(added j.236D notes) |
|||
Line 802: | Line 802: | ||
<br/> | <br/> | ||
On hit it leads to a standard combo, on block you can reset pressure. The shallow angle makes its range very small,so opportunities to use this are limited Final hit pulls in the opponent on block, making it useful to set up IAD crossup j.2C in the corner. | On hit it leads to a standard combo, on block you can reset pressure. The shallow angle makes its range very small,so opportunities to use this are limited Final hit pulls in the opponent on block, making it useful to set up IAD crossup j.2C in the corner. | ||
Also useful to beat anti-air attacks since it pushes Jin high into the air, making them whiff while the ice sword hits them. | |||
}} | }} | ||
}} | }} |
Revision as of 05:23, 4 April 2014
Overview
Jin is a Major in the NOL and one of its elite commanding officers. He is always cool and calm, but is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. He displayed formidable actions to gain his rank during the Ikaruga Civil War. When he heard that Ragna the Bloodedge had arrived on the scene, he quickly abandoned his post to hunt him down by himself.
Health: 11,500
Play-style: Well-rounded-fighter
Movement Options: 1 Double Jump/Airdash, Run-type Dash
Drive: Frostbite
Frostbite allows Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities.
Moves that can freeze have two additional values: Freeze Count and Freeze Duration
- Freeze Count: this value determines the amount of times that an opponent may be frozen in a single combo. Under normal circumstances, an opponent can only be frozen once per combo using a normal Drive attack (5D, 2D, 6D, j.D). If you use another normal Drive attack while the opponent has already been frozen once before, the normal Drive attack will not freeze the opponent. However, EX Specials (214D, 236D, 623D, etc) ignore the Freeze Count limit. Furthermore, you may freeze the opponent more than once per combo with normal Drive attacks during Overdrive (read the Overdrive section for more details).
- Freeze Duration: this value determines how long the opponent will be frozen in place after being hit by a move that freezes. Freeze Duration is not affected by hit-stun decay or bonus hit-stun from a Fatal Counter starter, which basically means that the Freeze Duration is fixed/set.
- If you hit an opponent with a move that freezes while they're crouching or while they're airborne, they will be forced into a standing state.
- If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately after hitstop.
- Opponents will also break free from the freeze effect when they are hit by a normal attack, if Jin goes over the Freeze Count limit or after the Freeze Duration expires.
EX Specials
Jin also has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear AC or EX attacks from Street Fighter 4.
- All of Jin's EX Specials freeze the opponent and ignore the Freeze Count limit.
- If Jin attempts an attack that requires 25% Heat without enough Heat, the C version of the attack will occur instead. (Ex: 623D becomes 623C)
- All EX Specials have a 180 Frame cool-down.
- Jin will gain a reduced amount of Heat during a combo after using an EX Special.
- Although EX Specials ignore the freeze count limit, if you trigger SMP by using the same EX Special again in the same combo, it will NOT freeze the opponent again.
Overdrive: Frost End
Frost End allows Jin to freeze his opponent with his sword normals and all of his specials, break the Freeze Count limit on his normal Drive attacks, and his EX specials gain additional properties (ground bounce, wall bounce, etc).
- Sword normals (5C, 2C, 6C, j.C, j.2C) will now freeze the opponent and have a Freeze Count limit of 3.
- Normal Drives (5D, 2D, 6D, j.D) gain an extended Freeze Count limit of 3.
- Special moves will now freeze the opponent and have a Freeze Count limit of 5.
- Normal Drives (5D, 2D, 6D, j.D) gain more frame advantage, have a higher P2 and freeze for a longer period of time.
- EX Specials gain additional properties: 214D(2) wall bounces, j.214D ground bounces, 22C ~ D deals more hits and additional damage, 236D can be dash cancelled, and 623D(2) launches the opponent.
- EX Specials lose the 180F cool-down period.
- 632146C and 236236D gain extra animations and do additional damage.
- Freeze attacks that trigger SMP will fail to freeze the opponent.
