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koun

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  1. koun

    [CT] Jin Combos and Glitches

    yes yes i think to do than the harm had been done.
  2. koun

    [CT] Jin Combos and Glitches

    It,s to get the just of his comboing and the frames were needed.
  3. koun

    [CT] Jin Combos and Glitches

    Here just i lot of stuff i found and put together.:psyduck:Sorry if it`s confusing. P.S. i have other stuff than i found and put together.tell if you want me to post it. 7 8 9 = \ ↑ / 4 5 6 = ← N → 1 2 3 = / ↓ \ dc = dash cancel = 66 during certain attacks jc = jump cancel hjc = high jump cancel j. = While in the air CH = Counter Hit Froze = your opponent became frozen JA / JB / JC / JD = jump A / jump B / jump C / jump D/ rc = Rapid Cancel COMBOS Basic combos - The basic ways of Jin. 2A, 5B, 5C, Ice Ride (B) 2A, 5B, 5C, 2C, Ice Ride (B): This combo is best done if your close to your opponent, otherwise 2C might whiff. 2A, 5B, 5C, 3C, Ice Ride ©: This combo does not work on Carl. 6A, Ice Ride ©: Only connects when crouching (which they should be, 6A is an overhead after all). * Tip: It's ok to start your combo off with 2B, seeing as how that's a low hit. You can mix up with 6A and 2B, seeing as how they have to guess high or low. Just don't abuse 6A too much, or your opponent will start to re-act to it. And if you like, it's ok to pause during 5B to get both hits from it. standard air combo: j.B > j.C > JC > dj.B > dj.C > dj.D > ice car C. If the opponent can tech between the 2 hits of ice car C, try replacing it with ice car B. If your combo has gone on for a long time, then dj.D will not combo, in which case, then do the simpler air combo: j.C > JC > j.C > ice car B anywhere on the screen: 6C > dash cancel (DC) > 5C > 2C > jump cancel (JC) > standard air combo 6C > DC > 5C > SJC > j.C > j.D, opponent lands, air dash > j.B > j.C > 214C after the dash cancel, wait a moment before you do the 5C. Otherwise you will air dash over the opponent instead of into them. I've had problems with this vs. tager for some strange reason... the ice car doesn't combo consistently unless in the corner. 3C, 2B > 5C > standard air combo the idea is to sweep them, then hit them with 2B as they lie on the ground. Timing's a little difficult, but yes, this is a real combo. 6C > DC > 5C > 6C > DC, j.B > j.C > JC > j.C > j.D > ice car 3.6k damage if you do 5C > 6C > rest of combo on a crouching opponent, last hit of ice car won't combo... so do something else then like a fireball, or nothing at all 214D or 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B ^ 4556pt damage! 25% gauge required 214D or 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214D > land > 2C > 623B > 623A ^ about 6000pt damage! Probably the best damage with only 50% gauge usage. 5B (2 hits), 5C, Jump, j.B, (short pause), j.C, (short pause), j.D, Froze, land and run up, 5C, Ice Ride (B). (Standing opponents) 5B > 5C > mash C (8 hit) > dash 5C > hjc > JD > ~ ^ doesn’t work Carl and V-13, opponents float after 8 hit (maybe 7 hit?), after JD you have plenty of options: 1) late air dash JB > JC > 214D > land 6C > 623A ^ the best damage combo, works when Jin landing close to the corner. 