ryokoalways
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Well the faggot bang players can activate furinkazan and then just run away for the rest of the match. So for this one, you want to play neutral mostly till you have a good number of magatamas (3) to go on the offensive for a extended period. His mixup isn't that bad, I'd say you will need to use low air jc the most in this match up to prevent him from getting furinkazan all in one combo. I don't have too much experience, but Bang won't be too hard to deal with as long you are not overly aggressive. Feel free to take apart anything I said though as again, I'm not an expert at this one. Not enough experience.
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Dealing with zoning simply takes experience. That's about it. It's rock/paper/scissors.
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First, I want to thank you for providing it in Japanese voice over so I don't have to mute the sound. Arakune match up I am not too experienced in so do feel free to question whatever I state: Generally, get a better feel as to when to use which frostbite. In this particular match up, unless you are on the offensive or are sure something specific is coming, do not use 2d. Too much recovery allows arakune to nail you with his air 2d (i think) from a mile away. make sure you recognize when you combo, because you don't want to just spam 5b 5c 5d and give away combo chances and more importantly, you want to stay in front of him. It feels like you have a decent idea of what you are doing, but it's just a little slow. Is this attributed to the lag? Get use to throw breaking (buffering it). don't play too passive. Cautious and passive are not the same thing. If you play passive Arakune gets to dictate the tempo, and that's a big nono. Also you need to add frame traps and other baits into your pressure. Right now you are just moving through the buttons. Learn to manuver against arakune when he has you cursed. Jin isn't too badly off in this area. But this just requires experience so don't worry about this too much. In this matchup, your biggest problem is playing way too passive, and your block strings are extremely nonthreatening. ~~Hakumen match: First thing first, NEVER use getsuren unless it's in a combo. Jin can do a lot of things with 50% meter. Using that super randomly is really bad. Less fireballs. If you must fire ball, use air c version at a good distance. Hakumen's hitbox is pretty big so a low air c version will still catch him even if he is crouching. doing jd randomly in the air isn't a good idea. The only time you should is for a cross up, and even then you should have 50% meter handy, because it's not too hard to see coming and the punish is too easy. Recognize when they are crouching. You need to break out your better combos when you 1. notice that they are crouching 2. comboing them with momentum Do not settle for the weak combos. Must get more damage, better set up, better positioning, etc. A few good a dps. You still seem passive. I know you don't want to go ape-shit on hakumen, but try to get a feel of the difference in cautious and passive. Perhaps check out some match vids. Noticing this difference is the first step to high level play because you never want your opponent in their comfort zone. In this matchup I guess the best thing you could do is learn a better set of combos. Because honestly, I can't tell if you know how to play against hakumen simply because that hakumen was horrid. I hope I was of some help.
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The basic 6a >sekkajin combo is: 6a > sekkajin > 5c > sj jc > jd > AD jb > jc > musou Applies to all characters.
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I know that's when he inputs it, but why does the super hit them at all? All it should do is lock them there right? That's what I don't understand.
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I have a question for you Bang players. How does shuriken iwakame work? I see Dora lock down with regular shuriken then go straight into the umbrella super, and it always hits. It's not high because it's projectile, and it's not an unblockable as far as I can tell. What do you guys confirm there exactly? Thank you.
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Problem with jd is more that it has no follow up. You usually beat jump in with 6a. Beat other stuff with 6a or 2a. You want to create damage, not just catch them. Your chance to dish out damage are few as it is.
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Don't rely on throws in a combo. If you have to insert a throw, don't treat it as a combo. It's a gimmick. Besides, a throw should be done at the tail-end of a combo because you don't want to surrender damage early. You can keep it in your repertoire, but I personally don't think it's a good habit.
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Looking for opening to hotaru, or IB catch, or IB anything. IB IB IB. Sometimes barrier to create distance than sj and air dash out is ok too, but Hakumen WANTS his opponent in his face even in the corner, so only do that if you can't take the heat for some reason.
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At the beginning of the match, it's ok to go super aggressive on his ass for a few seconds. Reason is because even if he does nail you with something, he can't damage you since he doesn't have enough magatamas to initiate any sort of scary combo yet. Basically, you want to test how much this Hakumen likes to catch and how well he can IB (Be aware that he can get to his second magatama with a few seconds and 2 good IBs). Mash out a block string, do a jump in to see if he is a Hakumen that 6a or likes to catch, etc. Figure out his habits within first several seconds (note this only works up till mediocre play, high level play goes differently simply because I can guarantee you the Hakumen can IB so don't feed him meter by going in like an idiot). The other thing is no matter how good the other Hakumen is at catching, you do not play scared. You have plenty of good frame traps to go against him. Variations of frostbite have different startup. liberal use of 6b in normal block strings. Delayed c follow ups, and so on. I'll list a few things to remember: Zantetsu first hit is high and second low. Learn to block this. This should NOT hit you as an overhead because it's slow, and it's also the only ground move that takes 3 magatamas (ie, you should be able to block it on reaction unless you are completely dazed). 6b, despite what it looks like, is a low. Hakumen's favorite mid range pokes are 5c and jc, with an occasional j2c. Close range it's simply 5a and 2a. If he is on the offensive, add 2b to his list of pokes. Don't try to use your projectile to zone hakumen too frequently. A good Hakumen will recognize quickly, and simply air dash over it and if he doesn't nail you, he is still in equally good positioning with advantage. Be creative with your block strings, please don't 5b 5c 2c 3c or whatever every single time. You are going to get IB and killed. Add delays, change ups, whatever. Just don't do the same block string every single time. Hakumen's entire offense consist of frame traps, ie, it sucks ass. He has one good overhead (zantetsu doesn't count, it's crap as an overhead) in j214c, and it has no follow up so it's one hit and done that cost 3 magatamas. Basically, just sit tight, block low the whole time and look for throws (or just buffer it) and his super slow overheads. Hakumen is low tier because he has essentially no offense. He can do damage, but he can't create it.
