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Domethieus

[CS2] Taokaka vs Jin

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Jin is a very versatile character with everything a person needs to overcome any match up in the game. His air normal's are insanely mashable GDLK so you definitely need good spacing to beat even the lowest levels of Jin. With more throw setups/resets than a person has teeth in his mouth you better do some homework or else you will find yourself dead fast.

Jin pressure- His pressure is very safe much like yours he can't get much from his overhead without 50 heat so he relies heavily on frame traps/throw setups/proper spacing of normal's to get damage. He can cancel a lot of his unsafe stuff with either a jump,6D (+3 on block),236A (-6 ends his pressure and has some push back can't really stop him from jumping away without taking a risk), So generally your not really going to get any real punish unfortunately.

*Notable frame advantage*

6B(+3,goes over lows,used for fake throw setups,leads into good damage on counter hit)

6D(+3 same as dead spike)

236D (+31,used after a knockdown sometimes for solid mix up,leads into good damage,requires 25 heat,breaks a primer)

All his unsafe normal's can be canceled into something to make it safe so don't bother pressing buttons in the middle of his pressure as he will be fishing for counter hits this character is designed to press the most buttons in the game.

Jin's anti air's- 5A ( very reliable don't underestimate it), 2A( same as 5A), 2C (tends to trade most of the time in Jin's favor), 5C (good hit box requires proper timing),5B ( meh happens once in a while), 623A ( fast,air unblockable, can be sometimes hard to punish due to quick recovery and barrier push back), 623B (same as 623A more recovery so easier to punish), 623C (really dumb hit box but very easy to bait and punish). A good mix of 5A and 2A is all he really needs to get the job done,623A is a very underrated option and on counter hit can be followed up in the corner without 50 heat so be careful as for everything else it's possible to happen as well just less likely unless your opponent is mashing which is normal because that is what jin is designed to do.All 623 series of moves are air unblockable.

Tao pressure on jin- He has a real DP (623C and 623D) so always try and bait it out and always go for a 2C punish to really make them think twice about doing it again. The hit box on 623C was changed so you can't crawl it anymore but a back dash will put you out of it's range. Both hit's of 623D can be crawled which is good because then he can't RC it to make himself safe, be careful as the first hit will catch a back dash. Jumping back is the universal bait so stick to that just to be safe if you see them move as you jump back you can just back off and return to neutral if your not comfortable with baiting DP's. keep your pressure to 2A,5B,2B, and if they are not IB it's okay to cancel into one hit of 236A every now and then. 214D is good at baiting 623C as it will make it whiff completely if not inputted backwards as for 623D only the first hit will hit you can you can thaw out and punish him as he recovers from the second hit. He needs to RC the first hit to combo requires a total of 75 heat so you generally won't see this too often. Save things like 6B and throw setups when you got respect or else you will just get flustered as they 623C you out of your stuff. Something to note on counter hit 623C can be followed up for a nice corner carry combo into some basic oki.

Jin air normal's-These things are so mashable GDLK they need their own section. Truth be told all he need to do is j.B XN and it will stuff anything you do in the air that isn't timed preemptively. A good combination of barely well spaced j.C and j.B is all he needs to stuff you in the air they are just that good. j.D,j.A,J,236D should also be noted, but truth be told it does not matter what he does in the air so long as he is pressing buttons you can't it's just that simple. Also he has one of those dumb air throws in which it will magnet grab you from weird heights so always be ready to tech throws in the air from any distance.

Neutral game- Neither of you really control the air but Jin does have more air options than Tao, if you want to stuff his air normal's your going to have to do it preemptively same goes for him. In the air it boils down to who throws their normal out first as for the ground you generally take less risk than him on the ground Jin's dash 5C is pretty good for covering space both in front and slightly above him,but it can be whiff punished so it's not something they should be throwing out all too often. Both your 2A's have about the same reach so the real difference in ground movement is that Tao's 2B is 7 frames and pushes her forward whiles his is 9 frames and doesn't push forward making it really good move for those anime footsies. Overall both characters can control space really well and it comes down to player skill in terms of advantage. Still Jin got those mashable "legit" normal's so again don't underestimate even the lowest level of jin players.

