Street Fighter X Tekken/Jin: Difference between revisions

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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. 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.  
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.  
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TBW
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Revision as of 08:17, 15 December 2013

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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:

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

Name
Command
Notes
Standing Light Punch
lp
speccancel
Standing Medium Punch
mp
speccancel
Standing Hard Punch
hp
Standing Light Kick
lk
Standing Medium Kick
mk
speccancel
Standing Hard Kick
hk
speccancel
Close Light Punch
(near opponent) lp
speccancel
Close Medium Punch
(near opponent) mp
speccancel
Close Hard Punch
(near opponent) hp
speccancel
Close Light Kick
(near opponent) lk
Close Medium Kick
(near opponent) mk
speccancel
Close Hard Kick
(near opponent) hk
Crouching Light Punch
d + lp
speccancel
Crouching Medium Punch
d + mp
speccancel
Crouching Hard Punch
d + hp
speccancel
Crouching Light Kick
d + lk
low
speccancel
Crouching Medium Kick
d + mk
low
speccancel
Crouching Hard Kick
d + hk
low
hardknockdown
Jump Light Punch
ub / u / uf + lp
high
Jump Medium Punch
ub / u / uf + mp
high
Jump Hard Punch
ub / u / uf + hp
high
Jump Light Kick
ub / u / uf + lk
high
Jump Medium Kick
ub / u / uf + mk
high
Jump Hard Kick
ub / u / uf + hk
high
crossup


Unique Attacks

Name
Command
Notes
Left Right Combo
(far) lp --- mp
speccancel on 2nd hit
knockdown vs airborne on 2nd hit
Inner Axe
(far) lp --- mp --- lk
high on 3rd hit
knockdown vs airborne on
2nd and 3rd hit
3rd hit currently float bug
Spinning Hook Kick
(far) lp --- mp --- mk
knockdown vs airborne on
2nd and 3rd hit
Kazama Style 5 Hit Combo
lp --- lk ---
mp --- lp --- mk
low on 5th hit
hardknockdown on 5th hit
knockdown vs airborne on
hits 2 - 5
Kazama Style 6 Hit Combo
f + lk --- lp ---
lk --- mp ---
lp --- mk
high on 1st hit
low on 6th hit
hardknockdown on 6th hit
knockdown vs airborne on
hits 2 - 6
Shun Masatsu
b + mp --- lp
speccancel on 2nd hit
knockdown vs airborne

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
knockdown
   Right Roundhouse Punch
Special Step --- mp
hardknockdown
   Spinning Flare
Special Step --- lk + mk
high
knockdown
   Lunging Low Roundhouse Kick
(L.L.R.P.)
Special Step --- mk
low
hardknockdown
      Spinning Flare
L.L.R.P. --- k + k
high
knockdown
   Back Dash
Special Step ---
b , b
dash escape / feint
can use normal backdash
afterwards faster than usual
Power Stance
qcb + p
ex
armored
speccancel
supercancel
ex causes next attack
to be a counterhit
Median Line Destruction
f , b , f + p
ex
hardknockdown
wallbounce on ex
Mental Alertness
d + k + k
Left Drill Punch
(During Mental Alertness) lp
knockdown vs airborne
   Swinging Fist Strikes
Left Drill Punch --- mp or hp
knockdown
Swaying Willow
(During Mental Alertness) mp or hp
knockdown vs airborne
Leaping Side Kick
(During Mental Alertness) lk
knockdown
misses vs standing
Right Sweep
(During Mental Alertness) mk or hk
low
hardknockdown
Penetrating Fist
qcf + p
ex chrg
knockdown
ex does not knockdown

Super Combo

Name
Command
Notes
Devil Beam
qcf + 3p


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 {{#motion: qcf + mp + mk }} 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.
{{#motion: lp }} creates close fireball
{{#motion: mp }} creates midrange fireball
{{#motion: hp}} creates far fireball
{{#motion: lp + mp ex }} creates one close and one midrange fireball
{{#motion: lp + hp ex }} creates one close and one far fireball
{{#motion: mp + hp ex }} creates one midrange and one far fireball
{{#motion: chrg lp ex }} creates one close and one midrange fireball
{{#motion: chrg mp ex }} creates one midrange and one far fireball
{{#motion: chrg hp ex }} 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

  • {{#motion: 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 {{#motion: d + lp , linked into d + mk }} , then canceled into Median Line Destruction. Note that after the {{#motion: lp }} link, you can also simply go into a boost chain instead:

  • {{#motion: 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.

Combos Into Supers

  • {{#motion: Crouching lp , lp , b + mp , lp , f b f + p + p , qcf + 3p}}