Jin Kisaragi's incredibly useful guide: attacks, basic and advanced strategies, and combos

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Jin Kisaragi's incredibly useful guide: attacks, basic and advanced strategies, and combos

Post  Seraph on Mon Jul 12, 2010 9:35 am

This is me again, I created months ago a guide for Jin Kisaragi explaining most of the gameplay and useful things about him, it's written in spanish since it is my mother language but I'll translate it in a few days time, I'll post it as soon as I can.
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Seraph

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Re: Jin Kisaragi's incredibly useful guide: attacks, basic and advanced strategies, and combos

Post  Seraph on Wed Jul 14, 2010 5:22 pm

As I promised, here is the guide, 100% translated into English and perfectly readable. Hope you enjoy.



This guide has been created with the sole purpose of introducting its user to this magnificent character, Jin Kisaragi. To his highly damaging combos, great mobility and high pressure rating, we can add one of the game's largest health bars (11500 HP), a defence superior than average (120% of the Guard Libra) and freezing attacks which immobilize the opponent, rendering him to your disposal. A great character overall.


Pros:
-High damage
-High combo damage rating
-Drive: Frost Bite, which can freeze opponents
-High health (11500 HP)
-Defence superior than average (120% of the Guard Libra)
-EX attacks: stronger versions of some of his special moves at a cost of 25% of the Heat Gauge
-Great pressure rating
-Better options for air combos

Cons:
-Lack of range of all of his moves when compared to the rest of the cast
-Some of his attacks have excessive startup and recovery times
-His worst matchups are against zoning-based characters (Arakune, Rachel, Nu)
-Most of his attacks lack priority when compared to the rest of the cast




Basic concepts

7 8 9
4 5 6 : movement
1 2 3
j.: midair
SS: super jump (duck, then jump in any direction)

A: weak attack (square)
B: medium attack (triangle)
C: strong attack (circle)
D: drive (X)

QCF: quarter circle forward. Command: 236
QCB: quarter circle back. Command: 214
dp: dragon punch. Command: 623
DD: Distortion Drive. Command: 632146
C*: mash C
720º: double turn of the joystick in any direction. Command: 23698741 x2 (for example)
RC: rapid cancel

Jump-cancellable: a move that can be cancelled by jumping in any direction, including super jumps. Leads to an air combo.
Dash-cancellable: a move that can be cancelled by running towards the opponent (command: 66). Usually leads to a ground combo, but can be teched into an air combo.
Special-cancellable: a move that can be cancelled into any special move (Hishouken-Hishougeki, Musuo Senshouzan-Tosshougeki, Fubuki, Rehhyou, Hirenshou, Sekkajin). Leads to any combo option.
Super-cancellable: a move that can be cancelled into any Distortion Drive (Touga Hyoujin, Hiyoku Getsumei). Usually leads to a combo finish.





Standing attacks

-5A (damage: 175)
A quick reverse-handed slap. Very quick, but its range is pitiful and deals very slight damage. Useful for bitch-slapping the opponent when close and starting more damaging combos.
Cancels into anything.


-5B (damage: 620 / 2 hits)
A kick directed towards the head of the opponent. Hits twice, deals good damage and the second hits has vacuum effect. It can also hit crouching opponents. One of the best moves Jin has. A staple combo starter.
Cancels into:
-5C
-3C


-5C (damage: 710)
Horizontal slash with the katana. Causes serious damage and has a good range. Hits crouching or jumping opponents. It is also jump-cancellable, special-cancellable and super-cancellable. The best standing attack Jin has.
Cancels into:
-3C
-6C
-5D
-9
-8
-7
-QCF+A-B-C
-QCF+D
-QCB+A-B-C
-QCB+D
-dp+A-B
-dp+C
-dp-D
-C*
-DD+C
-DD+D




Crouching attacks

-2A (damage: 175)
Horizontal strike with the katana sheathed. Causes the same damage as the standing version but this one has much better range. Useful for starting combos.
Cancels into anything.

