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Everything posted by Killey
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The back dash or IAD back for oki is more reliable when you have your opponent in the corner as they'll want to get out of the corner as soon as possible. I'd rather go for a hi/low mix up oki game but this is worth doing since the damage output would be better if you land one of his BnB's. I'll throw in my tricks here. Corner combo that leads into 6D when they land you can IAD j.B, j.A, j.C land and throw. The j.A will whiff if you do it right in which case you can skip j.C and do a throw when you land but if it hits then you'll try to j.C and you'll see the first few frames of it before you land. Then you throw immediately and you'll get a green throw. Alternatively if you end a corner combo with 6D you let them land do another 6D then quickly dash in with 5A. It can cause a reset situation (combo count goes back to 1) and give you another corner combo for more corner games. The opponent is trying to mash out of the first 6D and the 2nd 6D breaks them out of it and the 5A is fast enough to catch some people off guard. It's an odd reset and t hat has some risky but all resets do and even if they block 5A you can dash into 2A's for safety which can lead into Jin's frame trap games. Another odd reset option that requires 50% heat. You basically do a combo that ends in 214D in the corner. You do 2C then 623D the first hit will freeze and then you attempt to fully charge the 2nd hit to catch your opponent off guard. When they break out of the ice you release D and if your opponent is slow you'll get the unblockable version of it which will reset the combo count and set you up for Jin's high damage corner combos.
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You won't be able to run up and do 5B on a blocked Ice Car but if you can IB the 2nd hit of Ice Car then you'll be able to run up and do 5B, 5C, j.B, j.C, j.D, land, run up 5C, j.B, j.C, j.D,B.
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Thanks for this bit of advice. Used it today in a local tourney and it got me out of his pressure strings with ease. Will definitely come in handy in the future.
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623C and 623D beat out Tager's 720 but only if you time it a little before the super flash animation for the 720. I've experimented with this and this is extremely good for baiting those 720's but don't get predictable with it. Tager's hit boxes are weird. Besides being huge they make some of Jin's combo's do funny things. In the corner if you follow up a 6C with a DC 5C it will put Jin on the other side of Tager, which is extremely odd and screws up some corner combos and corner games. Also, it seems that 623D (2 hits), 6C, 214D won't work on Tager but it works on other characters no problem. Tager is able to tech out before 214D connects. Not sure why though. I can't get the instant overhead j.B to work at all anyone who has any insight on this care to share how this works. I tried block strings of 5B, 5C, j.B but no go. Tried experimenting with distance and instant j.B and still no instant overhead. I've seen this in videos so no idea how this works and I thought this would be simple. If you want to deal 6000+dmg on Tager in the corner off a 623D you can follow up with 6C, 623D, 5C, Ice Wave Super. I think it only deals that amount of damage to Tager because of his hit boxes so he eats more hits from the Ice Wave Super or something.
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Alright did a bunch of matches with Litchi today and here's what I've gathered from teh match up. It's definitely a 5-5 even match up for Jin. I'll go over the basics that have been mentioned before. Litchi with staff has better zoning capabilities then Jin so don't try to out zone Litchi. As mentioned before this makes the start of a round a pain for Jin as he has no reliable means to take the momentum at the beginning of the match. Litchi with staff has a weak close game so this is where Jin does the brute of his damage and how he is able deal with Litchi. Litchi's 2 best pokes are 6B[m] and j.C[m]. She uses these as part of her zoning game but she's also fishing for Counter Hits as both of these moves lead into her BnB's on CH and will put you towards or in the corner which is not where you want to be. 6B[m] has really good range and is one of her poking tools. It will tag you out of your back dash so back dashing at the beginning of the round is not recommended. On counter hit it causes a wall bounce that is untechable. It also leads into one of her many combo's that will put you in the corner or close to it which is where Litchi shines. 