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Everything posted by BANGER
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
BANGER replied to Wolf Pup TK's topic in Archive
ye, by aimed I mean air. Most hazama I've played weren't a problem, to the point I didn't have to contemplate the matchup. Not many good ones around where I am I guess. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
BANGER replied to Wolf Pup TK's topic in Archive
Well aimed ice swords. Don't air dash much if at all, or you eat FC flash kick. Hazama's really have a hard time moving around. His air dash blows, his walk blows, his dash blows. And most people so far don't have a good sense of where they'll end up after using his D moves. I like to run around and make them struggle. It works for me. Trolling or actually effective, I dunno, lol. -
When are you using 2C? I don't think it'd work too well unless the hakumen you were fighting did nothing but IAD.
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Makoto is a bit of a PITA matchup to me. She's like Noel, with more emphasis on resets and less on move startup speed. Her moves have tons of blockstun, and her 2A comes out fast as hell. She pretty much stuffs out everything Jin has at close range imo, cept jC and maybe jB. She gets a ton of meter too, and her almost-fullscreen punch super is safe as hell, fast as hell, and can get you during random things like backdashing, jC zoning, and even during jump startup. She can combo into her astral from any charge level 3 D move. Her j2C (I think... her tail drop move) has a GIGANTIC hitbox. Don't bother DP'ing after block, you're definitely at disadvantage. Not even Rehyou beats it, it just clashes and she continues coming down onto you. You can 2C it for delicious FC though. Methinks this is a "play getaway" matchup.
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With random ice cars and freeze shaking-off and everything? Ah, those were the days. I remember just doing a random ice car to save the match, and doing black beat combos.
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Aw, you missed our glory days. It's ok. At least you won't have reason (or know a reason) to mope.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
BANGER replied to Wolf Pup TK's topic in Archive
I think I saw gaga pull off a IAD grab cross up. He IAD past a Mu as you would for a IAD j.236D, but instead grabbed Mu from behind him when the Mu tried to jump barrier the crossup. How successful is this? Risks? People obviously won't fall for IAD j.236D all the time. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
BANGER replied to Wolf Pup TK's topic in Archive
haha. Compared to what Jin could do during R&D i.e. fresh release of BBCS, 3k is a godsend. Meanwhile, a litchi does 4k meterless to me into corner with godly oki afterwards. Fun stuff~ -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
BANGER replied to Wolf Pup TK's topic in Archive
Methinks j236D is one of his greatest tools still, even from nerf. Prevents people from rushing in to you brainlessly, and good for getting through that stubborn blocker when used as crossup. It's 3k dmg for 25 meter, which u mostly get back after a combo from it anyway. -
@demonicZERO360: his best poke is, as you probably know by know, his jC. 2A is decent one, and can be actually used as an anti air, or for stuffing out moves from a decent distance. It's got quite a hitbox. I would not try to use j2C often in block strings. It has a bit of startup. It does have good blockstun though, especially on counter hit. Use it sparingly. I'd rather use jB.
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Dash super jump works wonders. Can get you to places pretty fast and out of range, plus you got an extra double jump just in case. Watch out when you land though. He's probably expecting you to land with an attack, so he'll try to drive-counter you. 2D works too on turtling hakumens, and outreaches his ground poke. Like always though, be careful with 2D use.
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I try to be as random as possible in this matchup, i.e. I quickly shift gears from offense to defense depending on situation. Don't autopilot at all unless you are training him to react to your autopilot play and have something else in reserve for when he thinks he's got you read. Carl players will almost always stand behind ane at the beginning of the match and try to observe/read you. Mess with them. Harass ane, instant-block his ane approach attempts, be opportunistic. His offense sucks, but his defense and sandwich is buff so either try to get him into the offensive by messing with him or rushing to offense when he least expects it. He also has a shitty projectile move, and you have a way better one you can use to chip ane, but don't overuse it. Whenever he is on the defensive and orders ane to do anything, you *know* he is trying to condition you for an approach, and has given up in that instance in waiting for you to come in. Be aware of this. If he has her use the drill, it's most likely an IAD approach he is planning. Back up or super jump and make it whiff if you can, otherwise he will take the opportunity to get in closer during your blockstun. If he has ane use her spinning ground punch (I dunno the move names lol), he is most likely trying to counter you out of harassing ane into a wall bounce combo (and you're screwed from there). If he doesn't do anything during ane's moves, he most likely found it too uncomfortable to move in, and will continue shuffling around ane until he thinks of something else. Go offensive when he thinks you're being defensive, and vice versa. Don't be predictable with IAD'ing. Carl players almost always have their AA (is it his 6A? the one with his hat) finger on the trigger. Especially as a Jin user, they expect you to IAD in often. If he whiffs his gear super or you block out of it, *pay attention* to ane, especially if she's behind you and/or offscreen. He *will* try to hit you back into the super. If you're cornered, dash super jump with jA methinks is a good way to get to the other side and stuffs any of his attempts to grab you or stuff you back into the corner. I second everything else above as well. Be aware of his move shouts, especially when ane is off screen behind you. Superjump back barrier methinks is the safest thing to do until you got ane back on screen. Anyone got tips on oki? Usually after I finish a combo, I'm right in between him and ane, so I IAD behind him so that he's still in front of me and even farther away from ane on his wakeup. As for getting out of sandwich, I have no good tips. We all just know that if you end up in it, you're in a reaaaalllllyyyy bad situation. That's his home turf. GTFO asap.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
BANGER replied to Wolf Pup TK's topic in Archive
You shouldn't even wait for it... -
2A is one of jin's best ground tools. 5B is decent, but gets beat by a lot of things and has slower startup. You use it to start his basic 5B(B) >> 2B >> 5C string.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
BANGER replied to Wolf Pup TK's topic in Archive
You can try to minimize it as much as possible by using a VGA connection and turning off a bunch of post-processing features (assuming you're using an HDTV, not a monitor). Also, Game Mode; most HDTVs have them. Another thing is, while cabs may have huge HDTVs, they're also using commercial-only models i.e. you generally can't buy em, and they're really expensive if you find one. They have virtually no input lag. You'll just have to get used to it and make do I guess. I always have to make "calibrate" myself with a few warmup matches on whatever display I end up playing with. Earlier, I couldn't pull off Mission 8 at a friend's 40", but the moment I get home on my 22", I get it down on the third try. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
BANGER replied to Wolf Pup TK's topic in Archive
If it's any sort of projection display i.e. old school CRT, tube TVs, etc. there's virtually no lag iirc. Flat panel is where they're at. From what I've read and remember at SRK, the bigger the panel gets, the more input lag there is. 22" inches and below have a .5 frame~ lag. 23"-28" have 1~ frame lag. 32"-40" have 1.5~. 40" plus have 2~ and above. Those are my estimates from what I can remember... I play on a 22" Samsung that actually even has less input lag than the Asus 23" they use at EVO so ye. It's practically a cab until I hit online. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
BANGER replied to Wolf Pup TK's topic in Archive
Playing on a lagless display also helps. It's a night and day difference. Sometimes I 66 5B so well, I whiff be 5C cause they're too high. -
j2C is more failsafe at the end of a long [not yet frozen] combo than jC. If you have execution problems, go ahead and jC>jD, but I would suggest practicing j2C>jD in the long run. Sometimes I do jC > j2C > dj > jC > jD anyway because the combo looks tighter. Whatever, I like tight looking combos.
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That gaga jin is fucking fearless. My playstyle is pussy in comparison.
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Methinks his 2B is the worst time to try to break out since 2C is what's usually next in a blockstring. His 2C is safe and is very good for intimidation (especially in corner), and if you can't react fast enough, has fast enough recovery for him to 66 5B into another block string. I say look out for his slow overheads once he gets frustrated. GH is a given, his 6B you can 2A or 3C out of. If he 2As, there's a good chance he'll tick grab, so watch out for that too. Usually your best bet is to see what blockstring he likes to use, and just IB it and look for a chance. You can also try baiting DPs after 5C jump cancel.
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Burst before you are cursed, not during Spam that jC. Use well aimed C ice swords. A DP is your friend. Of what little Ara I played, that's what I got.
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Ye, don't "go nuts" on tager i.e. don't pull a CT jin on him or you'll eat a fat FC combo with gadget finger. I find myself just JC'ing around. Anyone know if near-ground-from-falling airdash jC>j2C is a safe approach? On non-IB that is. Also, look out for charge-happy tagers, iirc you can 5C > 6C CH them during charge recovery. Don't always be full-screen away when you're spacing yourself, so when the opportunity arises, you can make a quick dash to it. DP on the defense is also good. You can frustrate them to go into the offensive and keep swatting them away (at a safe distance, make sure he can't IB or barrier and 720 you from landing). Then switch to offense when they don't expect it. This is how I get my momentum going. It's a real pain for tagers to be on the offensive, so I think this puts you in a psychological advantage.
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Combo vid - Break A Mirror http://www.youtube.com/watch?v=Nj9z1N9muAU&feature=related Not sure if posted elsewhere on this site, but good stuff to keep here nevertheless.
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Funny, I can imagine you doing it Daifunka has full invincibility from projectiles right? Wouldn't the increased recovery from j.236D not be enough to block Daifunka in time? Most players would only j.236D from mid to close range, and that's very Daifunka-able to me.