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DaiAndOh

[CSE] Bang vs. Jin

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So you've been hit by 6B. Now's the right time to burst.

Seriously though, Jin is a tough cookie. He has some great normals, some of them even hit behind him, giving him the luxury of occasional luck if we ever guard point directly behind him (Check out his 5B or 623C hit box). After blocking 2D or 6B, even 6A if you can manage to block it, the smart thing to do would be block again, right? + normals are dangerous, Jins know it, and they'll try to keep pressure up after. But every once in a while, we can 6D to try and get out, gain the momentum. If a Jib likes to wake up and DP C, Bang can keep a safe Oki game going by timing a 2B. It reaches out, then retracts so if a reversal DP C is used, it's still safely out of range. After said scenario, you can punish how you see fit.

A note about his corner DP loop, it would benefit ALL players to learn it. The ender, 5A>5C>2C>623C, is extremely unsafe to green burst since Jin doing DP C won't be blown away, but still has a huge recovery time. Time it correctly, just as 623C starts, and you can punish this popular combo upon landing. Don't get this ender confused with ...5A>5C>2C> sj.D... since bursting here wouldn't really be too great a use of your resources. Make sure you've already been frozen, since Jins who know their combos won't go for a second freeze.

(Note: If Jin ends this combo with Dp D, will he be blown away...? Or will he be able to dodge the burst, hold the second swing, and rape us after we land from the above mentioned tactic?)

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(Note: If Jin ends this combo with Dp D, will he be blown away...? Or will he be able to dodge the burst, hold the second swing, and rape us after we land from the above mentioned tactic?)

Yes. Totally. If you're high enough, he'll avoid the burst easy since he takes a step back after that 263D. Happened to me once or twice. (You should burst early if you know a big combo's coming.)

Think it's a 4k meterless combo after that. (Very optimistic)

Quite frankly, I've played a lot of good Jin's before and from my experience, this match is in our favor.

His DP is not really impressive or intimidating unless he's facing the corner. His mix-up options are very limited without meter mid-screen. The main point of offense for him most of the game is tick throws and continuous poking. He can also IAD jD cross-up, but that's just to mess with your head, it's not so rewarding that he'll keep using it.

His main mix-up with meter icecar (All variations) RC into double overhead, single overhead to low, RC into throw to counter punish attempt.

The other one is...6A RC. You'll see this coming if he pauses after a few pokes and trust me, he will do it.

Other than that, like Ree301 said, his normals are very good. Especially in the air. IAD throws will help you a lot here.

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