|| Jin Kisaragi || Ride the Icening!

I’m contemplating picking up Ragna as a secondary. Carl seems like loads of fun to me once you get good with him, but actually getting good with him is probably more work then I’d care to put in for a sub.

Definitely sticking with Jin as my main, though. I’m riding that ice car as far as it will take me.

Honestly, you’ll find better information at dustloop.com on Jin. There are several people there that are far more competent at Jin then I am and have other tricks. I also throw my bits of wisdom there as well. I have a lot of match up analysis over there as well.

I haven’t been able to find a suitable second string character. I just can’t really find anyone else in the cast that I really enjoy using besides Jin. I wanted to use Carl but when I got into his depth it felt like he was more suitable on stick rather than pad. Negative edging on a pad is terrible which is also why I don’t bother playing Arakune. Noel was the closest thing due to her rush down style but I gave her up when I wanted to get serious with my Jin.

Fair enough.

Not a ton of room in the first post, and people interested in advanced tactics are probably willing to search around anyways, so I think it’d be better if I just throw in constantly recurring questions.

Im having difficulty dealing with characters like noel and ragna on wakeup…it seems like my options are left to just block everytime, and a good ragna can win on a single knockdown.

i.e. I get knocked down, if I neutral tech he sticks out a standing B into high-low mixup.

Does jin have any good options on wakeup vs ragna or am i stuck with the guessing game?

If they are rushing you down on wake up then as silly as it may sound just C/D Fubuki them. Those C/D Fubuki’s are great get of jail cards for Jin you just have to make sure you don’t get predictable with it’s use because if they bait you are getting punished badly.

Maybe its just online/timing issues but it seems if i try to neutral tech and D fubuki I get stuffed by any meaty A’s or ragna’s standing B. (Taokaka drives me absolutely nuts with her wakeup game too!)

I do need to incorporate C Fubuki’s more into my game tho, I try to not throw it out unless I have the 50 heat to rapid recover.

Oh, also, Killey, I do see your stuff on Dustloop. It’s a good site, I like to read through it. I just wish I could actually post there, but the damn site won’t let me register.

just checkin in :smiley: i’m the newest jin round here. i picked him before i even opened the package yesterday and eff did i guess right. anyways, anyone who feels bored enough to train up a new player, i’m very execution oriented and already feel i have a grasp on his flow. i am just terrible with blaz blue’s fighting system, and a long time SF player. so its gonna take a bit of adjustment

I picked up Blazblue less than a week ago and man, am I getting a beating with Jin. My three friends main Ragna, Hakumen, and Litchi; they’ve had the game longer but it’s very frustrating to play against them (since I don’t have xbox live currently, im just doing training mode :confused:) I’ve been studying the Jin Tutorial DVD but just reading some of the stuff on here and dustloop, it dawned on me that a lot of the combos are very impractical outside of BnBs.

My main problem is, I know how to do a lot of Jin’s combos, but I don’t know how to set them up. Many of his combos, actually most it seems, feel like they have to start when you’re right up next to the opponent. Outside of j.B, I feel like Jin has no range; he has no good pokes which is kinda the style I just came off of from SF4 playing as Vega. I would like to know how you guys close the distance so well, and how to set up your combos. Thanks.

214a, if I recall, works well if you don’t get pwnt in the process. Alot of MY losses (Ahem…) are done by someone giving me the good old anti-air 5d, I think. It’s the one where he punches forward and an ice fisty thingie comes out of it. Then I"m stuck, he runs in, and I go soaring into the sky getting cut more times than Tokyo Hotel.

butters i got a f/r that has been pending for like 3 weeks now … no room??? ?? ?? ?? ??

Got on today and accepted, no worries.

I feel like i’ve been playing for enough to have a soild grasp on the game and jin.

With that said… WTF do you do against litchi?! She has all around better pokes it feels, and the only thing I can do against her is hope I catch her without her staff and smash her.

