Street Fighter X Tekken/Jin

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Jin

Sfxt jin face.jpg

Ideal Team Position:

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Strengths Weaknesses

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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.


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

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.

Penetrating Fist is one of the best Special Moves in the game to charge to EX strength, as long as your opponent is far enough away to do this safely. You can take advantage of the benefits of EX Penetrating Fist without using any blocks of Cross Gauge.

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

  • N/A

Combos Into Supers

  • N/A