Varion
Mortal
If you had to play another Jin with jin, if he does everything you do, how would you beat him?If counterpicking will help you, then go for it but I'm telling you right now Kung Jin doesn't lose to her. lol
If you had to play another Jin with jin, if he does everything you do, how would you beat him?If counterpicking will help you, then go for it but I'm telling you right now Kung Jin doesn't lose to her. lol
Pray lolIf you had to play another Jin with jin, if he does everything you do, how would you beat him?
Sounds about right. Nice analysis - it's such an annoying MU to play, but I still think KJ wins this MU.For those having trouble with Full Auto Jacqui...I wrote this up for myself after playing this matchup a ton and figuring her out in the lab. I guess this could be added to the guide for MU sake. Enjoy the novel:
Full Auto Jacqui MU:
Her zoning:
Jacqui will back up and abuse her machine gun. It’s 4 shots and does 7% and it’s a high so you can duck it. You can’t punish it and it cannot be easily jumped over. You’re forced to dash in between shots but be careful because the window between shots is tight, forcing you to dash as soon as the last bullet passes. She can meterburn the shots and fire a rocket which sends you back again. It’s likely she use this tactic when you start getting closer to her. When you get close to Jacqui as she spams machine gun, she’ll start to fire off the up rocket to prevent jump ins. If you jump in and get hit, expect to be full combo punished and pushed to the back of the screen. The up rocket will also stuff your run/dash when you are close to her.
It should also be noted that anytime Jacqui knocks you down, expect her to fire off the machine gun as you get up. It knocks Jin out of his wakeup options and is completely safe for her.
Her Footsies:
Her main strings are F1,2 which hits mid, B2 which hits overhead, and B33, which hits low. All 3 are safe on block. F1,2 and B2 can hit from around jump in distance. The range on those normal is actually close to on par with Jin’s. They are not to be underestimated.
Block Strings: If you block a string from Jacqui it may be followed up with an up rocket. This puts Jacqui at +11. This is fantastic frame trap as long as you’re blocking high. You must block low to escape the up rocket. If you started by blocking high you cannot block the first rocket, you have to wait till the next cycle. When you get the up rocket to whiff, she’s full combo punishable. Once she’s realized you’ve figured that out she’ll mix it up with throws, back dashes etc.
Meat and potatoes Strategy:
Patience is the key. The first thing you have to do is get in. Once you back her into a corner she’ll wait for you to get close to try and use B2, or F1,2. If you anticipate this, depending on range, you can B1, F2, NJP (watch out for up rocket), or armor through her attacks. Once knocked down she’s limited on options. Her wake ups are unsafe so she won’t be totally willing the throw them out. Keep up the pressure, and keep her on her ass.
After extended playing you might see Jacqui players zoning and then running up to you while you’re crouched to use her footsies against you. She might also try to run up to bait you and cancel into low rocket which mixed with machine guns knocks you full screen again. If she ever runs at you, jump back. It beats all her attacks except dash uppercut and machine guns. If she doesn’t use those 2 options you can full combo punish her footsies game and dodge any rocket attacks. If you read machine guns, jump in attack for full combo, if you read the dashing uppercut, block and full punish.
The chakram doesn't need to be loaded and restands for a vortex/setup situation.So what's the advantage of Shaolin? If you want zoning you go Ancestral. If you want damage/rushdown/reach you go Bojutsu. What's the point of throwing the Chakram if you also can shoot arrows? The only thing I see that's any good is the arcing dive. Are his normals better or something? Vanilla Kung Jin already has pretty good normals and good setups to get good damage on his other variations.
F3. Blows up armor wakeup if timed right. Or block if its unsafe and punish.The chakram doesn't need to be loaded and restands for a vortex/setup situation.
What are most of you doing to stuff wakeups? I think I am going to lab some real shutdown option tonight.
It is jump kick 3, the kick with a downward angle. 34 has good recovery frames, so you can pretty much do JI3 almost instantly after a 32.you sure you posted this right? XD
34 into jp3?
theres no way ill attempt that online unless im missing something
Looking forward to spicing up my combo's for a little extra dmg.It is jump kick 3, the kick with a downward angle. 34 has good recovery frames, so you can pretty much do JI3 almost instantly after a 32.