Best tools in the match up- I find 2B and 2A to be really good for dash ground approaches, 2B is especially good at quickly controlling that small akward space between characters after some push back from blocked normal's has been established. For the most part J.D is fine if used preemptively sometimes if you pray enough to the tooth fairy it will beat Jin's j.B and j.C, but no it doesn't it just really doesn't.....so for those situations use a preemptive j.C and you should be fine. Crawl has not uses IMO due to the fact you can't crawl Jin's 2A or 2B so again it comes down to taking a risk in it's usage in the match up.

Escaping Jin pressure-This guy can really just push buttons all day if you let him as all his normal's can be jump canceled, so in order to get out of his pressure you really need to have those good 6A reactions especially now that it is 1 frame slower thus making it trade or worse lose if times even a second late. 6D is plus 3 on block, but just like dead spike it is something you should not be blocking super jump away and J.D him on recovery to start your pressure/Bait the DP mash or straight up disrespect it's slow start up with 5B/2B,6A,loop it doesn't break a primer anymore so it's not as bad to block but still you can't just let him get away with murder (this ain't story mode). 6B is also +3 and you can actually 5B him out of it,but truth be told you really have to read it and mash out so I suggest letting this one slide unless they are getting predictable with it's usage. IB back dash and regular back dash works really well and are definitely options. You can back dash his 6B if timed right so make use of this as well as back dash any JC air normal shenanigans he might want to do.A good example is when jin's do something JC into whiff J.a, j.B/j.2C I swear the J.a is just for mashing purposes but that aside back dash your way out of stuff like this as you don't need to IB anything to do so (might have to still block the J.b because it's just that good,but at least you made some space forcing him to do some form of run up normal to resume pressure which gives you the frames to 2B). As for 6A his overhead he needs heat to combo off it and it's negative on block (-4 and breaks a primer) still they will tend to throw this out to get you to stop blocking low it's plus frames on hit,but if you ever block it use the time to get out or start your pressure. Overall his pressure is very safe so respect his frame traps just don't respect 6D and the other stuff mentioned it's too slow to be respected.

What to watch out for- The way Jin's combo's work leave him with plenty of "creative" room to go for an unexpected reset mid way through whether it be a throw,low or an over head always make it your interest to pay attention even when being hit as the reset might just kill you. If you have bad reactions to teching throws and you flinch easily OS throw break (1ABC) Jin is very good at fake throw setups (Ex:run up-6B,623C RC,j.B,etc.) 6B leads to about 4K off counter hit and it puts him air borne so something they will do is get some space run up to you throw one time and then do run up 6B the next. If you try to break the throw preemptively your throw animation will come out and you will eat that 4k counter hit damage. With OS throw break barrier will come out on 6B instances and if they do run up throw you will tech just be sure to input only once and be careful as the window for TRM is bigger when you OS throw break. Same thing with run up 623C RC looks like a waste of heat but it's meant to stuff your hexa edge and force your throw animation out. Some jin's might do this on your wake so keep this in mind when you want to mash out hexa edge as jin really doesn't need heat to do good damage.Also 623C and 623D break a primer so remember to barrier block when your on your last primer and are trying to bait them out. Essentially Jin has endless reset potential from cross up J.D to fake cross up j236D to random tech trap,etc.So always keep those eyes peeled at all times and be ready to tech a throw/block the reset (he has a really good throw range above average if you ask me). One final thing j236(ABD) is good at slowing down his landing momentum and is good for baiting out anti airs so be on the look out when using 6A.

Final words- Jin is very versatile so he is not limited to just one play style it's important to find out quickly what type of jin you are facing some go for more resets than others, some stick to just safe pressure, some play passive, some are more aggressive, the list of how he can be played is endless. Another character with an answer for everything so look for the weakness in the player rather than a weakness in the character. Spacing is very important in this match and you really need to stay firm on your reads and control air space or else he will walk all over you. Use your mobility to dodge things like j.C.j.B.,J236(ABCD), as well as a good mix of dash 2A and 2B to get in on him, never just stick to one method of approach.Bait his DP's and go for a 2C punish, drill it in their mind to block before going for things like fake throw setups and 6B mid block string. Despite having so many JC normal's don't sit on your meter counter assault when ever you get the chance as you don't want Jin getting too comfy. IB hexa edge and hexa edge in general can be used on reaction to his over head or 6B as those normal's are very committing. Be patient and avoid getting impatient with Jin as it has already been established how dumb he is in the air and just in general.

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