- You can only freeze the opponent up to 5 times in a single OD combo (not counting EX Specials). The specials' Freeze Count limit of 5 is shared with the sword normals/Drives' Freeze Count limit of 3, meaning that you can only freeze the opponent up to 3 times with sword normals/Drives and 2 more times with special attacks for a maximum of 5 freezes per OD combo (not counting EX Specials which ignore the Freeze Count limit).
Pros/Strengths
- Above-average health
- Jin has tools to deal with just about any situation; be it air to air battles, long range battles, or close quarter battles.
- Good average damage, he can hit-confirm pretty much everything and turn those hit-confirms into damaging combos as long as he has 25 Heat.
- Has access to various reversal options, including two DPs (DP C/D) which cover different situations as well as a counter super (Yukikaze).
- One of the better Overdrives in terms of damage output. Overdrive 632146C deals a lot of damage.
- He can play an effective zoning game with his projectiles (Ice Blades) and his decent poking tools such as 5C, 5D, 2D, j.C.
- Jin is a pretty straight-forward character, perfect for newbies. His bread and butter combos are pretty simple in terms of execution.
Cons/Weaknesses
- Jin is the standard "jack of all trades, master of none" character. He doesn't excel at anything in particular.
- Lacks a reliable anti-air. 2C is much too slow to be reliable, 2A can only low-profile certain attacks, and DP B is highly punishable on whiff.
- While his overhead (6A) is among one of the fastest in the game, it can't be followed up unless you land a CH or RC it.
- Due to the above, his basic mix-up is weak without 25-50 Heat when he can use TK Hizangeki or RC 6A. Jin has to rely on gimmicky resets with his freezing attacks and his normals in order to attempt to get past the opponent's defense.
External References:
- Japanese Name: ジン=キサラギ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Jin Full Frame Data
Normal Moves
5A |
---|
5B |
---|
5C |
---|
2A |
---|
2B |
---|
2C |
---|
6A |
---|
6B |
---|
6C |
---|
3C |
---|
j.A |
---|
j.B |
---|
j.C |
---|
j.2C |
---|
Counter Assault |
---|
Crush Trigger |
---|
Drive Moves
5D |
---|
2D |
---|
6D |
---|
j.D |
---|
Hishougeki 236D |
---|
Air Hishougeki j.236D |
---|
Hirensou 623D |
---|
Musou Tousshugeki 214D |
---|
Hizangeki j.214D |
---|
Throws
Forward Throw |
---|
Back Throw |
---|
Air Throw |
---|
Special Moves
Hishouken 236A, air OK |
---|
Fubuki 623B |
---|
Rehhyou 623C |
---|
Musou Senshouzan 214B |
---|
Hizansen j.214C |
---|
Sekkajin 22C |
---|
Distortion Drives
Touga Hyojin 632146C |
---|
Hiyoku Getsumei 632146D air OK |
---|
Yukikaze 236236D |
---|
Astral Heat
Rengoku Hyouya [2]8D |
---|
Strategy
Jin is one of those characters that has a tool for almost every situation. Jack of all trades, master of none type of character. He has pretty good poking tools such as 5C, 2D, ,j.C and Fubuki as well as his Ice Blades if he wants to play a zoning game. Moderately fast normals with good range such as 5B and 2A if he's close to the opponent. If the opponent can be zoned out with Jin's pokes, then do so. If the opponent has a better neutral game, then try to get in on them using your own projectiles/pokes and get within 5B distance.
In any other situation, you'll want to fish for CHs using 5C and j.C, as well as fish for confirms with Ice Blades and 2D. Once you confirm into a combo, you get the options to either finish your combo and knock the opponent down or freeze them and attempt a mix-up.
Jin's basic mix-up options are rather weak. While his 6A is insanely fast, it can't be followed up unless you RC it or land a CH. That which means that Jin must use his freezes in an attempt to mix-up the opponent. However, in the corner you gain the option of jump canceling 5B at the end of a combo; you'll use its vacuum effect to drag the opponent towards you just enough so that you can IAD towards the corner, squeeze in that gap that you just made with the vacuum effect, and attempt a quick cross-up using j.2C. You also gain the ability to confirm TK Hizangeki into a 4K+ combo.
In short, Jin will be fishing for CHs and confirms with j.C, 5C, Ice Blades, and 2D. He'll want to force the opponent into the corner where he becomes a real threat thanks to Hizangeki.