Either way, you can always just do divekick after 34, for 2% less.
It is jump kick 3, the kick with a downward angle. 34 has good recovery frames, so you can pretty much do JI3 almost instantly after a 32.
Either way, you can always just do divekick after 34, for 2% less.
JI3 was what i meant sorry. Ill give it a go when I get homeIt is jump kick 3, the kick with a downward angle. 34 has good recovery frames, so you can pretty much do JI3 almost instantly after a 32.
Either way, you can always just do divekick after 34, for 2% less.
Thanks for putting in the time to write this. After placing second in the EU ESL tourney on sunday I lost pretty bad to a FA Jacqui in the first round on wednesday (first Jacqui i played ever). Just struggled allot to get in whenever she managed to get me at full screen. Has anyone tried counter zoning against horizontal projectile zoners in ancestral?For those having trouble with Full Auto Jacqui...I wrote this up for myself after playing this matchup a ton and figuring her out in the lab. I guess this could be added to the guide for MU sake. Enjoy the novel:
Full Auto Jacqui MU:
Her zoning:
Jacqui will back up and abuse her machine gun. It’s 4 shots and does 7% and it’s a high so you can duck it. You can’t punish it and it cannot be easily jumped over. You’re forced to dash in between shots but be careful because the window between shots is tight, forcing you to dash as soon as the last bullet passes. She can meterburn the shots and fire a rocket which sends you back again. It’s likely she use this tactic when you start getting closer to her. When you get close to Jacqui as she spams machine gun, she’ll start to fire off the up rocket to prevent jump ins. If you jump in and get hit, expect to be full combo punished and pushed to the back of the screen. The up rocket will also stuff your run/dash when you are close to her.
It should also be noted that anytime Jacqui knocks you down, expect her to fire off the machine gun as you get up. It knocks Jin out of his wakeup options and is completely safe for her.
Her Footsies:
Her main strings are F1,2 which hits mid, B2 which hits overhead, and B33, which hits low. All 3 are safe on block. F1,2 and B2 can hit from around jump in distance. The range on those normal is actually close to on par with Jin’s. They are not to be underestimated.
Block Strings: If you block a string from Jacqui it may be followed up with an up rocket. This puts Jacqui at +11. This is fantastic frame trap as long as you’re blocking high. You must block low to escape the up rocket. If you started by blocking high you cannot block the first rocket, you have to wait till the next cycle. When you get the up rocket to whiff, she’s full combo punishable. Once she’s realized you’ve figured that out she’ll mix it up with throws, back dashes etc.
Meat and potatoes Strategy:
Patience is the key. The first thing you have to do is get in. Once you back her into a corner she’ll wait for you to get close to try and use B2, or F1,2. If you anticipate this, depending on range, you can B1, F2, NJP (watch out for up rocket), or armor through her attacks. Once knocked down she’s limited on options. Her wake ups are unsafe so she won’t be totally willing the throw them out. Keep up the pressure, and keep her on her ass.
After extended playing you might see Jacqui players zoning and then running up to you while you’re crouched to use her footsies against you. She might also try to run up to bait you and cancel into low rocket which mixed with machine guns knocks you full screen again. If she ever runs at you, jump back. It beats all her attacks except dash uppercut and machine guns. If she doesn’t use those 2 options you can full combo punish her footsies game and dodge any rocket attacks. If you read machine guns, jump in attack for full combo, if you read the dashing uppercut, block and full punish.
No, but I want to. I lost to Kenshi's zoning at a tournament last Tuesday and imagine his jumping down arrows could counter most horizontal zoning characters (obviously Kenshi has overheads which would make it tricky, if not impossible).Thanks for putting in the time to write this. After placing second in the EU ESL tourney on sunday I lost pretty bad to a FA Jacqui in the first round on wednesday (first Jacqui i played ever). Just struggled allot to get in whenever she managed to get me at full screen. Has anyone tried counter zoning against horizontal projectile zoners in ancestral?
