Well, if you are already hit confirming into an air combo then there should be no reason why you wouldn’t opt for j.C, j.D, air dash, j.B, j.C, B Ice Car. The j.B air combo is easier to get off since the timing of the air dash can be botched at times but in the long run it’s giving you better damage output, a guaranteed knock down, and less recovery for you. The j.B, j.C, jc j.C, j.D, B Ice Car is not guaranteed all the time depending on the height of your opponent. I’d rather take the less risky option and a confirmed knock down plus if you are baiting bursts you’ll have more options available to you the closer you are to the ground then if your opponent was 29302903 ft. above you. It doesn’t hurt to keep both options though.
So what are Jins oki game options? 2b and 5b? =/
I get tons of knockdowns but never seem to capatalize on them. Some times 3c into car but meh.
Alright guys I uploaded a couple of good ranked matches from last night. Tell me what you think.
[media=youtube]mrmHtHs14Jc[/media] - This first one is against a Lv.30+ Litchi. I have a lot of problems against her but I did alright. I lost because I got careless.
[media=youtube]VsH59vqTUB0[/media] - This one is against a Tager. Too much ice car! I tried to stay way from him because, Like Litchi, I don’t really know this match up.
Let me know what I need to improve on. Thanks
The Litchi match up is an even 5-5 with Jin so it’s a doable battle with neither side having a particular advantage.
Biggest problem I see in your game is you haven’t learned Jin’s BnB’s and thus aren’t maximizing your damage opportunities. You also should tone down your Ice Car usage.
In the Litchi match up you should never give Litchi that much space when she has the staff. She has better pokes then you do and has a lot of combo options off a counter hit poke, which brings her back into her mix up games. Doesn’t look like the Litchi player knew her BnB’s or her mix up options though. You weren’t positioning yourself well with your j.B’s and missed a lot of opportunities and you got punished for them. Also, D Ice Sword after throws is just a terrible idea and you’ve scaled the damaged off of that. Not to mention that at best you follow up with j.B, j.C, jc, j.C, B Ice Car but you ended up missing a lot of those hits which allows Litchi to tech and reclaim her momentum. After a throw you should be doing A Ice Car (whiff), 5B (2 hits), 5C, 2C, B Ice Car or some other variation of that. It’s not the most damaging combo but it guarantees a knock down and sets up for oki games. If you wanted to expend Heat then you should be comboing into D Ice Car then follow up with 6C if they are in the corner, which is why I prefer doing the Neutral throw than the backwards throw. You’re timing with your combos is a bit off as you lost the combo count multiple times.
In the Tager match you should be rushing down Tager as he doesn’t have many answers to Jin’s rush down and mix up games. You played really defensively and Tager ended up getting his throws in. Again, don’t follow up a throw with D Ice Sword it’s a waste of Heat and you didn’t follow up with the best possible combo. You allowed Tager to tech causing you to back dash in defense so now the match has been reset and not to your favor. You want to confirm those knock downs and rush in so you force your opponent to play defensively. Tager’s hit boxes are so big that any little hit gives you ample time to lead into Jin’s more damaging combos. It’s really a losing battle for Tager.
Killey, thanks for the input :tup:. I’ll be sure to work all that. I felt pretty scrubby with those all those D ice swords after the throws:sweat:, but now I know there better options. As far as Tager goes I’ve only fought a few and I know he has grabs so I thought I should fight him like Geif. From now I’ll be more aggressive against him. Thanks a lot:bgrin:
Thanks for the advice but I didn’t notice holding 9 made a difference, but I appreciate the help. I did manage to get it down though.
For anyone that does have a problem with the jb, jc, jd in 5b, 5c, JC, jb, jc, jd, land, 6c, and so on, I read in the in dustloop thread that the combo should be, 5b, 5c, JC, jb, (pause), jc, (pause), jd, land, 6c, and so on. I found that pressing jb, jc, jd with timing like quater notes in music, helps me nail it every time.
So, some of my friends are picking up the game now, and we’re all learning different characters. I’m having a very tough time dealing with Ragna and Noel when they just rush down with their BnB combos. Ragna just does normals into his dash punch and fishes for 5B counterhits, and Noel gets in close with j.D off dashes and goes into drive shenanigans. I’m forced to just block and block and block, and hope to counterhit with Fubuki every so often, but I can’t even follow up when I get it, and it’s a losing option in the long run I think. I don’t know how to poke holes in Noel’s drives, she just does it over and over again into me, mixing up the overhead and the low hits, and because the first hit of her drive seems to be mostly invincible (?), my attempts to counterhit get ME counterhit. Halp?!
More specifically:
- What can I do off a counterhit A Fubuki? B Fubuki? Should I be fishing for these?
