Can’t they tech out of the last hit of 214C? I know it works with 214D but I’ve tried C in training mode and it seems that they can tech out at the last second, though I’m not sure how often an actual player would be able to do so.
Sorry that’s suppose to be 214B not 214C. 214C can never combo unless it’s off of a freeze.
So just to clarify, you can punish on regular block from mid to long range?
Well basically you can punish a blocked tsubame anywhere as long as you know what to use for punish.
You can punish with 5C, 6C blocked Tsubame anywhere. You just have to do a dashing 5C or if you feel you were a little slow to react you can do 5B (1hit) 6C.
There’s quite a few combos end in 214C without the freeze.
5C,6C,2D, dash up 5C, J.B J.C J.D 214C
CH C DP 5C sjc J.C J.D airdash J.B J.C 214C
Back throw Dash up 5c j.B J.C j.D 214C
Those 3 are the main ones I use.
Then a few character specific I just found out recently and have written down somewhere. I’ll just have to find it later lol.
just had many good jin mirrors with killey. and by “good” I mean I took one round out of about 30 matches total and was generally made a fool of, but God it was fun regardless lol.
I definitely have a lot to improve on… I mean a lot to improve on, lol. I was going to go until I either got a win against someone or racked up 50 losses, but I had connection issues or something, I dunno exactly what happened. anyway ggs, and if there’s anything in particular you noticed that needs improvement in my extremely below-average jin game, I’d definitely appreciate it if you pointed it out lol
Geeeeeez
So Killey-kun is the real deal, eh?
I wish I could play em’, but dude’s on that PSN bull crap.
PLUS, he never posts any vids of himself, wtf?
I’ve been using B Ice Car all this time because I didn’t have much luck with C Ice Car early in the game’s release but you are indeed correct sir as I’ve tested all of these in training mode just now. Wow, I feel like a fool missing out on that extra damage all this time.
I really run into random SRK and DLoop people on the PSN. Yeah, I felt sorry for you since we were in a room with some friends of mine (those extremely high level Tagers) and you went like 0-40 in that room. You were one glutton for punishment and was wondering how you could keep going like that as I would pretty disheartened. Our matches were weird because I kept dropping a lot of combos on you like I would do 5B, 5C, j.B, j.C, j.D, and then when I wanted to finish up with 5C, it would come out as 6C. Just some misc, stuff like that.
Those Tagers we had in that room are extremely good so don’t let those matches you saw with me say anything about their skill. Ykykck actually beat Mike Z’s Tager in a match so he’s high caliber stuff. Typically those two would slaughter me but I was doing really well that night and was getting my corner hi/low game with resets going.
Honestly, you played like me back when I was around that level as well so it’s really about getting over that hump and learning new tricks with Jin. Your block strings were pretty standard but pick up on my block strings as I was frame trapping the crap out of you with 5B.
I honestly don’t think my Jin is that great I still have a lot of work to do with him. You can find probably 3 vids of me on Youtube but that was withing the first 2-3 weeks of the game’s release so it’s not really an accurate portrayal of my skills. Unfortunately, I don’t have a camera otherwise I would post up more vids of my replays.
yeah yckyck is the truth. i gotta play spot on to beat him
Am I the only one finding this combo impossible to land?
5b, 5c, jump cancel, j.b, j.c, j.d
For some reason, the j.d always wiffs
Dash up before the 5b. Also, doesn’t work on Rachel and Bang.
Practice this combo on Noel, she’ll force you to always get it down. But, delay the j.C and j.D when you do the combo.
Hmm, right, right.
So how exactly do you set this combo up? I would assume off freeze, right?
5B is pretty damn good by itself so you can hit confirm into the combo but you need a rushing start on characters like Taokaka, Noel, Litchi, Nu, Arakune, and Carl (I think?). Everyone else in the cast besides Rachel and Bang can be hit confirmed into this.
