-
Posts
22 -
Joined
-
Last visited
About Ree301
- Birthday 11/18/1988
Profile Information
-
Interests
W's
Other Info
-
PSN
Ree301
-
Well if he hits you low, he's still going to get meter. High? Low? He's still going to hang you, but /I've/ never seen him get things off j.2D. I'd look for the jump cancelable normals and gamble on low, similar to how Hazama match ups go. Having said that, I don't know this match up all too well since he's so foreign and new to me. I've only really played a few online who have some awkward frame traps, and not much else. I still can't get over his stomp super being OH though.
-
I think it's Terumis 5B, his falling heel he does in blockstrings all the time? I daifunka through that crap all the time. It's too tight to jump out of, but DD's get out for discount. Can he combo off of his overhead??? Let's just block low and look for his command grab/ semi-circle chain.
-
So, I picked Bang back up in CP after a long break since Extend. I play against a Jin pretty regularly, so please sift through what I've learned and update the original post (I'll try and use the format mentioned above, with some liberties). This match up seems pretty even, if not even, then in Jins favor due to his pokes, heat gain, damage output and Bangs lack of a serious crouching punish. I'm going to call it a 4-6 Jin. Starting the match out, I like to IAD back poison nail and let the Jin player do his thing, get a feel for the match. Jumping in with barrier up at start in a decent option as well. You'll block his DP or air poke if he throws it, and if he doesn't, or goes for a 2D or something ballzy, you get a good punish and a seal. Just be ready for the IAD air throw from him. At neutral, Jins 5B/C are pretty ridiculous. Bang can't quite confirm a max range 5B that stuffs Jins 5B and his 5C will beat our poke outright. Stay mobile and fish for falling j.B and A nails to disrupt his pokes and land one of your own. If you land a combo and you're going for oki, pressure with a well spaced 2B. This tool is amazing vs. Jin as it's safe from the wake-up violent ice DP, picks up rolls, and is + on block for pressure. You could use bumpers and IAD's to cross up on Jins wake-up to ruin his inputs too. I like the 6D> B bumper setup myself. If Jin hits you first and you're on the defensive, well that sucks. His pressure is strong in this iteration and a lot of Bangs outs are (forgive the term) hit or miss. What makes his pressure strong is not that he has a high low game, but that he has strings into awkwardly timed, safe moves. If you're going to wake-up 6D, do it sparingly. Another decent option as long as you're not in the corner is to wake up> back dash. He can punish if he gets wise to it though, with dash 6C or IAD j.D etc. His only overhead is 6A and he can only combo from that with meter. He'll likely go from 5C> stuff, notable is the 5C>5D gatling. 5D FC's for Jin, but you can 6D guard point/ teleport it for some mind gamey stuff. The Jin I play knows my Bang playstyle and punishes that 6D attempt with a D ice car. Infuriating. Jins 5C is jump cancelable on block and gatlings into 6C and that goes into 6B (If either of these moves hit you first hit/ p1, burst or bite the pillow because they start great combos). 6B is safe, but you CAN contest it with some risk using 6D. The issue with this is that Jins normals are insane and sometimes hit on both sides of him. CH6D and a change of screen position is worth it if you're suffering in the corner. It's a good idea for Jin to cross you up often with jump cancelable moves like after 5C, IAD j.D or IAD j2C, so be ready to react to that. Jins TK j.623D hits overhead unlike all his other air enders. In corner, he can throw this after 6B for a mixup or midscreen for a last hit kill. Also, news to me, but D ice car hits friggin' low now. Apparently his B one hits low too, but that's unconfirmed right now. As for air game, Jins air normals are mindless and amazing. They hit on both sides of him and are way easy to abuse. The best way to avoid broken tactics is to take the MAHVEL route and not be caught in the situation in the first place. Easier said than done as Jin can confirm a stray j.C into a combo from just about any angle, air hit or naw. As for a solution, strangely enough, Bangs 3C can be an answer to Jin aerials. It'll beat sloppy IAD attacks all day and FC for pretty good damage. Outside of that, it'll move Bang far enough away from Jin to avoid a serious punish. Seals are great in this match up. If you have meter, he isn't allowed to jump, period. He can hit you out with j2C but he has to read it far in advance. One more note for air game, if Jin escapes an air throw, his j.C poke will beat anything Bang does. Ending points, most of Jins damage comes from corner combos. His corner push is great, so you'll likely find yourself there eventually. I'm not positive about this, but learn his corner combos and time a burst when he throws his C-dragon punch, violent ice. His recovery is more than yours and your burst won't blow him away. It can be frustrating to catch a mobile Jin since his j.C can space you well. Creative use of nails, poison, exploding, and D nails, will get you in. If something is wrong or you guys have objective questions, lmk.
