Yeah, I’d probably be more into SF too if I had a stick, mainly because there’s more money/more of an audience/more balanced than BB, but until then BB is my main squeeze
Killey, when I get a working stick again we should play a couple.
Also, I haven’t touched SF4, so maybe you gimme a reason to blow the dust off it, eh?
I actually like the Jin topic here on SRK.
I’d like to contribute, but I feel as tho anything I will post may have been covered already.
Ah, oh well… I’ll post once I get time.
However, I do want to point out that the first post of this topic looks like trash.
Honestly, it needs a lot more cleaning, it looks so cluttered a lot of new players would not enjoy reading it.
ok, so i feel like an idoit. i was spending all this time trying to learn jin’s astral heat, and having alot of trouble. then today, it finally dawned on me, i have it set to arcade format, only 3 characters have astral heats in the arcade, and jin isnt one of them. so i turned it back to console and low and behold, his astral isnt even hard…so anyone having trouble with it make sure the game is on console in the options menu.
Experimented some more with that 236D combo I posted earlier and here are a bunch of ways you can land this combo.
Corner Only:
Crouching Opponent Combos:
5C, 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4059dmg 25% Heat
-You can lead with a air dash or instant air dash before hand but you scale it down to 3998 dmg but it’s easier to trick people to eating that overhead air dash j.B, j.C. If you land a j.B and then do the combo the dmg is 4026 and 4028dmg if you land with just j.C.
Standing or Crouching Opponent Combos:
CH 5C, 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4059dmg 25% Heat
6A, 623B, 5C, 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B, 5C, 3C - 4628dmg 25% Heat
-Yeah, I think this is the highest damaging combo I’ve found with 236D without expending additional heat. 623B will whiff if 6A is a counter hit.
6A, 214B, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4127dmg 50% Heat
-The only reason you would do this combo and use 50% heat is because you needed 214D to push them into the corner.
6A, C Mash (8 hits), 6C, 236D (2 hits), 623A, 236D (Last hit), 5C, 3C - 3751dmg 25% Heat
-You have to do 5C as 5B (2 hits) will allow them to block the 5C after wards. No point in doing this combo but I thought I would add to show that Sekkajin does have another combo to it.
Also, experimented with the 623A CH combo that was posted before and it can lead into this combo as well.
CH 623A, 214D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4606dmg 50% heat
-Preferably you want to the CH as an anti-air rather than a CH on the ground. If it’s on the ground you have to be point blank with that CH or the 214D won’t combo. 50% heat for 4606dmg into oki corner pressure from midscreen is not too shabby at all.
New gimmicks and resets to work with.
Gimmicks:
-
This is a really old gimmick that I use quite a lot. Block String into IAD j236D which causes a reverse cross up situation. What happens is that you IAD over there head tricking them into thinking of a cross up j.D or j.B but instead you do j236D and because Jin jumps back when he does this it pushes them back onto the original side forcing your opponent to block in their original position. To get the best effect you have to be really close to the opponent when you do the IAD to get the best possible mix up. Slightly further away and you lose the full potential of this mix up.
-
Now if you want to “cross them up” with the j236D in the above scenario delay the j236D by a second. Also, instead of inputting j236D you are going to be inputting j214D but that’s a matter of perspective. What happens is that typically IAD into a move comes out quick enough for a cross up situation to occur and as I mentioned with IAD j236D you get a reverse thing happening. If you delay the j236D by a slight second the opponent auto corrects the way he is facing the j236D will now “cross up”. It’s not really a cross up but it’s a way to trick them into thinking that. Be careful as opponents who catch wise to this strategy can just jump back and you end up doing an ice car instead.
-
Jump over your opponent’s head, small delay, then IAD back into j.B was an old Jin cross up much like Ky’s in GG AC. You do the delay so that you don’t IAD back to the original side you actually stay on the side the opponent is facing. You could do it earlier and IAD back to your side but if you do nail the cross up you won’t have any follow ups due to the way he lands. To add a bit of a twist to this, throw out a j236D after wards and the 3rd sword that goes diagonal down the most will hit the opponent really close. If they block the j236D it will actually cause a vacuum effect. You get +22 frames off of j236D if I recall correctly and since you land as they are getting pulled toward you, you can continue your pressure. Essentially, you’ve framed trapped them with this as well. It’s highly situational and you will probably pull this off maybe once in like 50 matches.