Neutral
Use but not abuse Jin's j.C as a poke and an air-to-air. Jin can zone and successfully poke the majority of the cast with j.C because of its insane range and speed. It leads to a nice combo on CH as well. It can be crouched under and punished though, that's why you shouldn't abuse it.
5C and 2D can also be used to poke the opponent but the latter is highly punishable on whiff. You're going to want to use 5C according to the opponent that you're facing. If they have a move that's faster than your 5C at its optimal range then you'll want to refrain from using it too often. 2D needs to be used when you've conditioned the opponent to block it. Some common examples of these scenarios include the 5C > 2D block string, 2D on their neutral wake-up, against a move with a lot of recovery, and as your opponent is falling down. You can just throw it out naked but you have to make sure that the opponent will get hit by it.
2A has a pretty good hit-box, low profiles under certain moves, and can be used to start pressure. You'll be using this move to poke from time to time.
The Ice Blades are a decent way to try and get a response out of your opponent. You'll mostly be using TK j.236C because it has less recovery than 236A. If the opponent jumps over the TK j.236C and tries to approach you, then you can try to intercept their approach with j.A, j.C, or an air throw depending on the distance between you and your opponent. If the opponent just sits there and blocks it, then you can try and get in. If they IB it, then you have to be careful as to how you want to rush down as you lose a bit of frame advantage. You'll be trying this approach from all the way across the screen as even TK j.236C can be punished with an IAD > air attack.
The Ice Wave super comes in extremely handy against zoners. On reaction, you can stuff things like Rachel's Tempest Dahlia or Lambda's 214D. Outside of that, zoners will have to play a lot more reserved because the Ice Wave will mow down any and every projectile.
Offense
Once you get in, you'll want to start using 2A to pressure. Do 2A x n > dash > 2A x n and see how the opponent reacts to that. If they're mashing A then frame trap them next time with 5C. If they're mashing reversals then bait them next time by simply holding back or jumping. If they're trying to jump away then simply delay your 2As from time to time; the opponent will most likely be hit during the jump start-up and you can hit-confirm from there. That or just do 2A > 2B and the low will connect since they're letting go off down + back in order to jump away.
You'll want to use 2B to reset pressure now that 5B is -6 on block. 2B is -3 but with proper conditioning, you can setup frame-trap and reversal bait scenarios. Other than that, you'll want to use 6B or 2D to reset pressure depending on the distance between you and your opponent. Throw some jump cancels here and there and try to screw with your opponent's head using j.2C.
Since throws, 2B, and 6A can only take you so far when it comes to opening the opponent up, you'll want to use Hizangeki when you have the meter. Performing a TK motion using Hizangeki will give you a 22F overhead that leads to 4K+ in the corner. Canceling 6B before you touch the ground into Hizangeki yields similar results.
Freeze Resets
Another important aspect of Jin's mix-up includes the use of resets. Jin can go for a reset any time he freezes an opponent or after 5B on the ground. From a j.D high in the air you can use a 5B to tag them if they're not holding barrier. The way this works is that you'll most likely be below them when you use j.D, you'll land and have enough time to use 5B for a reset. If they're holding barrier then you can pressure reset. Other than that, you can also run under them after the j.D and attempt a cross-under mix-up with 5B.
From a 6D freeze late in a combo, you can create a scenario where the opponent will have to guess whether to block high, low, or tech a throw. Your options here are jump > air dash > j.B/j.2C, jump > falling j.2C low to the ground for a feint high and then you'll land and do 2B.
Okizeme
Mid-screen, 214B~C Knockdown:
2A catches forward rolls and acts as a "meaty" when used against emergency and neutral techs. It doesn't catch back rolls and if your 2A whiffs, then do 66 5D immediately after the whiff for a meaty 5D poke. You can catch back rolls with 66 5C if you feel that the opponent will go for it.
Mid-screen, far 214B~C Knockdown:
If you're far away from the opponent when you used 214B/C knockdown, then you'll have to do a 66 2A to catch people with it. Same deal as before, 66 2A acts as a meaty against emergency and neutral techs, punishes forward rolls but whiffs on back rolls. You can't even tag the opponent with 66 5C at this range so you'll have to just do 66 2A and when it whiffs then you use a 5D meaty.