Other ways to set this up is off of a hit CH j.B, or hit confirm j.B but you have to be close to follow up. If you IAD into j.B, j.C, you can land run into 5C and do the rest of the combo. You could hit with 5B but the Ice Car at the end of the combo won’t connect. Alternatively you can cancel the 2nd hit of 5B into 5C to get the combo to work as well.
I’ve used this combo successfully in training mode against Noel, Litchi, Nu and Taokaka (I think) and probably in matches too, without getting a running start on the 5b. I’m pretty sure you just need to delay the hell out of the j.C and j.D so when you j.D, you’re pretty much level with your opponent and it connects.
Sorry my bad I forget the default timing on all of the characters so I looked it up on Dustloop.
Though I disagree with Arakune I’ve done the combo on him in training mode with a running start.
I disagree with the run ins. I’ve done it on both v13 and noel without run ins. I’ll grind it on training mode later. Will edit in on the results if nobody has done it before I have.
does anyone have any advice on tager match ups, he seems to be the new character everyone is using seeing how i’ve played almost nothing but tagers and ragna’s on psn lately
Same with 360. Tagers and Jin’s, one after another.
My advice would be to zone the shit out of him, and be VERY cautious when close to him. Mainly, if I find myself too close for comfort with Tager, I just sit and block. He’s either gonna (eventually) do an unsafe that you can punish, or go for a grab, which you MUST be ready to tech. Luckly, Jin has a lot of health so he might not have to worry AS MUCH as the rest of the cast when up close, but still nobody wants to get hit with a Super Tager Buster.
5D, Fubuki’s, and 5C are your friends.
Since Tager’s so big, 5C can hit him from quite the distance away so you’ll want to throw that out a lot, just make sure you got those BnB’s down!
Protip: Try not the go Air to Air with him, as his j.C will beat out anything Jin can do in the air. Best thing to do is A or B Fubuki when you see Tager start to get jump happy.
Again, since Tager is so big, 5D is probably your best move in this match. Super high priority, catches him jumping, freezes, the move is tailor made for Tager, so use it often.
This is just basic Tager tactics, if you want some in-depth shit, ask Killey (He may have already done a Tager analysis, not to sure.)
I’ve posted bits and parts on the Tager match up on Dustloop.com but I’ll copy and paste it here and update it with corrections. I recommend reading the Jin VS Tager thread on dloop as Mike Z posts a few bits of knowledge here and there.
Know what Tager’s setups are for his 360 and 720 and then obviously try not to fall for them. However, the 360/720 can be avoided by back dashing or jumping so you can use this to bait out 360/720 attempts and then punish afterwards.
So here is a generic list of good Tager strats:
-Tager’s back dash has good invincibility frames to it and is used often to dodge attacks, like IAD’s and can be followed up with a counter throw. Keep in mind trying to follow up with an attack after whiffing an IAD will lead into a Counter Throw against you. Best to back off after the whiff and prepare to tech regular throws or jump/back dash if you suspect a 360.
-When Magnetized do not tech when in the air as Atomic Collider will always suck you in. It is possible to smack Tager before Atomic Collider connects but don’t count on it as a reliable counter. Depending on the distance and how fast you recover you will most likely eat the Collider instead. A whiffed Atomic Collider can be buffered into a 720. If you recall the Mike Z tutorial there are set 720 setups capitalized on this by doing a combo that knocks you high (magnetized) then uses Atomic Collider to pull you in provided you air tech on the way down which will suck you in but the collider will whiff then he buffers into 720 and you eat it.
-Tager’s Sledge destroys all projectiles so don’t bother using 236A/B/C/D too much if at all. They open you up to a CH and punish afterwards. Also, be aware that Jin’s 5D, 2D do count as projectiles so do not throw these out carelessly as Sledge will go through them. They can be used in the match up for certain scenarios. For example, you can Fubuki Tager’s sledge by properly baiting with 5D. Also, 5D will CH Tager’s flying elbow drop.
