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Everything posted by Killey
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It won't combo on Rachel and Bang. It's completely doable on Carl. The actual ground combo will work on everyone (minus Ecahel and Carl) without a dash except for Arakune who requires a dash. Myself and a few others have tested this. The timing on Carl is extremely tight without a dash but it is doable. Wow, that first combo looks pretty damn awesome and I've been wanting a good 236D combo for a long time. The other 2 have been standard Jin corner pressure into resets for a while. I've seen a lot of Japanese match vids of Buppa and Ren doing this. I think it does a little over 3k damage but the reset potential on the first one is always good especially if you lead into corner oki pressure. 6D in Jin's block strings are awesome but yeah if certain ppl mash on 2a/5a after stopping to do 6D you pretty much have to stop using it and start conditioning them to other pressure strings. Had to do that today as I fought some random person who would mash 2a with Noel when I did 5B (1 hit), 6D or any other variation into 6D so I started using other block strings and eventually worked back into 6D where he stopped trying to mash 2a on it so I started frame trapping the crap out of him after wards.
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Yes, I'm very interested in hearing about new Jin strats and combos from someone who competed with the best of the best.
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Might be a silly question to ask a Tager player but what visual queues give away whether the last hit will cross up or not?
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Delaying the 2nd hit of a whiffed or block 623D is good for mind games and actually saves me sometimes. The 2nd hit has to be barrier guarded or IB'd in the air or they get hit. Most people don't know this so if they try to jump and do a CH you can tag them as they are falling. Some people will try to time the jump as you release for the 2nd hit but if you are quick enough you can catch them during the start of their jump. Some people freeze and just sit there so hilariously I can charge for the unblockable and tag them into the corner for 6K hurt. 623D is also applicable to Jin's reset games by forcing people to think what to do during their brief frozen time from the first hit. I love the move so much as it's gotten me out of so many scrapes as well as good as baiting and punishing certain moves like Tager's 720.
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Ice Car goes over low attacks so the typical block string of 5DD, 4DD, Death Wheel can be punished easily. You can back dash after 5DD to avoid 4DD then Ice Car to puninsh Death Wheel or Ice Wave Super. Kind of annoying though when your opponent mixes it up and does stuff like 4DD Death Wheel or changes up block strings or that overhead special. I tend to super jump and double jump at odd angles to avoid her swords then get in close with falling j.B's. Nu's 2C needs to be barrier guarded or IB in the air which means if you bursted and are caught blocking her Sword Spam super it's best not to block in the air unless you are pro at IBing because if you aren't you are eating 2C into the rest of the super. If you are blocking on the ground you are caught in a hi/low guessing game. If you block low she can 4DD or rush in with a TK overhead wheel special. If you block high she can Death Wheel behind you or rush in with 3C (? or is it 2B I don't play Nu that often) for low options. The simplest thing she can do is run up and throw which is so easy to tech out of. The worst part about this mix up is that the super lasts for quite a bit of time and she can delay anything making blocking in the right direction a pain. I just hate this super because even if you bait it and get on the other side of her she recovers from it way too fast to launch an effective punish. Nu's corner pressure is incredibly vicious and good Nu's know how to make good use of the Gravity Fields to screw your movement so you are stuck in the corner without a good reliable means to punish. This is where IB comes in handy as you can build meter to Dead Angle out if necessary. I haven't really found a good way to get out of Nu corner pressure and it doesn't seem like C/D Fubuki are the best answers as the pressure while mostly done with C moves can be done at a distance to avoid it altogether and jumps can be stopped with her angled D moves.
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Oh believe me I know this first hand. Man, I always wanted to challenge your Tager and get my ass handed to me lol. I always played Ykykck and LostSoul for Tager practice but I always wanted to see how I would hold up to yours.
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Anyone know what to do against Tager when he has at least 50% heat and has the life lead. It's like you can't rush him down because he can back dash 360/720 you but you can't bait the back dash out with double jump falling j.B as he can bait that with Magnetech Wheel. You try to zone but he'll tighten up his defense and not fall for it or sledge his way in. It gets incredibly hard to find an opening on Tager when he's at this point because you basically don't have means to get in so you can't build heat. His spark bolt is slowly charging away and at any moment with one mistake he can finish the match. It's just so incredibly frustrating at that point. I found ways to bait Tager into certain things like throwing Ice Swords from mid range so that if he jumps over it and tries anything in the air he's eating the Ice Wave Super. If he sledges I can DP him out of it into CH Ice Wave Super.
