|| Jin Kisaragi || Ride the Icening!

*duly

Anyway I find that Twilight’s advice has helped me, I’m generally going for guaranteed damage off of a freeze whenever possible unlike I did before and trying for 5b from an icecar hit has worked out for me occasionally. I need to work on actually reacting to what 5b does though, I find that I’m not on the ball enough to react to whether it hits or blocks and thus I lose my mixup or drop a combo =/

Oh well, it’ll come in time.

Nu online is bullshit, plain and simple. I know for a fact half the shit these nus are attempting online would not fly off. Shit is annoying as fuck losing to people you know you should beat. It’s almost come to the point I just don’t play nus anymore. you can’t really IB online and the randomness of her swords is magnified. Fuck that bitch lol. without a doubt the easiest top tier in history.

disclaimer I have no problem beatings nus offline, on is another story. Shit is mad annoying.

Was anyone else aware that you can hit Rachel with 236D repeatedly while she is hit by one? I was fucking around in training with it, and it is so dumb. with like 30 she is in the corner. 236D,236D, followup. Since rachel really has no get out of jail move her being the corner and be murder.

Yeah, it’s been known for a while that Rachel can be hit with repeated D Ice Cars after a knockdown to her odd hitboxes. You probably want to do 2 max otherwise it seems like a waste of Heat, imo, unless the damage output on 4x D Ice Car is worth it.

Had the pleasure of playing against another Jin SRK member and I didn’t even know it was an SRK member until he PM’d me and said he recognized me from SRK. Looks like my name is spreading around online because this isn’t the first time this has happened. :rofl:

5b hits twice, whether on block or hit, so you should just wait until the second hit lands, and that should give you enough time see whether it hit or not. Also, regardless of whether it hits or not, you should always follow up 2b (I think that’s it, sorry I’m a bit rusty) as it hits low, which is good for mix-ups and such, leads into combos, can frame trap, ect.
Another thing, if you got a guy trapped in the corner, or you got a sick pressure string going, when you throw out a 5b, if I’m not mistaken (Again, rusty) you can jump cancel the first hit and go into the whole j.b->j.c->j.d ect… combo to mix him up and generally keep him guessing as to whether he should block low to avoid the 2b/3c, or block high as to not get hit with his j.b

Ha, don’t be so modest, I’d say your quite the figure around these parts, I know I’d recognize Killeykun anywhere
xd

Why hello there. Nice games btw (except when the random people lagged it to all hell)

Yeah I lurk more then I post. :stuck_out_tongue:

Against online nus, don’t bother trying to ib. Bait her swords, rush in when she guesses wrong, apply pressure.

Yeah it can be frustrating when online Nus beat you by playing like total scrubs (i.e. spam D / Forward D / Down D and hope they get it right…you jump in with IAD they 1C into air combo).

Its really just a war of attrition, block ALOT and make it count when you get in. You cant really play the same as your usual style which sorta reminds me of the carl and tager matchups.

Okay here is my match up analysis of Litchi.

Alright did a bunch of matches with Litchi today and here’s what I’ve gathered from teh match up. It’s definitely a 5-5 even match up for Jin. I’ll go over the basics that have been mentioned before.

Litchi with staff has better zoning capabilities then Jin so don’t try to out zone Litchi. As mentioned before this makes the start of a round a pain for Jin as he has no reliable means to take the momentum at the beginning of the match. Litchi with staff has a weak close game so this is where Jin does the brute of his damage and how he is able deal with Litchi.

Litchi’s 2 best pokes are 6B[m] and j.C[m]. She uses these as part of her zoning game but she’s also fishing for Counter Hits as both of these moves lead into her BnB’s on CH and will put you towards or in the corner which is not where you want to be.

6B[m] has really good range and is one of her poking tools. It will tag you out of your back dash so back dashing at the beginning of the round is not recommended. On counter hit it causes a wall bounce that is untechable. It also leads into one of her many combo’s that will put you in the corner or close to it which is where Litchi shines. 6B[m] will beat Jin’s 5D. 6B[m], however, can be ducked under when crouching and can be punished when she recovers (20f recovery) if you are close by. From farther distances C Ice Car will punish it when crouched whiff.

j.C[m] has incredibly good range and can be done low to the ground as well to try to beat out your moves. Again this beats 5D and on CH does the same thing as 6B[m] - untechable wall bounce that will lead into her combo that pushes towards the corner. It is her best air-to-air normal and is pretty even with Jin’s j.B. However, it does not hit below Litchi so if they whiff this and you are on the ground it can be punished with Fubuki provided you are close enough. If you find yourself in the air with Litchi at a distance best to just guard rather than throwing something out.