Mid-screen, 3C Knockdown:
The opponent only has 2 options if they get knocked down by 3C early in a combo: 1) Emergency tech immediately after touching the ground 2) Eat a blue beat combo
The blue beat combo is guaranteed if they don't tech the 3C immediately, thus limiting their options to emergency tech > block and emergency tech > reversal. Useful if you want to keep the opponent from rolling in exchange for a bit of damage and Heat Gain.
Corner, Sekkajin Knockdown
Safe Jump j.2C
To do a safe jump j.2C that also catches rolls and acts as a meaty, you'll have to jump and then do a very short double jump (just tap up) followed by a falling j.2C close to the ground. Confirm the j.2C roll punish into 5C > 2C > 2D and dash under them. The way a safe jump works is that you use an air attack as close to the ground as possible and since it has no landing recovery, you'll land and block the DP.
Back dash > 5C, 66 2B, or 66 2A
This is Jin's safest oki option and guaranteed to keep the opponent in the corner. What you do is back dash and use 5C, 66 2B, or 66 2A as meaties. If the opponent tries to push buttons or jump out, they get tagged by all of those. If they try to roll out, they get tagged by all of those. Some reversals whiff against certain moves so here's a list of which normal you should use as oki against specific characters:
Use 5C against Bang, his reversal super whiffs on 5C. Against Tager, his 720 whiffs without magnetism. Against Litchi, her DP D barely grazes you, it doesn't knock you down. Against Noel, her 4D whiffs. Maybe against Jin, you have to time your 5C just right so that Hirensou doesn't hit you.
Use 66 (micro-dash) 2B against Mu, your 2B clashes with her DP. Against Makoto, her DP whiffs against 2B
Use 66 2A against everyone else. Lambda's Calamity Sword is too slow, you'll recover from 2A and block it. You'll have to bait reversals as you normally would against everyone else.
Corner, DP C Knockdown
Safe Jump j.2C
Same principle as above but you get less time to work with after a DP C knockdown. To safe jump off of this knockdown, you simply jump once and do a falling j.2C. However, this one can't be used as both a safe jump and a roll punish. To punish a roll, you'll have to use j.2C higher off the ground. To use it as a safe jump you have to use it EXTREMELY LOW to the ground, your timing must be flawless against faster DPs like Inferno Divider. Quite frankly, I don't recommend using this type of oki when used off this knockdown.
Back dash > 5C, 66 2B, or 66 2A.
It works exactly the same as if you were to use it from a 214A knockdown, you just have to be slightly faster with your meaties.
Defense
Jin has some pretty decent defensive tools with Yukikaze, DP D, DP B, 2A, and 2C.
Yukikaze is better used against your opponent's pokes where you're out of your opponent's throw range. If you read a poke or wanna be flashy with a reversal kill, then use Yukikaze. It can also be used to escape forced neutral wake-up scenarios like Litchi's Stickman super, Rachel's George oki, Makoto's orb oki, etc. Where it truly shines is when Carl or Relius use their Rhapsody of Memories/Duo Bios super to force you to block. Not only will you be able to dodge the dolls trying to lock you down because of Yukikaze's invulnerability but Carl and Relius will be forced to find a way to dodge Yukikaze, and a simple super jump > double jump won't cut it. That's because when Jin hits any of the dolls with Yukikaze, it extends the active frames considerably.
DP D is your go-to reversal; it has amazing range and the second hit can be charged up to try and hit the opponent if the first hit gets blocked. You should only use DP C if you get a really good read on your opponent; it has horrible horizontal range, speed, and gives the opponent all the time in the world to punish you with their best combo starter.
As far as anti-airs go, you have Fubuki, 2A, and 2C. Fubuki is extremely fast, has pretty good reach, and has head invulnerability starting on frame 4 but it's highly negative on block and punishable on whiff. 2A shrinks Jin's hurt-box and allows him to low profile under a few jump-in attacks. 2C has an insane vertical reach and has head invulnerability starting on frame 9 but it has a slow, 17F start-up and a ton of recovery on whiff.
Combos
Combo Notation Guide: |
---|
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.