a new thread for it?
Yuushiro Posted September 10, 2013 Posted September 10, 2013 why not just wait. There's only about a month left and you can try it out instead of speculating for combo theory.
darkasjinksu§ Posted September 10, 2013 Posted September 10, 2013 Yeah, I guess, though having a thread for it could help create new combos and such, and help knowledge of Jin for the people who don't keep up as much. And hey, there might be some silent person who has an idea that blows everything out of the water.
Moy_X7 Posted September 12, 2013 Author Posted September 12, 2013 Post your theory combos in the gameplay thread, there's nothing else to talk about there now anyways lol. I'll unlock the Jin combo thread after a week or two and then we can go ham after we've experimented some.
Midnight-Zephyr Posted September 28, 2013 Posted September 28, 2013 I guess I'll just sit in silience until the english version drops (because I cant be bothered to import -_-)
darkasjinksu§ Posted September 28, 2013 Posted September 28, 2013 I guess I'll just sit in silience until the english version drops (because I cant be bothered to import -_-) Not really the right thread. At all. Hell, that's a Facebook status update.
Midnight-Zephyr Posted September 30, 2013 Posted September 30, 2013 Not really the right thread. At all. Hell, that's a Facebook status update. Haha, sorry bout that. I guess I'll be on tipic and ask my question then. I was experimenting with ways to use Ice Swords to extend combos (like j.D>236B/C>Ice Arrow on landing.) Well I was having a hard time with that (I guess its a positioning thing), but it seems really cool. I was wondering if it has any practicality, or should I just give up on it?
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