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Everything posted by Killey
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In my experience there are 2 types of Rachels play styles. One that zones and traps you for the match or the ones that rush down severely and trap you within the corner. Personally, I find the rush down style much more easy to deal with then the zoning. The fact of the matter is Rachel is superior to Jin in terms of straight up zoning. With rushdown Rachels they are looking to mix you up with hi/lows and traps with the frogs. Her block strings are incredibly easy to IB, imo, and leave her open for counter attacks especially if they are ending their strings with lobelia's. Lobelia's leave her in a CH state so if you can IB the string you get a free CH 5C combo for big damage. The thing you have to worry about the most with rush down Rachel is her insane abilities to guard crush you. Jin has good guard libra but Rachel can crush it within 2-3 block strings and that's if you are IBing 90-100% of the string. Thankfully, most of the her block strings leave her vulnerable in a CH state allowing you to get high damage combos in. If you find yourself close to being guard broken you have to Barrier Block her offense. Her guard breaking close to the corner sets you up for 4-7k dmg easily. The problem with barrier blocking out is that Rachel can just back off and start her zoning game, which puts Jin at a disadvantage again as he now has to work his way in. I'll go over the details of a zoning Rachel later on though. Anyways, luckily for us Rachel doesn't have many options once she's put on the defensive. I think her best defensive options is Cat Chair, 6A, Dead Angle, and IB Wind her way out. The first 2 are very specific and leave her open for punishment. The other 2 are more annoying and doesn't give you many options once she does that but they are much more specific and harder to get out. Once on the defensive Rachel crumbles pretty easily. She is very susceptable to Jin's frame traps, imo, and has a really hard time getting of Jin's pressure game. The corner is where rush down Rachels are scary as they probably have 50% heat and a single screw up costs you 7k dmg easily. They are trapping you with Lobelias, Pumpkin, and George. George is the biggest problem but he is very easy to IB if you find yourself in that situation which nets you good meter. There really isn't any point in Barrier Block George unless you are close to being guard broken. I prefer to IB George for the meter as barrier blocking doesn't stop the Rachel mix up games so you might as well build meter while being on the defensive. It could save you from future rushes as you can build up to 50% and Dead Angle out. The thing about being in the corner is that you have to know what options Rachel has at that point. Point blank Lobelia's keep you pinned but if you IB them you can land 5C CH combos. 6A prevents you from jumping in on her while her wind manipulation screws up your spacing to get out. You can definitely IB and SJ C Ice Car out of the corner or IB and B/C/D Fubuki out. Pumpkin+Wind will put you back into the corner for a 3k air combo that sets up a Lobelia and corner George tricks. Triple corner Lobelia's is very scary and you don't want to mindless attack Rachel as this is why she can deal 7k damage. CH 6A combo into corner Baden Baden Lily with triple Lobelia's followed by straight up wind with that normal where she spins around in the air deals a ton of damage and can easily clich the match for her. Be very careful with Rachels that mask there George launches in the corner. Usually, if they combo you in the corner they'll toss George out in the air as you are falling so you don't even realize they've done that. While you think it's safe to attack George sneaks in from behind and hits you. IBing is your friend in this match up and it really isn't that hard to do against Rachel as a lot of her attacks are multi-hitters that are easy to IB. It really opens up a lot of CH opportunities for Jin that will shift the momentum of the match to your favor. Zoning Rachels are more trickier as they are using safer moves to keep you at bay and it's incredibly annoying trying to get in close as Winds are always pushing you out of distance and back into her traps. The thing you have to keep an eye on is her wind guage. If they over commit to the zoning they will run out of Wind and this is your perfect time to get closer to Rachel. Without wind they can't screw around with your rush and they can't poke you with Pumpkins so their tools to keep them safe are limited. Their tools for rushing becomes limited as well so this is pretty much the key time to deal the most damage on her and shift the momentum to your favor. If they are properly managing their wind there will be brief gaps in her zoning game that let you get closer. Capitalize on those moments and cover as much ground as you can. Again, IBing is your friend but it doesn't give you many opportunities for counters unlike rush down Rachels. Lobelia spamming can be dealt with with Ice Cars. D Ice Car x 2-3->C Ice Car makes Rachels rethink about spamming Lobelia's. At this point Rachel is just looking to zone and trap you into mistakes so she can deal a simple combo on you. You can't get flustered with this because her trap game is really good and always puts you at risk of taking 4-7k dmg and landing you in the corner for trap games. You actually have to turtle against a zoning Rachel, which is tough and annoying because Jin really shines up close so working your way towards Rachel while minimizing your damage is rough. Coupled with the fact that she can just Wind to the other side of the screen when you do get close to repeat the zoning is even more irritating but again if she over commits to the wind she leaves herself vulnerable for a rush down. Those Lobelia zoning has gaps to them and she's got really bad recovery time with the ground version so you have time to get in closer or if you are within striking range punish and set up your pressure game. Misc. Rachel Info: 6A and Cat Chair can clash with A/B Fubuki at max range and I don't think you recover fast enough to punish.