Don’t let her knock you down, don’t let her get you into the corner. Also, Killey did a nice write-up of Jin/Litchi match-up a few pages back, take a look at that.

Yeah, I’m still at a loss with the Litchi match up it is incredibly difficult to deal with and is a 5-5 match up. Whoever gets their momentum going pretty much wins the round. You stay on to of Litchi like there’s no tomorrow and bait those damn Tsubame’s. That thing is too godly and can get you punished severely. Good Litchi’s will also bait you into jumps and air throw you into a combo it is pretty vicious when you are getting air thrown like a rag doll. Not to mention even if she whiffs she can go into a j.B which has good cross up capabilities. She’s got a lot of BS stuff about her but without her staff she crumbles really fast when you keep on top of her. Learn how to frame trap and have long block strings because all she has left is a dead assault to get out of your pressure.

I absolutely hate this match and the Tager match.

Nice Litchi post on the last page, I’ll try to add some stuff that will hopefully be useful:

Tsubame, 2C[m] and 2C are all air unblockable, and have a good amount of active frames. Her ‘All Green’ distortion drive is the fastest one in the game. If you aren’t guarding when she starts it, you’re gonna get hit, unless you use the super freeze buffer with 623C; A counter hit All Green will result in the same untechable wall bounce as CH 6B[m] and CH j.C[m], which could lead to the corner; which = rape. IMO, when I’m fighting Jin with licthi, I feel like I have control of the match if he isn’t in range for his 5B.

You’ll probably want to play this matchup a bit more defensively than his other matchups (from what I’ve seen), and make sure you get the most out of a Manten-less punishment opportunity while, because a point-blank Tsubame will more often than not put you in the corner. And remember that every Litchi won’t have the same playstyle; personally, I keep Manten with me just incase someone gets rushdown-ish, but i know really good Litchi players who keep it planted for mind games.

Tsubame, 2C[m] and 2C can only be blocked through barrier guard or instant block so it’s not air unblockable. The same applies to all 4 of Jin’s DP’s.

If you are positioned directly in the pillar of flame for “All Green” you can super flash cancel into 623C or even better 632146D for a guaranteed CH. The only thing you have to worry about is if you are air dashing or in the middle of an attack then you’re screwed when All Green comes out. If you are on the ground when All Green is out then you are perfectly in the advantage with super flash cancelling, imo.

The planting of the staff doesn’t seem like a mind game to me at all. At worst they do Shishin but those can be baited and you can just jump behind it and if Litchi wants to bait that jump with an air throw you toss out j623D and punish her for being stupid.

In my opinion, Litchi players who keep the staff are smarter as they are less susceptible to rush down tactics due to the threat of Tsubame.

I posted more info on the match up on dustloop but I’ll copy and paste it here.

"Litchi’s air throw is ridiculously good and can catch you out of j.B’s, Ice Cars, and pretty much anything that puts you in the air. Be extremely careful of how you are jumping and what the Litchi player is doing you will always want to prep a tech. Litchi can bait you into the air with proper use of her staff so don’t fall for it. Don’t even jump at the beginning of the match as aggressive players can just air dash throw you.

The worst part about this is that even if Litchi whiffs the air throw she can go into her j.B[m] which as I mentioned before it’s an overhead and hits behind her for good cross ups.

Her overheads are actually stupid good and come out pretty fast and if blocked can go straight into a low for 50/50 guess which is too good.

Litchi in the corner has some sick set ups for resets. If Litchi knocks you into the corner with her typical combo keep an eye on how she positions her staff. Good players will place the staff behind her and if they see you tech roll forward will do her D retrieval to knock you into a reset. Wait and see what they do. If they do D Retrieval then neutral tech and start that defense. If they do Shishin then tech roll forwards you may eat some hits but you are out of the corner at least.

If they position the staff directly on top of you and have 50% heat be careful as they will end a combo in 6A which will OTG you. If you are mashing on buttons to tech you will neutral tech automatically and they will buffer into Kokomusho (sp?) the super where the staff takes human form and punches wildly. Do not NEUTRAL TECH when they OTG you with 6A. Take the hit let them buffer into Kokomusho and forward tech out.

