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Everything posted by Xx_Hoshi_xX
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[CSE-CP] Jin General Thread "Jin it to win it... again"
Xx_Hoshi_xX replied to Yuushiro's topic in Archive
@Jourdal, it's all good man lol I know how it is. I can't wait to see ronitta and gagaga. I never really watched gagaga before... is he any good? I've seen a few of his matches and he's quite gimmicky but he did have a 210+ psr. Then I saw him again and his psr was like 140 lol but now it's 833+ in CSX? he must have really stepped it up or something. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Xx_Hoshi_xX replied to Yuushiro's topic in Archive
Of course lol Buppa is NOTHING compared to Noze. I really don't like the chariot players either. Every time you upload something from chariot I'm like "oh, I'll wait till the next upload." lol -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Xx_Hoshi_xX replied to Yuushiro's topic in Archive
This won't work if they wake up super. And @yuushiro, fuck tetsu man... any jin that switches is the enemy (excluding buppa because he's too good with hazama). -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Xx_Hoshi_xX replied to Yuushiro's topic in Archive
This. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Xx_Hoshi_xX replied to Yuushiro's topic in Archive
So it's true? Tetsu really did switch to tao, Jourdal? >looks outside and sees the sky darkening >the view is sterile *sighs* I guess it's going to be another one of those days. And gagaga is fucking tearing the competition up? 833+ psr? That's sick lol And I can't say shit about switching or not until I actually have the game and test jin out for myself. He does look boring, and I have felt this way even in CS2. I just wish they'd bring back CS1 jin... god I loved him lol -
[CSE-CP] Jin General Thread "Jin it to win it... again"
Xx_Hoshi_xX replied to Yuushiro's topic in Archive
A few things that might help everyone out. These are just a few tips and whatnot that people may not be aware of: Anti-burst combos (use these combos at crucial times of the match, or let's say you land a big hit and you don't want to lose momentum by getting hit with a burst) 6a RC< 2a< 5b< 2b (you could just do 5c jc but if they don't burst you just messed up your combo and lost momentum) 6b CH< 5b (if they burst at the wrong time the second hit of 5b will whiff. You can also do 5a<5b but you won't get as much damage) 5c< 6c DC< 4c (what happens is after your dash cancel you will walk back slightly so if they burst during your dash cancel you will block the incoming burst, and if they don't burst you continue your combo) 6c CH< delayed 2d (this requires 50 heat but if they burst to early you can RC 6c, but if they don't burst you have plenty of time to confirm 2d.) Tricks and OS's: 421DAB 4AB<5b (this one is a little iffy but it works if done correctly. Do it as they wake up. The moment they are about to land from their wake up is the time to use it. Any earlier and you won't bait the dp) There are more but I'll save them for another time. -
@Jake, yeah I forgot to mention a few things. @Solex, it's the C dp. The D dp requires 75 heat in order to RC. Like Jake said the C dp works best in this situation. And he won't even need to backdash. If the carl uses jc and holds 1 afterwards your dp will whiff and carl will just go into block. It's mot really an OS but it kind of is: you do nothing and he restarts the loop. You try to dp and he will just block. @Van, nice info. I had no idea it took a few frames in order for you to tech again.
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how do you go about bettering your adaptability as a player? like I adapt (they mash, I frame trap. They use 2a cross over, I use 421D OS.) but sometimes I feel like I'm not adapting enough and I think this is why I lose matches so much. Please help!
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I was a little unsure about it myself lol I thought I was doing it wrong or something but seeing as how you're not getting it either then I guess it's only D dp. He told me C dp but maybe he meant the D version.