Bang Specific Resets:
Normally, 5B, 5C, j.B, etc… doesn’t combo on Bang due to his hit boxes; however, someone mentioned that j.B, j.C, j.D will combo on Bang off of 2C. Unfortunately, this means that this combo is only limited to specific freeze combos like 2D/6D but all the typical j.B, j.A resets apply now giving Jin more tools to work with during the match up.
Have fun.
x’D
sorry but that’s just funny
No real point in Astral Heats, TBH. Way to situational to be viable, except for MAYBE Rachels and Ragna’s ain’t bad either but that’s it (Oh, and Haku’s isn’t half bad if you see something coming i.e. random ice-car)
and i was thinking that i was random bang n#768:rock:
Lol, I was being somewhat sarcastic, but yeah, I was a bit proud. I mean, for someone who doesn’t play 24/7, and plays with pad, I’d have to say I’m pretty proud of myself.
I mean, if I had a stick, and had a ton of time to dedicate to the game, I think the sky’s the limit.
If you think about it, out of ALL of the Jin players (100’s of thousands?) (Jin being pretty much the most popular character) I’m #2000-something
Once again, I’m pretty proud
yeah, but it pisses my friends off. that’s really my only reasoning in being able to do it.
Alright, I’ll do that then.
I’ve always wondered wassup with the online with this game as far as the blue goes. Sometimes for me in player match with 2+ppl i lag hella bad. Sorry that this has nothing to do with Jin, just dont think this questions justifies for a random thread lol. Oh and just one thing, Jin seems intresting to use as a char, but as far as his D go, use it or abuse it. I usually end of blockstrings with it. Problem?
5D to end a block string is somewhat safe depending on the distance you place yourself at. If you are too close to your opponent and depending on who you are fighting there are appropriate counters to it.
6D is great in a block string but is risky because of it’s huge start up frames but gives you a ton of frame advantage on block.
2D is also good in block strings when you use 5C at maximum distance. I usually like doing 5B (1 hit), 6D, 5C, if they barrier block I go right into 2D. Give me good frame advantage and works the guard libra like crazy.
So my friend tells me that Jin is getting a nerf to his 2B, as it will no longer OTG =(. Even though it is kinda OP. I loved picking people up off of a tech roll with 2B.
Here is a good video with combos all written out. Its a japanese video but mostly self explainable there is alot of good setups in here aswell.
[media=youtube]BTHqHxz86yE[/media]
another good combo video
[media=youtube]ok1hdjzZkZ8[/media]
If only I didn’t make using Jin cool… Oh well, just gotta teach all my pupils whats up.
…
all great information; but the frequency of ending a block string with D depends primarily on the character you’re playing against, and creates a bad habit if you do it habitually.
there are a lot of safer alternatives such as ending 5B(2) - 5C hits with: jc - j.B - j.A - air dash(into the opponent, not over) - j.B - j.C - dash - 5B(2) - 5C loops, or end them with IAD - j.D, the success success rate of this depends on how well your opponent can block cross-up attacks of course, and even if they do block it, as long as you’re not in the corner you can C ice car out to safety.
I have some bad news for you Jin players out there. I’m only casual/intermediate myself, but I’ve spent some time with Continuum Shift here in Tokyo (both vs. computer opponents and real ones) and I have some bad news. I know there have been reports coming out about how the character has changed, but I haven’t seen this one yet.
Basically, the freeze is pretty much useless outside of the middle of combos now. You can’t 5D or 2D -> launch -> combo anymore. People can shake out of a freeze almost instantaneously in an instant block stance, priming you for serious punishment.
C ice car also doesn’t travel very far in the air.