2) Late air dash JA > throw or JC ^ remember to delay the air dash JA for the throw to connect. 3) late air dash > (JA > JB > JA) or (JB > JA > JB) 4) land > 5B (2 hit)> 3C (> 236C) ^ 3C > 236C sets up wake pressure effectively 5) land > 5C > JB > JA > trickery ^ JA is going to whiff and opponent is able to attack, now you can do: a) JC > JD to beat poking b) late air dash JB > JC for overhead c) land 2A for low attack, throw is okay too d) J236D to beat anti air Combo for standing Carl and V-13: 5B > 5C > JB > JC > JD > land 6C > dc > 5C > hjc > JB > JC > jc > JB > JC 5B > 5C > JB > JC > JD > land 6C > 214D > 6C > ~ ^ Also work on others except Rachel and Bang. Vs Tager / Noel 5B > 5C > 3C > 2B > 5C > 5D > ~ non-corner only 6C > 2D, run up > 6C > DC > 5C > standard air combo corner only 6C > 6D, 6C > 6D, 5C > air combo yes this works, the first 6D freezes the opponent, but the second one does not. Despite this, you can link a 5C afterwards. forward throw into the corner > immediately after the 2nd hit of the throw 623B, wait for them to fall near the ground 5C > SJC > j.C > j.D, wait for them to touch the ground frozen, air dash > j.B > j.C > 214B 2.8k damage, 22% meter iirc what's interesting is that the j.D does indeed freeze the opponent 2B > 5C > 623B > 5C > standard air combo Corner 623A Counter Hit combo 5C > 6C > 6D > 6C > 214D > 6C > 623C [4500pt] 5C > 6C > 6D > 6C > 632146D > 6C > 623C [4800pt] 5C > 6C > 6D > 6C > 214D > 6C > 632146D > 6C > 623C [5100pt] 6C > 214D (Doesn't work on all characters) (Corner combo, somewhat) 623+A (CH), Ice Ride (D), 6C (OTG), 66 (dash cancel), 5C, Super Jump, j.B, j.C, Ice Ride (B). Pretty good vs. Arakune / Rachel in real match up. Crouch only 5C > any of the combos that start with 6C 6A > Sekkajin (8hits), 6C > DC > 5C > standard air combo the opponent needs to be right next to Jin for all the hits of Sekkajin to connect. To stop the Sekkajin on time, stop pressing C after the combo counter reads 6 or 7 hits. The timing for the 6C is a little difficult, so don't get discouraged. This combo does work on standing people (but seriously when are you going to hit a standing person with 6A?) and you can skip the 6A and go straight to Sekkajin (but that's terribly impractical... good luck hitting someone with Sekkajin right next to you on the ground). 2A, 5B, 5C, 6C, 66 (dash cancel), 5C, Jump, j.B, j.C, JC, j.B, j.C: Hitting 66 after 6C will dash out of 6C for you, hence the name "Dash Cancel". 5B, 5C, 6C, 2D, Froze, 6C, 66 (dash cancel), 5C, 2C, Super Jump, j.B, j.C, JC, j.B, j.C 5C, 6C, 66 (dash cancel), 5C, Jump, j.B, j.C, JC, j.C, j.D, Froze, Ice Ride © : Combo also works if the 5C starts on Counter Hit. * These combos are just basic examples of how crouching combos work; for the most part you are linking your 5C into 6C. Best works when they are hit while crouching. 5B (2 hits), 5C, 6C, 66 (dash cancel), 5C, Super Jump, j.C, j.D, (short pause), Forward Air Dash, j.B, j.C, Ice Ride (B) 6A Combo 6A is an overhead that cannot be crouch blocked. Use it when opponents are getting up, such as after Jin's 214B/c, to crush opponents' defense. 