On more experienced opponents, you might try 1…UF+1+2 or 1, 1, d+3, 4 instead as they’re less likely to fall for the jab mixup.Ī useful trick is to count how many times you can use 1 before your opponent starts ducking. Against an entirely new player, a 1 spam should be enough to achieve victory. When you believe your opponent will start ducking, use DF+1. Beware excessive use, however as a high crush will end this. Jin’s 1 is +1 on block and, on repeat, cannot be jab interrupted [except by characters with ridiculously fast attacks. Jabber the hut (AKA Nein! 1, 1!) Incredibly basic, incredibly satisfying, and incredibly effective up to and including mid-tier players. Combine this with some a good entry tool, and you’ve a recipe for malice. Dull as it may be, it’s actually also one of the more modular move sets in the game meaning you can very easily take it apart and reattach things to suit your needs. Jin is the proud proprietor of quite possibly the dullest looking move set in the game with several moves almost copy/paste from other moves but don’t let that deter you. III.Ĝonfusion : Mix ups Whereas previously, I spoke of building precedence and expectation, now I speak of breaking such things. it may also prove to be an effective extra-long range pressure tool by repeatedly cancelling out of it with BB then using a long range mid like FF+2 if you think they’re about to close the distance. Some Asuka players start the match with counter to cover most bases. If you believe Asuka will start the match with counter, use this and laugh as your opponent’s smug face turns to terror as half his health is taken in a single hit. UB+1+2 Hard call out for Asuka’s counter. Particularly against noobs, 4 tends to catch them on CH due to their inclination for slower snazzier attacks.ĥ. On hit, you can follow up with a FF+2 or a FF D+3,3. 4 is a fast tracking moves, trades well with non-crushing moves, and might screw the slower hopkicks. While every character can sidestep, some have it better built into their strategies (e.g. Be ready with 4 just in case if all goes well, you’ll CH and pick up a juggle.Ĥ For sidesteppers or most noobs. If your opponent is sharp, he might be able to break this. Jin 1, d+3, 4, Paul 1,4).įF > UF+1+2 For movement-based opponents who try to backdash away and force a whiff. This option is slow, however and may be caught by certain jab strings (e.g. Generally, this will be through a jab string or magic 4 combo. However, if your opponent just whiffs horribly, you can go in for a punish of your choosing and put him on defensive for R2.ī+1>4 For aggressive opponents who try to outframe you at the start. Note that this will still be beaten by attacks such as Jin CDS4 or Paul FF demoman. Round 1 against an opponent you’ve never played before? Use this to observe their actions and soft-confirm how they start next round. Even a neutral round start has profuse psychological effects on your opponent so be sure to maximize your starting advantage…or recover quickly if you fuck it up.ī.B Safest option. This forces Jin on the defensive which can be hard to get out of. Starting poorly gives your opponent a more aggressive tone even in later matches. This is the principle of psychological primacy. It sets the tone for the rest of the play session. Precedence : Round starters The start of a round, especially round 1 is absurdly important to Jin’s game. On top of your fundamentals, there are 4 aspects to a match that you have to consider in order to maximize Jin’s effectiveness these are, in no particular order, precedence, confusion, trapping, and momentum all of which I will cover in the following sections. Unlike most characters, however, Jin doesn’t really require much juggling knowledge as he’s mostly a ground-based fighter…with a hopkick. Like most characters, being good with Jin means mastery of your fundamentals and opponent reading. I.Ĝharacter Jin Kazama is a very versatile character, built to be adaptable against almost any playstyle. For now, I will simply preface these sections with. I’ve not been able to properly field test some of the information I have here. This is based chiefly on my own experience with Jin, but I pulled some things from what I’ve seen more experienced players do. If anything can be improved, please let me know. Preface: Having had a lot of trouble getting into the mindset of playing Jin, I submit this guide in hopes of speeding up the process for any new Jin players.
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