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I only had time to watch the mirror match and overall it's not a bad Jin but it's standard Jin plays with nothing really advance. Granted it's not like many opportunities to do a lot of things but there were several things that could have led into some resets. 5A has limited applications so you shouldn't spam it like that. 5A whiff into throw is good and 5A spam on aerial opponents into Fubuki is pretty much what I use 5A for. 2A spam is fine but you should learn how to dash into more 2A's instead of getting pushed back into 5C, 6B. 6B I don't like on block strings because it leaves you at 0f and doesn't give you good position to continue pressure unless you have 25% meter for Triple Ice for +22f. Remember 2A can lead into 5B which will suck them in to you for more guard pressure and frame trapping. Look to the frame trap thread for more information on how to do this. While you combo into 2D is good and standard for Jin near the corner you can set up resets to do more damage.
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It's pretty tricky but there you have to know when to tech and when not to tech against Tager's Atomic Collider. I don't know if I'll be able to explain this properly it's something I'll have to do in an actual match to properly explain, however, I will try my best to accurately describe this. In general when magnetized and Tager is comboing into Atomic Collider from farther away you don't want to tech as teching will automatically suck you into the Collider. If he does combo into Collider at a closer distance you want to delay your tech slightly if you time this correctly you will avoid the Collider altogether. It really depends on the distance between you and Tager and how the Tager is comboing into Collider. I can point it out if you can describe his combo string or if I see it in a video. Also, if you want to smack Tager out of collider your better off with j.B then j.C. The range on j.B is much better than j.C and j.B has less start up frames then j.C, however, I wouldn't recommend attempting to do this unless he's trying to collider you from full screen away like doing the OTG into 5D, Atomic Collider setup. The timing on countering Tager on that is tricky and I wouldn't dare risk trying that due to the damage output and advantage Tager would get from a botched attempt.
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New info on the Litchi match up. Litchi's air throw is ridiculously good and can catch you out of j.B's, Ice Cars, and pretty much anything that puts you in the air. Be extremely careful of how you are jumping and what the Litchi player is doing you will always want to prep a tech. Litchi can bait you into the air with proper use of her staff so don't fall for it. Don't even jump at the beginning of the match as aggressive players can just air dash throw you. The worst part about this is that even if Litchi whiffs the air throw she can go into her j.B[m] which as I mentioned before is an overhead and hits behind her for good cross ups. Her overheads are actually stupid good and come out pretty fast and if blocked can go straight into a low for 50/50 guess which is too good. Litchi in the corner has some sick set ups for resets. If Litchi knocks you into the corner with her typical combo keep an eye on how she positions her staff. Good players will place the staff behind her and if they see you tech roll forward will do her D retrieval to knock you into a reset. Wait and see what they do. If they do D Retrieval then neutral tech and start that defense. If they do Shishin they tech roll forwards you may eat some hits but you are out of the corner. If they position the staff directly on top of you and have 50% heat be careful as they will end a combo in 6A which will OTG you. If you are mashing on buttons to tech you will neutral tech automatically and they will buffer into Kokomusho (sp?) the super where the staff takes human form and punches wildly. Do not NEUTRAL TECH when they OTG you with 6A. Take the hit let them buffer into Kokomusho and forward tech out. You can punish with 5C on a baited point blank tsubame. Jin's j.C, j.B beats out Litchi's j.C[M] and j.B[M]. 5C can punish after a 2B[m] (might be 3B[M] it's her split kick with the staff) and be counted as a counter hit. You can't punish after 6A[M] if they did it from a distance aways. I'm pretty miffed about that as that overhead is just way too good and needs a reliably punish on block. Just discovered that you can IB Litchi's 5C[M] or at least the last hit then punish with a run in 5B (2 hits), 5C, j.B, j.C, j.D, land, run in 5C, j.B, j.C, j.D, 214B. Litchi has to start this move really close to you in order to get that punish however if you are a distance away you can tag her with 5B (1 hit), 5C, 2C (Depends how close you are best to omit it if you are not feeling confident), 214B. This will remove a lot of her safety strings. Found a few ways to punish baited Tsubames. If you IB Tsubame you are guaranteed any CH combo of your choice (none of the crouching specific combos will work obviously) but you can do something like 5C, 6C, DC, 5C, 6C, DC, jump, j.B, JC, j.C, j.D, 214C. If you block Tsubame at close-to-mid distance you can punish with a similar combo as above. If you block Tsubame at max possible distance your only punish option is Ice Car. Overall seems like IBing is your friend in this match up and opens up a lot of punish opportunities for Jin. I just can't make heads or tails of this match anymore. I hate this match up more and more as I play with 3 Litchi's and 1 of them is starting to learn all of my Jin tactics so less shit is working on him and I'm basically having to play a tight defense and punish when I can.