You basically want to space yourself close to Litchi and there are a variety of means to doing this but it’s pretty risky for Jin to get in close at times. Properly spacing yourself with double jump j.B becomes helpful in closing the gap while avoiding her pokes. You may be able to land a CH into a BnB as well.

She’s got 3 anti-airs: Tsubame Geishi (her DP which is also the best DP in the game), j.A (limited use), and 2C[m].

Tsubame is the best DP in the game and is pretty ridiculous since it has godly invincibility frames on start up and contains a follow up when it comes straight down. The falling staff after Tsubame can hit you if you are not careful with your spacing. Respect her Tsubame and don’t over commit to your rush downs as Tsubame will stuff your attempts every time. Tsubame is used as a wake up move and can stuff your oki games but it can be defeated with a well timed 5B when she neutral techs but it’s way too risky if you don’t time it right and if they delay their neutral tech. Jin’s corner oki game with 3C into 236C will not work on Litchi. An attempt to rush her down while 236C just gives her the opportunity to delay her wake up then Tsubame her way out. You can do it to bait out Tsubame and try to punish after wards. When baited you have a limited time to punish Litchi and you can’t dash in to punish so the best option I can find is to 5C immediately.

2C[m] is not her best anti-air move but is a good move against jumps and requires an IB or Barrier Guard otherwise it hits if you are in the air. On hit it can be buffered into Tsubame into another combo. It has bad recovery and can be punished severely since on CH puts her in a crouching hit state. It also extends her forward a bit so if you space your jumps right you can land behind her or cross up with j.B.

Her air mix up game involves j.B[m] and this move is incredibly good. Litchi’s j.B[m] is to Litchi as j.B is to Jin. It can be jump cancelled on hit or block and crosses up as well. Litchi’s air back dash is extremely awkward and is kind of like a small back flip but puts her in prime distance for weird cross up scenarios much like Jin jumping forward then back dashing with j.B for an odd cross up. If Litchi is jumping all over with this move keep an eye on her and block accordingly. IBing it is pretty easy as well but I can’t think up of a good follow up after IBing it. DPing seems too risky for my liking as she can just jump cancel out but I’ll have to experiment with it in training mode. If she hits with this move it leads straight into a BnB.

Litchi has one overhead move with the staff 6A[m] and it’s pretty slow, however, she can extend the distance of this overhead with 2B[m] and 5B[m] it has some combo possibilities as well. Furthermore, the 5B[m] can be gatling’d into her 3C[m] which hits low giving her some hi/low mix ups. Typical Litchi players will gatling 5B[m] with 5C[m] into 3C[m]. You can IB both hits of 5C[m] and the 623C when they try to 3C[m], however, this isn’t reliable as they could just cease the follow up leaving you exposed. Alternatively you can IB the last hit 5C[m] and then do the Ice Wave Super.

When Litchi doesn’t have the staff her zoning game significantly weakens but she has a better up close game with decent mix ups with her Rekka’s. Her up close game is still nowhere near as good as Jin and good Litchi players don’t fight too often without the staff. Usually, going staffless is part of her BnB, if they happen to screw something up, or in a staff retrieval state. Litchi’s j.C without the staff is good and is probably her best normal while staffless. It can beat out IAD j.B/j.C if she positions herself above you. I’m not sure if this move counts as an overhead as well but it sure looks like it. She’s got multiple overheads without the staff so be careful how you guard against her.

Where Litchi shines is in the corner and all of her BnB’s pushes you towards that corner or puts you in there. When you are knock down in the corner she is forcing you into a 50/50 mix up game of hi/low/throw. On knockdown in the corner she will have launched the staff for her Tsubame as part of her BnB. If you tech recover forward or backwards she can recall the staff to hit you and relaunch into another combo that puts you in the same 50/50 wait. In the corner on knockdown you want to either not tech at all or neutral tech. Litchi players will mix up their follow ups with either Shishinren or staff recall. Not teching can help avoid Shishinren to a certain degree but wait to long and you get hit but you can tech forward to safety but be warned if Litchi is on point she can knock you back down into the corner for another 50/50 wait. Staff recall will relaunch into another combo with corner knockdown.

