i have and they go pending for weeks …:lame:
Does anyone know the frame advantage/disadvantage for dash cancelled 6C? I got that 5D was -1 from this thread but zeta doesn’t have any info on the other dash cancelled advantages.
5D and 6C are both Level 4 moves, which means they inflict 18 frames of blockstun (on normal block). The duration of the dash is 22 frames. Off both moves you are at -4.
Anyone here on PSN got a decent Jin and want to critique my Jin? I feel like I at least have a mediocre-to-ok Jin, and if someone can give me some pro tips that would be cool. PSN tag is to the left of this post, just tell me who you are at least.
Feel free to add me. I’m an ok Jin as well.
Alright then, I’ll add you. I lack a mic so we’ll have to use the text chat feature or something. Thankfully thanks to the great netcode our matches should be playable at least.
Feel free to add me as well. I have confidence in my Jin skills but could always use more mirror match experience. I have a mic as well so if you want to text me I can answer over the mic.
GGs to TWILIGHTFOX who totally embarassed my Jin over 14 matches but gave some helpful hints to further improvement, and highlight one of my main weaknesses too. It’s clear I have an awful lot to learn.
GGs for sure. Hopefully I could be of help.
Oh and Killey, I’ve been trying to message you for some matches but I keep getting messages errors.
Here’s something new for you guys to try out. It’s something I’ve recently have been experimenting with.
So, I was trying out other options out of the j.B j.A resets and I think I got a new plausible reset. This is mostly used for the dash in 5c J.B combos. Instead of jumping towards them, you jump straight up so you have something like 5c j.B J.C J.D dash in 5c 8B J.A. This puts you at a perfect spacing to try a number of things:
-Airdash cross over J.D/fake cross over 236D.
-Very slight delay airdash j.B J.C
-j.B for people who think they can crouch and get away from the mix ups
I only tested this on Jin but j.B will trade with his 5A so it’ll probably beat anything slower than 6 frames. Needs more testing though.
Anyways, I think this could be a very viable reset option if you use it conjuction with 9B j.A resets. If anything just the mere threat of a cross up will have them thinking more and hopefully make them react slower.
What do you guys think?
Well, looks like me and Killey are destined not to play each other. Far too much lag for comfort.
This is a block string, right?
I don’t know, that j.d, dash in, 5c seems like it’s begging to be punished.
If you meant it as a combo, then I don’t know… Seems pretty hard to pass up the free Ice Car B after the first j.d and all the possible oki damage afterwards.
Yes I meant in a combo. That’s the thing about resets, you give up your guaranteed damage for a chance to do even more damage. My personal opinion is if I’m down on the life lead and I need to make something happen, I’ll try to do a reset.
I noticed you doing some of that on me too. Gonna have to try to incorperate that into my game… once I have the basics down.
you can add me, me and killey go pretty even most of the time so I should be able to show you some useful jin shit.(He does rape my shit sometimes though lol:sad:) I hate losing mirrors so you’ll get the A game:annoy:
Twilight Fox what errors do you get when trying to message me?
Hades777:
I don’t know what’s up with the lag in some of our matches. Sometimes they are relatively smooth other times they are just horrendous and I lose out on all of my links. I think it might have to do with the stages as well as I notice stages with more stuff in the background gives off more lag then those that don’t.
I hate losing mirror matches as well because it’s such a slap to the face with the character you main but I like them as learning tools because you never know what the character is truly capable of until you see someone better using them. Plus, it’s not always a good measure of the skill level of the player. You may be a better player overall if you handle the other matches better. The mirrors are awkward in many ways so I try to not let the losses get to me but it’s hard.
Anyone know what’s a good follow up to 236C oki and your opponent tech rolls forward and gets hit by it. I usually follow up with 5A since that’s the only thing that will connect after wards but they just tech out right after wards with no good follow up. If they air tech forwards I can follow up with an air throw but you have to delay it and by that time with certain characters they can escape altogether. I’m sure you can do something similar with back or neutral air tech but to anticipate on which way is hard and I feel I’m missing out on a good damage opportunity.
I also hate mirror matches, can’t stand losing them, always feel like I SHOULD win (only time I don’t feel like crap is when I lose to a Jin that is REALLY, REALLY RIDICULOUSLY good. Pro tourney level.)
yeah killey when are matches are smooth its really fun and competitive. once it starts to bog down it loses a lot of luster.
as for the 623C oki, since you can’t really connect with anything I think it’d be best to try to frame trap em and make them commit a mistake. doing the sword then 6D could open up some possibilities, but I haven’t tried it.
need some help with a combo…
how do you time the standing 5C > JB > JC > JD. i either wiff the JC cause im too far away or the JD wiffs because im again too far away or the JD just doesnt come out. I’ve been trying to delay the JC and JD, but i time it too late.
the JB needs to come out fast, a LITTLE after you jump. make sure you’re jumping towards the opponent too, as if you’re doing a straight jump you’ll miss the JC. I find that doing the JB straight away leads to JD whiffing because i’m slightly too far for it to hit. it’s surprising just how tricky this simple bnb really is =/
Well, I love my corner game with 623C Oki as a lot of people don’t know how to handle it as waiting for 623C to pass by gives me 50/50 mix ups into another corner combo that leads into another 623C corner oki game. The opponent can air tech recover after getting hit by 623C so I’m not sure if 6D is really a viable follow up to force them to block but I’ll test it in training mode after work.
Also, I’m getting really annoyed with the Carl and Tager match ups. Tager match up should be in our favor but a Tager that knows how to rush down, take full advantage of magentism, and has good 720 setups is very tough to deal with. That back dash invincibility is godly and I dare not IAD at him for fear of counter throws. Baiting with double jump j.B’s is usually what I do but it becomes a zoning game to fish a counter hit into Jin’s BnB’s but it’s very difficult to do when magnetized. Going on the defensive is just a bad idea against Tager and rush down works good against him but over commiting to it sets you up for big damage.
Carl on the other hand is incredibly annoying to face when you have to constantly worry about clap loop and the positioning of Nirvana. I’ve had limited success with 5D zoning and while it works great with typical Carl tactics smart ones will switch up to moves that can still go through after taking a hit or two allowing Carl to get in close. Rushing Carl down is something I’ve tried as well but again limited success with it. As soon as Carl gets a hit on you it’s Clap loop time and death.