6A > 236B [1146pt] 6A > 214B [1720pt] 6A > 214D [1990pt] 6A > 623B [1420pt] 6A > 623D [1644pt] 6A > C mash (8 hit) > dash 5C > hjc > JB > JC > JD > 214C [2927pt] 6A > C mash (8 hit) > 6C > dc > 5C > hjc > JB > JC > JD > 214C [3218pt] 6A > C mash (8 hit) > 6C > 2D [2235pt] ^ Opponent freezes after 2D, they have to guess what Jin is going to do afterward. Corner 6A > 214D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B [3400pt] Corner 6A > 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B [3300pt] 6A, Mash C (for 8 hits), once opponent is launched, 632146+D Super: You can air combo after the Super. Here are combos that works on standing character in the corner: 2B > 5C > 623B > dash 5C > 623B > JB > JC> jc > JC > JD > 214B [3229pt] 2B > 5C > 623B > dash 5C > 5D > delay 623B > 66 5C > 623B > 623A [3058pt] ^ Uppercut x 4, damage isn't as good as the first one and timing is difficult too, pretty entertaining though. Mix 2B / 6A for a solid wake up guessing game, heh. 623A >5C>B DP>5C>6C>6D>*Insert general knockdown combo* Counter hit 6C counter hit > DC > j.B > air combo. I'm making a special note of this because the normal 6C >DC > 5C combo does not work on counter hit. 623A or B, ice wave super 623 A or B, 214D run up 2B > 5C > air combo this is dependent that you and your opponent are close to the corner after the 214D, otherwise, the opponent will recover in time. character specific combos ++ combo 1 ++ right next to opponent, 5B(2) > 5C > JC (towards enemy) > j.B > j.C > j.D, land > combo options combo options: (1) 6C > DC > 5C > JC > j.B > j.C > JC > j.B > j.C = 3.1k damage, 24% meter, not very good position since enemy's in the air and can run away (2) run up 5B > 5C > 2C > B Ice car = 2.8k damage, 23% meter, decent position since you're right next to him after the ice car (3) run up 5C > JC > j.B > j.C > j.D > B ice car (4) do an ice car instead of landing and comboing default timing: delay 5C, j.B asap, delay j.C and j.D easiest on: tager (he's big) fairly loose timing (just don’t do it too fast) on: Ragna, jin default timing on: litchi, taokaka, hakumen must run in before 5B, rest default timing on: v13, noel, Carl corner only, rest default timing on: arakune does not work at all on: rachel, bang ++ end combo 1 ++ throw either ground throw > right after third hit of throw 214A, opponent lands, 5B > 5C > 2C > 214C either ground throw > 214A > go into character specific combo 1, but you can only go into a B ice car at the end instead of the other options. If you forward throw, you will end up behind the opponent so you will need to run the opposite direction. Either throw > right after opponent is launched into the air 214A, before opponent lands 5C > air combo The timing on the forward throw version is much much harder than the back throw version. Air throw > ice car C air throw > j.236D > run up 6C > DC > combo you can also... do a ground combo if you air throw them close to the ground? I’m not so sure here. Neutral Throw > 214A > dash 5B > 5C > 2C > 214B ^ 2396pt damage, basic combo, 214 whiffs, if opponent struggle hard enough they may be able to recover as soon as they land. Neutral Throw > 214A > 5C > 2C > hjc > JB > JC > jc > JC > 214B ^ 2657pt damage, basic combo #2, 5C pick up opponent in the air so they can't recover, in case you have a hard to connect 5C after whiffed 214A on certain characters, you may do 