-2B (damage: 450)
Hand sweep. This attack hits low, deals good damage and also hits opponents back of you. It also lifts enemies when grounded for massive damage in the air.
Cancels into:
-2C
-3C
-5B
-5C

-2C (damage: 720)
Vertical slash with the katana. It's got a specially long startup, hits opponents who jump towards you and lifts opponents when grounded. It's jump-cancellable, special-cancellable and super-cancellable.
Se cancela en:
-3C
-2D
-9
-8
-7
-QCF+A-B-C
-QCF+D
-QCB+A-B-C
-QCB+D
-dp+A-B
-dp+C
-dp-D
-C*




Midair attacks

-j.A (damage: 175)
Quick strike with the hilt of the katana. Its damage and reach are very limited. It is very unuseful in almost every situation because there are simply better midair moves. It is specially useful against Tager because of his enormous hitbox.
Cancels into:
-j.A
-j.B


-j.B (damage: 540)
Strike with the sleeves. This is a great tool for zoning because it hits further from Jin, and deals good damage. A very good choice for long air combos.
Cancels into:
-j.C

-j.C (damage: 700)
Moon slash with the katana. Despite the fact that its range is inferior than j.B, this attack has better properties. It's more damaging, hits enemies in any direction, is jump-cancellable and special-cancellable. Basic attack in any air combo.
Cancels into:
-j.D
-7
-8
-9
-j.QCF+A-B-C
-j.QCF+D
-j.QCB+A-B-C
-j.QCB+D




Directional attacks

-6A (damage: 640)
Strike with the hilt of the sword. Hits overhead, has got absurdly low range and long startup, but deals nice damage and is special-cancellable and super-cancellable. Good choice to use when your opponent is blocking low or when he is frozen.
Cancels into:
-QCF+A-B-C
-QCF+D
-QCB+A-B-C
-QCB+D
-dp+A-B
-dp+C
-dp-D
-C*
-DD+C
-DD+D

-6B (damage: 690)
Jumping kick. This attack is the one of which your opponent will take longer to recover, allowing to connect attacks which otherwise wouldn't do the trick, like 5C or 5D, or even 6C if you get a counter hit. Jin trips forward, deals high damage and has got some invencibility at the very start. Good for punishing an opponent while he attacks you or when he is attacking while crouching.
Cancels into:
-j.QCF+A-B-C
-j.QCF+D
-j.QCB+A-B-C
-j.QCB+D

-6C (damage: 920)
Forward slash with the katana. This is the most damaging normal attack Jin has. It's got an absurdly long startup and almost equally long recovery, so use it only when you're sure it will connect. It is dash-cancellable, special-cancellable and super-cancellable. This attack isn't comboable unless you use it after a counter hit, an air hit or when your opponent is crouching. A staple air combo starter, though it can be used to perform the most damaging ground combos if the requirements are met.
Cancels into:
-66
-2D
-6D
-QCF+A-B-C
-QCF+D
-QCB+A-B-C
-QCB+D
-dp+A-B
-dp+C
-dp-D
-C*
-DD+C
-DD+D

-3C (damage: 550)
Legs sweep. Hits low, makes the opponent fall to the ground, and is special-cancellable. Its damage is reduced when compared to the other C attacks, but it's faster and leaves the opponent open for highly damaging air combos. Use 2B after this attack to lift the opponent and start the air combo. A must learn move for tactical players.
Cancels into:
-QCF+A-B-C
-QCF+D
-QCB+A-B-C
-QCB+D
-dp+A-B
-dp+C
-dp-D
-C*




Drive attacks
All of this attacks freeze the opponent.