- When we’re full screen apart, I seem to have no way to safely apply pressure. I try to IAD into j.B, but I usually get beaten by a higher air dash, or a move with ridiculous range (Ragna’s 5B, eg). Throwing fireballs is a bad idea. I seem to have minimal success fishing for 5Ds, and even then, I have to wait for them to come to me.
- What’s the best punish for a whiffed Ragna uppercut? I’ve been doing 5C (counterhit), 6C, DC, 5C, jc, j.B, j.C, djc, j.B, j.C, j.D (with the last j.D usually whiffing because I suck, or I don’t have spacing right, etc). This seems like pretty good damage, do I have better options? Should I be doing 5C (ch), 6C, 2D, 6C, DC, 5C, jc, air combo? What’s the benefit to throwing in 2D versus not?
I’m a little discouraged because what I thought I knew about my defensive options and combo strategies just went out the window when bombarded with Noel drive spam and Ragna guard pressure + 5B fishing. I try to just-defend, but I just end up eating combos, and on the rare chance I do get it, it doesn’t seem to get me anything… occasionally a counterhit A Fubuki with no followup, and most often just more pressure for me to try and block.
Killey, I wouldn’t mind playing your Jin on XBL. I’m a total scrub right now and you’ll beat me soundly, but if you wouldn’t mind teaching me a few things (particularly, how to apply pressure with Jin), it would help a lot. The lag should be good between Edmonton and Calgary.
yeah yeah and then we can brush your hair and feed you and change your diaper too
Infil, I’m still learning Jin myself but I can tell you that 5C(ch), 6C, dc, 5C, jc, j.B, j.C, jc, j.C, j.D, 214B is a good combo. I would remove the second j.B at the end in order to get the j.D, 214B to hit. You could also probably do a 6D, instead of the 5C(ch), then 6C, dc, 5C…etc. 6D adds a lot of damage but don’t expect to pull off an ice car at the end cause the j.D wont freeze them, just end with j.C, j.D.
In the Ragna match up the up close confrontation is to Ragna’s favor unfortunately because his 2.A is very fast and beats out most of Jin’s moves and leads into simple BnB’s for Ragna so he can fish for these and land a basic combo for free. You are doing the right thing by trying to out poke Ragna with 5D and 5C but try mixing it up with far j.B’s. Jin’s j.B has good range and can be used for poking as well. Just don’t abuse it since Ragna’s DP will beat it cleanly. If he’s spamming a lot of low moves start using 6B. 6B moves you forward and has low invincible meaning it’ll hop over low attacks and land you a counter hit, which will let you follow up with a 5C, 6C combo. You’ll want to confirm those knock downs and then start applying pressure with 5B frame trap tactics. Once you are in and forcing Ragna on the defensive start applying mix up games to land another knock down and just tear him apart from there. It’s hard to maintain the momentum though as again Ragna’s DP can get him out of those pinches but try to bait them out and punish accordingly. Simple things like dash cancelling into Barrier or doing a well timed D Fubuki. Noel’s first Drive has invincibility frames at the beginning of the move so defend and poke holes in the rest of the chain. The high/low mix up is annoying but once you see it more often you’ll be able to pick at it better.
- To answer the first question nothing much follows up after a Fubuki. Landing a CH A/B Fubuki you can do his Ice Wave Super for around 3k damage. If you are close to the corner you can follow up with 5C, 6C, 6D, dash in 6D, 5B (2 hits), 5C, 3C then do C Ice Sword for oki games or go for damage with 5C, sjc j.C, j.D, air dash, j.B, j.C, B Ice Car.
If you do land a CH C Fubuki you can follow up with a dash in 5C, sjc, j.C, j.D, air dash j.B, j.C, B Ice Car.
- Jin has better range and pokes then Noel and Ragna so if you find yourself having problems applying pressure from up close then play defensively and let them come to you. If they want to IAD then answer with 5D into B Ice Car for a knock down then apply oki games. Noel has a weak long range game and requires to be up close for game to work. Her 6A is extremely good as it comes out fast, is a good anti-air, and leads into her BnB so you can’t jump at her with j.B safely unless you are frame trapping her with 5B.
The last j.D won’t always connect but you can increase the odds by delaying the 5C after DC 6C; however, there are better combo options than that. Honestly, I really don’t like that combo even though it deals the most damage. The issue is you don’t knock down after the j.D (if it connects) and allows your opponent to tech out and this basically resets the pacing. The best punish if you are close enough should be 5B (2 hits), 5C, j.B, j.C, j.D dash 5C, j.B, j.C, j.D, B Ice Car. Note that the second j.D won’t freeze but allows you to chain B Ice Car. I forgot how much that deals but it’s the maximum damage you’ll be able to do from mid-screen without expending Heat. If they are crouching when you hit confirm 5B then do 5C, 2C, 6C, 2D, dash 5C, j.B, j.C, j.D, B Ice Car. If you have Heat to spare you can do his Arrow Super after 2D then follow up with jB, jC, jc jB, jC.
