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= The Basics = | = The Basics = | ||
== | ===== Movelist video ===== | ||
<youtube>p14ONMO8KR8</youtube> | <youtube>p14ONMO8KR8</youtube> | ||
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== Strategies == | == Strategies == | ||
Jin is | Jin is on the slower side frame-data wise, but he has reach, damage, and a solid aerial command normal in j.2HK. His special moves have some quirks, but weave into his combos well and allow him to pick the right super for whatever job is at hand. For starters, I want to break down his moves and their main use cases, to help build a rough gameplan draft you can use. | ||
If you hit his | === Lights === | ||
'''''5LP does 2 damage''''', while his other three lights all do 6. 5LP ''does'' have its uses in niche combos where 2LP may miss, but in '''almost every case''' you should be using 2LP instead for the damage. | |||
Jin's slower 5LK and 2LK have similar speed to each other, and their far reach can make them good pokes if you use them while charging a Saotome Dynamite or Saotome Typhoon. 2LK is a low, and its farther reach can make it ideal from mid ranges where 5LK may whiff. 2LK's low hitbox placement also makes it one of his key OTG choices, and its low profile hurtbox can come in handy. | |||
Jin's j.LP and j.LK can both instant overhead and have decent active frames, and j.LK's long reach can make it a fine air-to-air and a niche OTG option if you're on the way down. j.LK is also a better choice as a jump-in thanks to its downwards angle. | |||
=== Mediums === | |||
5MP (and the similar 3HP) is Jin's launcher, and it does what it's supposed to. Unfortunately, the hitbox isn't particularly wide, so it can whiff after LKs depending on your spacing. | |||
Jin's 2MP will be your go-to for comboing into his special moves (or straight to supers, if you need to), especially if you built charge already from downbacking with 2LP or 2LK. Jin's medium punches are going to be the mediums you use probably exclusively, as his medium kicks lock him out of both specials and supers, and their multiple hits cause combo scaling to kick in sooner. | |||
5MK and 2MK both put Jin into the air, and he can't act until he lands (nor can he call assists, for some reason). Without air specials or supers, these moves put Jin in an awkward spot and don't provide much reward (he could instead combo into 5HK or 2HK for a knockdown / 5MP or Dynamite if he wants to put the opponent in the air). If you want to use these in combos, you'll need to call an assist as you press your {{lk}} button. 5MK knocking down can make it preferable to 2MK's shorter hitstun, but 2MK's not knocking down means they can't roll away from you. However, it seems to only combo off of LPs in the corner. I would avoid both of these normals '''unless''' you have specific setups that require them, like 5MK into an assist that has slow startup or takes time to travel the screen. | |||
Jin's air mediums are pretty standard and both are useful. j.MP's range is long enough that you can combo it off of a max-distance jump-in j.LK. j.MP also has shorter recovery than j.MK, so you can use it to link back into lights during air combos. | |||
=== Heavies === | |||
Jin's heavy attacks are the tickets to damage city. 5HP gives him a boost forwards, and its long hitbox makes it cover about a little over 1/2 the screen. This move is a key part to Jin's kit, as its the star of his semi-infinite as well as a strong button with long enough hitstun that even raw tags combo off of it. When cancelling out of 5HP, Jin will get pushed back a surprising distance, but an HP Typhoon can get him back in with ease, and if it combos with enough hits, you can consistently combo it into either Saotome Cyclone or Blodia Punch. 2HP is similar to 5HP, but instead of travelling forwards it keeps Jin in place. It also doesn't have the strong pushback when cancelled into specials and supers, so there are cases where 2HP can be used instead of 5HP for easier followups. | |||
Jin's 5HK has until-landing -> knockdown hitstun like 5MK, and you get ample time to charge a Dynamite to hit them OTG if they don't roll. 5HK travels most of the screen, and the hop during startup allows Jin to go clean over attacks and some projectiles. During the recovery of the move (after he lands) he regains the ability to cancel into specials/supers (namely Dynamite to OTG) and call assists. Calling certain assists before Jin hops can give him the opportunity to combo off of 5HK hitting. | |||