5B > 5C > hjc instead. Neutral Throw > C mash 8hit > 6C > dc > 5C > hjc JB > JC > jc >JC > JD [2513] Neutral Throw > C mash 8hit > 6C > 2D > 6C > dc > 5C > hjc JB > JC > jc > JC > 214B [2953] Back Throw > 214B > 5B > 5C > 2C > 214B ^ 2701pt damage, basic combo. Back Throw > 214A > 5C > 2C > hjc > JB > JC > jc > JC > 214B ^????Pt damage, the timing of 214A after back throw is strict. Need practice on that one. Air Throw > j236C ^ 2242pt damage, basic combo. Air Throw > j236D > land > 5C > 2C > hjc > JB > JC > jc > JC > 214B ^ about 3000pt damage, 25% gauge requirement Corner Neutral Throw > 623B > 5C > 623B > hjc > ~ ^ Cancel Neutral Throw with 623B before Jin freezes opponent. For stability, skip the second 623B and just high jump cancel after standing C Center Neutral Throw > 236D > dash 6C > 6C > dc > 5C > hjc > JB > JC > jc > JB > JC ^ 25% gauge, delay 236D a bit after the throw to connect. Two 6C in a row, heh. About 3800pt damage. Corner Throw > 214D > 6C > 6D > 5C > hjc > JB > JC > jc > JB > JC ^ 25% gauge, about 3800pt damage as well. Forward throw, (pause), Ice Ride ©: Works also with back throw. Forward throw, (as soon as they get popped into the air), Ice Ride (A) whiff, 5C, 2C, Super Jump, j.B, j.C, JC, j.C, Ice Ride (B) : After Ice Ride (A), you will land on the other side of the opponent. Use the proper combo according to the opponent's position 1. (1881 damage) crouching B, standing B (two hits), standing C, crouching C, qcb+B Low-starting combo. Omit the crouching C when at far range. The first hit of the standing B will miss against a crouching Rachel or Litchi up close, but not when done from a dash? 2. (opponent crouching or on a Counter Hit, 3300 damage) standing C, f+C, dash, standing C, high jump, aerial B-C, double jump C-D, (delay), aerial qcb+B 3. (opponent crouching or on a Counter Hit, 3674 damage) standing C, f+C, crouching D, f+C, dash, standing C, high jump, C, double jump C, aerial qcb+B In case of a Counter Hit, the first standing C in the combos 2 and 3 may be replaced with a standing B (one hit) for slightly more damage due to less proration. 4. (against everyone except Carl, 2860 damage) f+BC throw, mash C (eight hits), dash, standing C, crouching C, high jump, B-C, double jump C-D While doing the throw and mashing C, perform the Barrier Guard command to prevent the Sekka Jin from coming out in case the opponent breaks the throw. (I am guessing the BG overrides the Sekka Jin command?) 5. (against everyone except Arakune and Litchi, 2701 damage) b+BC throw (two hits), qcb+B (misses), standing B (two hits), standing C, crouching C, qcb+B Use [crouching B, standing C] instead of [standing B, standing C] against Arakune/Litchi. 6. (opponent standing, 3237 damage) standing B (two hits), standing C, jumping B (delay) - C (delay) - D, land, f+C, dash, standing C, crouching C, high jump B-C, double jump B-C Useful combo from a dash. Easy to perform on Ragna, Jin, Tager and Taokaka; difficult against Noel, Litchi and Hakumen. 