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This is one of my equal match ups. I either do really good or I get raped. If Nu is using Dead Angles to get away from your block strings vary your pressure string up and throw in some j.A, j.B's in there. If Nu Dead Angles as you start the j.A or B it will whiff altogether and she'll eat a counter hit. You should be able to do something similar to burst baiting and just jump cancel your string when you see the Dead Angle start up frames but obviously the timing is hard. If Nu is barrier blocking a lot you should use block strings ending in 5C as the barrier will push you far enough to go into 2D after 5C bringing her back into range. It'll act as a frame trap as you do have frame advantage off of 2D, however, due to range and start up of Jin's moves you don't get the best offensive options. Basically, I'll try to trick players into eating a 5C CH or B Fubuki off of a blocked 2D. If it's successful you'll get a CH combo into knockdown and your back on the offensive. Nu's TK Feints are total BS and always gives her 50/50 options in her block strings and often leads into more TK Feints if you do block correctly. Though for her to gain the best damage it usually requires her to be in close range so she can either do 3C, the actually overhead, or a throw. I suspect if you IB the hit before she attempts the TK feint guess you should be able to sneak in a B/C/D Fubuki but just as any IB DP attempt it can be baited and I think even more so in this scenario as TK Feints can give her position to just land and block.
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In general I find dash in 2A to be the best non-corner oki option. If an opponent just sits there you'll tag them with 2A and you can relaunch them. If they neutral tech and depending on how you timed the dash 2A you will cross them over where you can do 5B and catch them off guard. If they tech roll backwards you will most likely whiff if you dash in with 2A but if you just did 2A they will get hit depending on the timing. If they tech roll forwards you will hit them with 2A again depends on timing. The best part is that 2A has good recovery time so if you do whiff 2A you can option select block right away so it can be used to bait out counter moves like DP's.
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Yep, that's exactly what happens and as I said it's an extremely odd reset tool and even if they do block you've forced them on the defensive again back into frame traps. However, I shouldn't say it requires quick reflexes as the smart person can just hold back to block. You can vary it up with 3C trip into 2B (OTG), 5C, SJC, air combo or air combo ending in freeze, land and attempt a rush down. Personally, I'd go for the riskier plays and go for things that give me better position/options then aiming for confirmed damage. I'm fully aware that if I did an OTG combo I could follow up with common BnB air combo or I could prematurely end it with a jD allowing me to land and dash in with more pressure as my opponent is trying to mash out of ice. Opponent can't neutral or tech roll to safety and are forced to block or get hit. If they block I remain on the offensive and keep the pressure up until I sneak in a hit.
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There are some ways to take advantage of Tager's magnetic pull. I mentioned before that in the air if Tager is doing Atomic Collider or other D moves that suck you in you can toss out j236D and it causes weird cross situations as the hop back Jin takes when he throws the projectiles causes you to get suck behind Tager while the projectiles still continue causing an odd cross over scenario. Furthermore, if Tager takes to the air with a sump jump and you are at full screen away it doesn't hurt to throw out a jD during his descent. If Tager attempts a j.D it will suck you in and he will get CH by jD. Similar deal if you are at a farther distance and Tager 5D's as you are doing 5D. He will get CH by your 5D due to the drag in effect but I'd be careful when you do this on the ground as you don't want to get Sledged. There are various bits of tricks that allow you to take advantage of the magentism to make Tager pay for dragging you in.
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At this point you need to be doing option select barrier guarding to avoid run in throw attempts. Delay your techs rather than quick teching or neutral teching quickly to avoid command grab set ups. You can try to bait the command grab by doing this then do C Fubuki wake up to punish his command grab. You have to be extremely careful with your Fubuki use because Bang can just bait them with 2D CH combo into Daifuka for little proration and puts in the corner. Also, Bang can command grab whiff into 2D to trick you into doing a DP. From here Bang can set you up for bumper corner pressure, jab you to set you up for air command grab tech traps, dash in with 2D to bait DP's, back dash to bait your tech rolls, etc...