2HK is Jin's second low and another OTG tool, he slides across the floor with an active sweep hitbox and his hurtbox stays low to the ground. The later it hits, the more time you have to OTG with Dynamite if you held down after using it. Its long active time also makes it great for Juggles (hitting the one-frame window on knockdowns where OTGs are guaranteed) and its high damage can make it a solid choice for OTGs off of Blodia Punch's Flying Screen knockdown, usually into a second Blodia Punch. | |||
Jin's j.HP is his only Flying Screen trigger, as j.HK doesn't have that property. j.HP has a nice hitbox and damage, and can serve as a fast overhead when used like an instant overhead. It has a very steep angle when used to trigger Flying Screen, so with the right super jump momentum Jin can cross them up after it hits and use an air light on the way down to meaty with an overhead. | |||
j.HK is a purely horizontal move with two hits, and while theres a gap between the hits it still covers good space in front of Jin and can be used as a jump-in from mid range. Instead of being a Flying Screen trigger, Jin's j.HK instead forces him into the Normal Jump state after the animation finishes, which gives him a brief window before he lands from a super jump where he can call an assist! This move also has [https://youtu.be/1--fIlGmYmc?si=P5bv6UtrOc7-i11X&t=518 some tricky usage] in [https://www.youtube.com/watch?v=ZUWAa-EDluQ air combos]. I haven't been able to do any of this myself (both of these are tool-assisted) but I'm sure with the right timing it's at least feasible. | |||
=== Command Normals === | |||
j.2HK is a dive-kick like attack with three hits (and each deals chip) and is a nice tool when used in moderation. If it's done too high or at a bad angle, you won't be able to combo off of it on hit and/or it will leave you vulnerable until landing. With correct spacing, or even a quick super jump j.2HK, it can be combod into 2LP or LKs > 5MP > Saotome Cyclone, or into 2HK > Blodia Punch (or Saotome Dynamite if you're low on meter). Due to the height requirement and his momentum being preserved ''until'' he starts descending, you can't really tiger knee this attack. Since it has no landing recovery, using it repeatedly as soon as you're able can make it a rudimentary lockdown trap, and with the right assists it can grant a decent bit of chip until your opponent finds a way out. The three hits each deal 5 damage, so while its forward movement can keep Jin relatively close to his opponent when he lands, it's not a better jump-in than j.HP. | |||
3HP is 2 frames slower than 5MP. raw, you can cancel it into Saotome Crash to cross under them and then cancel *that* into a Cyclone (in the direction you were facing before the input) and have the Cyclone hit crossup, then OTG after with a Dynamite. | |||
but if you do it too frequently, most characters can capitalize easily off it with things like AHVB, Rocket Punch, or Hailstorm. | |||
Jin's expansion assist is probably his best one. A player can pick up their opponent from the ground after it, like psylocke's assist, which is great for a Sentinel in melee range (c.LK xx rocket punch xx deploy), or if he's farther away he can HP xx rocket punch xx deploy while Jin is picking them up. Another use is while flying, Sentinel can call the assist, LK, HK, unfly, then launcher or c.LK xx rocket punch xx deploy. Also, this assist can be used to start the ROM infinite, get storm's launcher off, or iron man's infinite (usually, the infinite has to start with aerial LK MK 8HP, then the normal LP MP MK 8HP sequence starts working). Also, this assist is useful in block strings due to it's four hit potential. | Jin's expansion assist is probably his best one. A player can pick up their opponent from the ground after it, like psylocke's assist, which is great for a Sentinel in melee range (c.LK xx rocket punch xx deploy), or if he's farther away he can HP xx rocket punch xx deploy while Jin is picking them up. Another use is while flying, Sentinel can call the assist, LK, HK, unfly, then launcher or c.LK xx rocket punch xx deploy. Also, this assist can be used to start the ROM infinite, get storm's launcher off, or iron man's infinite (usually, the infinite has to start with aerial LK MK 8HP, then the normal LP MP MK 8HP sequence starts working). Also, this assist is useful in block strings due to it's four hit potential. |
Revision as of 17:05, 11 July 2024
The Basics
Movelist video
Strategies
Jin is on the slower side frame-data wise, but he has reach, damage, and a solid aerial command normal in j.2HK. His special moves have some quirks, but weave into his combos well and allow him to pick the right super for whatever job is at hand. For starters, I want to break down his moves and their main use cases, to help build a rough gameplan draft you can use.