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A few things I learned for this match up (if anyone has an opposing style to this method then by all means share if it's effective). You are going to zone him... it's another one of those match ups. It's just too risky to go balls to the wall because all it takes is one screw in order for you to be caught in his unblockable... Long distance: jc, ice swords, jb (situational for a reason I'll explain further down) Mid range: jc, 5c, 5b, close range: 2a, 5b mix up, ect Best tools: jc, 5c, 623a, 2a aa Best way to pressure: go all out, use everything you got to trip him up. 5b mix up, j236d cross up, tick throws, etc. Their Strategy: Mostly, they will hide behind Nirvana and just let her try to get in on you; they use that opportunity to get closer. With Nirvana positioned right in front of carl they are permitted to jump and such without much you can do about it. If you are attacking Nirvana during one of her moves, the carl player might be anticipating this and use 5c to get a CH. They will use 41246d for Nirvana to get extremely close will attacking. This also gives them the opportunity to airdash to you. If you try to jump in on them they have three options: one, use 6a. Two, ja (PLEASE NOTE: respect this normal. It is the fastest ja in the game. It will more than likely stop all your air normals in most situations but there are ways to get past this). And three, use 623d. Watch for carl's j2c cross up. In pressure it will usually follow after 5b, 5a, or 2a. Sometimes they might try to use it after they get close enough from 41236d. Another thing that is pretty scary is carl's j2c(rc)<ja. It's extremely fast so if carl is really high above you, he uses j2c and he has 50 heat just remain blocking high until he actually lands. Now this is the annoying situation: when you are between carl and Nirvana. The things to really look out for are the 4d 236a cross up and the 2d 6b mix up (it can be an unblockable if the carl is knows how to time it. They can also substitute 6b with 2a). During rhapsody of memories he will use the 236a cross up and the j2c cross up. Our strategy: as I said earlier, if anyone has a style besides zoning that is effective please contribute. Now you want to zone him until you find the perfect opportunity to get into close range. Earlier I said something about jb being situational, this is how: say he uses 41236d you can double jump (or sj) and as you fall down use jb. Depending on how far carl is he can't do much about that. What he may try to jump after you and use jb or 2a. Both will beat jb if he is close so if this is the case I would just block or airdash back (that's if you super jumped, which is preferred). Uses ice swords wisely and don't spam them. Nirvana has guard point against them so if you're too close you'll get hit. Abuse jc, carl can literally do nothing about this because of its range plus it stops Nirvana from a distance. If you you're close to Nirvana and he activates her throw out 5a, 5b, ot 5c to stop her move. Be cautious though because carl could be right behind her and use 5c to get a CH. If carl tries to iad use 623a, 5b aa, or 2a aa Once you see that he isn't using Nirvana while you're in front of her try rushing him down. A neat trick my carl friend told me is the 421C+A+B OS. Say he tries to use the j2c cross up. If he does the cross up, you're C dp will come out. If he doesn't do the cross up and just continues pressure you will barrier. You can also do this with yukikaze and the D dp. Overall, just be safe. Don't do anything risky that would get you between carl and his doll because that's where he wants you.
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Again, I see that there isn't any info on this match as well as many others so I'm trying to get information to you guys on these not so popular match ups. First, I have to say that this match is gay. I'm not exactly sure but it might be in jin's favor but only slightly. Besides all that, here is some things I figured out. long range: 5c and ice swords mid range: 5c, 2d (situational), 5b, and 5c (situational) short range: 5b mix up, 2a, etc best tools: ice swords, 2d, 5c best way to pressure: It is not hard to pressure rachel but keep in mind that if you auto pilot you will get blown up. Use frame traps when necessary. Depending on the skill level of the player you're going against you might want to use the whiff 5a< 5a< BC to catch them trying to throw OS. You could also use whiff 5a< 5b< BC but it's a little harder to catch them using the OS so the 5a whiff is better imo. Be cautious of her 2c... it hurts ALOT. You must take it easy but at the same time you have to pressure her as much as possible. Their strategy: She is going to zone you... you CANNOT avoid this. What's going to happen is she is going to use 236A, 236B, and 236C to zone you. Another thing that she uses is her pumpkin, which in most situations will keep in honest but I have a few strategies against it. Next is george. This can be