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I wouldn't really even bother going air-to-air with Litchi. It's not that her aerial normals have better priority then Jin it's the fact that they have better range and on CH lead to a tremendously good position for Litchi. I mean if you are in her face air-to-air then your aerial normals are better and will beat j.B[M] or j.C[M], however, she'll most likely try to air throw you in that scenario. You really have to be careful with when and how you do your j.B/j.C's against Litchi and in most cases it's probably better to just work her on the ground then in the air. You can also IB her j.B[M] and j.C[M] and CH falling j.B into a BnB. If she's just jumping in on you and trying to bait your DP's just straight up air throw her. Feint a DP with a running start then just quickly jump and toss her. If she starts to throw out j.B[M] she'll in reaction to this you start throwing our your DP's again to counter it. You'll want to try to force her on the ground and work on her from there though. There is no safe Tsubame oki game. The thing is smarter Litchi's will anticipate on Tsubame baiting and when you hover over them they will wake up throw or jab you. 236C corner oki can be Tsubame'd as well so try to bait and punish it with run ins and then option select barrier guard at the last minute. Meaty 5B's can work as safe oki but the timing is rough because of the way the tech system works in this game.
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For most Noel D Spammers C Fubuki will do just fine and will counter hit them with no issues. Smarter Noel player will use the shoulder tackle to bait C Fubuki and CH it or mix up your input and out comes C Ice Car -_-. You can still tag the shoulder tackle if you time C Fubuki late. I believe C Fubuki will also get beat by Flash Kick/Spring Raid so you have to be careful with it's use. Don't even bother trying to C Fubuki if they do a close j.D as Flash Kick is coming out next and C Fubuki rarely if ever beats it out. Just block it and punish as it leaves Noel open for punishment. If they are spamming D from a distance aways 5D will beat it but as I said before the invincibility frames of Noel's 5D will go through and CH your 5D. So you don't use 5D as zoning but you use it in reaction to CH it. Putting scrub Noel tactics aside I don't think this match up relies too heavily on zoning as I initially thought. You can zone if you want but you have to be more careful then usual with your zoning as Noel has multiple ways to defeat Jin's zoning game. I wouldn't rely on Jin's aerial game as much as Noel beats Jin air-to-air with j.A or j.B with being 6f and 7f start up while Jin's j.A is 7f start up. j.B is still good but requires more precise position to avoid air beats or anti-air 6A/6C. The fact is Noel can poke you with 5A spam or j.A and lead into combos for good damage. The prororation isn't as bad as you think and after a couple you are hurting really bad. You'll have a harder time frame trapping Noel as her 5A is 5f start up and is easy to spam to poke you out of your tricks. I don't know...despite her overall advantages in air-to-air and her ability to out prioritize you it doesn't feel like your helpless. Typical Jin tactics seem to carry me through against her. You just have to be more precise in her you are spacing yourself against her.
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What do you mean link up? Do you mean combo follow ups for 6A or mix up games that lead into 6A?
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Pretty common block string to use on any character but here are the flaws to it. IBing in general will put them out of distance of 5C into 2D. With Tager he is very capable of sledging in reaction to 2D or 5D. In fact most Tagers will just sledge after 5C as most people attempt to do 5D after wards but you can use that to your advantage to bait Sledge and then DP them for a CH into combo. Hakumen can D counter you if you attempt to 5C after 2D but again use that as bait and just run up and counter throw them when they throw D out. Litchi can Tsubame you when you attempt to 5C into a CH but pretty sure the distance won't allow the 2nd hit of Tsubame to connect thus you don't eat a full combo but still not safe at all. She can also Tsubame to 2D causing it to whiff and you have no means to counter the Tsubame as your stuck in recovery frames so it's not a terrible option for Litchi at all. Ragna and Jin can DP out of the block string as well for very much the same reason as Litchi can. Jin has a bit more trouble with the string but 623D will be his best option to counter it. Bang can Drive teleport into punish against this block string but you can jump cancel after 5C so you can jump to safety if that's the case. Pretty sure Noel can 5D and use invincibility frames to CH your 5C depending on the distance. I'm sure Rachel can wind and Cat Chair you out of 5C or maybe 6A as well. Use the block string as it is hard to react to sometimes but learn how to adapt the block string with certain characters to take advantage of their counter strategies. It's a good frame trap string so you want to trick them into doing some counter that is most likely unsafe and puts them in a CH state allowing you to capitalize and deal some severe damage.