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Oh, I should also mention if Arakune is going on the aggressive with that cloud surrounding him you should be able to punish with a C Fubuki if he attempts to do the air dash cancels with j.B. If you have 50% heat you can aim to try to do Ice Wave Super when he's doing something in the air to put a stop to those cloud shenanigans. Yeah, most of the time if I try to avoid the cloud I'll get a negative penalty. I often look to aim to do a trade with Arakune where I get hit by the cloud around the same time I hit Arakune so as to cancel the curse. Spacing with j.B often helps with this.
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That cloud is pretty irritating not a whole you can do about it too. Your best options that I know of so far is to use aerial C Swords and zone with 5D/2D to hope you can nail him when he's doing some set up. Be careful if he's in the corner as he'll try to teleport behind you to have the cloud follow him and catch you from behind. The way to avoid this is to actually jump over him or you can duck under it depending on what Arakune is doing. You can also catch him in a block string of 2A, 2A, 2B, 3C and if you time this right the 3C will push out of the cloud's range. It's a BS cloud because that thing lasts for a good portion of the match so you can't really try to avoid it until it disappears.
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The timing for the 2nd hit of 623D is a bit rough as you have 1 frame to hit them just as they hit the ground. Anything sooner and they can tech before you can 6C them. The black combo does work since the majority of people can't mash out of the ice in time to block the 2nd hit but it would be best if you can perfect the timing of the 2nd hit.
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Exactly what I needed since I feel my Jin is getting stale and needs new life to him. I wanted to challenge you on rank on the PSN a few times but every time I connect to you it says we have a blue connection so I don't bother due to lag issues. *Sigh* that's always how it is all of the good high level players I want to play are usually blue ping to me.
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Yes, forget most of the information I posted initially a lot of is outdated now with some discrepancies here and there. 6A is Hakumen's best anti-air normal and will stuff j.B in general but also a well timed air throw will stuff predictable j.B pressures. 6B has low invincibility and will stuff any attack going below his waist. You can vary your pressure string and your j.B's to do cross ups so even if he does try to counter you with D it won't counter because your on the other side of him already. This is really good to do since you can follow j.B with another move and finish up with a combo when you land. However, like I said 6A will stuff j.B but it's good to gauge how the Hakumen player plays. You basically want to stay on top of Hakumen at all times as he doesn't really have much time to react to your pressure and only has a few counters here and there. Patient and defensive Hakumens are more annoying as they will retreat more and look for a means to punish a sloppy rush in. It's at this point you should change play styles and work more on your zoning game. Double jump j.B's are great for this but so is 5D and 2D just have to be careful how you apply them. IAD happy Hakumen's can be punished with 5D, early 2D, Fubuki, or Ice Wave Super. Basically, it's to Hakumen's disadvantage to try to rush Jin when Jin is playing defensively but the downside to doing this is allowing Hakumen to gain Magatama's which is critical for his combo's and rush down game. Which is why in the beginning of the round you want to rush him down as fast as possible while he has no magatama's and has no means to launch an assault if he does get a punish in. The game plan doesn't really change when he does have magatama's but you just have to be more aware of his capabilities at that point. He has a better means to rush you down but if you just block, IB, barrier them he'll deplete his magatama's and be forced on the defensive again. I really don't think this is an even match up and I think this is clearly in Jin's favor he just has the tools to handle whatever play style Hakumen has and can easily turn a hit confirm into good damage. Hakumen can do the same and deal more damage but he gets less opportunities to do that.
