Street Fighter X Tekken/Jin: Difference between revisions

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(Added: In a Nutshell, Special Move analysis, "Swag "Kick, Began "The Basics", stopped due to dying battery, will return to work when home)
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=== Special Moves ===
=== Special Moves ===


'''Power Stance:'''
====Power Stance:====
A parry. EX causes the following hit to be considered a counter attack.
A parry. EX causes the following hit to be considered a counter attack.


'''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.
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.



Revision as of 20:48, 9 March 2012

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Jin

Sfxt jin face.jpg

Ideal Team Position:

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Strengths Weaknesses

{{{5}}}

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Great against fireball characters and able to make excellent use of meter, Jin has a great many tools at his disposal. Leaning towards the defensive, 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 and defensive tendencies 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.


Moves

Unique Attacks

Name
Command
Notes
Left Right Combo
(far) lp --- mp
Inner Axe
(far) lp --- mp --- lk
Spinning Hook Kick
(far) lp --- mp --- mk
Kazama Style 5 Hit Combo
lp --- lk ---
mp --- lp --- mk
Kazama Style 6 Hit Combo
f + lk --- lp ---
lk --- mp ---
lp --- mk
Shun Masatsu
b + mp --- lp

Throws

Name
Command
Notes
Tidal Wave
f or n + lp + lk
throw
Over the Shoulder Reverse
b + lp + lk
throw

Special Moves

Name
Command
Notes
Special Step
f n d f
   Thrusting Uppercut
Special Step --- lp
   Right Roundhouse Punch
Special Step --- mp
   Spinning Flare
Special Step --- lk + mk
   Lunging Low Roundhouse Kick
(L.L.R.P.)
Special Step --- mk
      Spinning Flare
L.L.R.P. --- k + k
Power Stance
qcb + p
ex
Median Line Destruction
f , b , f + p
ex
Mental Alertness
d + k + k
Left Drill Punch
(During Mental Alertness) lp
   Swinging Fist Strikes
Left Drill Punch --- mp or hp
Swaying Willow
(During Mental Alertness) mp or hp
Leaping Side Kick
(During Mental Alertness) lk
Right Sweep
(During Mental Alertness) mk or hk
Penetrating Fist
qcf + p
ex chrg

Super Combo

Name
Command
Notes
Devil Beam
qcf + 3p


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

Power Stance:

A parry. EX causes the following hit to be considered a counter attack.

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.

Super Combos

N/A


The Basics

The first thing anyone should focus on when learning Jin is the Special Step. Consistent execution should be first priority as it travels under projectiles, covers a great deal of screen, and links into several attacks.


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

  • N/A

Combos Into Supers

  • N/A