7. (Aerial Counter Hit, 50% Heat, 3169/2943 damage) DP+A/B, hcb, f+C Depending on the circumstances (distance and character size/weight?), this combo may work from a ground Counter Hit or with the hcb, f+D Distortion Drive (presumably with follow-up options) as well. dp +B (CH) may also be followed with a qcb+D. 8. (75% Heat, 4341 damage) dp+D, hcb, f+C 9. (in the corner, usable against everyone except Arakune, 75% Heat, 6532 damage) dp+D, standing C, f+C, f+D, hcb, f+D, dp+B, dp+A One must apparently stand in the corner (as opposed to merely close to it) when doing the dp+D. The C must also be performed very quickly after the dp+D. 10. (Near the corner, 50% Heat, 4207 damage) f+A, qcb+D, f+C, qcb+D, f+C, f+D, dp+A 11. (in the corner, usable against everyone except Carl, 25 % Heat, 4025 damage) f+A, qcb+D, f+C, f+D, standing C, crouching C, high jump B-C, double jump B-C Two combos starting from the f+A overhead. Like combo 9, combo 11 requires the opponent to be in the corner. 12. (corner-specific?, 2743 damage) f+BC throw (two hits), dp+B, jump B-C, double jump C-D, land, standing B (two hits), standing C, df+C 13. (Corner-specific?, 2922 damage) f+BC throw (three hits), (delay), dp+B, jump B-C, double jump C, qcb+B 14. (near the corner, 25% Heat, 5008 damage) f+D, f+C, dash, standing C, high jump B-C, double jump C, aerial qcb+D, land, crouching C, dp+B, dp+A The f+D is slow, but does not prorate at all (?). Aim for this after a Guard Crush or after blocking Ragna's Inferno Divider while crouching (as only one of its hits will connect in this case). 15. (near the corner, 75% Heat, 4082 damage) standing C, standing D, qcb+D x3, dash, crouching C, dp+B, dp+A The qcb+D x n part only works against Rachel, and the standing C must be a Counter Hit for the combo to connect on her? Ending Midscreen 5A >5B >5C >3C >214C >C Crouching Midscreen 5A >5B >5C >6C >DC >5C >JC >J.B >J.C >JC >J.C >J.D Standing Corner 5A >5B >5C >623B >DASHJUMP >J.B >J.C >JC >J.C >J.D Crouching Corner 5A >5B >5C >6C >DC >5C >JC >J.B >J.C >JC >J.C >J.D 2A Combo 2A > ~ > 214B 2A > 5B > 5C > 214B [1570] 2A > 2B > 5B > 5C > 214B [1640] 2A > 5B > 5C > 2C > 214B [1772] 2A > 2B > 5B> 5C > 2C > 214B [1811] 2A > ~ > 214D 2A > 5B > 5C > 214D [1731] 2A > 2B > 5B > 5C > 214D [1776] 2A > 5B > 5C > 2C > 214D [1909] 2A > 2B > 5B> 5C > 2C > 214D [1926] 214D > 2B > 5C > hjc > JC > jc > JC > 214B ^ You can extend the combo in the corner after 214D 2A > 5B > 3C > 2B > 5C > hjc > JB > JC > jc > JC > JD > 214B [1730] 2A > 5B > 3C > 2B > 5C > hjc > JC > JD > landing airdash JB > JC > 214B ^ for the second combo, you may try JB > delay JC or JB > land 2B / throw mix up instead of finishing the combo. 2A > 5B > 5C > JB > JC > JD > 2A > 5B > 3C > (236C) 2A > 5B > 5C > JB > JC > JD > 6C > dc > 5C > 2C > hjc > JB > JC > jc > JC > (236A/B)[2400] ^ vs standing opponent, doesn't work on Rachel and Bang, difficult on Carl and Arakune, delay JC after the first JB. 2A > 5B > 5C > C mash (8 hit) > dash 5C > hjc > JB > JC > JD > land > 3C 2A > 5B > 5C > C mash (8 hit) > dash 5C > hjc > JB > JC > jc > JC > JD ^ vs standing opponent, doesn't work on Carl and V-13 2A > 5B > 5C > 6C > dC > 5C > hjc > JB > JC > jc > JC > (JD) > 214B 2A > 5B > 5C > 6C > dc > 5C > hjc > JB > JC > JD > land 5B > 5C > hjc > JB > JC > jc > JC > 214B ^ vs crouching opponent 6A Combo 6A > 236B [1146] 6A > 214B [1720] 6A > 214D [1990] 6A > 623B [1420] 6A > 623D [1644] 6A > C mash (8 hit) > (dash) 5C > hjc > JB > JC > JD > land 5B > 5C > 3C > (236C) [2890] 