One thing you may want to do is review Ragna and Noel strategies to find out what they are capable of to help in your defensive options. Knowing what the other character is capable of is half the battle. Hell, just playing with the character themselves gives you an understanding of what’s good and what’s not. If you have a general understanding of their game then you can form a counter strategy. The next thing is just practice in training mode. You need to find out what sets up for Jin’s combos and what combos to do for maximum damage or that will lead Jin into a favorable position, which is why I aim for combos that will end in B Ice Car close to the ground as it knocks down and because I’m close to the ground will recover faster to apply better pressure.
Unfortunately, I don’t own BB for the 360 so I can’t help you out with a 1 on 1 session but hopefully my advice helps you in some way.
I guess the main problem is that I tend to not apply ground pressure well. I don’t really know how to use 5B apart from hit confirming it into 5C, 2C, B ice car (I didn’t know you could follow up 2C with 6C on counterhit or crouching), and if it’s blocked that’s kind of the end of it for me… I usually then just block, since Ragna will throw out an uppercut or a 5B, or Noel will do 5D. I almost never end a combo with 3C because I have no idea how to apply oki games using C ice blade.
I didn’t know j.C, j.D, air dash, j.B, j.C, B ice car was a better combo to use than j.B, j.C, djc, j.B, j.C (optionally j.D or B ice car off the j.C). And I have an exceptionally brutal time linking j.B off ground combos starting with 5C (especially against Noel and her smaller hitbox). I guess I need to go to training to practice those, but every time I land a 5C, I’m usually canceling it to 6C in hopes of a counterhit, because I think I have to be brutally fast to hit confirm that combo.
I also just feel like I don’t have many options when I’m inside. What am I going to do? 2A hit confirm into not much (I do 2A x 2 or 3, then try to link 5B, 5C, 2C, B ice car, but I don’t get it out too often and then B ice car gets blocked and punished, heh)? Watch 6B get blocked or counterhit by Ragna’s 5B? Watch the slow start-up 6A get beat by pretty much everything? I don’t know how to “tear him a new one” when I’m inside, so I guess I don’t have a way to make people scared of me. I guess this is my biggest problem as Jin. Maybe I should do 2A x 3 into 2B, 3C, C ice blade? But I need to give reason for people to be scared of C ice blade on wakeup and I just don’t have one right now.
EDIT - Holy freakin’ crap, Buppa has insane mixups off 5B. Does he ever miss a combo? And lol, 6A combos on crouching to B (?) Fubuki (or B ice car) into 5C into madness in the corner. And I guess you can mixup a blocked 5B into j.B (overhead) and 3C (low)… the 3C can be comboed into 2B, 2C, then … 5C into BnB air, with tight timing on the 2B, right? After watching these videos, I can’t even remember all the situations I learned about. That’s almost even more frustrating!
3c, 2b is a link. Just practice it, it’s not bad once you get used to it.
If they block 6b, follow up with an ice blade to get out.
Don’t end block strings with B ice car.
If your leading off with jabs, shorten the combo so that you can land ice car b. For instance, instead of doing 5b, 5c, 2c, ice car b, just do 5c, ice car b.
I think I found out something in training mode.
6A combo’s into A Fubuki counter hit or not.
Don’t know if this is known already but why not.
Lol, that’s cold
It seems that scrub Jin tactics have evolved. They don’t just do Ice Car and Snow Flower anymore!
Now, they also throw whenever close and use jump back ice swords.
is there anyway to combo into 6c?
- The counter set up (this only works on counter hit and crouching opponents)
5c or 6b, 6c, dash cancel, 5c, super jump cancel, BnB air combo
That was taken from the first post. Can also combo from 5d on counter hit.
Oh god those random throws are pissing me off. I can’t believe I fall for some of that shit myself but the great part is just making a total come back after being pressured with random throws. The Jin scrubs don’t know how to deal with the pressure and get overwhelmed easily.
Keep in mind 6C can be cancelled into an Ice Sword for safe block strings if you happen to throw a 6C in a block string when you shouldn’t it’s a much better option then dash cancelling after 6C cause you’re going to get punished.
Comboing into A Fubuki off of a 2A is nothing new but it doesn’t have many applications. If you are hit confirming with 2A, it’s better to lead into a combo string like 2B, 5C, B Ice Car.
Ahh, good advice.
I used to RC (Rapid Cancel) after I would throw in a needless 6C so I could catch them off guard with a throw, and then slam em’ with a BnB combo.
Also, if your opponent blocks 2A, should you RC since it leaves you open for punishment?
was messing around in training and came up with the this little combo ( mind you its not really practical just looks really sexy and does about half HP but you can most likely get it on some scrub (also if someone already posted this then oh well here it is again)) it goes alil sumthing like this 6B,6C,2D, 632146 D this combo is assuming you have the Heat needed to pull off the super