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You're just being slow because there is a pretty heft amount of time for you to land the 5C and dash cancelling 6C. You'll have to work on your execution some more but if you are playing this online then it's most likely input delays. I know matches with high input delays will always screw up the chaining of C moves.
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Extremely disappointed with the results of the Jin players was hoping at least 1 of them would make it to the top 8. Wasn't expecting Jin to win it but this is worse than what I imagine. Regardless, good showing from Dora for making it as far as he did with Bang of all characters. Also good props for Carl making it to the finals. Surprised that Arakune took it considering how many Nu players.
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If you are j.A whiffing and he's countering with 2C then I would try throwing in a j.B immediately after j.A to either keep him pinned or CH his 2C. Yeah, I absolutely hate ending an air combo near the corner with Ice Car as it puts you in the corner and Tager can just neutral tech and already be in the advantage. He'll have good corner pressure and is basically setting you up for a 720. You basically have to play on point in your defense in the corner and avoid those 720 setups then escape. I tend to like to do a lot of cross ups on Tager so I tend to spend my heat on reverse cross up j236D which has been catching a ton of people off guard. However, Heat does build up pretty fast if you manage to land a combo or 2 on Tager on top of the block strings. I absolutely love j236D with that sexy +22f advantage. So good at locking people down in the corner.
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You don't want to remove 6A from your arsenal because as bad as it is as an overhead it still works in the right situations. It actually is used in some resets and is part of his corner pressure game. As mentioned before 6A combo's into C Mash and you don't need a running start to combo it but you do have to be point blank range in order to get C Mash combo to work. The slightest push back such as barrier guard 2A into 6A will screw the distance. This is why you use 214C/D or 623B instead. Both of these follows up in the corner give Jin some really solid combo damage probably around 2.9-3.3k+ damage. You are incorporating the 6A in his pressure strings to help mix things up but I find it's best use in corner trap games. What I typically do is land a corner combo ending in j.D or 6D then rush in with 5B, 5C, 3C, 236C. If the opponent neutral techs then I rush in and watch their guard. Low block I will do 6A into C Mash combo into the same 50/50 wait. If the block high I do 2B, 5C, 623B, 5C, 6C, 6D, 6D, 5B, 3C, 236C and put them in the wait again. If they delay their tech I throw 236D and force them to tech where I resume the 50/50 wait. If they roll back they will get hit by 236C and I can 6A back onto the ground for a meaty 5B. If they tech roll forward and get hit by 236C you can set up a air throw scenario.
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IAD j.B, j.C is not safe at all since Tager can back dash and then 360/720 for punish. If he does block it nothing you can really to escape the punish. You can bait that back dash if you time late the j.B late and catch him in his recovery frames. Anyways, I've got a ton of new information on the Tager match up after playing some incredibly good Tager's the past few nights. Your zoning game is not garbage after all and is actually quite handy when used correctly and I stress correctly in this scenario. 5C, 5D and 2D do work against Tager but you have to do them at maximum distance in case Tager Sledges through them so don't get predictable with them otherwise he can anticipate and Sledge into a CH combo. A lot of Tager pokes/zoning game have a lot of start up frames to them so this is the best time to capitalize on 5D and 2D to CH him into a combo. Tager's hit boxes are incredibly odd and causes some weird situations. For example, a combo into 6C, DC, 5C will 90% of the time put Jin on the other side of Tager so doing combos to keep Tager in the corner requires creativity and for the most part you'll have to sacrifice damage to keep your corner game. Also, any air combo that ends in Ice Car will usually put Jin on the other side of Tager so be extremely careful of how you want to end the combo as you may put yourself in the corner due to this and that's the last thing you want. Better to do j.D or A Ice Car and attempt a reset on the ground then placing yourself in the corner. You can throw Tager out of his block strings but the timing is really rough even on IB as Tager can alternate his block strings and sneak in a throw or 360 of his own in there to catch you off guard. Alternatively, you can IB his 5D and C/D Fubuki if he tries to Sledge or some other long start up normal in the next part of the string. Again, this can be baited but the good thing is that if he tries to sneak in a throw he'll eat the Fubuki