m (Fixed a minor issue (missing nutshell section closing).) |
m (fix motion tags) |
||
Line 13: | Line 13: | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | speccancel }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | speccancel }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | speccancel }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Light Punch | (near opponent) lp | speccancel }} | {{SFxTMoveListRow | Close Light Punch | (near opponent) {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | speccancel }} | {{SFxTMoveListRow | Close Medium Punch | (near opponent) {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Light Kick | (near opponent) lk | }} | {{SFxTMoveListRow | Close Light Kick | (near opponent) {{lk}} | }} | ||
{{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | speccancel }} | {{SFxTMoveListRow | Close Medium Kick | (near opponent) {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | }} | {{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | speccancel }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | speccancel }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Jump Light Punch | ub / u / uf + lp | high }} | {{SFxTMoveListRow | Jump Light Punch | {{ub}} / {{u}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Punch | ub / u / uf + mp | high }} | {{SFxTMoveListRow | Jump Medium Punch | {{ub}} / {{u}} / {{uf}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Hard Punch | ub / u / uf + hp | high }} | {{SFxTMoveListRow | Jump Hard Punch | {{ub}} / {{u}} / {{uf}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Light Kick | ub / u / uf + lk | high }} | {{SFxTMoveListRow | Jump Light Kick | {{ub}} / {{u}} / {{uf}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Kick | ub / u / uf + mk | high }} | {{SFxTMoveListRow | Jump Medium Kick | {{ub}} / {{u}} / {{uf}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Hard Kick | ub / u / uf + hk | high <br> crossup }} | {{SFxTMoveListRow | Jump Hard Kick | {{ub}} / {{u}} / {{uf}} + {{hk}} | {{high}} <br> crossup }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 43: | Line 43: | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Left Right Combo | (far) lp --- mp | speccancel on 2nd hit <br> knockdown vs airborne on 2nd hit }} | {{SFxTMoveListRow | Left Right Combo | (far) {{lp}} {{---}} {{mp}} | {{speccancel}} on 2nd hit <br> {{knockdown}} vs airborne on 2nd hit }} | ||
{{SFxTMoveListRow | Inner Axe | (far) lp --- mp --- lk | high on 3rd hit <br> knockdown vs airborne on <br> 2nd and 3rd hit <br> 3rd hit currently float bug }} | {{SFxTMoveListRow | Inner Axe | (far) {{lp}} {{---}} {{mp}} {{---}} {{lk}} | {{high}} on 3rd hit <br> {{knockdown}} vs airborne on <br> 2nd and 3rd hit <br> 3rd hit currently float bug }} | ||
{{SFxTMoveListRow | Spinning Hook Kick | (far) lp --- mp --- mk | knockdown vs airborne on <br> 2nd and 3rd hit }} | {{SFxTMoveListRow | Spinning Hook Kick | (far) {{lp}} {{---}} {{mp}} {{---}} {{mk}} | {{knockdown}} vs airborne on <br> 2nd and 3rd hit }} | ||
{{SFxTMoveListRow | Kazama Style 5 Hit Combo | lp --- lk --- <br> mp --- lp --- mk | low on 5th hit <br> hardknockdown on 5th hit <br> knockdown vs airborne on <br> hits 2 - 5 }} | {{SFxTMoveListRow | Kazama Style 5 Hit Combo | {{lp}} {{---}} {{lk}} {{---}} <br> {{mp}} {{---}} {{lp}} {{---}} {{mk}} | {{low}} on 5th hit <br> {{hardknockdown}} on 5th hit <br> {{knockdown}} vs airborne on <br> hits 2 - 5 }} | ||
{{SFxTMoveListRow | Kazama Style 6 Hit Combo | f + lk --- lp --- <br> lk --- mp --- <br> lp --- mk | high on 1st hit <br> low on 6th hit <br> hardknockdown on 6th hit <br> knockdown vs airborne on <br> hits 2 - 6 }} | {{SFxTMoveListRow | Kazama Style 6 Hit Combo | {{f}} + {{lk}} {{---}} {{lp}} {{---}} <br> {{lk}} {{---}} {{mp}} {{---}} <br> {{lp}} {{---}} {{mk}} | {{high}} on 1st hit <br> {{low}} on 6th hit <br> {{hardknockdown}} on 6th hit <br> {{knockdown}} vs airborne on <br> hits 2 - 6 }} | ||
{{SFxTMoveListRow | Shun Masatsu | b + mp --- lp | speccancel on 2nd hit <br> knockdown vs airborne }} | {{SFxTMoveListRow | Shun Masatsu | {{b}} + {{mp}} {{---}} {{lp}} | {{speccancel}} on 2nd hit <br> {{knockdown}} vs airborne }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 54: | Line 54: | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Tidal Wave | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Tidal Wave | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Over the Shoulder Reverse | b + lp + lk | throw }} | {{SFxTMoveListRow | Over the Shoulder Reverse | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 61: | Line 61: | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Special Step | f n d f | }} | {{SFxTMoveListRow | Special Step | {{f}} {{n}} {{d}} {{f}} | }} | ||
{{SFxTMoveListRow | Thrusting Uppercut | Special Step --- lp | knockdown }} | {{SFxTMoveListRow | Thrusting Uppercut | Special Step {{---}} {{lp}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | Right Roundhouse Punch | Special Step --- mp | hardknockdown }} | {{SFxTMoveListRow | Right Roundhouse Punch | Special Step {{---}} {{mp}} | {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Spinning Flare | Special Step --- lk + mk | high <br> knockdown }} | {{SFxTMoveListRow | Spinning Flare | Special Step {{---}} {{lk}} + {{mk}} | {{high}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Lunging Low Roundhouse Kick <br> (L.L.R.P.) | Special Step --- mk | low <br> hardknockdown}} | {{SFxTMoveListRow | Lunging Low Roundhouse Kick <br> (L.L.R.P.) | Special Step {{---}} {{mk}} | {{low}} <br> hardknockdown}} | ||