-5D (damage: 710)
Giant lion head. Has got great horizontal range, but an excessively long startup which renders this attack unable to be introduced in combos. It is dash-cancellable and special-cancellable. Best used for punishing opponents while they recover from a random attack and continue with anything you can while they're frozen.
Cancels into:
-66
-QCF+A-B-C
-QCF+D
-QCB+A-B-C
-QCB+D
-dp+A-B
-dp+C
-dp-D
-C*

-2D (damage: 712)
Giant pillar of ice at a distance of a half screen in relation to Jin. This move has long startup and even longer recovery so be very choosy when using it. This attack has vacuum effect. Use this attack to punish your opponent after a random attack just in the case that 5D doesn't reach, or if they run or do an air dash towards you to intercept and attack with any combo while they`re frozen. However, it is best used after 6C to catch the opponent as they fall far from you and continue with your combo.
This move cancels into nothing.

-6D (damage: 712)
Giant pillar of ice in front of Jin. This move has the longest startup, but has very little recovery and leaves the opponenet closer to you than 5D so you can easily combo after it. It also has got an amazingly good vertical range. Just like 2D, this move can be used after 6C for good damage, but it will only connect when the opponent is cornered.
This move cancels into nothing.

j.D (daño: 740)
An aura of ice that surrounds Jin and hits the opponent from any range. This drive attack is of the most useful ones because it will hit the opponent when grounded or in the air. It also leaves the opponent close in the ground or in the air so you can combo after it. This move is special cancellable.
Cancels into:
-j.QCF+A-B-C
-j.QCF+D
-j.QCB+A-B-C
-j.QCB+D




Special moves

-Hishouken (Ice Blade)
QCF+A-B-C
(damage: 712)
An ice blade which flies horizontally towards the opponent. This move doesn't have much use in combos, but can be used to play the zoning style or to run after it and attack the opponent while he blocks it. Each version has got different properties:
-The A version has got medium startup and recovery, and the blade's speed is medium. An all-around attack.
-The B version has got short startup but long recovery, and the blade's speed is fast. Its use is reduced to zoning. Use it only when you're very far from the opponent.
-The C version has got long startup but short recovery, and the blade's speed is slow. The only one you can use to run after and hit the opponent hard while he receives it. Use it only when you're far from the opponent.
This move can also be used in the air. The air versions have got no startup at all, but don't recover until you touch the ground. Again, each version has got diferent properties, but all of them travel at the same speed:
-The A version flies at a 15º angle towards the ground.
-The B version flies at a 45º angle towards the ground.
-The C version flies straight to the enemy.
This move cancels into nothing.

-Musuo Senshouzan (Crystal Strike)
QCB+A-B-C
The infamous ice car. This is one of Jin's best moves, and can be used in lots of situations, being the most useful ones as a combo finisher or even starter with the collaboration of a rapid cancel for massive combo damage. Each version has got different properties:
-The A version (damage: 560) travels a short distance at a slow speed, and doesn't include the finishing slash. This version can be cancelled with a rapid cancel to start a ground combo, but it requires a high skill level.
-The B version (damage: 1518 / 2 hits) travels a medium distance at medium speed. It's got a short startup so this is the only version which can be effectively used as a combo finisher in any situation.
-The C version (damage: 1670 / 2 hits) travels a long distance at high speed. This version can only be used effectively as a combo finisher while your opponent is frozen, due to its somewhat longer startup than the B version.
This move can also be used in the air, having the air versions exactly the same properties as the ground ones.
This move cancels into nothing.

-Fubuki (Blizzard)
dp+A-B
Diagonal slash with the katana. This is one of Jin's best moves, as it is incredibly useful for counter-strikes while your enemy punishes you, due to its great speed and invencibility frames. However, its use in combos is very limited. It is almost only used to revert pressure from your opponent. Each version has got different properties, but all of them launch the opponent into the air:
-The A version (damage: 1000) has got no startup and fast recovery. It is used mostly to punish opponents during the startup of some slow moves.
-The B version (damage: 1100) is slower but is invincible from the start. It is used to absorb your opponent's attack and then counter-strike with yours. This attack launches the opponent further in the air.
This move cancels into nothing.

