Meterless combo from a jump in, starting with 4 of the 5 hits of the 5-hit combo, then linking {{ {{d}} + {{lp}} , linked into {{d}} + {{mk}} }} , then canceled into Median Line Destruction. Note that after the {{ {{lp}} }} link, you can also simply go into a boost chain instead:
* f+LK>LP>LK, cr.LP, cr.HP xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (290)
Great against fireball characters and able to make excellent use of meter, Jin has a great many tools at his disposal. Jin is able to punish the use of projectiles with Special Step and combo out of a block with Shun Masatsu. Given his mediocre range it is necessary to make use of Special Step to close the gap and deal real damage. Players would do well to make use of his unique EX properties such as making hits "counter" attacks, Wall bouncing, and creating multiple stationary orbs.
The closest thing the Tekken saga has to a regular protagonist enters Street Fighter x Tekken v2013 with an answer to practically any situation he might find himself in, and any playstyle he chooses to utilize in his matches.
His Mental Alertness stance (d+KK) can be used at will to react to whatever the opponent tries to do while it’s active.
The LK ender is a fast anti-air that leads to a strong juggle, and the MP ender is safe on block and leads to a LONG stun on counter hit that lets him land a full combo.
In the air, his j.HK has an outstanding hitbox and priority, and can even be used as a crossup attack.
Because the most is so dangerous, Jin can catch opponents off-guard with it due to its directional ambiguity.
His buttons have decent range to them and can be used to link into full combos starting with his Wave Dash into LP, which is only -4 on block.
Jin has the ability to make almost any offensive approach safe thanks to several frame advantageous moves and even the ability to quickly cancel a wavedash with a fast backstep, which can be very frustrating against opponents looking to fight back as they risk getting whiff punished.
Jin has everything he needs to dominate the match no matter what side of a team he is on, and is only left vulnerable if he leans too heavily on certain tactics and becomes predictable.
Infiltration won EVO 2013 with him for a reason, and it’s not hard to see what those reasons are.
Strengths
Weaknesses
j.HK is an ambiguous crossup with a deceptively large hitbox and short startup that gives it air-to-air capabilities as well
His main juggle starter, Special Step LP, is only -4 on block and hits both standing and crouching opponents
Several blockstrings and frame traps he can use to confirm into combos and pressure
Rarely needs to commit fully to his approach as he can cancel his special step into a quick backdash, utilizing a launching attack that is safe on block, and has a double-hitting raw launch that can be tag cancelled safely in case the opponent blocks.
Strong zoning ability with orbs
Able to challenge opponents’ pokes with Power Stance (qcb+P) which has up to 4 points of armor from frame 3, but does not receive damage, and can be canceled into his other specials
Strong anti-air ability with cr.HP and d+KK>LK both having the air crush property, the former having a big enough hitbox to score frequent counter hits and the latter causing a juggle state
Idle meter building ability due to Power Stance and Special Step generating meter on execution
Excellent Wall carry
His main reversal, Mental Alertness into MP, is safe on block and can lead to a full combo on counter hit
Mental Alertness has very little risk involved when used in neutral, thanks to the priority and quick recovery of several of his attacks.
Can be played offensively or defensively thanks to a variety of attacks that cover both options.
Very high-execution character as his best combos requires quick cancelling into awkward, similarly-assigned special attacks, CADCs with a small window for juggling, and a command dash that can difficult to cancel into consistently.
Somewhat weak against neutral jumps as none of his wakeup options deal with it consistently
Many of his special attacks have long startup and/or recovery on whiff
High-low game is not as strong as other characters as his overhead requires multiple difficult links to convert into damage and safe confirms if blocked.
Does not have very strong poking normals
Lacks an invincible reversal; his primary reversal option (Mental Alertness MP) can be raw launched
Jin
Health
1000
Ground Movement
Forward walk speed
45
Back walk speed
30
Forward dash duration
18
Back dash duration
8,11,7
Jumping
Prejump duration
4
Neutral jump duration
35
Diagonal jump duration
35
Neutral super jump duration
35
Diagonal super jump duration
35
Misc.