6B[m] will beat Jin's 5D. 6B[m], however, can be ducked under when crouching and can be punished when she recovers (20f recovery) if you are close by. From farther distances C Ice Car will punish it when crouched whiff. j.C[m] has incredibly good range and can be done low to the ground as well to try to beat out your moves. Again this beats 5D and on CH does the same thing as 6B[m] - untechable wall bounce that will lead into her combo that pushes towards the corner. It is her best air-to-air normal and is pretty even with Jin's j.B. However, it does not hit below Litchi so if they whiff this and you are on the ground it can be punished with Fubuki provided you are close enough. If you find yourself in the air with Litchi at a distance best to just guard rather than throwing something out. You basically want to space yourself close to Litchi and there are a variety of means to doing this but it's pretty risky for Jin to get in close at times. Properly spacing yourself with double jump j.B becomes helpful in closing the gap while avoiding her pokes. You may be able to land a CH into a BnB as well. She's got 3 anti-airs: Tsubame Geishi (her DP which is also the best DP in the game), j.A (limited use), and 2C[m]. Tsubame is the best DP in the game and is pretty ridiculous since it has godly invincibility frames on start up and contains a follow up when it comes straight down. The falling staff after Tsubame can hit you if you are not careful with your spacing. Respect her Tsubame and don't over commit to your rush downs as Tsubame will stuff your attempts every time. Tsubame is used as a wake up move and can stuff your oki games but it can be defeated with a well timed 5B when she neutral techs but it's way too risky if you don't time it right and if they delay their neutral tech. Jin's corner oki game with 3C into 236C will not work on Litchi. An attempt to rush her down while 236C just gives her the opportunity to delay her wake up then Tsubame her way out. You can do it to bait out Tsubame and try to punish after wards. When baited you have a limited time to punish Litchi and you can't dash in to punish so the best option I can find is to 5C immediately. 2C[m] is not her best anti-air move but is a good move against jumps and requires an IB or Barrier Guard otherwise it hits if you are in the air. On hit it can be buffered into Tsubame into another combo. It has bad recovery and can be punished severely since on CH puts her in a crouching hit state. It also extends her forward a bit so if you space your jumps right you can land behind her or cross up with j.B. Her air mix up game involves j.B[m] and this move is incredibly good. Litchi's j.B[m] is to Litchi as j.B is to Jin. It can be jump cancelled on hit or block and crosses up as well. Litchi's air back dash is extremely awkward and is kind of like a small back flip but puts her in prime distance for weird cross up scenarios much like Jin jumping forward then back dashing with j.B for an odd cross up. If Litchi is jumping all over with this move keep an eye on her and block accordingly. IBing it is pretty easy as well but I can't think up of a good follow up after IBing it. DPing seems too risky for my liking as she can just jump cancel out but I'll have to experiment with it in training mode. If she hits with this move it leads straight into a BnB. Litchi has one overhead move with the staff 6A[m] and it's pretty slow, however, she can extend the distance of this overhead with 2B[m] and 5B[m] it has some combo possibilities as well. Furthermore, the 5B[m] can be gatling'd into her 3C[m] which hits low giving her some hi/low mix ups. Typical Litchi players will gatling 5B[m] with 5C[m] into 3C[m]. You can IB both hits of 5C[m] and the 623C when they try to 3C[m], however, this isn't reliable as they could just cease the follow up leaving you exposed. Alternatively you can IB the last hit 5C[m] and then do the Ice Wave Super. When Litchi doesn't have the staff her zoning game significantly weakens but she has a better up close game with decent mix ups with her Rekka's. Her up close game is still nowhere near as good as Jin and good Litchi players don't fight too often without the staff. Usually, going staffless is part of her BnB, if they happen to screw something up, or in a staff retrieval state. Litchi's j.C without the staff is good and is probably her best normal while staffless. It can beat out IAD j.B/j.C if she positions herself above you. I'm not sure if this move counts as an overhead as well but it sure looks like it. She's got multiple overheads without the staff so be careful how you guard against her. Where Litchi shines is in the corner and all of her BnB's pushes you towards that corner or puts you in there. When you are knock down in the corner she is forcing you into a 50/50 mix up game of hi/low/throw. On knockdown in the corner she will have launched the staff for her Tsubame as part of her BnB. If you tech recover forward or backwards she can recall the staff to hit you and relaunch into another combo that puts you in the same 50/50 wait. In the corner on knockdown you want to either not tech at all or neutral tech. Litchi players will mix up their follow ups with either Shishinren or staff recall. Not teching can help avoid Shishinren to a certain degree but wait to long and you get hit but you can tech forward to safety but be warned if Litchi is on point she can knock you back down into the corner for another 50/50 wait. Staff recall will relaunch into another combo with corner knockdown. Observing what the Litchi player does is key because if they like to follow up with Shishinren it's best not to tech until the move comes out. However, this is still a disadvantage to you as you still have to block 2 hits of the Shishinren and your opponent is aiming for a hi/low/throw mix up on you. Her low mix up with the staff is 2B[m] and it comes out fast while her over 6A[m] but she does have several aerial overheads as well. Without the staff her low is still 2B but she has her rekka's to do that as well. Overheads are 6B, rekka's and j.C (I think). If you block 6B she is vulnerable for a punish but be warned if she manages to get the staff back during this mix up she can Tsubame punish anything