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You seem to follow up IAD j.B/j.C with land 2B, 5C etc... I understand you want to go for a mix up game but you misjudged the distance a few times and ended up whiffing 2B. Personally, I feel it's better to follow up with rush in 5B into bigger block strings and frame traps. The falling j.B corner pressure was pretty bad, imo, considering Nu could have easily 2C you out of that. Jin's got incredibly nasty corner pressure so you should be utilizing other tools when applying corner pressure then falling j.B's. 5C->6C for a block string is terrible most of the time but I don't mind your use of it in the corner, however, you should have waited a split second then 623B. Probably would have punished Nu when they air dashed over you. :036 I don't understand why you followed up a IAD CH j.B, j.C, with 2B, 5C, 214B when you could have landed, dash 5C, j.B, j.C, j.D, land, dash 5C, j.B, j.C, j.D, 214B for over 3K damage and if you wanted to get technical you could have applied a reset game mid combo. I see you doing some random 6C so I'm not sure if it was botched inputs or not but I'm sure you're aware how unsafe 6C is. :057 Again you attempt 5C->6C but this won't combo unless they are crouching or you land a CH 5C. From that distance of a freeze it would have been best to do 214C as they could have breaken out of ice. However,there is merit in doing A Ice Car as you could have created freeze set ups just as they are breaking out of the ice. A Ice Car into 6D would have been one such set up and even if they block it's +frames for you into corner pressure. Random Super toward the end was a bad idea considered they didn't burst yet so you wouldn't have been able to chip them to death. 1:52 you landed 2B, 5C, but didn't go into 6C which would have given you a ton of options and good position in the match. Viewed some of the other matches and overall I'm not seeing you maximizing on your opportunities. You whiff a lot of combo's or opt to do a simple combo instead of his more damaging ones or ones that lead into resets or better position. You should take more advantage of 5B especially if they block it as that move is great for setting up Jin's frame traps mixed in with 6D. There's just so many things you can do to make your opponent sweat when they are pressured with 5B. Learn Jin's most damaging combo's (they are easy to do and set up) and start experimenting with your block strings as doing standard ones gets predictable and certain characters can IB and punish. Keep them guessing in your block strings and personally Jin is one of the strongest characters for doing that. It's incredibly difficult to anticipate what Jin is going to opt for when he's frame trapping the crap out of you as he is pushing towards a guard break while forcing you to do silly mistakes into big CH combos. While not necessary start applying resets into your game to get into your opponent's head even more. Nothing is more frustrating in a Jin match up is when you've been freeze reset multiple times.
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Yes, if you hit Arakune a second before the curse connects you will still end up in a curse state.
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Oh just wait until the next GG comes out with netplay then we'll see new bitching and whinning. Eddie gets buffed and gets 100% unblockable set ups and online scrubs will be bitching to no end. All new rage quits will occur I GUARANTEE it.
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Corner both DP's will connect and it yields over 5k dmg.
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Yes.
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The only other time 5C will combo into 6C is if you CH with 5C only. You can't CH j.B into 5C->6C on a standing opponent for example. If you land the 5C->6C on a crouching opponent you have plenty of combo options that lead into multiple resets & mix ups as well.
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The thing I feel about Jin is that his mid range game is really about zoning and the thing about his zoning is that it basically gives you an opportunity to get in close. For myself I like to zone at the beginning of a match with 5D, 2D, j236D, 623A/B/C/D, and j.B. Once I land a hit with any of these they pretty much land into a BnB that lets me stay close to the opponent and drive them into the corner. Use the stuff I mentioned above as stuff to use when he's close mid screen and work them towards the corner. Should the pacing reset then zone again until you can get close.
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Forgot to mention that Bang can autoguard teleport through Ice Wave Super. So careful if you are trying to do chip guard finish on a bursted Bang.