problematic for two reasons: One being that she can stay by it so if he try to rush her she'll just block and let george attack, and two is say you try to zone her with ice swords she can use her drive to push it near you which gives her the opportunity to rush you. That in a nutshell is the general strategy with rachel. At close range this is where she gets annoying. Her mix ups are really good so you if don't pay attention it'll cost you. Watch out for her overhead. She can jump cancel 5b and 5a, these are the normals to look for when she is about to use her drive mix ups. These normals are the prelude to her drive mix ups, usually. The drive mix ups consist of: 5b< 2d< ja< jb, 5b< 2d< ja< jb< ja< jb, 5b (jump cancel)< 2d< 2b, or 5b< 2d< jc whiff< BC. She will use these in pressure and if george is attacking you. In the latter, she may exclude the 5b and just go into the mix up since you can't move. While being hit by george (in a combo or as the starter of a combo) it is best to wait until she starts her combo to burst. They will wait to see if you burst before starting the combo. Our strategy: Do not give her the opportunity to zone you, it makes the match up much harder. Rush her down. Be weary of her zoning tools (the pumpkin, 236A, 236C, 236B, and george). She might also use 632146B to zone you as well so watch for it. Earlier I said 2d is situational and this is how: say rachel is zoning you and you are now at max range of your 2d. 2d will beat 236x, this helps catch them spamming the move. It will also catch them using the pumpkin but I wouldn't use 2d if the pumpkin is already out. Use this sparingly because if they catch on to what you're doing they will just rush you instead of zoning. Sj is also good to use in some situations particularly when she has things set up like pumpkin and george. You can evade them easily and the only way for her to catch you is if she uses to 214c to activate 236x or if she jumps after you; the only thing I would watch out for while coming down from a sj is her 6a. In this situation this is when air ice swords come in handy. The main goal is to just stay on her whenever possible and if she does have the screen set with her zoning tools approach her cautiously. Another thing I forgot to add is space and time your 5c accordingly. If you do it too late 236a will beat it.
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Best way to pressure: like I said before, if you're in his face you want to take this opportunity to pressure and take damage as much as you can. Arakune's are not above laming it out so you want to always have the life lead, even if all your damage is coming from pokes. Their Strategy: Arakune is going play keep away, you just have to accept that. You WILL be running all over the screen trying to chase him. They will sj and use clouds, use j6d if you are far enough from them so be careful, his neutral game is pretty good. They will also use 6d or 2d with the existing cloud that is out (usually the ground cloud and if it's the head cloud they will use 2d) 66 j4c is how they will try to keep you honest in the air (I would not recommend using 2a aa against this). Arakune's will try to air grab you too so be prepared for this. If they are pressuring you it can get tough. Using your dp irresponsibly will get you blown up. A good arakune will anticipate your dp an after let's say 2a< 2a< 5a they jump back, c dp will whiff and d dp will be blocked. Use the dp wisely. His over is extremely slow so don't worry about it. Just watch for his 2a<5d frame trap and iad j4b. They may try to mix you up too by doing iad 4AB, this is the throw. You do nothing and it will whiff; it is used to make you think they are doing j4b so they can throw out a 2a when the land. Be watchful of this. If you are cursed be prepared to get the hell outta the way. They may try the 214c cross up (I'm not exactly sure if that's the input so check me on that) and the jc overhead. I would try not teching if you see that his moves are prorating and they aren't doing much damage. This will waste his curse meter. Our strategy: RTSD.... it's the only way to get on him effectively. If he is in the air sjb and sjc are great, you can even dash after them so switch it up. Ice swords are your good friends in this match up. And your neutral game has to be flawless, you can't afford to get hit by iad j4b and I would try to avoid the clouds as much as possible. good tips: If they have heat be cautious of their DD when they are waking up. A good thing I found out (it might already exist but nonetheless it's good) is the 2a 2d OS... the input for it is rather slow too. Let's say arakune is waking up and you want to pressure him as much as possible so you're throwing out 2a, arakune has the option of dashing back which will put him right back at neutral. This is where the 2d comes in, immediately after you see your 2a whiff because of his backdash, use 2d. He he will be caught right in it forcing him guard and if they're sloppy that's about 2.3-3.3k for you.