6A > C mash (8 hit) > (dash) 5C > hjc > JB > JC > JD > 214C [2927] 6A > C mash (8 hit) > 6C > 2D [2235] 6A > C mash (8 hit) > 6C > dc > 5C > hjc > JB > JC > JD > 214C [3218] ^ Stable on Arakune, Noel, Tager, Ragna, Litchi Corner 6A > 623B > 5C > JB > JC > jc > JC > JD > 214B Corner 6A > 623B > 5C > 6C > 6D > 5C > 214D > 2C > 623B > 623A Corner 6A > 623B > 5C > 6C > 6D > 5C > hjc > JB > JC > JD > 214B [3859] Corner 6A > 623B > 5C > 6C > 6D > 5C > hjc > JB > JC > JD > 214D > 6C > 623B [4556] ^ Stable on Arakune, Hakumen, Tager, Taokaka, V-13 Corner 6A > 214D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B [3400] Corner 6A > 214D > 6C > dc > 5C > hjc > JC > jc > JC > 214B [3770] Corner 6A > 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B [3300] Corner 6A > 214D > 6C > 214D > 2C > 623B > 623A [4223] 5B Combo 5B > 5C > 2C > 214B [2268] Vs Rachel 5B > 5C > 214D > 214D > 214C [3673] Corner 5B > 5C > 214D > dash 2B > 5C > hjc > JC > jc > JC > 214B [3212] 5B > 3C > 2B > 5C > hjc > JB > JC > jc > JC > JD > 214B 5B > 3C > 2B > 5C > hjc > JC > JD > landing airdash JB > JC > 214B 5B > 3C > 2B > 5C > hjc > JC > JD > landing airdash JB > JC > dash 5C > JB > JC > rc > JC > dash 5C > JB > JC > JD > 214B ^ for the second combo, you may try JB > delay JC or JB > land 2B / throw mix up instead of finishing the combo. 5B (2) > 5C > JB > JC > JD > 6C > dc > 5C > JB > JC > jc > JB > JC [3100] 5B (2) > 5C > JB > JC > JD > 5B > 5C > 2C > 3C > (236C) [2700] 5B (2) > 5C > JB > JC > JD > 2A > 5B > 5C > 2C > 214B [2900] 5B (2) > 5C > JB > JC > JD > 5B/2B > 5C > 2C > 214B [3000] ^ vs standing opponent, doesn't work on Rachel and Bang, difficult on Carl and Arakune, delay JC after the first JB. 5B (2) > 5C > C mash > 5C > hjc > JB > JC > jc > JC > JD > land 3C [2750] 5B (2) > 5C > C mash > 5C > hjc > JB > JC > jc > JC > JD > 214A [2800] 5B (2) > 5C > C mash > 5C > hjc > JB > JC > jc > JC > JD > 214D [3000] 5B (2) > 5C > C mash > 5C > hjc > JB > JC > jc > JC > JD > 214D > (corner) 6C > 623B 5B (2) > 5C > C mash > 5C > hjc > JB > JC > jc > JC > JD > 214D > 632146C Corner 5B (2) > 5C > C mash > 6C > 6D > 5D > 632146D > 632146D > 6A ^ vs standing opponent, doesn't work on Carl and V-13 2B Combo 2B > 3C > 2B > 5C > 5D > 632146D ^ Vs Noel only 2B > 3C > 236D > JB > JC > JD > 214B ^ Vs Tager only Corner 2B > 5C > 623B > dash 5C > 6C > 6D > 5C > JB > JC > JD > 214B Corner 2B > 5C > 623B > dash 5C > 6C > 6D > 6D > 5B > 5C > 3C [3032] Corner 2B > 5C > 623B > dash 5C > 623B > JB > JC> jc > JC > JD > 214B [3229] Corner 2B > 5C > 623B > dash 5C > 5D > delay 623B > 66 5C > 623B > 623A [3058] 5C Counter Hit Combo (Useful to punish Ragna's 623C/D, Noel's 3C, Litchi's 623D, Rachel's 2C, etc) 5C CH > 5D > 214C 5C CH > 6C > 2D > JB > JC > JD > 214B [3475] 5C CH > 6C > 2D > 6C > dc > 5C > hjc > JC > jc > JC > 214B [3674] 5C CH on crouching opponent > 6B > 5C > 6C > 2D > 5C > hjc > JB > JC > JD > 214B [3670] 6C Counter Hit Combo 6C CH > 5C > 6C > JB > JC > JD > 5B > 5C > 3C > (236C) [3447] 6C CH > 5C > 6C > JB > JC > jc > JC > JD > 214B [3659] 3C Combo 3C > 2B > 5C > hjc > JB > JC > JD > 236D > land > 632146D > high jump 236D > land, dash > jump throw 5D Combo 5D > dc > 5C > 623B > 5C > hjc > JB > JC > jc > JC > 214B 5D > dc > 5C / 2C > jc > JB > JC > JD > 214C 6D Combo 6D > 6C > 623B > 5C > hjc > JC > 214D > 2C > 623B > 623A 623A Counter Hit Combo 623A CH > 632146C Corner 623A CH > 6C > 6D > 6D > C mash (8 hit) > 5C > 6C > 623A [4100] Corner 623A CH > 5C > 6C > 6D > 6C > 214D > 6C > 623C [4500] Corner 623A CH > 6C > 6D > 6D > C mash (8 hit) > 214D > Corner 623A CH > 5C > 6C > 6D > 6C > 632146D > 6C > 623C [4800] Corner 623A CH > 5C > 6C > 6D > 6C > 214D > 6C > 632146D > 6C > 623C [5100] Corner 623A CH > 6C > 214D (Doesn't work on all characters) 623B Combo 623B > 632146C 623B CH > 214D > 2B > 5C > hjc > JC > jc > JC > 214B 623C Counter Hit Combo 623C CH > 632146D 623C CH > 5C > hjc > JB > JC > jc > JC > JD > 214B 623C CH > 5C > hjc > JC > jc > JC > JD > landing 214B / mix up 623D Combo 623D > 632146C Corner 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B Corner 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214D > land > 2C > 623B > 623A 214D Combo 214D > 214C [3138] 214D > 214D > 214C [4218] 214D > 214D > 214D > 214C [4982] ^ Vs Rachel only Corner 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B Corner 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214D > land > 2C > 623B > 623A Throw Combo Neutral Throw > 214A (whiff) > dash 5B > 5C > 2C > 214B [2396] Neutral Throw > 214A (whiff) > (5B) > 5C > 2C > hjc > JB > JC > jc > JC > 214B [2657] Neutral Throw > C mash (8 hit) > 6C > dc > 5C > hjc JB > JC > jc JC > JD [2513] Neutral Throw > C mash (8 hit) > 6C > 2D > 6C > dc > 5C > hjc JB > JC > jc > JC > 214B [2953] Corner Neutral Throw (2 hit)> 623B > dash 5C > hjc > JB > JC > jc > JC > JD > 214B [2865] Corner Neutral Throw (2 hit)> 623B > dash 5C > 623B > hjc > JB > JC > jc > JC > 214B Back Throw > 214A (whiff) > 5C > 2C > hjc > JC > jc > JC > 214B [3000] Center Neutral Throw > 236D > dash 6C > 6C > dc > 5C > hjc > JB > JC > jc > JB > JC [3800] ^ Delay 236D a bit after the throw to connect. Two 6C in a row. Corner Throw > 214D > 6C > 6D > 5C > hjc > JB > JC > jc > JB > JC [3800] Air Throw > 236C [2242] Air Throw > 236D > land > 5C > 2C > hjc > JB > JC > jc > JC > 214B [3000] Air throw > 236D > land, dash > jump throw > ~ Extra Tips JB > JC > JD mix up Whenever you finish a combo with JB > JC > JD, if JD freezes opponent, you can do mix up with: 1) air dash JD, cross up 2) 236D, not a cross up Any of them hit leads to another combo for Jin. Ground freeze mix up Anytime your opponent freezes on the ground after a combo, you can try the following: 1) Throw: opponent messed up throw escape when they struggle 2) 2A > 6A: overhead attack, must stand guard 3) 2A > delay 2B: low attack, must crouch guard 4) 2A > throw: catch aggressive opponent with throw counter 5) 6D: beats most attacks from struggle, and frame advantage on block They have all been tested but double check me and here the frames. Jin General notes 1) dash cancel 2A: vs. defensive player this will keep them nonstop blocking until they guard break. 2) Dash cancels 2C or 623A/B/C: stopping opponents from jumping up, 623C can meat most attacks as well. 3) Dash cancel > back step > 5D: vs. opponents poking 4) cancel to 236A/B/C: stable choice, but beware Noel's drive, Taokaka's crouch walking and Hakumen's 623A that goes under the projectile. 