-
I know the game isn't out in the states yet, but is there any chance the first post is going to be updated for those of us who have the JP version of the game? I could re-write the combos in a PM, and you could just review, copy and paste to save time if you'd like. Also, my BnB looks like this; -- Midscreen: 5B>2B>6C>22A>j.C <land> 66>5B>j.C>IAD>j.C>j.2C>j.236A <land> 5A>6C>j.D>j.236C <land> 66>5C>6D>623B>2C -2 nails, + 27 heat?, 3.8k -- I had a lot of trouble with the 6C>IAD, then the j.C IAD back to back. My brain wants those similar hits to work the same as far as timing, and they don't so, 'til I'm better, this is where I make all da monies. Add a DD, switch the 5C for 5D in the corner as needed (seals/ oki/ wall bounce range). Optimal? Probably not, but it's easy to do. Also, I'm noticing the 2C ender doesn't work on everyone (i.e. Rachel) and the j.C's are little finicky on some characters (Noel).
-
Yo, I've been searching for an online match here in Sumter, SC for about an hour now... And all I'm getting is 0 bars maybe once every 15 minutes. I'm on fiber for the love of God, is there anyone out there who can play? Also, is there an IRL casuals scene here? If not, I'll start it up. Let me know, I'm dying to get a community going.
-
It looks like it all timing dependent. But from my tests, it beats GETB, both A and B busters, and it's fast enough that you can jump out after his back dash before you're punished. There IS a note after this section of the video that mentions 2C, A buster, and GETB. From Japans results, I think it's saying that it's unsafe to use this technique on those wake up options. If someone can translate this vid and others related, that'd be just too cool. Side note, the video also shows Bang reading a tic throw and countering with 6C. This is high risk high reward stuff. Got me thinking though, you can TK Double Palm his shit on wake up too and that's only -4 for god sake. If we hit him, we can build sick meter and huge damage with fatal combos. What do you folks think? Practical? Bang vid. http://www.youtube.com/watch?v=qb9tqjCh9zM
-
I don't think 360A beats it, no. It might, lemme go test it. When I find out, I'll post a Bang tutorial I think I got the idea from.
-
Thanks for the heads up, I had no idea. Community ftw.
-
So you've been hit by 6B. Now's the right time to burst. Seriously though, Jin is a tough cookie. He has some great normals, some of them even hit behind him, giving him the luxury of occasional luck if we ever guard point directly behind him (Check out his 5B or 623C hit box). After blocking 2D or 6B, even 6A if you can manage to block it, the smart thing to do would be block again, right? + normals are dangerous, Jins know it, and they'll try to keep pressure up after. But every once in a while, we can 6D to try and get out, gain the momentum. If a Jib likes to wake up and DP C, Bang can keep a safe Oki game going by timing a 2B. It reaches out, then retracts so if a reversal DP C is used, it's still safely out of range. After said scenario, you can punish how you see fit. A note about his corner DP loop, it would benefit ALL players to learn it. The ender, 5A>5C>2C>623C, is extremely unsafe to green burst since Jin doing DP C won't be blown away, but still has a huge recovery time. Time it correctly, just as 623C starts, and you can punish this popular combo upon landing. Don't get this ender confused with ...5A>5C>2C> sj.D... since bursting here wouldn't really be too great a use of your resources. Make sure you've already been frozen, since Jins who know their combos won't go for a second freeze. (Note: If Jin ends this combo with Dp D, will he be blown away...? Or will he be able to dodge the burst, hold the second swing, and rape us after we land from the above mentioned tactic?)