Lights
5LP does 2 damage, while his other three lights all do 6. 5LP does have its uses in niche combos where 2LP may miss, but in almost every case you should be using 2LP instead for the damage.
Jin's slower 5LK and 2LK have similar speed to each other, and their far reach can make them good pokes if you use them while charging a Saotome Dynamite or Saotome Typhoon. 2LK is a low, and its farther reach can make it ideal from mid ranges where 5LK may whiff. 2LK's low hitbox placement also makes it one of his key OTG choices, and its low profile hurtbox can come in handy.
Jin's j.LP and j.LK can both instant overhead and have decent active frames, and j.LK's long reach can make it a fine air-to-air and a niche OTG option if you're on the way down. j.LK is also a better choice as a jump-in thanks to its downwards angle.
Mediums
5MP (and the similar 3HP) is Jin's launcher, and it does what it's supposed to. Unfortunately, the hitbox isn't particularly wide, so it can whiff after LKs depending on your spacing.
Jin's 2MP will be your go-to for comboing into his special moves (or straight to supers, if you need to), especially if you built charge already from downbacking with 2LP or 2LK. Jin's medium punches are going to be the mediums you use probably exclusively, as his medium kicks lock him out of both specials and supers, and their multiple hits cause combo scaling to kick in sooner.
5MK and 2MK both put Jin into the air, and he can't act until he lands (nor can he call assists, for some reason). Without air specials or supers, these moves put Jin in an awkward spot and don't provide much reward (he could instead combo into 5HK or 2HK for a knockdown / 5MP or Dynamite if he wants to put the opponent in the air). If you want to use these in combos, you'll need to call an assist as you press your button. 5MK knocking down can make it preferable to 2MK's shorter hitstun, but 2MK's not knocking down means they can't roll away from you. However, it seems to only combo off of LPs in the corner. I would avoid both of these normals unless you have specific setups that require them, like 5MK into an assist that has slow startup or takes time to travel the screen.
Jin's air mediums are pretty standard and both are useful. j.MP's range is long enough that you can combo it off of a max-distance jump-in j.LK. j.MP also has shorter recovery than j.MK, so you can use it to link back into lights during air combos.
Heavies
Jin's heavy attacks are the tickets to damage city. 5HP gives him a boost forwards, and its long hitbox makes it cover about a little over 1/2 the screen. This move is a key part to Jin's kit, as its the star of his semi-infinite as well as a strong button with long enough hitstun that even raw tags combo off of it. When cancelling out of 5HP, Jin will get pushed back a surprising distance, but an HP Typhoon can get him back in with ease, and if it combos with enough hits, you can consistently combo it into either Saotome Cyclone or Blodia Punch. 2HP is similar to 5HP, but instead of travelling forwards it keeps Jin in place. It also doesn't have the strong pushback when cancelled into specials and supers, so there are cases where 2HP can be used instead of 5HP for easier followups.
Jin's 5HK has until-landing -> knockdown hitstun like 5MK, and you get ample time to charge a Dynamite to hit them OTG if they don't roll. 5HK travels most of the screen, and the hop during startup allows Jin to go clean over attacks and some projectiles. During the recovery of the move (after he lands) he regains the ability to cancel into specials/supers (namely Dynamite to OTG) and call assists. Calling certain assists before Jin hops can give him the opportunity to combo off of 5HK hitting.
