|| Jin Kisaragi || Ride the Icening!

here’s a question. Sorry if this has been posted before. I’ve been messing around and found a decent 1 super combo. Was wondering if there are any modifications to it to make it better.

6C, 2D, 632146+D, jf B, C, Jf, C,D. It did pretty good damage, but the opponent recovers very quickly after the D. Was wondering if there’s a better final hit or there’s a better set up into his Ice Arrow super. I should add that the combo won’t work if the opponent is at a corner since the 2D won’t connect

Thanks for correcting the errors and for the contributions. I’m pretty sure I read/heard from somewhere that 5d DC leaves you at 0f but I’ll have to review his frame data.

I opt to end it with 6A knockdown for a couple hundred less damage but instead they’re right next to you for continued pressure.

In the corner you can replace 2D with 6D and it’ll work the same.

Maybe that’s if they barrier. Because if the opponent barriers blocks they recover 1 frame later.

Nice, i can do that to keep the pressure and if their health is low enough, i can just do the air string to clinch the match. Thanks.:china:

I think Butters was on to something by having a Teach Me Killey series since a lot his observations and him giving some pressure strings/options is really useful, but I fear it may be lost in the pages of the forums in little time which would be a pain to look through once I’m ready to really go in depth into it.

Saw something odd in a match: A Jin player broke my throw, then hit me with Ice Wave before I could block. I was holding back all that time so that couldn’t have been the problem. Is it actually possible to break a throw, and then Ice Wave, or was it the lag? The match was pretty laggy as well.

Has to be lag, pretty sure after a teched throw both players are at neutral frames.

yea well i played a tager thsi mornign (my b4 werk BB fix) and he did his super (not the 720) and b4 he pulled it off i popped my barrier and i got stuck in the barrier break position until he hit me FTLWTFBB!!

anyone have any tips on how to pull off his Astral heat, ive already unlocked it but the 720 motion always gives me a jump at the end. been trying it on practice mode with opponent on <20% health…

tips much appreciated.

Ice car clash glitch?

Uhh… I’ve never seen this before, so I decided to post it in here. I tried searching it up, but didn’t get any results.

Anyway, here’s the video link.

[media=youtube]KkB249gED4s"[/media]

http://forums.shoryuken.com/showpost.php?p=7081129&postcount=185

Try doing it after a throw, plenty of buffer time to not jump.

Thanks al ot!

It looks like Jin’s ride the ice thing clashed the first hit with Litchi’s attack. I’m not sure which version the player used. But the player then canceled into jumping A’s over and over (I think).

Only had time to review this video.

It looked like you were using B Fubuki at the start of the match. A Fubuki would have been a better choice but don’t start with Fubuki’s anymore. You are in a 50/50 guess with starting with Fubuki and if you guess wrong you are going to get punished. Although most Arakune players tend to fall for a quick dash into A Fubuki it’s not recommonded with the punishes that could follow if blocked.

Overall, you did well with zoning but you let a lot of combo opportunities go and you didn’t play as aggressively against Arakune as you should be. 5B, 5C, 2C, B Ice Car should have been connecting. Yet everytime you did that the Arakune would block it. Either you are mistiming the Ice Car or you are using C Ice Car instead of B Ice Car.

Giving Arakune that much breathing room is a bad idea in general as it lets him set up his game with curse clouds and dive cancels into rekka loops all of which is something you don’t want happening. Once you’ve got Arakune on the defensive you need to be pressuring him. I can see your inexperience in the match up and that’s only going to come with time. The more you fight Arakune the better you’ll understand his set ups and ways to react to them.

You did good by outzoning him and preventing him from getting his game in. Good use of 5D to catch him in his recovery of j2A/B/C but advanced Arakune players can dive cancel to nullify the recovery time. Nice catch with the Ice Wave Supers to stop his air game. Yeah, you could use some improvement but it shows an understanding of pacing and zoning with Jin. From here I would work on his BnB combos. Perfect their execution so you can deal the most damage to your opponent and then work on how to set them up. Part of setting them up is working on his pressure game so as you get deeper into this you’ll gain multiple skills.

I could add there that you can always play with your bnb, making it more effective. The Ice car is something you really have to time, and if you’re not sure that is going to hit, go for A Ice Car instead of B Ice Car.

Mr. Killey, I’m next, I’m next! :smiley:

Can you check this and give me feedback? I’d love to hear that I improved since my last vid :stuck_out_tongue:

[media=youtube]aedKHiAo2FE[/media]

Thanks in advance!