You can punish with 5C on a baited point blank tsubame otherwise anything you do after wards will allow Litchi to block but you can rush her down as she is now staffless. Jin’s j.C, j.B beats out Litchi’s j.C[M] and j.B[M]. 5C can punish after a 2B[m] (might be 3B[M] it’s her split kick with the staff) and be counted as a counter hit. You can’t punish after 6A[M] if they did it from a distance aways. I’m pretty miffed about that as that overhead is just way too good and needs a reliably punish on block."

I’ve learned 2 new resets with Jin but I can’t recall if I posted them here:

  1. End a corner combo with 214D, 2C, 623D and charge the second hit as long as possible. Release it as soon as you see your opponent break out of the Ice. This is a risky reset but the reason it’s a reset is because your opponent is trying to break out of the ice while you are charging the 2nd hit of 623D. Time it too late and they can 5A you before you can release it but time it right and they will eat the 2nd hit into a ground slide to a new combo that will most likely deal around 4-6k damage.

  2. End a corner combo with 214D, 6C (OTG), 623C. If they air tech backwards then as they are falling do 623D for a reset. They have to either IB or barrier guard as they are falling to prevent getting hit by 623D and most people don’t so this works out as being a good reset for Jin and will lead into a corner combo for 4-6k damage.

^^
Question, what exactly is OTG and Super Flash Cancel?
You just dropped an Atomic knowledge bomb on my Nagasaki noggin
:looney:

OTG= on the ground; Litchi’s 6A puts you on the floor. I’m not really sure, but I think he’s saying stay on the ground until you can tell if she’s starting Kokomusho (thirteen orphans), because if you tech the 6A, you’ll be forced to guard it, so instead, wait on the ground, then tech, because the first half of kokomusho can’t hit you while you’re on the ground. If you happen to forward or backward roll directly after the 6A, Thirteen orphans will tag you.

Super flash Buffering; player A starts a distortion drive outside of a combo but the game will still read player B’s inputs, so if B is standing, he can input a move with invinciblity, and his move will start as soon as the screen freeze ends. In the case, you’d want a move with startup invincibility AND good invincibility frames, so you’d be going for 623C.

Correct on what OTG and Super flash cancelling is.

However, what I was saying about Litchi’s 6A into Kokomusho is that most people are mashing on buttons to neutral tech but when eating a corner combo from Litchi.It’s really just best not to try to tech right away even if she does relaunch you with a D staff retrieval the follow up combo is prorated to all hell. In this setup she takes advantage of that by smacking you with 6A while you are on the ground and staff is above you. You will end up neutral teching off of 6A OTG and then be forced to block Kokomusho. What I’m saying is to let 6A hit you and see if Litchi buffers into Kokomusho. If she does your fine because you can tech roll forwards and escape it.

Kokomusho will actually miss if you just lay on the ground but Litchi can just 2B you on the ground to force you back into Kokomusho so that’s why you wait for the first few hits of Kokomusho to go before tech rolling forwards.

Just discovered that you can IB Litchi’s 5C[M] or at least the last hit then punish with a run in 5B (2 hits), 5C, j.B, j.C, j.D, land, run in 5C, j.B, j.C, j.D, 214B. Litchi has to start this move really close to you in order to get that punish however if you are a distance away you can tag her with 5B (1 hit), 5C, 2C (Depends how close you are best to omit it if you are not feeling confident), 214B. This will remove a lot of her safety strings.

Found out a few ways to punish baited Tsubames.

If you IB Tsubame you are guaranteed any CH combo of your choice (none of the crouching specific combos will work obviously) but you can do something like 5C, 6C, DC, 5C, 6C, DC, jump, j.B, JC, j.C, j.D, 214B. If you block Tsubame at close-to-mid distance you can punish with a similar combo as above. If you block Tsubame at max possible distance your only punish option is Ice Car.