kid viper
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Everything posted by kid viper
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like i said, i was right on ragna's head when i did the ice ride. it didn't even cross up, he just looked like a retard while he was ridin his ice on ragna's face x_x
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same glitch happened to me yesterday. i had airgrabbed a ragna and delayed a D ice ride which was right at his head. it completely whiffed :O
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don't fck up. this matchup is a very patient oriented matchup. if you know you don't have the momentum you really can't do anything until you see something you know you can punish. and if you do have the momentum, keep the pressure. once you see an instant block, try and either rapid cancel and block or jump cancel block just to be safe. if you don't see a dp come out then just go back on your offensive otherwise it's a free punish.
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Honestly, the top jin's that i've seen in the US are Stunedge and Pozerwolf. I can't say anything about me. Edit: Killey, i honestly think Tetsu (Pink Jin) is more solid than the other jins showcased. although he does grab combos alot, i think it's just for added pressure and his mixup game is by far superior than the other two.
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i see too many D DPs goin on in those matches.
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grab combos = :/
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good bangs will not allow you to pressure them. they will try to get the pressure first and then bait/mix you up hard. 5D to beat tk nails is not a good tactic, as bang will only tk nails on you if he has you in a block string. bang has 2 overheads which are easy yet hard to react to, be very careful of that. Also, command grab is really good, especially after a tk nail so you have to look out for that and don't try to tech as soon as you can because he could tech trap you for free damage. movement is very important in this matchup because if bang gets a guard point you have to look out react quickly and assume that he's gonna teleport behind so it can mess your blocking/evading up. Try not to DP a lot because bang can easily bait it, also D nails will beat/trade against all dp's except c (which is very baitable). DO NOT ICE RIDE UNLESS YOU KNOW IT WILL HIT. Bang's 5A can punish all of them without the need to instant block them (yes, even a version) http://www.youtube.com/watch?v=fBBDKrEN3J8 prime example on what to do/not to do vs bang x_x
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forgot to mention. if you see carl with 50% meter try to hold onto 50% meter so that when you do start pressuring him you can bait out random gear; and if he does do a random gear, punish with ice wave super for free damage~ otherwise make him waste the meter on a dead angle to get him off of you so he can't do lots of damage.
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combo that i've recently been doing on characters where j.B will work on them standing while in corner. CH A DP > 5c > 6c > 6d > 2c > j.b > j.c > j.d > D musou > 2c > B DP or punish the tech combo does over 4k with the use of just 25% meter.
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I don't see why people want to turtle against Carl as Jin. Jin has the speed and pressure to lock Carl down fast. By turtling, you're just giving Carl the chance to take control of the match which he can do very fast. Get on Carl and stay on him because when Carl is pressured it's really hard for him to get out. Do not just try to zone him out with 5d or projectiles because Carl will just move Nirvana in and counter hit you with 6D since projectile based attacks does not stop her movement. Throw loop although is pretty damaging, it must be done precisely to actually do the damage that Carl players want. Don't panic if he starts a throw loop on you, as Jin has the 3rd largest health with bang so he can take the hit. Just wait for him to mess up (which most Carls will do since they're not Kyaku) and return the favor that he did to you.
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jin's matchup vs the top 3 are all 5-5. but on topic darkhonor is right. get in asap but also be patient about it. the match gets very drawn out because once you do get in on v-13 they'll just burst and it's back to square one. whenever you are jumping in be very careful that you don't get hit by 2c because it will hurt.
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j.a will also beat or trade with ragna's 6a because it also has body property as well as head.
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what render said about using 5d to bait sledges is a really good strat. even if you don't expect it coming you still have enough time to throw out a dp on tager. air dash j.D is amazing against tager. do that once in a while after a ground string. best way to do it is to jump back then dash so that you don't have to wait till the air dash is done. this way in the middle of your dash you cancel it to j.D. Try to get the timing down to have jin stop right above tager's head. it becomes a 50-50 on whether or not jin stops in front or behind tager. triple ice swords is a great bait punisher against tager because of the way it pushes jin back. for instance if tager blocks a j.D, wait till it looks like you're recovering and then throw out triple ice swords, this way if tager does anything he's gonna eat CH swords and if he blocks jin will be safe. if you end up at full screen distance from tager and you have the meter, punish anything with his ice wave, most things tager does has a good amount of startup and a good amount of recovery so it's virtually free if you see tager start anything up. don't really remember all the other stuff to deal with this matchup since i haven't played against a tager in a while and since i recently switched to carl. hope this is enough to help ya'll
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no what i'm saying is that since you're clashing with the first part of the ice ride, and you don't do anything to cancel it out, jin will just finish doing the second part of the ice ride (the knockdown)
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if you clash and you don't cancel the move out then the ice ride will just keep going. If anything when you notice that happen do a j.A since the hitbox is small so that if what you're saying is true, you'll get out of there with no harm done
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noel's 5a > most shit. seriously though, noel's 5a is dumb good. 5f startup with +3 on recovery and hits crouching opponents? dumb =_= noel's 6c is also something to watch out for. if you're planning on jumping in, you'll more than likely get stuffed out by this because of the 5f startup or 6a cause of the invincibility frames
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the drive itself has a hi low mixup with 2 overheads and 1 sweep. with a dp that is guaranteed to punish if noel does more than 1 move in chain revolver state, why bother trying to wait it out and risk getting hit
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Bah and now you agree that it isn't in litchi's favor. I still stand by this matchup being 5-5 because like I stated in the other thread it's a battle for who controls the corner
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http://www.nicovideo.jp/watch/sm6960154
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D projectiles doesn't stop AG, i said that you can bait an AG out and get a CH combo from it since, just like tager's spark charge, she doesn't have auto guard on low attacks.
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use A or C DP anytime a noel tries more than 1 chain revolver move on you. Be careful with jumping in because noel's 6C is fast enough to counter hit you while her 6A has the invincibility to stuff you out which in both cases will lead to a C-loop combo.
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eh? x_x On this note i'd have to disagree on somethings. Although jin's pokes are outranged jin can still get in and keep litchi pressured. You just have to be alert for instant blocks. Also when you're midscreen you really don't have much to fear about litchi because her mixup game doesn't start until after she gets you into the corner. Until then stay on her. TK D ice swords is great to keep your pressure going and from there you can bait a tsubame gaeshi or an AG anti-air for CH damage. This match for me is a battle for who puts who in the corner first since jin's corner pressure isn't that much lower than litchi's. If you get litchi in the corner and you block a tsubame gaeshi, you can D DP into a 50-60% combo:v: (i actually see jin's dp as one of the advantages that jin has in the battle). I honestly see this matchup 5-5 because of the midscreen battle and the fact that jin can most certainly fight his way out of the corner.
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lol i didn't steal the pink~ pink is just too fresh a color pallette in this game XD
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sekkai jin is a move you should never/rarely use. the only useful times to ever use it is after landing jin's overhead or after a move clashes. focus more on combos around his normals. the D version of the air fireball is good to keep pressure on your opponent. the D version of jin's DP is good to use to get carl off of you. Learning to instant block and then following up with D DP or a 2a when sandwiched can get you out of those situations since hitting carl will stop nirvana's action. don't have much carl experience so that's all i can really say. I personally try to get on the offensive asap and not give carl a chance to start his game up but that's just me.
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i actually feel that jin's rushdown is pretty strong, but i agree with shtkn about jin punishing mistakes, and instant blocking makes it so much easier for jin except for A DP (i always get beat whenever i try to instant block then A DP, stupid lack of invincibility x_x)