you throw out into a combo for another 50/50 wait. If Litchi is rushing in after a neutral tech best to block low and then switch to high if you see her go for a overhead. If she's jumping at you just block high and punish when she lands provided she doesn't have the staff. The other thing she can do is user her staff super where it takes a form and starts punching wildly. If you don't tech the super will miss completely but she can 2B you into it so don't tech until you see her attempt an attack then barrier block to get her off of you. You'll have to keep an eye on a Litchi as it's a 50/50 guessing game and the wrong guess puts in the same 50/50 wait. It is very well possible for Litchi to just rape you in the corner with this 50/50 wait. On the defensive you are just going to have to see how your opponent plays and then block low for the most part until you spot an overhead attempt. Otherwise, try to IB as much as possible then super jump and Ice Car your way out. Some Litchi's will jump away from when their mix up games are blocked and then air dash with j.B[m] and on block can pressure you on the ground with hi/low/throw mix ups again but it's not as scary in comparison to when you have to deal with the staff returns. IB those j.B[m] and counter with a falling j.B or bait the j.B[m] and Fubuki her. Learning how to tech and block against her mix ups just comes with experience and requires you to understand that match up. 2 things to remember about staff retrieval. First, on regular staff retrieval with D it goes towards you and then comes back from behind. You can dodge both attacks and Litchi is somewhat susceptible to a rush down. However, her air dash j.C is good at stuffing air-to-air attempts if she is above you. Best not to go air-to-air with her at this point. I would try to rush in and Fubuki an air attack attempt but if you get hit by that staff and she's close by she will most likely combo you again. If you hit Litchi or cause her to block when the staff is being retrieved the 2nd hit of the staff won't come out and the staff will just return to her automatically. Good and bad as you don't have to deal with the 2nd hit of the staff but this gives Litchi her Tsubame. Second, Shishin does 3 hits and has limited space but it makes Litchi very safe as it will continue on even if Litchi is hit or she blocks. Do not rush Litchi down if Shishin is behind you as any hit will lead into a combo. Best to jump over it and try to bait a rush then aerial 236D to catch them off guard or to force them to back off. Remember that aerial 236D gives you 22f advantage on block. Just be careful not to get Tsubame'd if you rush her down after wards. When Litchi has 50% heat she has a midscreen super where she shoots a pillar of flame just in front of her. Be careful how you are spacing yourself during this time as careless air dashes will get sutffed by this super and it causes an untechable wall bounce as well so it can be combo'd. However, keep in mind that you can still input moves during the animation before the super comes out. If you are running towards her you can input the command for 623C and use the invincibility frames to go through the super. If you are close by you will tag her for a CH.
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Isn't Hell's Fang (214A) -4 on block and not -9? http://s1.zetaboards.com/blazblue/pages/ragna_data/ If it's -4f on block then it's really not safe to counter at all since Ragna's fastest move is 5A which is 5f and his inferno divider is 7f with invincibility at the beginning. Jin's fastest move is 5A which is 6f and his 2A is 7f. This means Ragna's 5A will always beat out yours and he could always just ID after wards. To me the Hell's Fang seemed liked something he used to fish out a CH. Correct me if I'm wrong though.
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Anybody have more tips for this match up? I've been playing an exceptional Litchi player and though I am winning the majority of those matches I want to make this match up easier for myself. I'll be posting what I know about the match tomorrow as it's 6:00am right now. Need some solid strats though as I'll be facing a Litchi player in a tourney this saturday so I need all the help I can get as soon as possible.
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Too dangerous against people with reliable wake up counters. Litchi's Tsubame, Jin's 623C, Ragna's ID, Tager's 360 are a few examples of stuff that will beat out a 2nd 5B thrown for oki. Unless I'm timing this incorrectly but I'll play around with it in training mode.
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Truth. I've only fought a handful of great Noel players and I can't seem to grasp this match up at all. Hope you have good insight and reaction speeds to block her hi/low mix up games since blocking any of those links makes Noel vulnerable to punishes. Otherwise, it seems zoning her is the best way to handle this match up but it requires extra attention to how you are spacing yourself as Jin's typical zoning tools get shut down by Noel if she is spacing herself correctly.
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Ah yes you are correct about that but one thing to keep in mind is that j.B is 9f startup while j.C is 12f startup so in that scenario I would see what your opponent does before throwing out the j.C. If he pauses in the air then throwing a j.C would be okay to do even if he decides to throw a j.B afterwards.