-
The spinny... wheel thing on our Oki, it should be obvious but 6D out is a great option since without it, spinny wheel can be a tough tool to deal with. Her reversal super is also very good, very similar to Hazama's "Serpents Infernal Rapture" (Kick/ Jayoku) except I've never seen Lambdas trade. Respect it for sure. Do NOT however, respect her Gravity Seed. It has I. frames on start up but I never get hit by this. I'm wondering if Lambda mains even know about it :P
-
From Zeth, so you don't have to hunt down the punish. Can we update the first post as good info. arises? Just to note, taking what was shown in the combo video and basically Dora's twitter combo, you can actually build 50+ Heat off CH 6C from P2 Starting Position to combo into Ashura for more damage than the combo they did in the video. Not sure why they didn't come up with it in the video since they obviously came up with the same versions off FC j.623B and FC 3C. P2 Starting Position: (CH) 6C>B Nail Cancel>d.6C>(IAD) j.4C>j.623B>(d.5C)>6D>623B>2B>5B>j.B>j.4C>dj.B>dj. 4C>dj.C>B Nail>5A>Explosion>5C>2C>Ashura = [6,461] / 52 Heat / 1 Seal It can also work in the corner as well if you 7 jump the j.4C. And the IAD is optional or not needed at all for this combo. And since CH 6C in the corner hasn't been covered, Corner: (CH) 6C>B Nail Cancel>d.5C>2C>623B>5B>6C>7j.4C>j.623B>6C>j.B>j.4C >j.C>5A>5B>j.A>j.B>j.4C>dj.4C>dj.C = [6,045] / 56 Heat / (Note: Air enders into j.623B will allow them to tech before an Ashura can hit.) Since the first combo works in the corner you could always do that for more damage, but since it is only 400 or so more it might only be good if it is going to kill. So I'm looking for anyone to come up with a more damaging CH 6C corner combo that builds it's own meter for Ashura OR that just outright does more damage anyway. Needs to be over 6.4k. Hopefully 7k is possible, cause that would be one hell of a punish even though 6k is amazing anyway. Also here would be a seals version: (CH) 6C>B Nail Cancel>d.5C>2C>623B>2B>5B>j.B>j.4C>dj.B>dj.4C>dj.C >B Nail>5A>Explosion>6D>C Nail>6D>C Nail>5D = [5,043] / 49 Heat / 3 Seals There's probably a 4 seal version that someone can come up with that is still damaging and not some basic 4 Seal off CH 6C.
-
I'm not saying there aren't other answers to her wake up DP, I'm saying the answer I posted is new and interesting. And manly. Wake up 2D actually gets me thrown a lot. Also, YukiBlue, I'm not sure what you're referencing.
-
Our steel rain acts a lot like her 13 orphans. Do it on her wake up and see what happens lol It's doing a lot of damage nowadays and no one's been blocking the 5A 2A 5C 6B. Sometimes, the nails fall in just the right pattern with such little blockstun for Otoshi to grab as a trap and not as a purple throw. How dirty is that? Her pressure isn't that scary if you can dash 5A when she places her staff. A lot of people fall into patterns, and when she does, punish it and leave her shit out of luck without a DP to rely on. Hey, if you j.4B her a bunch, you might even avoid a desperate CA and have a good lawl about it.
-
I pressured a Mu on her wake up, she DP'd and I 2A'd at an awkward distance. And I hit her out of the move...? The sound effect for her DP went off, she said some Japanese stuff, and I just hit her out of it with 2A. How the hell did this happen? Also, in the same match I Ashura'd on her wake up and she used DP again (it was a high stakes moment). We clashed and I 6A'd into another Ashura ftw. Thinking about this though, if we predict this DP and clash with our Ashura (since it's hit box is so meaty) we can cancel the clash into a CMD grab for some good, unburstable damage. The only thing she can do is DP again, but who's going to react that fast, honestly. What else could we do there? 6C her standing hit box maybe?
-
GUARD POINTS! For the love of GOD use guard points and teleport. His pressure is so different and difficult to deal with, but I found my drives shut. him. down. The only time they're a bad idea is when he Auto-combo supers with Ignis while you're waking up. He can run up grab as an answer. Also, I've noticed this guy has a strange hit box coming off of a j.D hit. This is still such a new match up for me, there are so few good Relius players out there.