Once you've got your combo execution down its time to start making sure you can hit confirm every mix up possible and start understanding his ground/footsie game. There's always more to learn my friend.Who do I learn next???? After mastering jin everyone else feels sub par
Very true, I guess I just don't want to burn myself out on him. Looking to switch it up with another kombatants, but none of them seem worthy compared to king jin.Once you've got your combo execution down its time to start making sure you can hit confirm every mix up possible and start understanding his ground/footsie game. There's always more to learn my friend.
Which Chakram move restands for vortex?The chakram doesn't need to be loaded and restands for a vortex/setup situation.
What are most of you doing to stuff wakeups? I think I am going to lab some real shutdown option tonight.
posted it a few pages back with damage spreads.Which Chakram move restands for vortex?
I'd love to know if it's better than Meter-burn throw and its 25 plus frames at the corner, where Jin's meterless damage is beautiful.
Playing other characters is always good as long as you dont neglect your main too much, I know when I play a character too often I tend to start other thinking stuff and play way worse lol.Very true, I guess I just don't want to burn myself out on him. Looking to switch it up with another kombatants, but none of them seem worthy compared to king jin.
Do you have an alt? I was looking at Takeda but after reading about his slow normals and how he's not good under pressure I said lol nope, and still looking around. Maybe Raiden, or somethingPlaying other characters is always good as long as you dont neglect your main too much, I know when I play a character too often I tend to start other thinking stuff and play way worse lol.
For those having trouble with Full Auto Jacqui...I wrote this up for myself after playing this matchup a ton and figuring her out in the lab. I guess this could be added to the guide for MU sake. Enjoy the novel:
Full Auto Jacqui MU:
Her zoning:
Jacqui will back up and abuse her machine gun. It’s 4 shots and does 7% and it’s a high so you can duck it. You can’t punish it and it cannot be easily jumped over. You’re forced to dash in between shots but be careful because the window between shots is tight, forcing you to dash as soon as the last bullet passes. She can meterburn the shots and fire a rocket which sends you back again. It’s likely she use this tactic when you start getting closer to her. When you get close to Jacqui as she spams machine gun, she’ll start to fire off the up rocket to prevent jump ins. If you jump in and get hit, expect to be full combo punished and pushed to the back of the screen. The up rocket will also stuff your run/dash when you are close to her.
It should also be noted that anytime Jacqui knocks you down, expect her to fire off the machine gun as you get up. It knocks Jin out of his wakeup options and is completely safe for her.
Her Footsies:
Her main strings are F1,2 which hits mid, B2 which hits overhead, and B33, which hits low. All 3 are safe on block. F1,2 and B2 can hit from around jump in distance. The range on those normal is actually close to on par with Jin’s. They are not to be underestimated.
Block Strings: If you block a string from Jacqui it may be followed up with an up rocket. This puts Jacqui at +11. This is fantastic frame trap as long as you’re blocking high. You must block low to escape the up rocket. If you started by blocking high you cannot block the first rocket, you have to wait till the next cycle. When you get the up rocket to whiff, she’s full combo punishable. Once she’s realized you’ve figured that out she’ll mix it up with throws, back dashes etc.
Meat and potatoes Strategy:
Patience is the key. The first thing you have to do is get in. Once you back her into a corner she’ll wait for you to get close to try and use B2, or F1,2. If you anticipate this, depending on range, you can B1, F2, NJP (watch out for up rocket), or armor through her attacks. Once knocked down she’s limited on options. Her wake ups are unsafe so she won’t be totally willing the throw them out. Keep up the pressure, and keep her on her ass.
After extended playing you might see Jacqui players zoning and then running up to you while you’re crouched to use her footsies against you. She might also try to run up to bait you and cancel into low rocket which mixed with machine guns knocks you full screen again. If she ever runs at you, jump back. It beats all her attacks except dash uppercut and machine guns. If she doesn’t use those 2 options you can full combo punish her footsies game and dodge any rocket attacks. If you read machine guns, jump in attack for full combo, if you read the dashing uppercut, block and full punish.