instead so he has to block and punish instead. If you have 50% heat then rapid cancel and reapply pressure. Purely rushing Tager down does not work all the time as good Tagers know how to time those back dashes into 360's. Baiting them with double jump falling j.B's will work to a certain degree but you want to vary the timing of that j.B to catch them from back dashing later. If you do miss the j.B then back dash immediately to avoid getting punished. Basically, you need to space the falling j.B at maximum distance so that you can back dash out. Your cross up game doubles against Tager due to his hit boxes so take advantage of that and mix him up constantly with IAD j.D, j.B, or the reverse cross up of 236D. Be careful of your jump patterns as any character can just air throw you out. Be extremely careful when Tager has 50% heat. Obviously, he's looking to set you up for a 720 but his Magnetic Revolver super is extremely good for punishing rush happy Jins as well as good burst punish. Instant Air Dashing when Tager is waking up can be punished with Magentic Revolver. Ice Car Rapid Cancel tricks DO NOT WORK on Tager when he has heat. You try the RC 2B and you eat Magentic Revolver or 720. You RC into an air dash j.B, j.C you'll eat Magentic Revolver but if they attempt a 720 you will CH them. If you must RC an Ice Car for safety the best option is to air back dash and hope you can escape the Magnetic Revolver. Magnetic Revolver on air block has some odd cross up capabilities so if you do bait it out be on the lookout of how you are blocking and switch appropriately. One thing you can do is C Ice Car yourself to safety unless you are near the corner then try to block it and punish after wards. C Fubuki will go through Spark Bolt so if you suspect he's going to throw this from full screen and you want to avoid getting magnetized on block throw C Fubuki out to dodge it altogether. C Fubuki beats out 2D clean. Also, you can 5D it from a good distance away or 5C it if you space yourself right it will lead into a CH 6C combo if you do. When magnetized lessen your zoning and up your rush down. Zoning is less efficient as the magnetism screws up your safety distance so it becomes risky throwing 5D and 2D out. Although sticking close to Tager is what the Tager player wants, the magnetism causes odd properties with your spacing and can be taken advantage to nail CH's into big damaging combos. In particular your air game cross up increases so if you throw out j236D as he is pulling you in with magentism you can cause odd cross up games with him. Any aerial move tager does will be promptly beaten by any of Jin's DP's but A or B need to be position slightly in front of him for it to work. If they are directly on top of you then C and D Fubuki will nail you a CH. To me the typical Jin plan seems to work for Tager as well which is zone him for the beginning of the match then slowly make your way in when you are landing those CH j.B's or 5D, 2D's. This doesn't seem like an easy match up for Jin if he gains momentum the problem is that Tager can instantly take it back at any point in the match.
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Add Bang to that list as he has a few D moves that will eat 5B. On wake up 5B's if you time a meaty 5B none of the characters above will be able to get their counter moves going and will be forced to block or they will eat the 5B into a combo which is particularly bad for characters like Ragna and Tager because due to their hit boxes you can go straight into Jin's 3K BnB ground combo. Timing that meaty 5B is pretty tough though due to the teching system in this game. All they do is have to delay their tech and you screw up that meaty 5B timing. I'm interested in doing a comprehensive post that encompasses every trick that Jin has so far so we can just attach it to the first post for easy reference. Anyone willing to help? Going over Jin's reset options. I know some of these have been mentioned before but I want to have 1 post with all of the possibilities. 1) Any freeze combo that ends in 5C, j.B, j.C, j.D, 214B can lead into Jin's most common reset. The reset is basically doing j.B, j.A. Since j.A will whiff it gives Jin the ability to jump, air dash, or land. You have 5 options in this reset and it puts your opponent in a 50/50 guessing game. All of these options happen after the j.A whiff and are best done close to the corner for maximum combo damage and putting your opponent in Jin's corner game. Option 1 - Air Dash with j.B, j.C into a ground combo if it connects. It forces the opponent to block high as j.B and j.C are both overheads. On characters with odd hit boxes like Tager this can cause a cross up scenario as the air dash will actually go behind them. Option 2 - Air Dash with j.B, j.A, land then throw. If you time it right you will get a green throw. Option 3 - j.B. The simplest option but also trick to spot as not many people know that Jin can throw another j.B after whiffing j.A and causes an overhead situation it's also relatively safe for people who have quick reactions and try to spam a 