-Rehhyou (Violent Ice)
dp+C
(damage: 1200)
Vertical slash with the katana. This move lacks horizontal range but its vertical range is amazingly high. This move is completely invincible from the start. The slash will launch the opponent upside, so you can rapid cancel and continue with the combo in the air or just slash the opponent with 5C if you got a counter hit and continue with the combo in the air. Its use in combos is very limited unless your opponnet is cornered.
This move cancels into nothing.

-Sekkajin (Snowflake Dust)
C*
(damage: 180 per strike)
Jin does a very quick alluvium of slashes from the ground. The slashes itself deal poor damage but once the first one connect the rest are unblockable and the eighth one launches the opponent into the air, so you can slash him with 5C or 6C and continue with the combo in the air. This attack is very useful in combos but you should only use it when the enemy is cornered or cancelling your throw into it, since because of the knockback you'll more than probably miss the eighth hit which is the one that really counts.
This move cancels into nothing.




EX moves
All of this moves require 25% heat and freeze the opponent.

-Hishougeki (Flying Ice Strike)
QCF+D
(damage: 1754 / 3 hits)
A much bigger blade than usual that hits and freezes the opponent up to 3 times and deals massive damage. Posseses the same properties as the A version of Hishouken, and it's best used for pressuring the opponent while grounded.
The air version of this move launches 3 blades in all 3 directions of Hishouken, and each of them can freeze the opponent.
This move cancels into nothing.


-Musuo Tosshougeki (Freezing Crystal Strike)
QCB+D
(damage: 1909 / 2 hits)
Has got the same startup as the B version of ice car, but travels all the screen at vertiginous speed, freezes the opponent on contact and finishes with a horizontal slash that sends the opponent far away from you. The opponent takes longer than usual to recover. This move can be used in any combo and is specially used for corner traps.
This move cancels into nothing.

-Hirenshou (Dual Ice Strike)
dp+D
(damage: 1614 / 2 hits)
An aura that freezes the opponent on contact followed by a very strong horizontal slash that pushes the opponent far away from you. The opponent takes longer than usual to recover from this. This attack is the one with the highest priorities in Jin's arsenal. The second hit can be charged, and once fully charged it becomes unblockable. It is best used after a roll recovery or to revert pressure from your opponent.
This move cancels into nothing.




Distortion Drives
All of this moves require 50% of the heat gauge.

-Touga Hyoujin (Ice Fang)
DD+C
(damage: 2950 / 6 hits)
Jin creates a gigantic ice fang that travels the whole screen at vertiginous speed. This move hits up to 6 times (7 if your opponent is Tager) and deals massive damages. It also leaves the opponent stunned and therefore open for more punishment until he recovers. This move is best used after a counter-hit Fubuki, Musuo Tosshougeki or Hirenshou.
This move cancels into nothing.

-Hiyoku Getsumei (Moonsong)
DD+D
(damage: 3579 / 24 hits)
An ice arrow that flies at a 40º angle upside. If it connects, the arrow pierces the opponent and damages him until it completely pierces through, hitting up to 24 times and causing even more damages than the previous DD. This is no doubt the best Distortion Jin has, since it is very damaging and can be easily introduced in combos, specially after 5C or 6C.
This move cancels into nothing.




Astral Heat
Requires 100% gauge, being in the very last round of the match and your opponent with less than 20% of his life.

-Rengoku Hiyouya (Arctic Dungeon)
720º+D
Jin stabs the ground, firing a small but fast wave of ice on the ground. If it connects, the opponent is frozen along with the background, then the frozen opponent is shattered due to critical mass. This move is completely unblockable but the opponent can simply avoid it by jumping and Jin is left vulnerable while doing it. The best way to connect this distortion is to launch it right after a throw.
This move obviously cancels into nothing.




Basic/advanced strategies

-If your enemy does a random move, use any of your drive moves to freeze him while he recovers.