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I've posted a bit on the match up earlier but I've been playing some very competent Tager's lately and have more to add to this match up. I highly recommend reading up on advance Tager strategies as you want to know what typical Tager play is and what other Tager plays look for when playing against Jin. So far the only advice going on in the Tager vs Jin thread is how to punish Ice Car but we all know that as good Jin players we only do Ice Cars as part of combos or sparingly use A Ice Car to get in close and usually during a block string. Know what Tager's setups are for his 360 and 720 and then obviously try not to fall for them. However, the 360/720 can be avoided by back dashing or jumping so you can use this to bait out 360/720 attempts and then punish afterwards. So here is a generic list of good Tager strats: -Tager's back dash has good invincibility frames to it and is used often to dodge attacks, like IAD's and can be followed up with a counter throw. Keep in mind trying to follow up with an attack after whiffing an IAD will lead into a Counter Throw against you. Best to back off after the whiff and prepare to tech regular throws or jump/back dash if you suspect a 360. -When Magnetized do not tech when in the air as Atomic Collider will always suck you in. It is possible to smack Tager before Atomic Collider connects but don't count on it as a reliable counter. Depending on the distance and how fast you recover you will most likely eat the Collider instead. A whiffed Atomic Collider can be buffered into a 720. Good Tagers will use Atomic Collider to suck you in should you decide not to tech. Then when you neutral tech near them you eat the 720. In these scenarios don't tech at all or backward/forward tech roll but this is much easier said then done. -Tager's Sledge destroys all projectiles so don't bother using 236A/B/C/D too much if at all. They open you up to a CH and punish afterwards. Also, be aware that Jin's 5D, 2D do count as projectiles so do not throw these out carelessly as Sledge will go through them. They can be used in the match up for certain scenarios. For example, you can Fubuki Tager's sledge by properly baiting with 5D. Also, 5D will CH Tager's flying elbow drop. -Tager's 2D sets him up for a variety of favorable positions for him. Tager can follow up his 2D with a 360/720 so do not attack after blocking 2D or if 2D whiffs. You will eat a Counter Throw if you do. -Learn how to tech against Tager depending on where you are on the screen. Sledge/2D will hit you if you decide to tech roll backwards if Tager is close to your downed Jin. This also leads into 720 setups for Tager as well. Slow Sledge, followed by a quick Sledge then 720. Neutral teching in this scenario means you eat the 720. You want to rush down Tager as much as possible and try to mix things up when on the offensive. Giving Tager breathing room allows him to find ways to approach you to try and magnetize you to set up for bigger damage. Tager has huge hit boxes so he is more susceptible to cross up j.B or j.D giving you an easier time when rushing him down. You can also set up instant j.B overheads as well though I'm not exactly sure how this works but I've seen it in multiple match vids. To my understanding early j.B's still whiff on Tager but I could be wrong and it could be that his hit boxes are so big that even in a crouching state an early j.B is an instant overhead. Double jumping followed by a falling j.B helps bait out those godly back dashes and when timed right can land a CH into a BnB. j.B in general is your friend in this match up and as I mentioned before Tager doesn't have a lot of options against it with no reliable anti-air but being predictable with it's use can lead into an air-throw counter. Getting hit by Spark Bolt when Tager has 50%+ heat is very bad as he can bait out your burst attempts with Magnetic Revolver. If you are low on health and get hit by Spark Bolt and Tager has 50% heat just burst immediately don't wait to get close to Tager to use the Burst. If you don't Burst he'll do a regular combo to finish you off or combo into Magnetic Revolver to prevent you from bursting. If you Burst Late he'll buffer into Magentic Revolver which will continue through the Burst. As I said in my previous posts if you manage to block Magentic Revolver on the ground Tager can rapid cancel it and attempt a 360 on you. It comes out super fast so the timing on the jump or back dash to dodge it is very tight. If you do get caught by it you hope to god that the opponent screwed up the timing and it comes out as a purple throw which can be teched out. Depending on their timing of the 360 it's not techable and you'll eat the 360 regardless. It's safer to block this in the air but again small window to punish so avoid blocking this super when Tager has 50% heat to rapid cancel it. You don't want to be in the corner with Tager at all as he will magnetize you with a block string and this is where it gets annoying as everything will draw you closer allowing him to continuously put pressure until he is in prime distance for a 720. Keep a cool head and continue to block his pressure and keep a look out for the 360/720's and jump away and if you have heat throw a aerial 236D for a CH into a combo. In the corner you cannot back dash to avoid the 360/720 so you must jump to avoid them. TL; DR: Rush Tager down with liberal uses of j.B and mix it up with double jumps to bait out back dash happy Tagers. Frame trap when possible and maximize the damage from your combos. Know how Tager sets up his 360/720's and bait them out for a punish. When on the defensive keep a cool head and continue to dodge those 360/720's until you can get the momentum back.