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I've posted a ton of block strings and frame trap options in the appropriate thread so you should go over there to look at that. Most of these are okay follows up at best with the exception of IAD 236D which is godly if you space it so it's a reverse cross up. There are plenty of things you can do to continuously put your opponent into block stun with proper utilization of Jin's D moves. 5D does reset the momentum in most cases but there are several options here and are dependant on opponent reactions. From 5D you can do 236A and 236A gives you +frames on block. If the opponent blocks you can do 2D to also give plus frames to you and it brings them back within striking range so you can actually rush back in and reapply pressure with 2A, or 5B. It's also within 5C range and because of the +frames of 2D almost anything your opponent throws out (character specific since Litchi can Tsubame 5C but she it won't be a clean hit) will get beat by 5C for a CH combo. I wouldn't call this a frame trap per se but it's pretty good. However, 236A can be jumped over so it's not the best thing to use and this pressure string is better in the corner. If you do 5C, 5D in the corner and you find 5D doesn't push quite that far from your opponent then 236A is great as it's close enough that your opponent can't jump out and they have to block it where you can do 5C, 2D into the same situation as I mentioned before. If 5D pushes you away at max distance then 214A is good as your opponent is blocking this at the maximum distance so it gets you back in relatively safely. I beleive it's still punishable if your opponent IB's it but they have a smaller window to punish you and even then they probably can't maximize the damage due to the distance. If you are close when you 5D you can also follow up with 236D giving you a lot of frame advantage on block and gives you good hi/low games. Throw on 236D is too predictable and easy to tech so noone should use this option. Running in with 2B or run in empty jump into 2B is one option in this. My personal favorite is to run in IAD j.D cross up as they block 236D. This is incredibly hard to anticipate on and leads to a staple BnB into Jin's oki game. Falling j.B's are indeed too slow and predictable and once predictable can get your counter air thrown. You can jump cancel after j.B to go for a cross up or simply land and throw. Straight jump delay j.C is alternatively used as it hits very low to the ground allowing you to land right away and resume ground pressure. 3C can be used to frame trap opponents by baiting them into a 623A or B again A Ice Car can be used but it's not the best option, imo. 5B into purple throw is stupid. 5B delay into green throw on the other hand is harder to read as 5B leads into a ton of Jin's frame traps and block strings. If you condition your opponent they shouldn't be able to read whether you will attempt a throw or whether you are frame trapping them into something else. 6B->236D is standard but try to delay to the 236D as much as possible since Jin stays in the air long enough to bait an attack. If they block 236D you can 2D upon landing pushing them closer to you for various things (back to the original thing I posted). If they barrier guard in the corner with 6B you can IAD j.B, j.C, land rush in with 2A/5B pressure or 6B again to bait low attacks. Keep in mind if your opponent barrier guards your 5C and you get pushed max distance you can 2D right after wards or if they block 5C at max distance you can 2D after wards. It leaves you in a favorable position if they block 2D though I believe they can run after 5C and counter hit when you try to 2D; however, I don't think anyone is keen enough to do that as you could easily do 5D (and 5D is more common among Jin players) which will CH them. A lot of these strings lead into Jin's mix up games and a single hit or CH leads into a BnB into potential resets. This is more along my style of Jin and I rely a lot on frame traps, tricks, and resets so by the time I'm done my opponent goes "WTF! DID I JUST GET LAID?!". I should really stop posting my tricks on forums as I'm getting a ton of requests from random people online because "they heard about my Jin" and if I start doing mirrors everyone knows what I'm going for. :/
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Yes, this does make the jump cancel after an auto guard a bit more tricky as it can cause some odd cross over situations which is why I don't back dash on auto guard D's anymore. Bang can teleport auto guard A/B/C Sword so be careful with it's use. Corner oki with C Sword can easily turn into teleport behind you for CH into corner oki game for Bang.
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Most Tagers use block strings of 5D, Sledge. IB 5D and the minute you see Sledge you can C Fubuki CH into a combo. This will beat out 5A spam but 5A can bait the DP by throwing one then blocking immediately. If they start to try to bait the DP and simply wait after IB 5D then don't DP and just throw their fat ass. Most of Tager's stuff has bad start up frames so if they try to hit you out of the throw it'll come out as a Counter Throw instead. 5A spam will beat the throw so when you've reached that point just jump back and barrier guard out of their pressure strings. It's often wiser to do that when you have the chance because they'll start mixing up block strings and sneak in 360's every now and then. Instant Blocking helps a lot when dealing with Tager's pressure strings and it's not that hard to do because all of Tager's moves are slow so the timing is pretty generous. Honestly, just read my posts on previous pages because I've gone through the trouble of breaking down the Tager match up in several stages and what tricks there are to do with Tager and what tricks Tager is capable of doing.
