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grimlock

[CT-CS2] Jin Block strings, frame traps, gimmicks, etc.

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Don't forget 6A>623B/D in the corner.

I forget, true that.

@Lucien oh I never really tried to do combos with IAD since it's hard for me to push with the controller...atm I'm saving for a fight stick so inputs would be much easier...

I never really thought of doing a sekkajin after all that since I usually try playing safe and do a little j.C or j.B to shove myself in and if that works I go 2D>66>6B>sekkajin blahblahblah or if it was 623B in the corner I do 6D...then my block chains usually consist of 2a>5b>5c>then I end with 3C even though I know its unsafe...any suggestions on what I should change from that?

Blockstrings:

2A > 2B > 5C > 3C > 236A

(This is safe)

2A > 5B > 6D

2B > 5C > Neutral jump > j.C

2A > 5B(2) > IAD > j.C

You really just freestyle with blockstrings, You have the advantage of pressure while doing blockstrings, so try to throw in tick throws, OHs, and gimmicks.

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I forget, true that.

Blockstrings:

2A > 2B > 5C > 3C > 236A

(This is safe)

Not necessarily, if they IB 236A then you're left at -11 and 236A is easy as hell to IB. Most characters can punish you with their respective 5Bs. The rest of the block strings you mentioned seem legit though.

I'd recommend something like:

2A > 5B > 2B > 5C > TK Ice Blade C. If you're feeling ballsy then go for an Air Dash after j.236C and continue to pressure.

2Axn > 5B(1) > 6B/6D > bait/continue to pressure

2Axn > 5B > 5C (max range) > IAD j.B. This one works when you get pushed out by a Barrier Guard, 5C > IAD j.B will place you right behind the opponent, at that point you can continue to pressure or hit-confirm if it lands.

2Axn > 5B > 2B, 2A > stuff

2Axn > 5B > 2B > 2C > 236A. This one's a frame trap. Once they start disrespecting the above block string by mashing A after your 2B > pressure reset, then that's your cue to 2C after 2B for a Fatal Counter. If they're mashing DP/Buster A then simply JC, bait and punish.

Jin's pressure game is decent, he can JC most of his standing normals in order to bait stuff. Like Lucien said, mix it up and manipulate your opponent into getting impatient and retaliating. That's your cue to frame trap or bait stuff. Common frame traps include 5B > 2C/6C, 2B > 2C, or 2A > 5C. Frame traps are effective when you're doing risky pressure resets off 5B and 2B and the other guy starts mashing A.

I can't wait for CSII. Jin's frame trapping is going to be much more effective with the addition of the 5B > 6A gatling and 2C > 5C, specially the latter, that one's a God send.

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Not necessarily, if they IB 236A then you're left at -11 and 236A is easy as hell to IB. Most characters can punish you with their respective 5Bs. The rest of the block strings you mentioned seem legit though.

I'd recommend something like:

2A > 5B > 2B > 5C > TK Ice Blade C. If you're feeling ballsy then go for an Air Dash after j.236C and continue to pressure.

2Axn > 5B(1) > 6B/6D > bait/continue to pressure

2Axn > 5B > 5C (max range) > IAD j.B. This one works when you get pushed out by a Barrier Guard, 5C > IAD j.B will place you right behind the opponent, at that point you can continue to pressure or hit-confirm if it lands.

2Axn > 5B > 2B, 2A > stuff

2Axn > 5B > 2B > 2C > 236A. This one's a frame trap. Once they start disrespecting the above block string by mashing A

That's something that would only happen online.

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That's something that would only happen online.

It's only natural for someone to try to get out of pressure one way or another if you're leaving holes that big in your block string lol. Then again, it would be just easier for them to chicken block instead but oh well, mashers gonna mash and Moy is going to frame trap XD

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The last post in this thread is about 9 months old, yet this has not been archived. Is this thread going to be used to discuss EX blockstrings now? If so, what are some basics?

I know of the following:

2A x N > 2B > 5C > 6B

2B > 5C > JC > IAD Back > j.236D

and a couple others, but this is not enough. Also, what can safely follow the 6B in that first string? is 236A ever useful and if so, when?

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I covered most of the gimmicks, frame traps, block-strings on the gameplay mechanics thread. I guess people aren't really interested in discussing this any further as most of them have developed their own block-strings and block-strings are something which should vary. Use the same block-strings too often and the opponent will know when to jump out/back dash, when to push A, etc. Gimmicks and frame traps have mostly been the same throughout the series.

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I covered most of the gimmicks, frame traps, block-strings on the gameplay mechanics thread. I guess people aren't really interested in discussing this any further as most of them have developed their own block-strings and block-strings are something which should vary. Use the same block-strings too often and the opponent will know when to jump out/back dash, when to push A, etc. Gimmicks and frame traps have mostly been the same throughout the series.

I guess that's true, but at the same time some gatlings have been changed and some things (like 2B losing Jump Cancel) will significantly change people's block strings compared to CSII. On a personal level, I know that all of my favorites from CSII were broken by the changes and I imagine others have run into similar issues. Things like 2D > 5C aren't very viable anymore, since 2D can be easily instant-blocked and loses the ability to frame trap when that happens.

I'm not asking for the bare "Which moves are frame traps" or "Which moves can be used in block strings"; your thread covers that well. But some discussion about actual strings would be cool, especially since knockback largely determines what move is viable to do next in the string.

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The thing is, Jin hasn't changed enough in gameplay to the point where his gimmicks have really changed. Any gimmicks from CS1 will work in CS2, including frame traps.

We got more AUB set ups in CS2, and a few new gimmicks off of DP loop in CS2, like:

DP loop 1st rep > 5A > 5C > 5D > DC > grab/hi low mix up

but other than that, we've pretty much bled Jin dry lol.

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Jin's options off of "3C > 214A" are a pretty big deal, in my opinion.

SJ j2C is a safe jump against most reversals, catches forward roll/quick tech, and beats jump outs. I like to whiff the j2C into a 2B or a throw. Because of the superjump, it's pretty hard for your opponent to judge whether j2C is going to hit or not.

Once you train your opponent to never roll, you can start doing cross-under mix-ups.

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Jin's options off of "3C > 214A" are a pretty big deal, in my opinion.

I can't wait to mess around with 3C > 214A stuff.

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