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Skye

[CSE] Arakune vs Jin

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What to look out for:

Neutral

A DP - a staple in the Arakune match up. Used for yomi and punishing bad movement on Arakune's end.

Hishouken/Air Hishouken (236x/j.236x) - Main zoning tool, watch out for targeting, prioritize dodging rather than blocking.

2d - Another zoning tool, back dash and punish.

B DP - used when Jins are not confident about A DP, more of a reversal than an anti-air.

EX Air Hishouken (j.236d) - Don't get hit by this move in recovery, keep a sharp eye out for it.

Corner - Stay out of it.

Your Oki

C DP - Duh, Dodge or block and punish.

D DP - Duh, Dodge or block and punish.

Don't try to mess with Jin on wake up, return to neutral and zone.

If you catch him trying to late tech point blank, 5d him for added curse meter and an important lesson.

His Oki

Neutral Tech and block, it's one of the more boring options, but it's one of the safest, Jin's mix-up isn't that scary, learn to block 6a and tech throws, there. If you're sure about it, backdash.

Misc. Tips

IB everything, it's Jin.

Don't let him safely Jump Cancel, it resets his pressure.

IB Barrier 2a strings.

Discuss.

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Just came back from a bunch of matches with a local Jin player who has a lot of Arakune experience, more experience than I have with Jin. I'm not 100% on the changes with Jin and I think I respected his pressure way too much like it was CS2.

Fighting Jin is a bit arduous, he has pretty good space control and he's fast on the ground. He controls the air directly in front and above/below him and can convert most random hits into 3k with decent oki. Blocking jin isn't that bad, his high low mixup is predictable but his crossup game is pretty good, though for the most part I wound up IB his crossup j.B since I was doing it on reaction. He still has some of the fancy blockstrings from CS2 like: [starter] j.C, j.2C, AD, j236D or something like that. Getting curse on Jin is annoying at times, if he decides to play at full screen, since j.D doesn't go full screen, slowly work him to the corner. If jin decides to rush you down play keep away and make sure you watch your barrier and jin's heat. Ice wave destroys ranged characters and puts characters in a crumple state which allows jin to combo. Try and bait the hell out of jin's DP's, if you have him on the ground if you're coming in from the air act like you're about to do a j.4B and just barrier at the last second, it will make them waste 50 heat or it will set you up for a free fatal.

A couple more things to watch for: In the corner, Jin has a crossunder after icecar A finisher, I think its dash 2b then it's a cross under. He has a fake cross up with j.236D (old news). In CSE Jin loves going for normal grab resets during freeze, whether it's purple or green don't get exposed.

That's all I have for now, I'm sure I'll come back and edit this around the 16th after my next session.

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Good, I've been meaning to shed some light on this match up too, I'll update the OP with the proper info as well.

There are two Jins to fight;

The Aggressive type

The Passive-Aggressive type

The Aggressive type of Jin is actually the easier version, he will run in with a bunch of yomi DP, jump cancel everything, tick throws, mild zoning, the works. Personally, I enjoy Jin in my face more than at a distance, his zoning game actually hurts Arakune's freedom, dealing with Hishouken, 2d and DPs can be a pain, which is the main forte of passive-aggressive types. So when he's in your face you have options.

IB everything, Jin's strings are so dima-a-dozen, it's a crime not to, react to the jumps, time your 5cs right, j.a if you're not sure, if he tries for a cross up, he loses his momentum. Watch out for EX air hishouken (j.236d), that will kill your anti-air attempts. Chose your backdashes right, most players don't do it, but some players will yomi it and punish with 6b, 2d or for those feeling themselves, ice car. Just block some things, Arakune is roughly disadvantaged here in neutral.

The Passive-Aggressive type of Jins are the more annoying ones, they have the proper tools to stay mid-fullscreen and spam Hishouken, TK Hishouken, 2d, DP on reaction, backdash any approach you do and so forth. This is a match up of patience, you simply have to out-zone Jin, get the right clouds out, time your 6ds right, turn invisible and be patient. Don't try to pursue him too much. These types will capitalize on oki above all, once they see an upper hand, they will get in there and play it safe. Once he's curse, you gotta lock him down hard, because more than likely, curse will activate fullscreen, and that's a pain in the ass.

Roughly I say the match up is even, maybe slightly in Arakune's favor, because Jin has to play a really safe game and make more crucial judgment calls than you. It's one bad guess and it's his ass (whiffed DP, bad air hishouken, bad 2d, etc).

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I can't recall where I read this, I think it was in an earlier CS/2 post but in theory and according to frame data this should should work now also: close range air to air your best option against jin is probably j.A. They both have a 7 frame startup however jin's is active longer and has better recovery, though arakune's has longer range(correct me if I'm wrong) and will stuff at close range jin's other air to air options since jin's j.b/c have 10 frame startup, j.2C has a 12 frame startup and j.D has a 16 frame startup. Otherwise attempting an airthrow close range will beat out jin's normal air options at close range also, since airthrow has a 7 frame startup and even if he techs it you're reset back to neutral which is still favorable.

A thing on oki: It doesn't hurt to roll midscreen if jin doesn't have meter. He can't get that much damage and his good corner carries/damage midscreen rely on 6B/2C starter or having 25 heat to freeze an opponent and push them to the corner and combo.

One thing I really haven't tried out is finding how far I can punish a blocked icecar since I rarely get the opportunity with the jins I play against offline. Instinctively I attempt 5A-6B, but sometimes 5A will whiff even on IB.

Things to note about yukikaze: It has mix/high guard points during the guard point animation so bugs will hit it, and you will be caught in the super if you are near it much like hakumen's drive. However you can avoid the followups by superjumping, yes followups. Super anime-style sword swing and the sheathing of the sword, both can fatal counter. Yukikaze is active after one frame, it's great for catching frame traps or false blockstrings such as 5a, 6a. Just something to watch out for.

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