2HK is Jin's second low and another OTG tool, he slides across the floor with an active sweep hitbox and his hurtbox stays low to the ground. The later it hits, the more time you have to OTG with Dynamite if you held down after using it. Its long active time also makes it great for Juggles (hitting the one-frame window on knockdowns where OTGs are guaranteed) and its high damage can make it a solid choice for OTGs off of Blodia Punch's Flying Screen knockdown, usually into a second Blodia Punch.
Jin's j.HP is his only Flying Screen trigger, as j.HK doesn't have that property. j.HP has a nice hitbox and damage, and can serve as a fast overhead when used like an instant overhead. It has a very steep angle when used to trigger Flying Screen, so with the right super jump momentum Jin can cross them up after it hits and use an air light on the way down to meaty with an overhead.
j.HK is a purely horizontal move with two hits, and while theres a gap between the hits it still covers good space in front of Jin and can be used as a jump-in from mid range. Instead of being a Flying Screen trigger, Jin's j.HK instead forces him into the Normal Jump state after the animation finishes, which gives him a brief window before he lands from a super jump where he can call an assist! This move also has some tricky usage in air combos. I haven't been able to do any of this myself (both of these are tool-assisted) but I'm sure with the right timing it's at least feasible.
Command Normals
j.2HK is a dive-kick like attack with three hits (and each deals chip) and is a nice tool when used in moderation. If it's done too high or at a bad angle, you won't be able to combo off of it on hit and/or it will leave you vulnerable until landing. With correct spacing, or even a quick super jump j.2HK, it can be combod into 2LP or LKs > 5MP > Saotome Cyclone, or into 2HK > Blodia Punch (or Saotome Dynamite if you're low on meter). Due to the height requirement and his momentum being preserved until he starts descending, you can't really tiger knee this attack. Since it has no landing recovery, using it repeatedly as soon as you're able can make it a rudimentary lockdown trap, and with the right assists it can grant a decent bit of chip until your opponent finds a way out. The three hits each deal 5 damage, so while its forward movement can keep Jin relatively close to his opponent when he lands, it's not a better jump-in than j.HP.
3HP is 2 frames slower than 5MP. raw, you can cancel it into Saotome Crash to cross under them and then cancel *that* into a Cyclone (in the direction you were facing before the input) and have the Cyclone hit crossup, then OTG after with a Dynamite.
but if you do it too frequently, most characters can capitalize easily off it with things like AHVB, Rocket Punch, or Hailstorm.
Jin's expansion assist is probably his best one. A player can pick up their opponent from the ground after it, like psylocke's assist, which is great for a Sentinel in melee range (c.LK xx rocket punch xx deploy), or if he's farther away he can HP xx rocket punch xx deploy while Jin is picking them up. Another use is while flying, Sentinel can call the assist, LK, HK, unfly, then launcher or c.LK xx rocket punch xx deploy. Also, this assist can be used to start the ROM infinite, get storm's launcher off, or iron man's infinite (usually, the infinite has to start with aerial LK MK 8HP, then the normal LP MP MK 8HP sequence starts working). Also, this assist is useful in block strings due to it's four hit potential.
If you catch someone's assist in the right spot at the right time with Blodia Punch, the super becomes unblockable for the enemy's point character. If it causes flying screen and his opponent lands in the center of the screen (OR if you do it in the corner & you're close enough to them), you can time a crouching LK to hit OTG and keep the combo going (usually 2LK > HP > imagination, sometimes certain raw tags will connect and you can combo even further).
You can combo his standing or crouching LKs into Crash on hit, and you may want to call an assist as youre inputting the combo just in case your assist can clip your opponent's while Jin handles their point character. Jin also appears to be fully invincible while dragging his victim during Crash, so you could use that to avoid an assist, for example.
You can charge a Dynamite during Cyclone and use it after it's over to hit OTG for bonus damage, and in the corner you can cancel that into a second Cyclone for massive damage.
Jin works well with storm, as her lightning attack xx lightning storm combo goes extremely well into Cyclone (or Blodia Vulcan (qcb+PP) if for some reason the opponent is too far away for cyclone), usually for a kill.