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I've done a ton of Jin mirror matches and against another competent Jin it's a test of patience until someone can start applying pressure. Beginning of the match: This is a zoning war and whoever can win this gains the momentum until they get countered. This is basically a battle of 5C's, 5D's, 2D's, j.B's, and Fubuki's. You want to be careful with how you are zoning and try not to recklessly rush or air dash in until you see an opening. Rushing in at bad opportunities leads into 5D's, 2D's or Fubuki punishes causing you to lose the zoning war and you'll probably be eating a decent combo that may force you into the corner with Jin's oki game. On top of this you'll have to go on the defensive and prepare for your opponent's rush down game. You want to properly space your 5C's and 5D's but don't get too happy with them as reckless spamming of either allows the other Jin to nail you with 2D into a free combo and sets you up for their rush down game. Take note at their Heat Guage from time-to-time as you want to know what tools they have access to during the entire match. 25-50% heat allows them to aerial 236D's or 623D's to try and bait out counter moves while also adding to their mix up games and rush downs. 50%+ gives them the ability to rapid cancel unsafe moves but they also have access to Ice Wave super to stop certain aspects of your game. It's during this part of the match that you have to play particularly careful. j.B's is your friend in the zoning war as there will be some air-to-air combat for sure. You want to try baiting hefty moves like 2D or 5D with run jump then double jump and j.B as you fall to score a CH into a BnB. Careful with the air-to-air battles as Jin's j.B doesn't hit above him so if your opponent super jumps above you don't bother with j.B and just defend whatever they throw out. j.D can help in these situations as it hits around Jin and if the opponent blocks you can 236A/B/C/D your way into safety. Middle/Late Game: This section here is just general advice that you would apply to any character but once you've found a way to get in on your opponent it's time to go on the offensive. If they are going on the defensive you'll want to experiment with your block strings as much as possible. Mix it up and try to spot your opponent's guard habits and try to capitalize on their blind spots with those hi/low/throws. Cross them up with j.B's or j.D's when possible and only when its safe. If you have to spend 50% heat to rapid cancel for safety then so be it, you definitely don't want to lose the momentum in all cases. If none of those are working then start frame trapping to pry open a hole in their defense or until you guard break them. You'll also want to judge your opponent's ability to IB your offense. You start seeing IB's then be careful with your follow ups as certain IB'd moves leaves Jin susceptible to punishes like 623C. Don't over commit to your rush down when you do have the momentum though as Fubuki's can ruin your plans and turn the tide of battle. In my experience the Jin mirrors become a battle of who can get the other in the corner since his corner game is exceptional, imo, and opens up a lot of opportunities for baiting into a CH that will lead into his high damage corner combos that lead into his oki games with possible resets. Keep them in the corner as much as possible and start baiting for sloppy counters. Again keep an eye on your opponent's heat guage to see what they have available to them as 25% gives them access to 623D out of sloppy rush downs or air 236D to catch you off guard. Air 236D is a good out for Jin as it forces you to block and gives them +22f advantage allowing them to start a rush down and putting you on the defensive. You'll want to bait out 623D as much as possible. I usually like to fake out an aerial attack then air back dash into 236D. It's safe to do and causes your opponent to block allowing you to land and resume your rush down. Jin on the defensvie: It's pretty handy knowing the frame data of Jin's moves to prevent getting frame trapped or taking your opponent's bait but the same can be said for any match up. Knowing how to Instant block 5C, 5D, and Ice Car helps and limits their follow up options. Some Jin's like to follow up a close 5D with 236A. If you can IB the 5D you've got time to smack Jin out of 236A before it comes out and can sometimes cause a trade situation. This could be bad for you depending on what you trade with. Moves that have little hit stun to them allows your opponent to recover and 2D before you can recover. If you can reset the match after the trade it's better as you can attempt another zoning war. IBing helps a lot while on the defensive and helps get you out of his pressure and zoning games and helps maximize on punish opportunities like a careless Ice Car. Keep a good eye on your distance and make sure you aren't in 2D range as careless jumping/back dashing can cause you to eat 2D. Otherwise, when on the defensive keep a cool head and just keep an eye on what your opponent is doing. Don't over extend yourself as they could be frame trapping you or baiting out moves for a counter. You're not necessarily looking for an opportunity to punish but looking for an opportunity to escape from the pressure so you can reset the pacing of the match to your favor.