5A to beat out air dash attempts they will eat j.B instead into a CH ground combo. Also, if they block the j.B you can jump cancel it into another j.B. If you are not in the corner then you can try doing a cross up j.B or j.D. You could also land if they block and do 2B for a low attack but keep in mind the standard 5C, B Fubuki combo will not work due to push back. Option 4 - land, 2B, 5C, B Fubuki, corner combo. Opponent has to be quick to block low or spam 5A to knock you out of the air. Landing this will get you a freeze combo into Jin's corner game or set up with a different reset which I will go over later on. Option 5 - land and throw. The most simple option to do but also the most risky as your opponent can spam 5A's to knock you out of the air or tech the throw leaving you with a completely wasted attempt. 2) Corner combo ending in a long freeze like 6D or 2D. Some examples of this are 5B, 5C, 623B, 5C, 6C, 6D or 5B, 5C, 3C, 2B, 5C, 6C, 6D or a combo ending in j.D (though j.D is not a long freeze). 3 options here. Option 1 - Rush in with 6D, slight pause then dash in with 5A/B. Extremely odd reset but requires quick reflexes and at worst they are left blocking 5A/B and either of those can lead into Jin's frame trap game. Option 2 - Instant Air Dash with j.B, j.A, land then throw. As I mentioned before if j.A hits then j.C land and throw. The more risky of the two but works great to set up another corner game with Jin. Option 3 - Rush in with 6A as they are mashing to recovery from ice. If you land 6A you can do the Sekkajin combo or 214D or 623B into another combo. Not the best reset but it catches people off guard as the extended start up frames work to your advantage as your opponent tries to escape from the Ice. You should probably do this rarely depending on the situation. Might be better towards the beginning of the match rather than a late game reset. 3) Corner combo's ending in 214D. Option 1 - I mentioned this a post or two ago but I wanted to add it here. Land 2C, 623D and charge the 2nd hit until they break out of ice. The way this reset works is that you force your opponent into a position where they have to mash out of Ice from 623D but by doing so they risk eating a charged up 2nd hit that causes ground slide. It's a nasty reset when it works as this easily leads into a 6000+ dmg for Jin. However, there are 2 things that defeat this reset. One is that your opponent breaks out of ice and starts mashing 5A/2A to smack you out of the 2nd hit. The second is to not break out of ice at all and take the 2nd unblockable hit. It causes the damage to prorate to all hell and any follow up will mean your opponent techs out after the next hit or two. However, most people don't realize that and will try to escape the ice. Block strings and Frame traps: Jin can create some of the longest and crazy block strings that will put people towards guard break and in the corner this only doubles and he becomes a vicious up close fighter. 5B is Jin's best ground normal as it causes a suck in on the 2nd hit and leaves you at 0f. It's very safe to do and sets you up for a ton of frame traps. Pretty much anything delayed after 5B can be considered a frame trap. The 1st hit of 5B can be special cancelled or cancelled into his Drive moves so you can use that knowledge to mix up your block strings. Cancelling the first hit of 5B into 6D gives Jin +4f and it's pretty hard for your opponent to react to the slow start up of 6D. So on block you are looking at another frame trap. 5B can be followed up with another 5B so you can do a few of these before mixing in his other normals. If you wait until 5B is done you can throw and it'll be counted as a green throw. It catches people off guard if you've been properly mixing up your block strings and frame traps. EG. 5B (1 hit), 6D, run up 5B, 5B, 2A, 2A, 2A, rush in, 2A, 5B, 5B, 5C, 2C, 5D, 236A, 2D, etc... Now the above block string is very dependent on opponent position and reactions but you should get the general idea of how Jin is capable of keeping on top of his opponent once he's got them blocking. A max distance blocked 5C can be chained into 2D or if your opponent barrier blocks a guard string ending in 5C you can chain to 2D as well. This will give you frame advantage as well as bring your opponent closer to you for additional pressure. 