Observing what the Litchi player does is key because if they like to follow up with Shishinren it’s best not to tech until the move comes out. However, this is still a disadvantage to you as you still have to block 2 hits of the Shishinren and your opponent is aiming for a hi/low/throw mix up on you.

Her low mix up with the staff is 2B[m] and it comes out fast while her over 6A[m] but she does have several aerial overheads as well. Without the staff her low is still 2B but she has her rekka’s to do that as well. Overheads are 6B, rekka’s and j.C (I think). If you block 6B she is vulnerable for a punish but be warned if she manages to get the staff back during this mix up she can Tsubame punish anything you throw out into a combo for another 50/50 wait. If Litchi is rushing in after a neutral tech best to block low and then switch to high if you see her go for a overhead. If she’s jumping at you just block high and punish when she lands provided she doesn’t have the staff.

The other thing she can do is user her staff super where it takes a form and starts punching wildly. If you don’t tech the super will miss completely but she can 2B you into it so don’t tech until you see her attempt an attack then barrier block to get her off of you. You’ll have to keep an eye on a Litchi as it’s a 50/50 guessing game and the wrong guess puts in the same 50/50 wait. It is very well possible for Litchi to just rape you in the corner with this 50/50 wait. On the defensive you are just going to have to see how your opponent plays and then block low for the most part until you spot an overhead attempt. Otherwise, try to IB as much as possible then super jump and Ice Car your way out. Some Litchi’s will jump away from when their mix up games are blocked and then air dash with j.B[m] and on block can pressure you on the ground with hi/low/throw mix ups again but it’s not as scary in comparison to when you have to deal with the staff returns. IB those j.B[m] and counter with a falling j.B or bait the j.B[m] and Fubuki her. Learning how to tech and block against her mix ups just comes with experience and requires you to understand that match up.

2 things to remember about staff retrieval. First, on regular staff retrieval with D it goes towards you and then comes back from behind. You can dodge both attacks and Litchi is somewhat susceptible to a rush down. However, her air dash j.C is good at stuffing air-to-air attempts if she is above you. Best not to go air-to-air with her at this point. I would try to rush in and Fubuki an air attack attempt but if you get hit by that staff and she’s close by she will most likely combo you again. If you hit Litchi or cause her to block when the staff is being retrieved the 2nd hit of the staff won’t come out and the staff will just return to her automatically. Good and bad as you don’t have to deal with the 2nd hit of the staff but this gives Litchi her Tsubame.

Second, Shishin does 3 hits and has limited space but it makes Litchi very safe as it will continue on even if Litchi is hit or she blocks. Do not rush Litchi down if Shishin is behind you as any hit will lead into a combo. Best to jump over it and try to bait a rush then aerial 236D to catch them off guard or to force them to back off. Remember that aerial 236D gives you 22f advantage on block. Just be careful not to get Tsubame’d if you rush her down after wards.

When Litchi has 50% heat she has a midscreen super where she shoots a pillar of flame just in front of her. Be careful how you are spacing yourself during this time as careless air dashes will get sutffed by this super and it causes an untechable wall bounce as well so it can be combo’d. However, keep in mind that you can still input moves during the animation before the super comes out. If you are running towards her you can input the command for 623C and use the invincibility frames to go through the super. If you are close by you will tag her for a CH.

Very nice write up, litchi corner trap is super beast. :frowning:

Anybody here willing to adopt a scrub, and show me some thing’s about Jin online?

I know a lot of the BnB’s and stuff, but I’m not used to the system.

I don’t want people to be like/

“Oh. You’re one of THOSE Jin’s”

ICECAR!!!

Feel free to hit me up whenever.

Thanks for showing me some combos Butters. Some of those threw me for a loop, because I’d never done them before.

I can do all of the one’s that you showed me pretty consistently now in training mode now. 5b>5C>j.b>j.C>Freeze>Ice car gives me a little bit of trouble here and there. Mainly trying to get that Ice to connect, so that I can do Ice car.

EDIT

Okay I tried using that combo ^^^ above, and is it completely useless against smaller or skinnier characters? I had no problem at all doing it against the likes of Ragna. I have problems landing the ice in mid-air against Jin or even Haku-Men as big looking as he looks. Against Rachel the j.b doesn’t even hit

The only thing now, is finding a way to apply some of them in a match. So far I’ve only applied 6C>2D>Air Combo.