-If your opponent runs towards you, your best choice is to barrier block low. If he does any move with a slow startup, or if he uses an overhead, use Fubuki or Rehhyou to push them away and then combo afterwards.

-If your enemy does an air dash towards you, use 5D or 2D to freeze him and continue with your own combo. Be warned, however, that you are left very vulnerable if you miss.

-If you connect with your Drive and your opponent is too far away to combo, just finish him off with Musuo Senshouzan.

-If your enemy blocks your standing Drive, dash-cancel it and continue with pressure with anything you have, being the best move 2A.
You can also use a Hishouken to keep them away, or wait a moment and counter with Fubuki if you think he'll try to retaliate.

-6B is specially useful if you get a counter hit. As he will take much longer to recover, attack with 6C and continue with the combo in the air.

-If you get a normal hit with 6B, you can combo with 2A and then continue with anything you have in the ground.

-If your opponent blocks your 6B, you can cancel it into Hishougeki or B Hishouken to keep them away and prevent them from retaliation.

-j.B is one of Jin's best moves. You can combo with it in lots of situations. You can use it as a zoning tool because it hits further from Jin. However, it doesn't hit above Jin so take a look at your enemy's position before doing it.

-After hitting your opponent with 3C, you can opt by throwing a C hishouken. The enemy will be hit by it if he rolls forward, leaving him open to you.
However, if he rolls backwards or neutral he will be able to block it. If you think your opponent will roll backwards, attack him with Musuo Senshouzan or, if you're fast enough, with 6C. If you think they'll roll forward, attack with 2B as it will hit the opponent as they roll behind you, and then go on with the combo.

-If your opponent is blocking attacks, do not always end with Musuo Senshouzan. You're vulnerable even after touching the ground and your opponent can punish you hard for it. Instead, try the following:
-Use 5D to keep him away.
-Finish with A Musuo Senshouzan.
-Jump backwards and barrier block, or jump backwards and attack with j.A.
-Jump forward and attack with j.B and j.C.
-Jump backwards and attack with Hishougeki or B Hishouken.

-When your opponent bursts, there are some frames where they can't block. Use a jump-cancellable move to avoid the burst and then attack while he is in this state. The most risky and damaging thing you can do is to use Hirenshou.

-Jin's drive moves, his EX attacks and his throws will freeze the opponent. The opponent can break out of the ice sooner, so be quick about hitting the opponent before they make it out of the ice.

-You can only freeze the opponent once per combo, unless you use Hishougeki or throw them again in the middle of a combo.

-Jin's throw is one of the most basical moves he has in order to do some of his most damaging combos. His forward throw has 3 hits. During the second one the throw is special-cancellable, and after the third one you can attack with any special or DD, or even your Astral Heat.




Combos
(All the combos assume the opponent is on the right)

-Basic
1: 2B, 5B, 5C, 2C, QCB+B
2: 4B+C, QCB+A (miss), 5C, 2C, QCB+B
3: B+C, QCB+A (miss), 5c, 2c, QCB+B
4: 6C, 66, 5C, SS9, j.B, j.C, 9, j.B, j.C, j.D, j.QCB+C
5: 5B, 5C, 9, j.B, j.C, j.D, QCB+C
6: 5B, 5C, 9, j.B, j.C, j.D, 6C, 66, 5C, 9, j.B, j.C, 9, j.B, j.C
7: (require 25% Heat) j.B+C, QCF+D, 66, 6C, 66, 5C, 9, j.B, j.C, 9, j.B, j.C
8: (cornered opponent) 2B, 5C, dp+B, 5C, 9, j.B, j.C, 9, j.C, j.D, QCB+C
9: (require 50% Heat) B+C, QCB+A (miss), C, DD+D, dp+B
10: (cornered opponent) 6C, 6B, 6C, 6B, 5C, 9, j.B, j.C, 9, j.B, j.C
11: 6C, 2D, 6C, 66, 5C, 6C, 66, 9, j.B, j.C, 9, j.B, j.C
12: 3C, 2B, 5C, SS9, j.B, j.C, 9, j.B, j.C, j.D, QCB+C