2D is excellent in block strings as it sets you up for other frame traps and can be used to catch people off guard. You can 2D after a j236D provided you are not too close to your opponent. This could lead into rush in 2A's or 5B's for additional frame trapping or if you are close to the corner rush in with 5C, 5D, 236A, 2D etc... J236D gives Jin +22 frames so good use of it leads to additional tools for pressure strings. Corner Game: Jin's got a pretty nasty corner game if you can set it up correctly and the best part is that any reset combo you do from this corner game leads them back into the same wait. What I typically do is land a corner combo ending in j.D or 6D then rush in with 5B, 5C, 3C, 236C. If the opponent neutral techs then I rush in and watch their guard. Low block I will do 6A into C Mash combo into the same 50/50 wait. If the block high I do 2B, 5C, 623B, 5C, 6C, 6D, 6D, 5B, 3C, 236C and put them in the wait again. If they delay their tech I throw 236D and force them to tech where I resume the 50/50 wait. If they roll back they will get hit by 236C and I can 6A back onto the ground for a meaty 5B. If they tech roll forward and get hit by 236C you can set up a air throw scenario. You can mix in throws as well for additional mix ups. Burst Baiting: Jin's got a few tools used to bait and punish bursts and it's really good to know these to bait out bursts as most people use them near death anyways so baiting them could very well win you the round. Jin's air combos are always going to be j.B, j.C, jump cancel j.B/C, etc... You can bait out bursts by jump cancelling after the first j.C and just block. If they burst you'll block it and land before they do so while they are falling use 5C, 5D, C Ice Car or 5C, 2C, sjc, j.C, j.D combos to punish after wards. Alternatively, you can RC anything in your air combo if you see the burst coming so you can RC block and punish. Ground strings are trickier to bait bursts but again you can jump cancel certain moves in your ground combos like 5C and try to bait bursts that way. RCing your combos after seeing the burst animation is another method as well. Limited punish options though. If they burst during an Ice Car you can rapid cancel the ice car and block it then punish. At farther distance if you managed to avoid the hit frames of the burst you can Ice Car during the rest of the animation and it'll punish them on the spot. Riskier option for burst punishing is using 623D and use the invincibility frames at the beginning to dodge the first then use the 2nd hit to punish. Works great in the corner as it leads to 6C follow ups.
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Couple of ways to get in 5B. If you space yourself right then you can do a falling j.B, land, then rush in with 5B. Be careful with Litchi, Jin, Tager, and Ragna. They all have DP's with the exception of Tager who can back dash 360/720 you on rush ins. If you are in a poking string of 2A's you can dash in with 2A and then go into 5B.
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Speaking of cross-ups here some of Jin's tricky cross up possibilities I've discovered. 1) Running at the opponent jumping slightly over them then back dashing with a j.B simple cross-up and on CH you can run in with a standard ground combo. 2) IAD over your opponent then as you fall j.B. IAD over your opponent with a j.B will whiff completely but if you delay the j.B it causes a cross up scenario. On CH you can run in with 5C, 214B. Nothing really amazing with not a lot of options to follow up but you can use it for mind games and get your opponent to throw something punishable out after wards. 3) A small block string then IAD over your opponent then 236D. It's actually not a proper cross up as your opponent just has to continue blocking in the original direction but it catches a lot of people off guard because the IAD changes their block direction then 236D changes the block direction once again. 4) A small block string then IAD over your opponent with j.D. The spacing on this is really tight as you won't get a proper combo upon landing if you time it too late. On high level play it's not hard to break out of the ice if you space this wrong. If you space it right you'll land just in front of your opponent and you can follow up with a 6C combo. You can cause 50/50 mix ups by timing this right above your opponents head and if they block you can 236A/B/C/D or 214A/B/C for safety. 5) If your opponent likes to block high you can do block strings that go into an early j.B, then j.A whiff it into another jump or air dash. You can use this extra jump to try for a cross up j.B or j.D. Something a little more advance is to do another j.B as you fall after whiffing j.A then jump cancel the j.B. You now have the option of making your opponent guess which way to block as you can jump at their head then j.D or jump behind them and do j.D. Again blocked j.D's can be special cancelled into 236A/B/C/D or Ice Cars.
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I'm more of a defensive Jin player at the beginning of a match and then once I get the momentum I rush down hard but you can only maintain a rush down with Jin if you have meter so it's kind of detrimental once you land a combo since you can do more damage if you had the meter that you just used to create that opening.
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Ah...so it was you who I was playing last night. GG's to you sir and I understand the frustration of this match up for Bang players. From what I could gather of the match it seems Bang has got to mix it up a lot on Jin to keep him continuously pressured but he also needs to bait those DP's. I understand you guys need to rush and stick close to your opponent to win but you ate far too many DP's like that. There were several good baits of DP's with Bang's 2D.