|| Jin Kisaragi || Ride the Icening!

I wanted to post a more in-depth review on Jin on Dustloop, but the site seems down or something.
I’ll go ahead and make my post here.


About Jin Kisaragi in Continum Shift.
*** NOTE: None of these are “official” changes, but there are changes I notice personally and what I believed have changed. Some many not be 100% sure, but I’m certain these are the things that changed with the moves described below.

  • Normals.
    5A - No Change.
    2A - No Change, still good for tech traps.
    6A - No Change, still a shitty overhead.

5B - No longer crushes lows.
2B - Has less recovery.
6B - A bit faster, but still feels like it’s 0 on block.

5C - Comes out faster and less recovery, but has lost a lot of horizontal and vertical range. No longer does this move act like a random anti-air, and feels like it loses to a lot of pokes.
2C - Comes out faster, works better as an anti-air. Unable to JC on block, but can JC on hit.
6C - No Change.

5D - Comes out slower, has more recovery, has less block stun, and cannot special cancel it (can only EX/Super cancel the normal).
2D - Comes out faster, but now has less block stun, and has less Range going horizontal (harder to catch those who jump out)
6D - Comes out SLIGHTLY faster.

  • Jump Normals.
    j.A - No Change.
    j.B - Slower.
    j.C - New normal, good air poke. Has about 1 frame of recovery when used.
    j.2C - Old air normal, no change aside from input command.
    j.D - Slightly faster.

  • Special Moves.
    236A - Recovery time decreased.
    236B - Projectile moves a lot faster.
    236C - Has an overall change, basically the projectile will travel VERY slowly for 2 seconds then quickly go across the screen (faster than 236B).
    Air 236A/B/C - Recover in mid-air, allowing you to air dash or jump after throwing out the projectile, however you still suffer from landing recovery. Overall landing recovery decreased.

623A - No longer hits crouching.
623B - No longer hits crouching, less tech time in the air.
623C - More recovery, harder to get an air combo after CH.

214A - No change.
214B - No longer knocks down.
214C - Rides the ice a little higher than usual (riding over knockdown bodies no matter what).
Air 214A/B/C - They all travel a lot less in the air.

  • EX Moves.
    EX Ice Ride - Does less damage.
    EX Air 3 Ice - Now has landing recovery and has you complete CH state.
    EX Ground Ice - More recovery.
    EX DP - Overall better, opponent is frozen longer than usual, and easier to combo off it in the corner.

  • Supers.
    632146C - Comes out slightly faster, enemy is now stunned a lot longer on the ground allow you to combo after super with no problems. When hit the air, looks like there is more hit stun, but unable to combo afterwords anyways.
    632146D - No change.
    236236D - New Super, counters any attacks opponent throws out. Active on 1st frame.

  • Throws.
    Forward Throw - Got raped to hell, feels like the combo timer limits you to any real air combos now.
    Back Throw - No change.

And that’s the basic run down on Jin.

Basic combos for Jin, giving you an idea what to look for.

1.) 5C CH, 6C, 2D, Frozen, 6B, Mash C till Launch, 6C, pause, C Ice Ride.
2.) Back Throw, cancel into A Ice Ride (whiff), run up 5C, Mash C till Launch, 6C, pause, C Ice Ride.

There is also another system included in the game called “Fatal Counters”. Basically, anything that will Fatal Counter an opponent will allow 2 frames of extra hit stun for the rest of your combo.
The only moves that I know of that have a Fatal Counter would be 2C and his new Counter super.

Otherwise, the Fatal Counter would go something like this:
2C (Fatal Counter), 6C, 2D, Frozen, 6B, 5C, 6C, Dash Cancel (66), 5C, Jump, j.C, j.2C, JC, j.C, j.2C.

This combo all works and does a good 4k.
This is nothing more than a basic Fatal Counter combo, however…
And yes, the combo completely works.

Good shit Pozer. I shall link these posts to the front page for quick reference and erase the cluttered crap I wrote since the guides on DL are better.

I hope that this thread (or whatever new thread is made) will prove to be just as bountiful for Jin in CS.

I know much more about Jin, BB, and fighting games in general since CT first came out, so I hope to be much more helpful with information for CS.

I wish I could change the topic creator to Killey, because this thread truly belongs to him.

Pozer, thanks again for all the information you are providing. I know for a fact that you are one of the few truly reliable sources for good Jin information, and hope that you keep it up.

I wrote more info in regards to combos.
You can find the info here: http://www.dustloop.com/forums/showthread.php?t=7955

Regarding Jin CT wise. What would everyone here consider Jin’s Strength/Weaknesses? I am attempting to identify my strengths/weaknesses and Jin is probably the character who I felt fit me the best of any fighting game character. In regards to specific strengths/weaknesses if possible clarify it like this for example…strengths:

+Good Mixup game.
+Zoning etc.
+Good footsies.

-Bad rushdown
-Bad zoning
-Bad footsies/pokes
-Low damage.

Just something like that.

Thanks for anyone who responds.