{{SFxTMoveListRow | Spinning Flare | L.L.R.P. --- k + k | high <br> knockdown }} | {{SFxTMoveListRow | Spinning Flare | L.L.R.P. {{---}} {{k}} + {{k}} | {{high}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Back Dash | Special Step --- <br> b , b | dash escape / feint <br> can use normal backdash <br> afterwards faster than usual }} | {{SFxTMoveListRow | Back Dash | Special Step {{---}} <br> {{b}} , {{b}} | dash escape / feint <br> can use normal backdash <br> afterwards faster than usual }} | ||
{{SFxTMoveListRow | Power Stance | qcb + p | ex <br> armored <br> speccancel <br> supercancel <br> ex causes next attack <br> to be a counterhit }} | {{SFxTMoveListRow | Power Stance | {{qcb}} + {{p}} | {{ex}} <br> {{armored}} <br> {{speccancel}} <br> {{supercancel}} <br> {{ex}} causes next attack <br> to be a {{counterhit}} }} | ||
{{SFxTMoveListRow | Median Line Destruction | f , b , f + p | ex <br> hardknockdown <br> wallbounce on ex }} | {{SFxTMoveListRow | Median Line Destruction | {{f}} , {{b}} , {{f}} + {{p}} | {{ex}} <br> {{hardknockdown}} <br> {{wallbounce}} on {{ex}} }} | ||
{{SFxTMoveListRow | Mental Alertness | d + k + k | }} | {{SFxTMoveListRow | Mental Alertness | {{d}} + {{k}} + {{k}} | }} | ||
{{SFxTMoveListRow | Left Drill Punch | (During Mental Alertness) lp |knockdown vs airborne }} | {{SFxTMoveListRow | Left Drill Punch | (During Mental Alertness) {{lp}} |knockdown vs airborne }} | ||
{{SFxTMoveListRow | Swinging Fist Strikes | Left Drill Punch --- mp or hp | knockdown }} | {{SFxTMoveListRow | Swinging Fist Strikes | Left Drill Punch {{---}} {{mp}} or {{hp}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | Swaying Willow | (During Mental Alertness) mp or hp | knockdown vs airborne }} | {{SFxTMoveListRow | Swaying Willow | (During Mental Alertness) {{mp}} or {{hp}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Leaping Side Kick | (During Mental Alertness) lk | knockdown <br> misses vs standing }} | {{SFxTMoveListRow | Leaping Side Kick | (During Mental Alertness) {{lk}} | {{knockdown}} <br> misses vs standing }} | ||
{{SFxTMoveListRow | Right Sweep | (During Mental Alertness) mk or hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Right Sweep | (During Mental Alertness) {{mk}} or {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Penetrating Fist | qcf + p | ex chrg <br> knockdown <br> ex does not knockdown }} | {{SFxTMoveListRow | Penetrating Fist | {{qcf}} + {{p}} | {{ex}} {{chrg}} <br> {{knockdown}} <br> {{ex}} does not {{knockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Devil Beam | qcf + 3p | }} | {{SFxTMoveListRow | Devil Beam | {{qcf}} + {{3p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 99: | Line 99: | ||
=== Special Moves === | === Special Moves === | ||
====Power Stance | ====Power Stance==== | ||
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 the {{ | 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 the {{ {{qcf}} + {{mp}} + {{mk}} }} Cross Arts! | ||
====Median Line Destruction | ====Median Line Destruction==== | ||
Hits three,four, or five times depending on punch used, generally safe at max range but easily punished up close. EX causes wall bounce | Hits three,four, or five times depending on punch used, generally safe at max range but easily punished up close. EX causes wall bounce | ||
====Penetrating Fist | ====Penetrating Fist==== | ||
Creates a static orb at close, medium, or far range based on punch button used. EX creates two orbs based on which two buttons were pressed.<br> | Creates a static orb at close, medium, or far range based on punch button used. EX creates two orbs based on which two buttons were pressed.<br> | ||
{{ | {{ {{lp}} }} creates close fireball <br> | ||
{{ | {{ {{mp}} }} creates midrange fireball <br> | ||
{{ | {{ hp}} creates far fireball <br> | ||
{{ | {{ {{lp}} + {{mp}} {{ex}} }} creates one close and one midrange fireball <br> | ||
{{ | {{ {{lp}} + {{hp}} {{ex}} }} creates one close and one far fireball <br> | ||
{{ | {{ {{mp}} + {{hp}} {{ex}} }} creates one midrange and one far fireball <br> | ||
{{ | {{ {{chrg}} {{lp}} {{ex}} }} creates one close and one midrange fireball <br> | ||
{{ | {{ {{chrg}} {{mp}} {{ex}} }} creates one midrange and one far fireball <br> | ||
{{ | {{ {{chrg}} {{hp}} {{ex}} }} creates one close and one far fireball <br> | ||
=== Super Combos === | === Super Combos === | ||
Line 148: | Line 148: | ||
=== Advanced Combos === | === Advanced Combos === | ||
* {{ | * {{ Jumping {{hk}} , (land , {{lp}} , {{lk}} , {{mp}} , {{lp}} , {{d}} + {{lp}} , {{d}} + {{mk}} , {{f}} {{b}} {{f}} + hp}} - 299 dmg | ||
Meterless combo from a jump in, starting with 4 of the 5 hits of the 5-hit combo, then linking {{ | 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: | ||
* {{ | * {{ Jumping {{hk}} , (land , {{lp}} , {{lk}} , {{mp}} , {{lp}} , {{d}} + {{lp}} , {{mp}} , {{hk}} , {{hk}} ( launcher ) }} | ||
Note, however, that the 5-hit combo will whiff on many crouching characters. | Note, however, that the 5-hit combo will whiff on many crouching characters. | ||
=== Combos Into Supers === | === Combos Into Supers === | ||
* {{ | * {{ Crouching {{lp}} , {{lp}} , {{b}} + {{mp}} , {{lp}} , {{f}} {{b}} {{f}} + {{p}} + {{p}} , {{qcf}} + 3p}} | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:03, 9 December 2020