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lol True enough. No point in worrying about +3 or 4 frame advantage but it's just nice to know that you have it. As I said before when I did post the guard string it's not something I want to use all the time as you sacrifice your in close mix up game for a decent guard crush string. I fought against a person who could reliably IB 5D on reaction yesterday so the above guard string gets stuffed if you are too close after an IB 5D making the 236A unsafe and opens you up for a CH combo.
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I'm not very good at calculating the frame advantages as I still don't understand all of the intricacies to it. From what I can tell though you should end up with just +4 advantage after they block 2D. Keep in mind you only get +1 frame advantage with a blocked 234A and there is a 25 frame startup to 2D so your opponent does have a window to escape the guard string. However, certain reactions can be baited and punished, which is exactly why I like this string when close to the corner. Baited jumps that get punished with a CH Fubuki leads straight into Jin's corner combos that will either givew you good oki options or into Jin's higher damage corner combos.
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Hahaha...It wasn't that bad of an ass whopping. My Jin still needs a lot of work and those pressure strings were pretty bad. I am still looking for ways to up my game but I think I'm starting to hit my limits. Just take things bit-by-bit and learn the fundamentals to Jin's game. 50% is learning how to take advantage of Jin's tools and maximizing opportunities with his combos. The other 50% is understand his match ups and what other characters are capable of. At least that's the way I view things.
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What do you guys think about the block string used in this video. http://www.youtube.com/watch?v=6Xg1SlGzB5Y It's basically a ground string that ends in a close 5D, 236A, 2D. I've been testing it out and it's pretty vicious especially in the corner. 2D gives you frame advantage so it's a good frame trap tool but can also be followed up with other guard strings. Hell, in some cases I've been able to follow up with 5C, 5D, repeat the above guard string into guard crush scenarios. In the corner it seems like it gives Jin very good control as he can continously zone with 5B and punish IAD and random jumps with Fubuki. Of course, your opponent can IB those and find ways out but it seems to be a good guard string to throw out once in a while. Not something I want to use all the time as you sacrifice other pressure options that could lead into a hi/low mix ups but something to keep in mind.
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BBQ Sauce explained your options comboing into 6C. I wouldn't recommend going with a 6C follow up in some of those situations though as there are better combo options. Perhaps if you want to finish your opponent off with the D Distortion Drive then maybe do it. The only other ideal option to follow up with 6C after a freeze would be when they are in the corner as it can lead into one of Jin's 5+K dmg combos provided you have at least 25% heat.
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I like using 5B for frame traps. 5B delay then any C based move (5C, 3C, etc...) or a throw after the 5B recovers.
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Tetsu's is a pretty solid Jin player as well but something seemed off with his Jin. Probably focused too much on his throw combos. In any case all Tetsu's and the Black Jin's stood out for me so it's all good regardless. Maybe you can answer this question for me. Tetsu's Jin vs Taokaka 9:24 Tetsu pulls of this combo looks and it has me scratching my head: 5D CH, DC, 5C, j.B, j.C, land, small dash, 5B (2 hits), 5C, j.B, j.C, j.D, 214B. How the hell does he manage to land in time to dash in with 5B. I've practiced this in training mode and maybe got this to work twice and I don't understand the timing of this combo at all.
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All good players know when to take risks, imo, and I believe it's a natural part of the game and Jin has a good hi-risk/hi-reward aspects to him especially when it comes to his corner game. I'm not saying be reckless and take unnecessary risks all the time but you need to be creative in your pressure/mix up game and sometimes taking those gambles make a huge difference. There risks for a reason and it's up to your judgment as a player as to when it's necessary to take those risks. The spacing of j.D is critical if you are attempting to use aerial 236D for cross up potential. It can easily backfire if you misjudge the distance of j.D and set you up for a big punish. However, proper spacing leads to great cross ups as well as good positoin for you. Your opponent is not really expecting 236D after a blocked j.D and is most likely aiming to punish you after the botched j.D attempt. It catches them off guard and you hit them with 236D and proceed with a standard combo that will give you oki games. Your opponent blocks 236D and you still are left in a decent position as when you do position this correctly will put you back into safety but not necessarily in a good position to mount an offense again.