Incidentally, JP players fall for ice car poking with astounding regularity… (admittedly I only played a few games in Shinjuku and in Akihabara when the game centers first opened, that’s probably not grade S competition )
Of course there are other changes too (jB is slower, jC different animations, etc.) Again, I’m not a pro by any means - but I’ve noticed it’s a lot harder to land certain combo strings now.
Jin in SHAFT!! Blazblue Continum: Shift
Basically, the freeze is pretty much useless outside of the middle of combos now. You can’t 5D or 2D -> launch -> combo anymore. People can shake out of a freeze almost instantaneously in an instant block stance, priming you for serious punishment.
You can still launch after 5D or 2D, but then again at times it’s not like you want too.
So I’ve been messin’ with Jin quite a bit lately, and I got to same out of the entire cast, he suffered a HUGE change.
Was it better or worse? Can’t say for sure, but no doubt he plays a lot different. He may LOOK the same, but in no way does he play the same.
Pros:
- Good damage for starting off, feels like sometime in the future he will be able to get better combos that knockdown.
- New j.C is a really good air poke.
- All his normal Air and Ground projectiles got better.
- Certain normals got faster such as 5C, 2D, and what not, but had to suffer a small price.
- C Ice Ride both Air and Ground have a better chance of knockdown the opponent in a long combo than it did back in CT.
- Counter Super is not bad.
Cons:
- Some ground pokes got better, but in exchange they reduced there range of the moves.
- Most of his air normals are slower.
- 5D sucks REALLY bad, close to almost pointless to use.
- His overhead still sucks.
- Air Ice Rides get him no where now.
- All his EX moves got worse in some way (except EX DP, it got better).
- A and B uppercut no longer hit crouching opponents, and have less hit stun (harder to combo off both versions).
About his Ground Pokes:
There are the ones I notice that changed the most for me.
5B - The speed of the move feels the same, nothing changed about this move EXCEPT for the fact that it no longer low crushes. So watch out when using 5B against those who mash low pokes.
5C - This move feels like it lost some range all around (vertical and horizontal). No longer does it randomly anti-air, nor does it as far is it used to in order to out poke certain ground normals. It feels like it loses to a lot of things now because of this.
2C - Overall it’s faster, so it got a good improvement. Not to mention, it has FATAL COUNTER properties, so that’s a big plus. However, the downfall about this move now is that when blocked you cannot Jump Cancel it… lame…
Drive Moves:
2D - It got better, but in exchange it feels like the move has less Block Stun and has less Range going horizontal (harder to catch those who jump out).
5D - It just god awful now. Comes out slower, has more recovery on whiff, has less block stun, and can only be SUPER/EX canceled. It’s normally a bad idea to end your block strings with 5D now. Not to mention, it lost it’s upper body hit box, so no longer does it randomly anti-air.
5D is so slow, things like 5B on Counter Hit no longer links into 5D, nor does 5C -> 5D links as an air juggle. People tend to mash me out of 5C > 5D when doing a block string against them, even if they don’t IB the 5C.
EX Moves:
EX Ice Ride - Using one EX Ice Ride per combo should be your max, otherwise using more than one and you just damage scale the fuck out of your combo to were it’s not even worth the meter.
EX Ground Ice - Longer recovery, can’t get much of a mix up from it now. However, it does damage the opponent’s guard, so thats cool.
EX Air Ice - Recovery when landing, feels like each ice he throws out are somewhat smaller. Still safe on block.
EX DP - I have no fuckin’ idea why, but this move is now too good. Seriously, it’s SOOOO much easier to combo off an EX DP now, and the combo you can do after words… well… go all out. You can get up to 4k easy with EX DP in the corner now.
Overall, he went through a lot of changes, and it’s hard to tell how good or bad he will be in the future.
It feels like he can improve and will get better in the future, but by how much? I can’t say for sure.
Thanks for pointing all those stuff out PozerWolf.
What about his 6D, any changes?
Is it me or his Ice car B doesn’t cause knockdown? That’s what I’m seeing on youtube.