Charge Cancel Delay (Normal/EX)
8/5
Move Analysis
Normal Moves
Far LP LP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
30
H
SM,EX,SA,CA
5
2
7
+8
+2
1
1
1
Far MP MP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
60
H
SM,EX,SA,CA
9
2
10
+9
+5
2
1
1
Far HP HP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
90
H
-
11
4
16
+5
0
3
1
1
Crumple on counter hit
Far LK LK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
30
H
-
6
4
8
+5
+1
1
1
1
Far MK **LC MK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
60
H
SM,EX,SA,CA
7
4
15
+2
-2
2
1
1
Far HK HK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
90
H
SM,EX,SA,CA
14
3
20
+2
-3
3
1
1
Close LP (near opponent) LP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
(near opponent)
30
H
SM,EX,SA,CA
4
3
8
+6
+2
1
1
1
Close MP (near opponent) MP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
(near opponent)
60
H
SM,EX,SA,CA
6
2
15
+4
0
2
1
1
Close HP (near opponent) HP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
(near opponent)
90
H
SM,EX,SA,CA
6
4
17
+4
-1
3
1
1
Close LK (near opponent) LK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
(near opponent)
30
H
-
7
2
9
+6
+2
1
1
1
Close MK (near opponent) MK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
(near opponent)
60
H
SM,EX,SA,CA
7
2
13
+6
+2
2
1
1
Close HK (near opponent) HK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
(near opponent)
90
H
-
17
2
18
+5
0
3
1
1
Crouch LP **LC d+LP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
30
H
SM,EX,SA,CA
3
2
7
+8
+4
1
1
1
Crouch MP d+MP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
60
H
SM,EX,SA,CA
5
3
9
+9
+5
2
1
1
Crouch HP d+HP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
90
H
SM,EX,SA,CA
5
5
19
+2
-4
3
1
1
Forces standing
Crouch LK d+LK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
30
L
SM,EX,SA,CA
5
3
8
+6
+2
1
1
1
Crouch MK d+MK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
60
L
SM,EX,SA,CA
6
2
14
+5
+1
2
1
1
Crouch HK d+HK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
90
L
-
9
3
22
hard knockdown
-5
3
1
-
Jump LP ub/u/uf+LP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
40
M
-
5
6
until ground+4
+12
+4
1
1
1
Jump MP ub/u/uf+MP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
70
M
-
7
6
until ground+4
+16
+5
2
1
1
Jump HP ub/u/uf+HP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
100
M
-
8
6
until ground+4
+20
+8
3
1
1
Jump LK ub/u/uf+LK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
40
M
-
6
5
until ground+4
+12
+4
1
1
1
Jump MK ub/u/uf+MK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
70
M
-
6
6
until ground+4
+16
+5
2
1
1
Jump HK ub/u/uf+HK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
100
M
-
8
6
until ground+4
+20
+8
3
1
1
Launcher **LC HP+HK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
100
H
-
13
2(11)3
40
switch
-21
3,3
-
-
Crushes crouching attacks frames 1-14, Launches opponent while switching characters
While the command list states that the second hit of Shun Masatsu is light punch, it can actually be performed with a heavy punch as well, though the result is the same.
Left Right Combo (far) LP > MP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
30
H
SM,EX,SA,CA
5
2
7
+8
+2
1
1
1
50
H
SM,EX,SA,CA
9
2
10
+5
+3
2
1
0
Inner Axe (far) LP > MP > LK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
30
H
SM,EX,SA,CA
5
2
7
+8
+2
1
1
1
50
H
SM,EX,SA,CA
9
2
10
+5
+3
2
1
0
60
M
-
21
2
18
-4
-9
1
1
0
Forces standing, Doesn’t combo with rest of string
Spinning Hook Kick (far) LP > MP > MK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
30
H
SM,EX,SA,CA
5
2
7
+8
+2
1
1
1
50
H
SM,EX,SA,CA
9
2
10
+5
+3
2
1
0
60
H
-
8
2
18
+2
-2
2
1
0
Kazama Style 5 Hit Combo LP > LK > MP > LP > MK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
30
H
SM,EX,SA,CA
5
2
7
+8
+2
1
1
1
50
H
-
5
2
9
+4
+2
1
1
0
30
H
-
6
4
13
0
-2
2
1
0
30
H
-
7
2
9
+6
+4
1
1
0
50
L
-
7
2
28
hard knockdown
-10
2
1
1
2nd, 3rd, and 4th hits knockdown on airborne opponent
Chargeable: 51F for Super Art, Projectiles remains active for 69 frames each, Button combination determines distance
Creates two static orbs at close, medium, or far range based on which punch buttons used.
+ + or + creates one close and one midrange fireball
+ + or + creates one midrange and one far fireball
+ + or + creates one close and one far fireball
Median Line Destruction **LC f,b,f+P
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
50,20,60
H
-
9
2(7)2(8)5
39
hard knockdown
-23
1,2,2
0,1,1
0
+
50,20,20,60
H
-
10
2(7)2(7)2(10)5
39
hard knockdown
-23
1,2,2,3
0,1,1,1
0
+
50,20,20,20,60
H
-
11
2(7)2(7)2(8)2(13)5
26
hard knockdown
-10
1,2,2,3,4
0,1,1,1,1
0
Hits three, four, or five times depending on punch used; generally safe at max range but easily punished up close. EX causes wall bounce
Median Line Destruction EX f,b,f+PP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
50,20,20,60
H
-
13
2(7)2(7)2(16)5
26
wall bounce
-8
1,2,3,4
0,1,1,1
0
Hits three, four, or five times depending on punch used; generally safe at max range but easily punished up close. EX causes wall bounce
Power Stance qcb+P
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
-
-
SM(not Power Stance),EX,SA,CA
-
-
39
-
-
-
-
-
Absorbs strike and projectiles frames 3-13, Cancelable frames 3-18
+
-
-
SM(not Power Stance),EX,SA,CA
-
-
44
-
-
-
-
-
Absorbs strike and projectiles frames 3-18, Cancelable frames 3-22
+
-
-
SM(not Power Stance),EX,SA,CA
-
-
55
-
-
-
-
-
Absorbs strike and projectiles frames 3-33, Cancelable frames 3-37
A parry / armored stance. EX causes the following hit to be considered a counter attack. This stance can be canceled into any other special move, super move, or even Cross Art!
