Smoke_Of_Finland
Believe in the hop kick
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Going for pseudo-frame trap mix-ups and giving up your actual frame advantage is what I've been trying to cut out of my Heihachi play and I think the same applies to Jin. Their mids are too good and lows too shitty, Hei can use generic d4 after only +4 or more and that can't be hop kicked, but Jin needs +8 or more to use his fastest low which is his command d4 that's i16... I'd just go for throws with Jin as the mix-up since you don't need as many frames to not get hop kicked, if the opponent ducks well then they duck but at least they can't escape the low/throw with a hop kick.
I think the fF3/CD4 mix-up is better applied on knockdowns or "out of nowhere" at neutral, rather than after your + frames. Or rather use CD4 early on in the round when you can afford to eat a launcher to potentially secure a healthy lifelead then just play less risky after that to protect your lifelead... or just go ham after it and try to win the round right then and there.
I would just go for a CDS 1 if I landed an f4-CDS on normal hit most of the time. Only way to get blown up for it is to have the CDS 1 parried or reversed, and the reversal can be chicken buffered by just mashing f1+3 after the CDS1. Enforcing a frame trap with a high is also an all or nothing play, although CDS 1+2 every now and then should be used just to give your opponent more to think about. But that mix-up you described is poor and very risky IMO since they can just duck long enough for the CDS1+2 to whiff then stick out a generic d4 to interrupt you once they visually confirm that they have recovered into crouch and you are transitioning into crouchdash, only risk they are taking is getting hit by faster mids that don't launch. Worse yet they could throw out a WS launcher after a short crouching period. CDS 1 is the go-to option most of the time IMO because it truly locks them down and you have the threat of the 2nd hit and you can chase their backdash with a running 3 to maintain your pressure if you read them respecting the 2nd hit... or maybe go into CDS with d1+2 and go for instant 4 out of it to mix them up when the situation is effectively at neutral and you have visually confirmed that they didn't press buttons out of their block stun and they chose to move.whem f4~zen hits jin gets a 50-50 mixup, he can get CD4 or ff3, but these both options are not guaranteed though they're pretty hard to block, you can still button your way out, however 1+2 out of zen frame traps anything else since its +12 on hit.
there is a case tho which cherryberrymango was explaining, though i forgot so ask a dude to test today, bf23 on crouch characters, according to CBM, the if the second hit of the move hits crouched chars, 1+2 out of zen becomes guaranteed, so if someone is hitting you with bf23 better off blocking on hit and don't press any buttons, but you will be put into a 50-50 mixup right after tho.
Going for pseudo-frame trap mix-ups and giving up your actual frame advantage is what I've been trying to cut out of my Heihachi play and I think the same applies to Jin. Their mids are too good and lows too shitty, Hei can use generic d4 after only +4 or more and that can't be hop kicked, but Jin needs +8 or more to use his fastest low which is his command d4 that's i16... I'd just go for throws with Jin as the mix-up since you don't need as many frames to not get hop kicked, if the opponent ducks well then they duck but at least they can't escape the low/throw with a hop kick.
I think the fF3/CD4 mix-up is better applied on knockdowns or "out of nowhere" at neutral, rather than after your + frames. Or rather use CD4 early on in the round when you can afford to eat a launcher to potentially secure a healthy lifelead then just play less risky after that to protect your lifelead... or just go ham after it and try to win the round right then and there.