lol nice. is there an easier way to do the 720 tho in case i wanna do it standalone or do i have to just buffer it in the air or during the throw.
So, for Jin’s 5B, 5C, 9B, jC, jD, does anyone know the characters this does/doesn’t work on? So far I’ve gotten it on
Hakumen, Tager, Litchi, Arakune, Jin
Im guessing it also works on Ragna, but I haven’t been able to get it against Carl or V-13 in matches.
can some1 explain the number to me … im sry in just dont get it 5a? 5b ? i was try to do some combos b4 work and i could figure it out … thank
It’s like numbers on a keypad. Each number is a direction
789
456
123
So for example 236 = QCF. 5A means A while pressing no direction.
I couldnt grasp all that shit up there … this is easier for me … Hopefully some1 finds it easier to , if not … SRY FOR THE SPAM OF PICS!!
http://i47.photobucket.com/albums/f156/mackrracker/vlcsnap-46998.png
its nice that you got the combos in pic form. Its best to learn the Number notation though like for example
236 = qcf and etc etc. The reason its in numbers is so that the world communities can send their combos over with no tranlation needed.
if u still have any trouble, stare at the keypad of your computer or your phone, and visualize the joystick in the 5 position.
I’m a new-ish Jin player who is currently trying to work on the BnB air combo (j.B, j.C, JC, j.B, j.C, j.D) as my win percentage isn’t bad, but I’m falling into the bad habit of starting combos with the ice car which is going to set me up for all kinds of nasty punishment against people once everyone figures out the game. I can do lots of combos on the ground but can’t seem to get that air combo going.
My biggest issue is launching. I notice in a lot of combo strings listed on the internet, someone is able to launch into the air combo from 5C…no matter how much I vary the timing, I can’t seem to get this to work. The SRK sword slice that Jin has can launch but it has too much recovery time to use in a combo (or so I’ve found - I could be wrong here).
I guess I’m just too used to games with dedicated launchers (like MvC2, GG, etc.)… any help would be greatly appreciated, thanks. I hope this question isn’t too scrubby for this board
I have to totally disagree with the dustloop thread. His Snow Flower (C,C,C,C) is incredibly useful. QCB+C chains right into it. If it hits, okay damage but it really fills your heat meter. Do that twice and you’re pretty much ready for your ice wave.
Truthfully even if the opponent blocks, sometimes I’ll still go into snow flower and jam C. It’ll either connect on the first or second snow flower, or it’ll give some separation. You’ll eat it if they Just Defend.
It’s not saying much since it’s still early days… and the guys at dustloop probably know a whole hell of a lot more than I do. Personally, SF is a bread and butter move you can use as a quick follow up for safe hits, chip damage and/or game pacing ala Chun Li’s Thousand Leg Kick. Treat it the same, respect it’s range and its a quality tool.
Jin’s launcher is 6C, 66 to dash cancel. It can only canceled into on a crouching enemy, from 5C. After 6C dash cancel you can run up, 5C, then do the air combo. You prolly wanna do something more like j.B, j.C, JC, j.C, j.D, 214C. You can also hit 6C in other situations like after IAD j.C, J.D.
Well, I think the thing is that situations where you can use it would be better served if you went for larger damage or more pressure. On block it means the end of your pressure string, as even a small push block will push him ALL the way out. Damage wise you can pretty much always gattling into something better on hit. No to say that it’s totally useless but that’s why you don’t see it often
It works on all characters but you have to adjust the timing with certain characters. Smaller characters like Noel, Nu, and Taokaka require you to dash in with 5B first before the rest of the combo will hit. Also, take note that you should be delaying the 5C and the jC. The delays aren’t necessary on characters like Ragna but make a world of difference on characters like Noel.
Buppa’s corner pressures are amazing and his block strings are simple and great for cranking the Guard Libra. I’m always taking notes in his matches.
Hey M3ga,
good stuff bro! I’m a visual learner and that definitely helps with getting me started much love! :bgrin:
How do you defeat move spammers? Noel/Ragna spamming is quite bad. I use Barrier Guard but they still manage to close the distance. My moves seem to get stuffed a lot by them.
Also need some help on the V-13 match-up, I can’t even get close to her with all the swords flying around.
So I’ve played a lil over 150 matches with Jin. It seems he has a answer for everything, but you have to be pyschic to stuff all that shit.
My main problem is get rushed down by Noel and Ragnas. Its like they can just run up from full screen and fuck me up. I try to stuff with 5C but then they air dash. My question is what is the best option to keep these two at bay.
also I love doing BB-B+C. No one really expects the grab after the BB and when they first see it, it can be some good ass mixup imo.
I haven’t bee playing long… only since the console release a few days ago, but Jin is pretty much the only person I’ve played against anyone with for 3 days straight. But anyway Hades , I like to knock Noel/Ragna out of the air/dashes with 623+B and follow with icecar and then a pressure string of some sort. Also don’t forget about 3D when they’re dashing in, you NEED to hit it though or you get screwed, but if you freeze them, you can set up for something devastating or throw them off when they dash at the start of the match.
Anyone have any good frame traps or blockstrings they would like to share?
Yea i use that string as well. Its fun cause the 2nd B sucks them in and should usually get you close enough to use his grab. One thing that sucks is when you’re too far away and only one of the B’s comes out and i end up wiffing the grab (due to autopilot durr -_-) Still, i will def agree that he seems to have something against everyone. A lot of fun this psycho is.
Didn’t think i would like Jin because I tend to avoid straight forward/vanilla characters, but hes actually really run and he definitely beats some ass.
Early j.C should stuff rush air dash attempts from Ragna/Noel but well timed Fubuki’s, 2.D or 5.D will also stuff that shit. A+B Fubuki needs to be timed a bit earlier as the invicibility frames happen later in the move than at the start. C Fubuki on the other hand has invicibility frames at the beginning but the range of the move is limited.
Blockstrings I like to use are:
2.a, 2.b, 5.b, 5.c, 2.c, 3.c, a ice car
You can easily remove a move or two in that string in case you fear an instant block-> counter hit.
On standing opponents only:
5b (2 hit version), 5c, j.b, jc ->
- jd, land, 5c, 5d or jump backwards
- land, 5a/b (depending on how close you are), 5c, (A Ice Car/5D/3C->A/B Proectile)
You can easily end the block string early with some of the enders I posted earlier. Also, if you are in the corner while doing this you can delay a move after the 5a/b to bait an attack and then do a Fubuki for a counter hit combo. Try to mix some high/low/throws in the block strings to keep your opponent guessing. You can throw in a 6A or 2B once in a while to capitalize their holes in their defense.
EDIT:
Correction to my previous statement that Jin’s 5B (2 hits), 5C, j.B, j.C, j.D->Options works on the entire cast. It does not work on Racheal and Bang. The combo only works in the corner for Arakune. Nu, Noel, and Carl you need to run in for 5B for the combo to work.
I hate Snow Flower with a burning passion right now. SO many missed opportunities because I accidentally do that move.
Stop mashin, imo