Jin
Ideal Team Position:
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.
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves







































































crossup
Unique Attacks












2nd and 3rd hit
3rd hit currently float bug






2nd and 3rd hit












hits 2 - 5
















hits 2 - 6






Throws









Special Moves















(L.L.R.P.)



hardknockdown








can use normal backdash
afterwards faster than usual







to be a






















misses vs standing











Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
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.
Normal Throws
N/A
Special Moves
Power Stance
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 the {{ +
+
}} Cross Arts!
Median Line Destruction
Hits three,four, or five times depending on punch used, generally safe at max range but easily punished up close. EX causes wall bounce
Penetrating Fist
Creates a static orb at close, medium, or far range based on punch button used. EX creates two orbs based on which two buttons were pressed.
{{ }} creates close fireball
{{ }} creates midrange fireball
creates far fireball
{{ +
}} creates one close and one midrange fireball
{{ +
}} creates one close and one far fireball
{{ +
}} creates one midrange and one far fireball
{{
}} creates one close and one midrange fireball
{{
}} creates one midrange and one far fireball
{{
}} creates one close and one far fireball
Super Combos
Devil Beam: Jin takes a giant step forward and throws a projectile across the screen with about 15 frames of invulnerability at the start
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
"Swag Kick"
There is glitch present as of 1.01 in the "Inner Axe" unique attack know colloquially as "The Swag Kick". When the third hit connects with an airborne opponent, they will fall at a fraction of the normal pace while still remaining in a spinning, stunned state, allowing ample time to tag, EX Power Stance or begin a combo without fear.
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}}