-Tager’s 2D sets him up for a variety of favorable positions for him. Tager can follow up his 2D with a 360/720 so be careful of your follow up options against his 2D. You can CH his 2D with your pokes like 5C, 5D, 2D or C Fubuki it but you better be aware of your distance and whether you are magentized or not. When magentized it’s extremely risky to do anything after 2D as he can do the 360/720/Magentic Revolver to punish anything you do.
-Learn how to tech against Tager depending on where you are on the screen. Sledge/2D will hit you if you decide to tech roll backwards if Tager is close to your downed Jin. This also leads into 720 setups for Tager as well. Slow Sledge, followed by a quick Sledge then 720. Neutral teching in this scenario means you eat the 720.
Double jumping followed by a falling j.B helps bait out those godly back dashes and when timed right can land a hit or CH into a BnB. j.B in general is your friend in this match up (as well as any match up) and as I mentioned before Tager doesn’t have a lot of options against it with no reliable anti-air but being predictable with it’s use can lead into an air-throw counter.
Getting hit by Spark Bolt when Tager has 50%+ heat is very bad as he can bait out your burst attempts with Magnetic Revolver. If you are low on health and get hit by Spark Bolt and Tager has 50% heat just burst immediately don’t wait to get close to Tager to use the Burst. If you don’t Burst he’ll do a regular combo to finish you off or combo into Magnetic Revolver to prevent you from bursting. If you Burst Late he’ll buffer into Magentic Revolver which will continue through the Burst.
As I said in my previous posts if you manage to block Magentic Revolver on the ground Tager can rapid cancel it and attempt a 360 on you. It comes out super fast so the timing on the jump or back dash to dodge it is very tight. If you do get caught by it you hope to god that the opponent screwed up the timing and it comes out as a purple throw which can be teched out. Depending on their timing of the 360 it’s not techable and you’ll eat the 360 regardless. It’s safer to block this in the air but again small window to punish so avoid blocking this super when Tager has 50% heat to rapid cancel it. Alternatively, he can rapid cancel into 2B into a combo. This is tricky as well since you are typically blocking high to avoid the final hit of the super as it is an overhead so a quick RC to 2B (low) can catch you off guard. The best thing to do is to jump as soon as you see the RC as it will dodge both the 360 and 2B allowing you to j.B as you fall into a CH combo.
You don’t want to be in the corner with Tager at all as he will magnetize you with a block string and this is where it gets annoying as everything will draw you closer allowing him to continuously put pressure until he is in prime distance for a 720. Keep a cool head and continue to block his pressure and keep a look out for the 360/720’s and jump away and if you have heat throw a aerial 236D for a CH into a combo. In the corner you cannot back dash to avoid the 360/720 so you must jump to avoid them.
623C and 623D beat out Tager’s 720 but only if you time it a little before the super flash animation for the 720. I’ve experimented with this and this is extremely good for baiting those 720’s but don’t get predictable with it as he can change it up and do Magentic Revolver and punish the DP.
IAD j.B, j.C is not safe at all since Tager can back dash and then 360/720 for punish. If he does block it nothing you can really to escape the punish. You can bait that back dash if you time late the j.B late and catch him in his recovery frames.
Your zoning game is not garbage after all and is actually quite handy when used correctly and I stress correctly in this scenario. 5C, 5D and 2D do work against Tager but you have to do them at maximum distance in case Tager Sledges through them so don’t get predictable with them otherwise he can anticipate and Sledge into a CH combo. A lot of Tager pokes/zoning game have a lot of start up frames to them so this is the best time to capitalize on 5D and 2D to CH him into a combo. Do not get predictable with 5C, 5D block strings. Good Tagers who anticipate on this can B Sledge after 5C and counter hit on 5D into a combo.