-Advanced
1: 5B, 5C, 9, j.B, j.C, j.D, 66, 5C, 9, j.B, j.C, j.D, QCB+B
2: (cornered opponent) B+C (2 hits), C* (8 hits), C, 6C, 6D, 6D, 5B, 5C, 3C, QCB+B
3: (crouching opponent)(require 50% Heat) 6A, QCB+A, RC, 66, j.B, j.C, 5C, 2C, 6C, 66, 5C, SS9, j.C, j.D, QCB+C
4: (crouching opponent)(require 50% Heat) 5C, 2C, 6C, 2D, 5C, 6C, DD+D, dp+B
5: (require 75% Heat) 6D, 66, 5C, 9, j.B, j.C, j.D, QCB+D, DD+C
6: (crouching and cornered opponent) 6B, 5C, 2C, 6C, 66, 9, j.C, 9, j.C, j.D, j.QCB+C, 2C, dp+B
7: QCF+C, 66, 5B, 5C, 9, j.B, j.C, j.D, 5C, 2C, QCB+B
8: QCF+C, 66, 5B, 5C, SS9, j.B, j.C, j.D, 5C, 9, j.B, j.C, j.D, j.QCB+B
9: B+C, QCB+A (miss), 5C, 9, j.B, j.C, 9, j.C, QCB+B
10: B+C, QCB+A (miss), 5B, 5C, 2C, 3C, QCB+B
11: j.66, j.B, j.C, 3C, 2B, 5C, SS9, j.B, j.C, 9, j.B, j.C, j.D, QCB+C
12: (crouching opponent) 5B, 5C, 6C, 2D, 5C, SS9, j.B, j.C, 9, j.C, j.D, QCB+C
13: (crouching opponent) 6B (counter), 5C, 6C, 66, 5C, 6C, 66, 9, j.B, j.C, 9, j.C, j.D, QCB+C
14: (cornered opponent)(require 75% Heat) dp.D, 6C, DD+D, dp.C
15: (cornered opponent)(require 25% Heat) dp.D, 6C, 66, 5C, SS9, j.B, j.C, 9, j.C, QCB+B
16: 2C (counter), SS9, j.B, j.C, j.D, 5C, SS9, j.B, j.C, 9, j.C, QCB+B
17: dp+C (counter), 5C, SS9, j.B, j.C, 9, j.C, j.D, QCB+B
18: B+C (2 hits), C* (8 hits), 66, 5C, SS9, j.B, j.C, 9, j.C, j.D, QCB+C
19: 6A, C* (8 hits), 66, 5C, SS9, j.B, j.C, 9, j.B, j.C, j.D, QCB+C
20: (cornered opponent)(require 50% Heat) dp+A, 6C, 6D, 6C, DD+D, 6C, dp+C
21: QCF+D, 66, 9, j.B, j.C, 9, j.C, QCB+B
22: (cornered opponent)(requires Astral Heat conditions)(against Tager only) j.66, j.B, j.C, 3C, 2B, 5C, 6C, 6D, 720º+D
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Seraph

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Re: Jin Kisaragi's incredibly useful guide: attacks, basic and advanced strategies, and combos

Post  AshidaMizunare on Mon Jul 19, 2010 8:52 am

Shocked OMG!!

I was expecting some strategy lay-outs and some pros and cons. But not all this. You're really thorough......To insane levels almost.

I take off my hat for you.
Chapeau!
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AshidaMizunare

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Re: Jin Kisaragi's incredibly useful guide: attacks, basic and advanced strategies, and combos

Post  Die. Dissipate. on Fri Jul 30, 2010 3:51 am

Wow, really neat guide you have here, it's just too bad that a lot of it isn't really relevant to CS. Still, though.
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Die. Dissipate.

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Re: Jin Kisaragi's incredibly useful guide: attacks, basic and advanced strategies, and combos

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