Power Stance EX qcb+PP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
-
-
SM(not Power Stance),EX,SA,CA
-
-
48
-
-
-
-
-
Absorbs strike and projectiles frames 1-26, Cancelable frames 11-31, Grants next attack counter hit properties
A parry / armored stance. EX causes the following hit to be considered a counter attack. This stance can be canceled into any other special move, super move, or even Cross Art!
Special Step f,n,d,df
wavu wavu
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
-
-
-
8
-
35
-
-
-
-
-
Upper body projectile invulnerability frames 1-28, Input frames 1-28
Thrusting Uppercut LP during Special Step
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
60
H
-
8
2
23
float
-3
3
3
0
Upper body projectile invulnerability frames 1-8
Right Roundhouse Punch MP during Special Step
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
130
H
-
13
2
36
hard knockdown
-20
5
5
0
Upper body projectile invulnerability frames 1-4
Lunging Low Roundhouse Kick **LC MK during Special Step
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
50
L
-
8
2
30
hard knockdown
-14
3
3
0
Upper body projectile invulnerability frames 1-3
Spinning Flare Kick KK during Lunging Low Roundhouse Kick
63 frames cinematic freeze before attack begins, Invulnerability frames 1-14
Jin takes a giant step forward and throws a projectile across the screen with about 15 frames of invulnerability at the start. Takes around 11 seconds of your precious 99 second clock for the animation to finish
Cross Art **LC qcf+MP+MK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+ +
150+
H,M
-
8
2(16)2
32
switch
-11
3,3
3,3
-
64 frames cinematic freeze before attack begins, Invulnerability frames 1-9
The Basics
Jin is only capable of dealing real damage at close range. Use Shun Masatsu to hit confirm.
At mid range, make use of hk. You can use it to gain ground on opponents, and it can be canceled into Special Step.
Special Step boasts upper body projectile invulnerability, the speed of a regular dash, and covers half of the screen’s length, making it first priority when learning Jin. However, it won’t pass through Sagat’s Low Tiger Shot.
Mental Alertness has a short window of strike invulnerability on its startup which can be used to cause an opponent’s attack to whiff, allowing you to counter with Swaying Willow, so perform Mental Awareness at anytime during block strings. If your opponent stays grounded, Swaying Willow can be used for pressure or a Counter Hit. If your opponent reacts with a jump, quickly Leaping Side Kick to counter. The timing on this is tight, so it'll take some practice before mastering the technique. Mental Alertness is always vulnerable to throws though, so be careful of becoming predictable.
Crouching hp works as a decent anti-air attack, but Jin’s upper body is vulnerable during the uppercut. Leaping Side Kick functions much more reliably as anti-air. It takes some practice to use it in this manner but it has a large hitbox, quick startup, and combo potential. Furthermore, if Leaping Side Kick whiffs during an anti-air attempt, Jin is sent flying forward, making an opposing player’s attempts to punish this move difficult.
Regular versions of Power Stance start up in only 2 frames before absorption frames begin. EX Power Stance has no startup at all but does not last as long as HP. Power Stance can also be canceled into any Special Move, including Special Step and Mental Alertness. After
absorbing an attack, cancel Power Stance into (Mental Alertness) Swaying Willow or Median Line Destruction to counter. Power Stance is, however, susceptible to throws like Mental Awareness.
Advanced Strategy
N/A
Combos
Bread and Butters
cr.MK xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (287)
(0bar, low, medium)
st.HK xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (317)
(0bar, medium)
cr.MP, cr.HP xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (342)
(0bar, medium)
Hit Confirm Combos
cr.LP, cr.LP, cr.HP xx CD>LP, st.MK xx qcb+P xx f,b,f+HP(295)
(0bar, medium)
cr.MP, b+MP>LP xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (339)
(0bar, medium)
Post-launch Combos
b+MP>LP xx CADC, cr.MP, cr.HP xx CD>MP
(0bar, medium)
Advanced Combos
f+LK>LP>LK, cr.LP, cr.HP xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (290)
(0bar, overhead, medium)
d+KK>LK, b+MP>LP xx CADC, cr.MP, cr.HP xx CD>MP (377)