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Saw that no one has really posted here so I guess I'll spread some tips and strategies. Useful tools: Pretty much any of your air normals, especially jb and jc. It will keep them from spamming clouds in the air. B and C ice swords work wonders in the air. Remember to dash after them so you can cover more space. This way, if they decide to stay grounded while you use ice sword you can dash afterwards to catch them jumping, but be cautious of arakune's 5c. Not many will react to what you're doing but you should at least keep this in mind. 6c will is also useful in some situations, I wouldn't spam it but definitely using is worth it. long range: jc and ice swords mid range: 5b and 5c for pokes, and don't forget the air normals! Although I don't recommend always iad and using jb as a jump in. Use them when the situation calls for it, arakune's 5c is dangerous but it shouldn't be feared. just use jump ins and iad sparingly. If they are in the air though fuck em up. close range: pressure the hell outta him, make sure he doesn't get away. use 5b mix up, tick grabs, etc.
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Thanks, I'll work on that. 3c is pretty useful with heat though, and here's how imo: say you have 50 heat and you're somewhat mid-screen. if you use the pressure string 2a<2b<5b... you're opponent will think you'll go for 6a since you have the heat for it and you've already used 2b so the 5b<2b mix up is out the window. They stand up, and you fuck them over with 3c which can lead to about 3.3k if you do the right combo, and in the corner you could go for a 4.7k combo. But like you said, without heat doesn't do much of anything. i did it by mistake that one time I was in the corner. I don't usually use it unless I have heat to cancel.
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SE, I just want to know, what are your impressions of jin? do you still think he is a good character overall? I would just hate it if he sucked and I have to switch because of it...
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I would definitely play a defensive game in this match up. Not that you couldn't play aggressive, but what this does is put you at a greater chance for getting 360'd?720'd/getting caught in gimmicks. I wouldn't even advice pressuring a good tager for too long. I've been 720'd out of a 5a, 5b block string. If you see him IBing I would jump back just to be safe. ice swords will help open him up, but use them cautiously as shin said. This will allow you you to bait his sledge and you can run up and do a 5c to hit him out of it. This also applies for your 2d. I have found jc to be a very good tool. a neutral jump jc keeps him from doing 5c and sledge. However, he may try to either one, use 2d to hit underneath your jc or two, bait it with spark bolt. If you see he has a spark bolt watch for it. In the case that he tries to use 2d, you can jump again and come down with a jb. If you're magnetized I would cut back on the jc usage, as a perfectly time collider will pull you in. Take advantage of him being slow, don't be ashamed of laming the fight out. If you have the life lead, stay back and keep zoning him. He will eventually get desperate and make a mistake. A few options I use for his sj are one, run right under him. This puts him right where he started. two, 623a. three, jc to push him back. Sometimes, I don't even go for the conventional 214c combo ender. I just use 623b to knock him back to where he was, I use this option if I have significant life lead over him.
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That all may change in extend. Her 5d will have more invulnerability so it can go right throw TK C ice sword
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beware of 3c. 5b and 5c will whiff if you're too far from them. you have to hit her right when she is using it as well or 5b/5c will still whiff even at close range.
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Idk man... I'm starting to have mixed feelings about tetsuwo sometimes don't get me wrong, he is a jin god and would shit all over my jin but like you said, I don't agree with how he plays match ups sometimes, particularly this one. I mean I've seen him handle hima who is a fairly good valk so i'm not sure why he didn't play as he did then. I have little experience with the valk match up, but with the little experience I have I can say zoning him is a better option. j236d is very handy when he's in wolf. I find jc pretty useful as well. Other than that, I really don't know. Edit: not really sure but that might have been hima... but the only indicator is the color palette :/
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Thanks man <3
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This seems interesting lol if you could, can you make an av of ABA holding paracelsus and being affectionate with him (with a heart above her head), but could you make paracelsus look somewhat annoyed? If that is too hard to imagine, I could take a jin av. His winning stance is preferred (the one where the wing appears behind him) but another would suffice too. The first idea is the one I would like but work with which ever one is easier i guess. And whatever av you decide to make, could it have Hoshi in cursive? Thanks man, and don't feel rushed :/ take all the time you need.
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Adaptability eh?... Thanks, I'll work on that.
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Well I don't really know how to scrutinize my play style, but I have a simple question: what does it take to separate yourself from good and advanced? like, I feel that I'm good but sometimes I lose for silly reasons. I have some videos on YT so if you could look at them and tell me that would be great. Besides damage and good spacing, what else do you thing is necessary for a jin player to release himself from that good category and become more advanced?