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No because it's useless against nu. Yukikaze can be dodged with one super jump. And even if they screw the timing up, they still have a second jump to work with. It's a waste of 4 magatamas. And for the love of god do not play passive against nu. Play cautious, but go ape-shit the moment you can get in her face.
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Anything will work. I mean, there isn't a set rule for this. 5bX2, delay of c moves, backdash/poke baits, etc. Anything. Jin has a pretty decent collection of things he can use to break an opponent's defense.
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You didn't type it right. I was wondering how that would connect. And it's a fine combo if you do it in the corner. Don't hold onto magatamas if you land zantetsu. Go for the kill. zantetsu > 5c > gurren > 2c > j2c > jc > 5c > gurren > 6b
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mixup isn't your only way to pressure. Beat Rachel with frame traps. Rachel has bad defense, and her electric chair is more of a gimmick then anything (since you can jump cancel basically all your normals, use that to beat that slow move). You should be able to make her pay dearly everytime you get in. Be creative in staying close, setting up frame traps, and once you have them a little dazed, throw in a few other tricks (throws, 6a, etc). Try to not jump too much though, rachel's 6a is good. Don't use musou to engage. Rachel doesn't really have anything that has that much recovery that she would do if you are that far away. Don't worry too much about frog. And just keep in mind that it takes 700 damage to kill it (so a 2b isn't gonna do the job I think. Rachel has amazingly good offense, but that applies to all characters that go against her. Nothing to do here other than to get experience blocking her mixups.
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Yukikaze? don't use it against projectile it's easy to jump over it. The only time it will connect is if the other player panic, and that's not something you should rely on. The only time I can think of to use it is against spark bolt from tager because he can't double jump.
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Well for one thing, people figured out Jin's good combos, which doubles into potential resets. So his rush down went from mediocre to pretty damn good. The damage increase thanks to those changes also helped. Not to mention most of his offensive capabilities are fairly safe.
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No no no no no. You can only counter melee attacks, so nu doesn't really care. And you can only astral on the final round. Astral is to screw around with, it's not for actual competitive play.
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find an opening then 2c it. Watch out for the other crap he can curse you with though.
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[CT] Jin Simple Question Thread! First post has FAQ, read first!
ryokoalways replied to shtkn's topic in Archive
You can apply pressure with a mix of running pokes, IAD pressure, and various frostbite. Your jb and jc are good, so use that to your advantage in block strings to set up your air mix ups. Also, you have good baits as well as good frame traps. My best advice would be to look up vids and look for something that suits your taste to start out, then move to other things. -
Repeatedly air dashing in is bad. Ragna has a good 6a and a dp as backup if necessary. Furthermore, learn to instant air dash. The jump delayed air dash is for baiting, and should not be used too much. Less musou D, it's for comboing, not engaging. (Edit: My point isn't so much about using musou like that because that one has been beaten to death, but it's more that musou D should not come out unless it's a guaranteed punish near corner or it's in the middle/tail-end of a combo) As for when you wanted to do sekkajin (there were quite a few, but I think I know which one you "wanted" to do it) you should just sweep into musou. No sekkajin other than for like two combos. Your biggest problem is air dashing as your engage mechanism. Even moderate level players will annihilate you for that (for example, I saw ragna 6a once with bad timing, and he didn't dp once for the 20 times that you jumped in like that). Learn to approach from the ground, and zone with frostbite. Don't get too close though, you want advantage before you move in because Ragna is dangerous up close.
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Well you have auto gain passively, and the meter value for one magatama is different. Which is why they had to floor hakumen's heat gauge rate.
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Sorry, I won't have a chance to play the game till tuesday. And I finally know what you are trying to do within that combo. Here is the comparison to the standard: IAD jb > jc > 3c > 2b > 5c > 5d > 5c > jb > jc > jd > musou Standard: IAD jb > jc > 5c > jb > jc > jd > 5c > jb > jc > jd > musou jb is much better in terms of scaling compare to 2b, and the overall damage should be better. Sorry regarding the previous post. I kept thinking you are trying to take them to the air for some reason.
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I haven't done that combo, but I have two questions: 1. Are you sure 5d would be unshakable there? After 5 good hits like that I'd think you can shake out of 5d at that point if you try. Make sure you have freeze break on during training mode. 2. How are you catching them in the air after 5d. Dash cancel lasts 22 frames, and I am 100% sure that the target is not in the air for that long. There are a few minor things at the end too, but it's not a big deal compare to the two points I mentioned above.
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Yes, instead of knockdown > 2b > 5c > 5d > musou, the combo should be: knockdown > 2b > 5c > sj jc > jd > air dash jb > jc > musou.