Okay, I’ve been testing j.A cancels after j.B and that shit is too good. It works so well in Jin’s pressure game. Basically, after j.B you can immediately go into j.A and it will cancel the recovery of j.B allowing you to do a wide variety of things. It’s pretty much a reset in Jin’s aerial game. In block strings you can do an early j.B, j.A (whiff), j.B as you land or j.B, j.A (whiff), air dash, j.B, j.C. Works as a mix up game as you can j.B, j.A (whiff), land, 2B, 5C, etc… After playing around with it I can understand why Buppa uses this for resets. If you land a CH j.B as your opponent is jumping you can follow up with this j.B CH, j.A (whiff), j.B, jc, j.B, j.C, j.D, 214B. Can use this to set up Jin’s cross up j.B. 5B, straight jump j.B, j.A (whiff), jc, j.B (making sure you are jumping behind your opponent when doing this). j.A is also an overhead so if you want you can use this in a block string to keep your opponent honest as you can go for a 2B mix up. It does have weaknesses to it though. Oppoenent’s can back dash after the whiff j.A or just do something that has faster startup frames to tag you out of the air. I’m assuming this is why Buppa does this as resets in the middle of his combos to try to land more dmg through mix ups then finishing off the combo. Anyways, I encourage everyone to play around with j.A cancels and let us know if you find any other uses for it.

Never start the match with 2D it’s a 25f startup with 36f recovery and is incredibly unsafe as an opening gambit. It could have been punished if your opponent decided to dash, IAD, or jump over it altogether.

Personally, I find these as Jin’s opening options:

-5C/5D
-Walking back
-Dash back do nothing or run forward and either barrier guard or 5D
-Jump back with Barrier Guard
-IAD back w/j.B

All depends on the character you are fighting as 5C/5D isn’t safe against Ragna as his 5C beats out your 5C/5D.

Don’t poke with j.A’s. Jin’s best aerial move is j.B it’s got good range and has many uses. It’s used as part of Jin’s zoning game, overhead, block strings, cross ups, etc… This is Jin’s best normal aerial, imo. However, with that being said don’t abuse it and in this particular match up Noel has 5 moves that will beat Jin’s j.B if you get predictable with it.

Don’t combo 2A so much you’ve scaled the damage a lot by using 3-4 2A’s in 1 combo. If you’ve hit confirmed 2A then immediately go into 2B, 5C, 2C, 214B or 2B, 5C, 2C, 6C->air combo if you hit confirmed 2A on a crouching opponent.

Don’t use C Mash as part of a combo you’ve scale the damage too much and overall it’s unsafe unless as a follow up combo to 6A.

Don’t follow up your freezes with a throw. On high level play that will get tech’d easily and you’ve lost out on confirmed damage, knock down, oki opions, and momentum. Furthermore, if you’ve freezed your opponent from too far best not to follow up with a combo as good players will freeze break before you can combo. It’s always better to just cancel into 214B/C if you’ve freezed them from afar.

Work on your BnB’s because you had plenty of opportunities to do them but it looked like you didn’t know any of them. Always try to end your major combos with 214B because you want the knock down as it will set up for Jin’s oki game and continues the pressure on your opponent much like any other character in the game.

/sigh well, it seems that there was no improvement :sweat:
But thank you for taking your time to check my vid, I know that I’m a scrub, and the quality sucks, but I love this game and I really want to go for it.

btw, what do you mean about trying bnb? I though that the combos I was making were all bnbs =/ do you mean aerial bnb? Because I’m still getting the feel of them :sweat: I’ve had the game for a week and I’m still having a hard time landing aerials.

Thanks a lot killey, I really appreciate all this.

Oh and btw, I forgot to explain that at the very beginning, we were doing a “lag test” or something like that… it doesn’t change anything but well, that’s why I was dashing all over around.

The first page of this thread has some typical combos that Jin players should do and also provides links to other pages that have a whole list of combos. Practice up on the more common combos and those will be the staple combos you want to land in a match. From there you can try the more advanced combos but think about practicality. Some of the advance combos deal good damage but aren’t practical in an actual match.

Thanks Killey for the feedback and advice.

Those fubuki’s are a bad habit I developed from fighting people who start the match with IAD or some random move, but no more I promise.

Those ice cars I missed were B’s but I screwed up the timing. I’ve been working hard on the bnbs to solve my timing issues.

I know what you mean about giving Arakune too much space. I fought a much better Arakune yesterday and although I was playing really well against for the first two rounds, in the third I gave him too much breathing room and he caught me cursed in the corner with no way out. I should have kept the pressure on him so if caught me with a curse, I could be close by to end it.

I’ve only been fighting people who are Lv.30-50 and I’m learning a lot more about how important it is to learn the character specific match ups. I still have problems against really good Rachel’s, Tao’s, Nu’s, and Mike Z’s Tager lol.

I’m also going to try those j.A cancels. I can see how they could be a monster tool in Jin’s pressure games.

I’ve starting incorporating j.B j.A into my Jin gameplay. Here’s my experience with it. In block strings, it’s terrible. For j.B to cancel into j.A, j.B has to connect. All the opponent has to do is keep crouching for the early j.B and respond to a delayed j.B. Nothing in Jin’s moveset will make them stand up and block that early j.B for you to start a mix up.

My personal opinion is that it works best after a combo especially after a 5C, j.B, j.A then mix ups. or any combo that lets you do hj.C, j.D, air dash, j.B, j.A, mix ups.

Hmm…so then Buppa’s application of j.A is probably the best way to use it then as resets and mix ups. I assume it works better in a block string against Tager due to his large hit box. I think it can be used for frame traps as well but disappointing that it doesn’t have any other uses at the moment.