Otherwise I’m still tying to learn how to play Jin. Learning a few combos, and actually playing the character are two different thing’s. Do I rushdown with Jin, or zone it out and wait ofr a chance to try and combo or what?

Does Jin have any moves that hit overhead other than 6A?

Okay, I can help you out here.

5b>5C>j.b>j.C>Freeze>Ice car

Rather simplistic combo but the full combo is actually 5B(2 hits), 5C, j.B, j.C, j.D, land run up 5C, j.B, j.C, j.D, 214B.

Some things you need to know about this combo. On characters who have smaller hit boxes like Noel, V-13, and Litchi you need to get a running start with 5B for the rest of the combo to work. If you don’t the first j.D will miss. Also, you need to delay the j.C a bit for the combo to work on those smaller characters.

This combo does not work on Rachel, Bang, and Carl because of their extremely odd hit boxes. Arakune has some odd hit boxes as well and the combo is reliable in the corner but not so much from mid screen. There are some variations to the set up of this combo where you skip 5B and do 5C into j.B to get it to work. For example, you can air dash j.B, j.C, land run in 5C->rest of the combo. Actually, you’ll want to do that anyways for all characters as you’ll miss the 214B at the end due to push back.

Ways to set it up is after a knock down with Ice Car and using a meaty 5B on wake up. Spacing yourself with double jumps and a falling j.B. If j.B hits you can land and run up with 5B depending on how close you are to the opponent. As mentioned before you can air dash j.B, j.C land run up and 5C. Lots of ways to set it up just have to be creative.

Jin is so versatile that he can do everything you’ve listed you just have to pick and chose when to play one of those styles. It will also heavily depend on the match up. You obviously don’t want to try zoning against characters who do it better than you like V-13.

Personally, I will zone at the beginning of a match (depending on who I am fighting) to work my way in for a rush down. The zoning aspect of Jin consists of 5D, 2D, 5C, Fubuki and j.B. Those moves have the most range and have good priority in a variety of situations. They are extremely useful tools in his arsenal and liberally used.

Once in I’m setting up frame traps to cause slip ups or doing guard strings that put my opponent near the corner for my corner game. Should I be pushed out I apply the zoning game once more to work my way in again.

Should I fight a zoning character then it’s all about getting inside and that depends on what the opponent does. If it’s air-to-air then double jumps and j.B is how I try to get in. Trying to out space my opponent and trying to land a counter hit on them into a BnB. If they are staying on the ground then poking with 2A, 2B and eventually working in 5B to do frame traps.

That’s what makes Jin so good is that he has the tools to handle every situation that’s presented to him. If he gets rushed down he has 4 DP’s to get him out of it. If he’s getting zoned he has tools to get inside rather quickly. He’s got high HP to boot so he can take the hits. The more you play Jin the more you’ll understand how to play him and when. So train up on those combos and get the execution down. Then start working on your Jin plays through more and more matches.

VERY good post. Well played sir.

One thing though: I’m pretty sure the combo works on Carl. Definitely does not on Rachel and Bang though.

I remember trying this combo out in training mode, I could swear you don’t need a running start on the 5b to connect against Noel (not sure about V-13 and Litchi)… but I could be wrong. I’ll test it in a bit to be sure but yeah.

edit: It’s definitely possible. I think you have to delay the jC and the jD but don’t quote me; you just have to go for landing the jD when you’ve almost already hit the ground and it’ll connect.

Nice post Killey.

Question, just how useful are Jin’s Dragon Punches(Dragon swords?)

It seems kinda slow to me. The A one seems okay. I maybe could see the D one having some use to stop somebody from trying to rush you down, but not sure about B and C.

might seem like a n00b question, but decided to give jin a try out today.

Is there an extended combo for his bnb 5b, 5c, 2c, 214b? I swear i’ve seen those linked into a grab and into a longer string, especially in corners, but idk what they are. Thanks a lot! :slight_smile:

also, I have trouble setting up for a bnb, and even more so the bnb air combo.
They usually try to get good distancing from me so I end up icecaring to close the distance and then get called an icecar spammer. T_T

also, any good combo strings to throw out besides his basic ground bnb? It seems pretty bland after a while, but does good damage. :slight_smile:

Jin’s DP’s are extremely useful. All of Jin’s DP’s need to be instant blocked or barrier guarded in the air otherwise it’s a confirm hit. Just don’t get too reliant on those DP’s though as they can be baited and punished. The recovery time on them are bad.