5) 214A/B: 214A is unpunishable, and do combo afterward if it catches opponents attacking with counter hit. 214B is generally used to catch back stepping opponents. 6) Corner, 5D: same as dash cancel 5D above except you don't need to dash cancel when opponent back to the wall. 7) Instant air dash jump C: catches crouching opponents 8) corner, jump 236D: seals opponent's movement in the corner. If they try anything they would get hit and give you combo possibility. 1) Jin's 6B blocked -> 2B vs. Hakumen's 2B 6B is neutral on block. Since both 2B are low attack and 9 frame start up, what's going to happen? Clash? Trade hit? Hakumen's beat Jin's because Hakumen's does more damage? Randomly decided? 2) Hakumen's 3C blocked: Jin's 5C guaranteed? Believe it or not Jin's 5C is quick for a standing strong attack. And it has a good reach too! Hakumen's 3C is -16 on block. Jin probably can get a 5C counter hit > 6C > big combo from there. How far Jin blocks 3C could be a factor. Let's see how it goes. 3) Jin's 214B/C/D blocked: Hakumen's 3C guaranteed? All of them are -9 on block! 3C's start up is exactly 9F. I doubt Jin can block it on time. 4) Jin's 5B 2hit blocked -> JC overhead > combo I am pretty sure climbing jump C will hit Hakumen from crouching after blocking that standing B. The question is what can Jin do after that? JC > JD > 236B > air dash > JC > land > 5B > ~? Probably doesn't work. 5) Landing JB > (JC) > land > climbing JB / 6A? Errr... Everytime I look at this match I think maybe Jin can do 6A after jump attacks for overhead? You know a defensive Hakumen could just crouch block the 2A > 2B and throw escape if Jin tries. Plus using 2A Jin has to fear Hakumen's 2D counter. Other stuff just doesn’t do much. Japanese players recommend climbing JB afterward. I think 6A also works on crouching opponent. Definitely need tests on this one. 6) Jin's 5C blocked -> 3C vs. Hakumen's 2D counter could 2D come out or not? 7) JC > JD combo sometimes. Still not sure about how this works. 8) JB > JC > land > climbing JB 9) Hakumen's 3C blocked, Jin's 632146C guaranteed? Extra: Jin's 214A blocked, stand jab can punish Jin with ease. Truly this is just all the info that I have find on fighting game website, so a big thanks to all players that go thought the grind of find it all out.
  4. koun

    [CT] Jin Kisaragi General Discussion

    Ty i need more things to do against hell fang.
  5. koun

    [CT] Jin Kisaragi General Discussion

    Ty i wanted to know the frames on Hell`s fang
  6. koun

    [CT] Jin Combos and Glitches

    It Just timing.You get it just keep trying.
  7. koun

    [CT] Jin Kisaragi General Discussion

    Barrier hells fang and you can 5c,5d,ice car all day but barrier only if you know he going to go for the second hit to get 5c,5d,ice car and If he stop at the first hit barrier it and you can 5c,5d,ice car. Random why does everyone hate Jin.It,s like a person fight spamming Jins and than they fight someone know what the hell there doing an you rape the person and now there even more pissed. P.S. Did i ever say how much i hate online.God!!!!!
  8. Crap i only have a 360

  9. Do you have a 360 or ps3 or both

  10. Yea i am.I am black.ugh to you to sir!!!!!

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