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Revision as of 01:07, 4 October 2022
Introduction
Ideal Team Position: Either
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 |
---|---|
|
|
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
Unique Attacks
Normal Throws
Special Moves
Super Combos
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
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- {{ Jumping
, (land ,
,
,
,
,
+
,
+
,
+ hp}} - 299 dmg
Meterless combo from a jump in, starting with 4 of the 5 hits of the 5-hit combo, then linking {{ +
, linked into
+
}} , then canceled into Median Line Destruction. Note that after the {{
}} link, you can also simply go into a boost chain instead:
- {{ Jumping
, (land ,
,
,
,
,
+
,
,
,
( launcher ) }}
Note, however, that the 5-hit combo will whiff on many crouching characters.
Combos Into Supers
- {{ Crouching
,
,
+
,
,
+
+
,
+ 3p}}