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http://www.youtube.com/watch?v=dfbilU4gJq4 A match I did with some other Dloop members. I'm hoping they'll record more matches so I can post more vids for better advice. Anyways, you know the drill. If you are wondering why I tried to j.B after 5B, 5C I have no idea why I did that because I know perfectly well it doesn't work on bang and that I should have Sekkajin into 5C, SJC, j.C, j.D, air dash, j.B, j.C, 214B. I dropped multiple combos in the first set but yeah you get the feel for my overall style. Also, respect the reverse cross up with j236D. lol
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Best finish ever too bad that performance could not be repeated that night. Though last night you had some truly epic matches against Kijea's Nu with some incredibly risky tactics like 2D autoguard 5D teleport behind into a punish combo.
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Bang vs Nu doesn't seem all that bad honestly. I've seen a lot of epic battles between the two with Bang coming out on top quite a bit. Bang can definitely keep on top of Nu if he plays risky and does a high risk high reward game.
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In this match up Bang has limited defensive options against Jin but he can out play Jin on the defensive depending on what Jin does. In the aerial game Bang has to be preemptive to beat out any of Jin's aerial moves. Jin can out zone Bang but it's pretty risky to throw out 5D, and 2D due to Bang's mobility and speed. Bang's drive moves can actually counter Jin's rush down game but it's best to throw out jump canceable moves so the second you see something auto guarded with D you can jump cancel to safety. It's actual hard for Jin to frame trap Bang if the Bang player has good timing with his Drive moves. Not saying Bang's Drive is good (it's actually pretty aweful and is a high risk, high reward deal). Bang's j.A does not beat Jin's j.B on reaction it has to be done earlier like Bang jumps in with j.A and you try to jump in with j.B Bang will win in this scenario. However, if you jump with j.B and Bang tries to counter with a j.A he will lose. Overall, Jin's aerial game is better than Bang's and his counters to Jin's aerial game have to be done pre-emptively. Bang can 2D against j.B and then either j.D or go for oki mix up. It's not entirely safe to throw out j.B's but it is a good move to use in this match up. Bang's 2D also beats out wake up A/B/C Fubuki and in certain scenarios D Fubuki as well but depending on the distance the step back Jin takes for the 2nd hit causes 2D to whiff allowing you to CH with the 2nd hit. In the corner this is great as you'll deal 6K damage easily. Bang's j.D can be pre-emptively used to punish A/B Fubuki but the timing on this is strict for the Bang player. Be aware of how you tech during his oki game as straight netural/quick tech can lead into command grab oki that is untechable so it's best to lay there and then tech roll backward/forward when possible. If you anticipate command grab you can wake up C DP but again don't be predictable as it can be baited and punished with 2D. If Bang just does a random Umbrella Super you can super flash cancel into Ice Car for a CH provided you are not doing anything at the time the super comes out (can be done in the air to get out as well). Keep in ming Bang can only barrier guard while in Furinkazan so if he's bursted and does Furinkazan you can Super Flash Cancelled into Ice Wave Super and he has very little time to react. Bang's hi/low game is pretty bad with j.B, j.4B, and 5C being his good overheads and it's pretty obvious to block high when he's taking to the air. 5C comes out slow but looks awkward but it's can be blocked/counter poke on reaction. It's just harder to do that when Bang TK nails for rush down. IBing Bang's rush down doesn't help that often as his overall mix up game doesn't give you many opportunities to C Fubuki for punish. I find it's better to just barrier guard and jump back to force Bang off of you. In the corner next to a bumper Bang's corner pressure is incredibly vicious and again Barrier guard into a jump C Ice Car to get out seems to work well. Bang's got a lot of good tech traps with his command grab. So air teching right away is not always the smartest idea. In particular Bang players like to set up a tech trap after Daifuka by jabbing you after the wall bounce and if you air tech you get command grabbed. If they jab you after Daifuka don't even tech. Be careful how you burst against Bang as he can buffer into Daifuka and punish your burst severly. This match up is definitely in Jin's favor as overall Jin out prioritizes Bang. Bang shares the same health as Jin so he can take hits pretty well but has a lower guard libra then Jin so Jin on the defensive isn't that bad in comparison to Bang being forced on the defensive by Jin. Bang's damage output is nowhere near as good as Jin and requires a lot of set ups to deal the most damaging combo's and most of those require heat. Bang makes up for his low damage out put with his overall dominance in the oki mix up game, however, against Jin one mistake and he eats a high damage combo. Jin's got so many ways to capitalize on Counter Hits and it always puts Jin in a favorable position.