Moy_X7 Posted January 15, 2015 Author Posted January 15, 2015 What are you doing in the Jin boards, git outta here. Might as well be relevant and ask a quesion. Which knocdown nets more frame advantage, a DP C knockdown, a 22C knockdown, or a 214B~C knockdown?
LaowPing Posted January 17, 2015 Posted January 17, 2015 What are you doing in the Jin boards, git outta here. Might as well be relevant and ask a quesion. Which knocdown nets more frame advantage, a DP C knockdown, a 22C knockdown, or a 214B~C knockdown? Kind of depends. In the corner, 22C is your best ender for oki. It leads to an easy safe jump.DP C might be decent midscreen if the opponent is already in the air. In the corner, it depends on the combo. 5C, 6C, DP C nets you roughly the same advantage as 22C. 5C, 2C, DP C gives you less (just tested it out). 214B-C lets the opponent emergency tech so it's not recommended for oki (great for damage and meter gain though). You could do 214B without the C ender for better frame advantage midscreen
Moy_X7 Posted January 18, 2015 Author Posted January 18, 2015 I'm talking about CP2.0, 214B ~ C is a hard knockdown now. 22C seems like decent knockdown but doesn't net as much advantage as in CP with the wall bounce. The changes to DP C also change the amount of advantage that you get from it. Right now I'm seeing Jins favor the damage from an air combo into j.214C instead of going for a ground knockdown combo in the corner.
cadacus_ater Posted January 18, 2015 Posted January 18, 2015 https://www.youtube.com/watch?v=kNUqepGX_wY&index=3&list=PLNvK3eGJTMoLkhaR_n4afrehurzT4sjTb Looking at this video alone, I would guess from some of Tetsuwo's play that 22C is still best overall, but it looks to me like safe jump j.2C to catch a roll is harder, if not impossible, to do unless they delay tech for a short while - could be wrong though. I haven't really seen any Jins go for 214B~C oki; it's possible to tech from the hard knockdown before Jin reaches the apex of a single jump, even after a short combo with a 5C starter. DP C might be worth mixing in on occasion, but it's something else I don't see used much. I'd guess it is probably more situational, i.e. when you want to mess with people who don't deal with falling from height well.
Moy_X7 Posted January 19, 2015 Author Posted January 19, 2015 Yeah, 22C looks like the best option out of all those, I'll probably stick with that whenever possible.
LaowPing Posted April 13, 2015 Posted April 13, 2015 Seen people do 5C after they get a hard knockdown. How good of an option is it? Does it catch back rolls too? Can you still recover and 2A or 5B?
Moy_X7 Posted April 16, 2015 Author Posted April 16, 2015 I'll have to play around with the various knockdown in CPE. In the previous games, you would go for 5C if you expected for the opponent to roll back and your 2A would be too far to reach them. Other than that, you can use it as a risky meaty attack, risky since you lose frame advantage if they decide to delay their wake-up.
MangoBlackTea Posted April 20, 2015 Posted April 20, 2015 How can i divide attention with jin and open people up to my mixups?
LaowPing Posted April 22, 2015 Posted April 22, 2015 How can i divide attention with jin and open people up to my mixups? Sounds like what SKD was talking about. Jin without meter needs frame traps and throws to open people up. For frame traps, you want your blockstrings to look different each time, leaving the opponent guessing when he can press buttons. Things like 5C, 6B can be disrespected easily when repeated, so throw in more 2C and 6C if they get used to see that. I like to reset pressure early after 2B and 5B since they aren't obvious gaps. Later on in the match I delay my gatlings to trap them if they try to punish it. For throws, I find it's better to use the fear of a throw against people who are good at teching them. For example, a lot of people are good at teching 5B, delay, green throw, so what i do is 5B, delay, 6B. You'd be suprised by how often this works. If you opponents like to OS the throw, watch for barrier blocks during you blockstrings and learn to trm. If they jump, use lows and air unlockables to catch them. When you actually have meter use things like 6A and j.214D in unexpected place. For example, you can use both after a safe jump. Sent from my ZTE-X500 using Tapatalk 2
dot_Nova Posted April 23, 2015 Posted April 23, 2015 Reading through some old posts and regarding oki/BD catches: (I'll be testing all of this to check for consistency, most of this is from watching match footage and from my experiences in 1.1) I believe 214B ~ C is best knockdown because it's hard knockdown now. I feel like it'd be difficult to catch backward rolls after sekka midscreen. After hard knockdown you can do 66~2B or 66~5C to catch rolls. 2A also works to catch rolls but it's a bit more difficult and isn't necessary anymore since it's hard knockdown. Be sure to advance input OS the appropriate gatling to save yourself trouble on confirms. Also after trying to catch a roll with 2B or 2A or on their wakeup in general, you can do 66~5C or 66~5B to catch BD on most characters (except Tager and I have to test against murakumos) If the Murakumos all have the same BD, then you can do 66 ~ 5C > 5D > etc to catch their BD. I need to see if there's a slight delay or if you can just do it as early as possible. Against Azrael you want to do a meaty 66 ~ 2A. Against Azrael, you can do 66 ~ 5B to catch his BD Against Tager you can do the same thing, but you can catch him at the end of his BD before he lands pretty easily. I believe you can also do 214B 1 hit then safe jump in with a j.2C midscreen because of how ice car makes them float now. In the corner at the end of a combo, it seems like you can do the old j.2C roll catch after ending a combo with a high sekka or 623C. Or you can just space yourself a bit and just do 2B/2A at the earliest time they can roll to catch them if they roll towards you.
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