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I saw these a while back when Lord Knight was posting the results. I wanted to ask you a few questions at the time. What was your level of understanding for the Litchi match up? L-Knight mentioned that you guys did 50 casual matches prior to this tournament so it looked like you had a good understanding of the mix up games and I commend you for being able to block those cross ups and mix up games during this match. I definitely wouldn't have been able to do that. At 0:51 did you have to switch your block postion to avoid cross up situations or did it auto adjust the guard? I would have layed off the IAD against Litchi when she had the staff as she's just fishing for CH pokes that lead into her BnB. You IAD'd too much against her especially during some of her safe set ups and rushed in at bad opportunities and got punished with Tsubame into BnB's. In general though you IAD way too much in those matches and it cost you on several occassions. Jin's rushdown is pretty effective but he also has a good close-to-midrange zoning game that you should have took advantage of especially since Litchi's got a weaker zoning game in that range with her staff. 1:56 you DC after 5D at point blank range but you know that leaves you at -1f but I'm not sure if you are at 0f if your opponent barrier guards it. Anyways, that seemed too big of a risk with little reward unless you were attempting to bait into a D DP. 2:45 had some bad guard strings in there would have tried to have gone for more mix ups at that point even if it would have costed me some heat to do it but I guess in that situation it was best to try to bait out a DP. It may have been wise to attempt an empty jump barrier guard to bait it out or barrier guard jump and if nothing happened throw out a j.B as you are falling. Noticed you did a lot of odd combo strings after nailing a freeze combo but you say you've learned better combos/set ups so I'll leave it like that. Needed more hi/mow mixups so you'll need to find ways to incorporate j.A whiff after j.B into your game for bigger mixup potential.
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Off of 2D: dash in 5C, j.B, j.C, j.D, 214B will work on most characters except for Bang/Rachel/Carl. If you are close to the corner you can do 6C, 623B, 5C, j.C, jc, j.C, 214B/D. If you use 214D you can follow up with 2C, 623B, 623A when your opponent lands. The timing for this combo is really tricky as you need to delay the 623B ever after the 6C. You wait too long and the opponent can tech recovery before you hit them with 623B you do it too fast and you won't be able to connect with 5C. If you get the full combo you are looking at over 5K dmg. Off of a non-CH 5D it depends on the distance. If you are close enough then yes you can use the above combo as well for maximum damage or do 6C, DC, 5C, air combo. Otherwise, best to just follow up with 214B/C/D. Surprisingly, I've seen some Jin's be able to pull off 5C, j.B, j.C, land small dash into 5B (2 hits), j.B, j.C, j.D, 214B. I've been able to do this maybe twice and really you have to be point blank or close to it with that 5D. I have no idea what the timing is for this combo and if anyone has any insight on this let me know. Off of a j.D Cross-up: Again dependant on distance and the character you are fighting but you don't have many follows ups usually. If you are close you can go for the typical 5C, j.B, j.C, j.D, 214B. Basically, land 5C, 214B is usually what I have time for if they are too far away. Every other Heat inducing freeze can be followed with similar combos as well. 623D you can follow up with 5C, standard air combo or 6C, DC, 5C, Air Combo or on CH do 6C, 623D again and then 5C, 632146D works better on characters like Tager with bigger hit boxes. Just doing 6C, 623D after CHing with 623D does good enough damage by itself. Otherwise, you can try to bait an air throw by dashing in with 5C, jc j.C, double jump and do an air throw.
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That US Jin player has some good instincts with his offense but something about his plays doesn't seem quite right to me. Definitely good stuff in those videos and I like how he baits into an air throw after a 623D reminds me of GG tactics. Some nice risky plays for mix ups as well and captilized on them for as much damage as possible. Interesting options to go for oki pressures rather than finishing off his combos. Seems to air dash a bit much though which is really unsafe against Rachel with her godly 6A but it's not like he was just random air dashing. Seemed to air dash to capitalize on gaps in her offense but noticed that he ate 6A punishes though. http://gamechariot.com/08movie_BB.html Check out the new videos at Game Chariot. They show case 3 Jin players that I haven't heard of and 2 of them are show casing some impressive tactics. In particular the player named 電脳 looks to be the best of the 3. Puts up a good fight against Shadow's Rachel, Gucci's Noel, and actually defeats Dio's Carl. Funny with the D Spam he does against Dio's Carl but overall I'm pretty impressed with his tactics. Not as high level as Ren or Buppa but still a rather solid Jin. Makes some rather unsafe plays though which is the flaw I see to his game but has some interesting corner combos/pressures and instincts. Definitely would like to see more from this player as he progresses.
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Honestly, if you have the life lead don't chase after them because you are only setting yourself up for taking stupid hits. Also, specify how they are teleporting (ground teleport or air teleport). If they are teleporting away from you a well timed Ice Car will nail them upon recovery. The thing is you don't want to simply run after them if they are teleporting around because you can nail them upon recovery if you are close by when they teleport behind you.