Tager’s hit boxes are incredibly odd and causes some weird situations. For example, a combo into 6C, DC, 5C will 90% of the time put Jin on the other side of Tager so doing combos to keep Tager in the corner requires creativity and for the most part you’ll have to sacrifice damage to keep your corner game. Also, any air combo that ends in Ice Car will usually put Jin on the other side of Tager so be extremely careful of how you want to end the combo as you may put yourself in the corner due to this and that’s the last thing you want. Better to do j.D or A Ice Car and attempt a reset on the ground then placing yourself in the corner. Also, it seems that 623D (2 hits), 6C, 214D won’t work on Tager but it works on other characters no problem. Tager is able to tech out before 214D connects. Not sure why though.
You can counter throw Tager out of his block strings as some moves have large startup frames so you take advantage of this and throw him out of it but the timing can be really rough even on IB as Tager can alternate his block strings and sneak in a throw or 360 of his own in there to catch you off guard. Alternatively, you can IB his 5D and C/D Fubuki if he tries to Sledge or some other long start up normal in the next part of the string. Again, this can be baited but the good thing is that if he tries to sneak in a throw he’ll eat the Fubuki instead so he has to block and punish instead. If you have 50% heat then rapid cancel and reapply pressure.
Purely rushing Tager down does not work all the time as good Tagers know how to time those back dashes into 360’s. Baiting them with double jump falling j.B’s will work to a certain degree but you want to vary the timing of that j.B to catch them from back dashing later. If you do miss the j.B then back dash immediately to avoid getting punished. Basically, you need to space the falling j.B at maximum distance so that you can back dash out.
Your cross up game doubles against Tager due to his hit boxes so take advantage of that and mix him up constantly with IAD j.D, j.B, or the reverse cross up of 236D. Be careful of your jump patterns as any character can just air throw you out.
Be extremely careful when Tager has 50% heat. Obviously, he’s looking to set you up for a 720 but his Magnetic Revolver super is extremely good for punishing rush happy Jins as well as good burst punish. Instant Air Dashing when Tager is waking up can be punished with Magentic Revolver.
Ice Car Rapid Cancel tricks DO NOT WORK on Tager when he has heat. You try the RC 2B and you eat Magentic Revolver or 720. You RC into an air dash j.B, j.C you’ll eat Magentic Revolver but if they attempt a 720 you will CH them. If you must RC an Ice Car for safety the best option is to air back dash and hope you can escape the Magnetic Revolver.
Magnetic Revolver on air block has some odd cross up capabilities so if you do bait it out be on the lookout of how you are blocking and switch appropriately. One thing you can do is C Ice Car yourself to safety unless you are near the corner then try to block it and punish after wards.
C Fubuki will go through Spark Bolt so if you suspect he’s going to throw this from full screen and you want to avoid getting magnetized on block throw C Fubuki out to dodge it altogether. Speaking of Spark Bolt always, always, always keep an eye on that spark guage. This really dictates your options during the match as Tager with Spark Bolt is incredibly dangerous and can easily ruin your hard work.
C Fubuki beats out 2D clean. Also, you can 5D it from a good distance away or 5C it if you space yourself right it will lead into a CH 6C combo if you do.
When magnetized lessen your zoning and up your rush down. Zoning is less efficient as the magnetism screws up your safety distance so it becomes risky throwing 5D and 2D out. Although sticking close to Tager is what the Tager player wants, the magnetism causes odd properties with your spacing and can be taken advantage to nail CH’s into big damaging combos. In particular your air game cross up increases so if you throw out j236D as he is pulling you in with magentism you can cause odd cross up games with him.
Any aerial move tager does will be promptly beaten by any of Jin’s DP’s but A or B need to be position slightly in front of him for it to work. If they are directly on top of you then C and D Fubuki will nail you a CH.
To me the typical Jin plan seems to work for Tager as well which is zone him for the beginning of the match then slowly make your way in when you are landing those CH j.B’s or 5D, 2D’s.
This doesn’t seem like an easy match up for Jin. Even if he gains momentum and the life lead Tager can instantly take it back at any point in the match with a well placed combo or 720.