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Moy_X7

[CP] Jin vs Amane

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Match Start



Neutral

Full Screen
Long-Mid Range
Point Blank


Offense and Defense

Your Offense vs His Defense
His Offense vs Your Defense


Gimmicks and Miscellaneous Info

Gimmicks
Misc. Info


Frame Advantage, Disadvantage, and Punishes
Frame Advantage

5A (+3)

j.2B (+8 if used close to the ground)

5D Lv2 and Lv3 (+1 and +3)

6D Lv1, Lv2 and Lv3 (+2, +4, and +6)

236D~A/B/C (+47)

Frame Disadvantage

6B (-3)

3C (-6)

Punishes



Summary

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From my experience, as long as you play the neutral well. this matchup is pretty straightforward.

 

What to do in neutral:

Be unpredictable with your movement patterns and how you approach Amane. If he whiffs any of his long range C moves, you have a huge opportunity to close the gap. At the same time, if he hits you with any of them, you'll be put into a drill setup and be set back to square one except with less health. So with that being said, be patient and approach carefully. Airdash over his 2C and 5C and ground drills and run under or block his j.C moves. Interesting enough, Amane has problems with characters that can just recklessly run at him.

Swords are good at long range as if he misses a C move, a low aerial sword or distant ground sword will hit him. Good for poke, just be careful as a bad shot will get you hit by a C move.

 

What not to do:

Do not approach him from the air during neutral unless he's not expecting it or he's recovering from a move. His 6A antiair is fairly quick and easily nets him a combo that'll throw you across the screen or into the corner.

Don't be too predictable when jumping especially at long range. His 623C antiair grab pulls at full screen and can lead to a 4k combo + drill setup if he has 50 heat to RC it. 

 

When on offense:

Treat Amane like any other tall character with no reversal. Do be careful while pressuring him however. If there's a big enough gap between moves and you throw a low, his 6B will blow you back and give him a fatal counter combo. It has a fairly hefty startup though (15 frames) and is only foot invulnerable starting frame 5 so as long as you don't do a meaty 2A or low during his wakeup or have a massive gap in your pressure string, you should be fine.

When Amane has 100 heat, be very careful. He could easily use his distortion as a reversal on his wakeup or in the middle of your pressure. It's invulnerable frame 1 and has a very quick startup so you can't whiff a move to bait it. With 100 heat, if he hits you, he gets the advantage. If you block, he can RC it and jump out of your pressure. After a knockdown, wait a just a bit after Amane wakes up. If he wakes and up blocks or jumps, continue pressure. If he does a wakeup super in an attempt to RC it and run away, input your 623C reversal during the super flash to hit him out of it and get a free combo.

 

When defending:

Amane has no real overhead. Out of all his aerials, only his j.A is an overhead. Barrier his 6D and his level 3 drills.

On your wakeup, however, there are some things you need to keep in mind. His j.2B is a very strong move to use on your wakeup if you're in the corner. It's a safejump and it leads to some nasty combos if you get hit with it. So if he uses it, do not use a reversal, just block and respect his pressure until there's a gap allowing you to 623C/D if needed.

While midscreen on your wakeup, Amane will either make a drill setup or use his command dash zettou into a j.B to catch your roll. Against his j.B, neutral tech normally and then block afterwards. Against his drill, it is actually possible to roll out if you do a late emergency tech. If he tries to put it on top of you, roll forward, if he puts it slightly in front to read your forward roll, roll backwards or neutral tech. Of course, neutral teching in all the situations is the safest but if the Amane is aiming the ground drill on you often, rolling is a very good option.

Note: DO NOT ROLL HIS 6D(Drill that drops from the air and charges his meter), IT BEATS LATE TECHS AND ROLLS AND EVEN IF IT BLUE BEATS THE COMBO, HIS DRILL LEVEL STILL GOES UP WHICH IS HIS MAIN GOAL. He has very few safe setups into this setup as many Amanes will try to make you block the ground drill and then block the 6D. But on the occasion he does catch you into a raw 6D setup, do not roll.

 

Overall I feel this is 6 - 4 Jin's favor. As long as you don't get bopped in neutral, this matchup should feel much easier than some of his others.

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From what I've learned, Amane is damn near always in the air. Respect his jump normals, especially his C normals. Try to pay attention to his patterns and always block if you jump towards him (don't airdash towards him, you'll just get caught). If he command airdashes towards you a fubuki (623B) can catch his since he'll likely use a B normal. 

 

Once you've got a good feel of Amane's patterns and pressure, pick your spot and run in full speed when he uses a C normal. They have a VERY specific range and you can run in during it and hit him for free if you can predict it. Use Sekkajin (22C) as your combo ender as often as possible. It keeps him in pressure and stops you from worrying about rolls or delay techs. The only way out Amane has is either super, Counter Assault, Burst, or mashing. Figure out which one Amane likes to do and bait the crap out of it. He'll more than likely use it every time. 

 

Also, I've seen an Amanes use 5D at the end of a combo and then proceed to go for a set up where the drill comes from the ground. YOU CAN JUMP OUT OF THIS!!! Just tech out of the stagger and jump or Instant Air Dash immediately. He can 5C if you neutral jump or 6A against IAD but mot Amane's I've fault auto pilot into setup and into 6D, meaning free punish.

 

Also, try not to go in when he has the drill at level 3. He can make you block very easily and then destroy your barrier. Just stay back and throw projectiles from full screen. If he goes in, it'll probably be from the air so fubuki.

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