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While these aren't necessary block strings it's sort of a list of things can do off of simple block strings and gives you an idea of what to do for his mix up game. 2A, 2B, 5C -> from here Jin can do the following 1) 3C - Leaves Jin pretty vulnerable and you have few follows ups after this 2) 2C - can be jump cancelled or go itno 5D for a bit of safety 3) 5D - simple safety ender that can be special cancelled. If you are in the corner you can follow up with 236A, 2D, 5C, 5D 4) IAD 236D - You are looking for a cross up at this point 5) 214A - Unsafe on high level play as it can be IB'd and punished 6) Rapid Cancel after 214A/B/C into hi/low/throw mixups 7) j.B/j.C - Overhead options 8) 6B - Good move to try and get back in if your opponent is barrier guarding. It has low invincibility but is vulnerable to hi attacks and can be punished. Special Canceable as well. 9) TK 236A/B/C/D 10) 623A/B/C/D AKA Fubuki - basically, you are trying to accomplish a frame trap scenario and bait out punishable moves into a DP that on CH will combo in the corner or followed up with Ice Wave Super. 11) 6D - Has huge startup frames but if you space yourself correctly after pressuring your opponent in the corner he/she will have to either have to move up to hit you or have a fast good range normal/special to CH you on reaction. Otherwise, they'll have to block giving you frame advantage and allows you to follow up for even more pressure. Risky option and shouldn't be used too often. Pressure Options 2: 5B (2 hits) - The 2nd hit of 5B sucks in your opponent and leaves on 0f when blocked. It's a frame trap for opponents who want to tech roll behind you as the 2nd hit of 5B will hit them from behind. The 2nd hit of 5B can be IB'd and punished so mix it up a little. 5B is one of his better pressure options but Barrier Guards ruin the distance. From 5B we have these options: 1) 5B x N - don't expect this to work really well your opponent can barrier guard to push you away and at best you want to do 2-3 of these in certain situations. Better option if your opponent has no Barrier Guard or has bursted. 2) Throw - that's right 5B is throw chainable but don't use this too often. Too easy to tech out of the throw on high level play and you've lost all momentum. 3) A/B/C/D Fubuki - Use the frame trap to bait out moves that can be punished with Fubuki and nail a CH. 4) 6B - the hop that looks like it's an overhead but it's not. Goes over low moves and combos on normal hit and CH. CH will lead into an air combo. Careful how many times you throw this out as your opponent can do a fast normal that hits high and tag you out of the air or even counter air throw you. It's a good way to get back in when you've been pushed out with barrier guard. Can be special cancelled with 236A/B/C/D. Leaves you at 0f on block so no distinct advantage when you land. This is why I like to do a 2nd 6B on occassion as fast moves for most characters will hit low giving you a CH as 6B goes over it. 7) IAD Air 236D 8) IAD j.D - cross up but terribly unsafe when blocked/whiffed. Crouching opponent are harder to hit with this. Be ready to Rapid Cancel if you botch this or use 236D in the air to try for a mixup. 9) j.B/j.C - Overhead option and you can jump cancel them into j.B, j.C for mind games. Doing a late j.B will be a cross up. 10) 5C or delay after 5B and any C move - standard gatling but gives you safe options. ------>5D - standard block string that leaves you relatively safe unless your opponent IB's it. You could dash cancel into 2A but you're at -1f after the dash cancel. ------>IAD j.B, j.C - overhead options and gets you in close. You can go back into 5B after j.C ------>3C - go back to pressure string 1 to see what you can do for follow ups. Honestly, all of his pressures strings are just variations of these enders. Once you get knock downs you can start doing oki games. In the corner you have pressure options with 236D or 236C (on oki) and then going into one of those pressure options/mix ups or add in a throw once in a while. Example of Corner pressure: 2A, 2B, 5C, IAD j.B, j.C, land, 5B, 6B, j.B, j.A, land, 2B, 5B, 6B, 2A, dash, throw etc... You obviously have to make modifications depending on whether your opponent barrier blocks or not. The hard part is being creative with the mix up and see what will work on your opponent. You want to be constantly looking at your opponents reactions. Perhaps you want to end with 3C and then try to bait into a Fubuki. The thing with Jin is that his pressure strings aren't that great and he doesn't have the greatest hi-low mix up game and it actually gets predictable to a point where low barrier guard screws with his pressure strings. From what I've seen in higher level play the way to make his offensive better when your opponent goes on the defensive is actually taking some risks with his pressure strings to try and bait out certain things. For example, you can do 5C, 6C on block. Typically, this is incredibly unsafe for Jin as he's minus frames at this point; however, you can use this knowledge to bait out a CH from your opponent by doing 623D after 6C to capitalize on the startup invicibility frames. You just have to constantly mix things up and give your opponent a false sense of security when blocking against Jin so when you do for those risky plays they pay off rather than back firing on you.