A version comes out really fast and punishes a lot of air rushes and can beat out ground rushes if timed early enough. It’s pretty something you throw out for safety. On CH it takes longer for your opponent to air tech. You can follow up with Ice Wave Super or if you are near the corner dash in with 5C, 6C, 6D->follow up.

B version is slower but has invincibility frames slightly after start up. Also causes longer tech recovery and can be followed up with 5C, 6C, 6D, corner combos. Similar CH properties as A version so same follow ups apply. You can RC after hit confirming and follow up with an air combo.

C version has a ton of invincibility frames on start up but it takes the longest to recover from and get punished on whiff/block. You can RC this on block to catch your opponent off guard as you can throw this out when pressured RC it then rush your opponent down to get out of the corner. On CH it takes a long time for your opponent to air tech. If you CH this when your opponent is on the ground you can follow up with 5C, sjc, j.C, j.D, opponent lands, air dash j.B, j.C, j.D, 214B or any air combo of your choice after 5C.

D version is my personal favorite version but requires 25% heat. If it gets baited you are getting punished though. First hit has crazy invincibility frames on it and freezes on hit. Second hit can be charged and when fully charged is unblockable and causes your opponent to slide on the ground. It can cause resets and leads into some high damaging combos in the corner. You want to time the 2nd hit so that it hits the opponent just as they land otherwise the ground slide doesn’t last long enough for follow ups. You can follow up with Ice Wave Super and that deals around 4+k dmg. Otherwise, in the corner you can follow up with 6C, 214D, 6C, 5C, air combo and that’ll deal around 5.5-6k dmg. D version can be used to bait bursts. Basically, if you see the burst come out you do 623D and the first hit will whiff but the 2nd hit will knock connect. This DP can also be used to trick your opponent by doing unsafe moves and then immediately doing this DP. For example, you can do a block string ending in a close 214A. 214A leaves you at 0f so there’s particular advantage with ending the block string with it but it leaves you pretty safe in general. A lot of people like to poke after 214A so by immediately doing 623D you take advantage of the invincibility frames at start up to land a CH on them. I only recommend doing that when you are closer to the corner so you can take advantage of the 6C follow up combo.

There are some reset set ups where basically you combo into 214D then 2C, 623D and charge the 2nd hit for unblockable and try to catch your opponent off guard with that 2nd hit. After wards, you follow up with a 6C combo for some incredible damage.

If you read my post a post or two ago you’ll see the fully extend 5B combo and some sets up for it. As for the grab string you basically end the combo with 214D in the corner. You then 2C and then air grab right away or you can do 6C, DC, 5C, air combo into an air grab. None of them are really recommended on high level play as they can be easily tech’d out of. I only attempt air throws when I know that I can get one hit left before they enemy can air tech so I’ll attempt a throw. At worst they tech out and are in the air. I’ll land first and can set them up for a DP or corner zone game.

Air Ice Car is only useful if you can anticipate an opening in your opponent’s aerial dashes. It can also get you out of corner pressures if you can jump then C Ice Car away. Careful about doing that against characters who have full screen supers like Jin’s Ice Wave Super. This escape tactic is good against Arakune when he wants to lock you down in the corner with a curse cloud. You can super jump in a hole of his offense and then C Ice Car out.

Ice Car can also help get you close to your opponent if they decide to tech roll backwards but this sort of application is very risky at times. A Ice Car I sometimes use to bridge the gap when fighting Nu. I want it to whiff so I can block on land but at least I’ll be closer to her but there’s a lot of risk to this as well. In general I wouldn’t use it too much to bridge distance gaps.

If you are looking for combos go to the first post of this thread as it provides several links to Jin’s combo’s beginner-to-advance.

I think it’s time for me to update the first post. I will do this by going through the entire thread, reading through Killey’s gems, and then writing up part 2 of the guide: The Advanced Section. AKA: Teach me, Mr. Killey!

I just hope that Killey enjoys my characterization for him.

Killey does give good advice.

I’m at a crossroad imo. I’m very nice with jin but he can get so fucking boring sometimes so for a change of pace I started playing bang. My god his shit is so fun. It’s like every match is full of ridiculous sheninigans. Granted I have to work a little harder to win, but it feels so satisfying. I’m not sure whether to stick with the kisaragi or jump shit. :frowning: