I have played with Jin for some time, i think there is more to learn but here is what i know so far, i hope it helps.
I’ve asked Joe Zaza about some Jin strats and some of the more useful strats have been:
The Best Jump in: Jumping lk, into mk (two light kicks)
Why?
Priority against air to air attacks, hits low, multiple hits, easiest to combo off of.
Why not dive kick?
From my experience , dive kick can be blocked high or low, other than chip isn’t good for real damage, can be pushed blocked into punishment, slow, non cancellable not even that great for crossups.
Why not heavy punch?
Not that much time to combo off of it, it’s good but not as good as you think.
THE ROUND HOUSE
a note about jumping round house:
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Jumping round house can only be used once in a super jump, afterwards you cannot block.
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It is generally great for landing from a normal jump, keeping away or chipping, it’s also alright for jumping in.
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if you jump back and rh it can keep alot of things away to have safe landing if timed right.
Crouching Roundhouse
Crouching roundhouse travels halfway across the screen and travels the same distance no matter where you peform it.
Why is it relevant?
If you do it from the farthest distance possible, there is alot less recovery time than if you did it close up.
Crouching Round House can be used as a cross up but those aren’t really safe, they involve
Opponent jumps over you with normal jump you dive under dynamite, or hurricane from other side,
i found out something…
this sucks… try to do it once a match at most, it may suprise your opponent maybe, but it isn’t worth it, the top 4 can punish the dynamite, hurricane wastes a super.
also dynamite from sweep is rollable from what i know…
Playing Jin Effectively?
HARD,
safest moves thus far unassisted:
crouching lp dash ins (lame, don’t hit low) lp is 2 frames from the frame data, 1 frame slower than mag lk
half screen sweep
dash in standing lk
dash in low lk (risky)
Abuseable Tactics:
Vulcan Glitch:
When your opponent super jumps over you down db back PP to blodia vulcan, it should hit every time.
Blodia Punch Glitch:
I don’t understand this glitch too well, if you have more information or if this is accurate post to say so
use blodia punch when assist is on screen, if it hits the assist first it should be unblockable for the opponent.
Lag Bait:
Not that abuseable but interesting tactic, down+fierce punch or sweep to bait a attack and then dynamite, try to predict the beginning of the attack then do the dynamite.
Assist Rush Ins:
Preferrably with Doom or Sent, something like lp lp, short typhoon, or fierce punch (assist block stun) to cover you.
Throw:
THROW!, alot of priority, don’t let them see it coming, mix it up, and use lk version (mashable) on ground, and read the WAVE DASH CANCEL TO THROW forum
http://www.shoryuken.com/forums/thread16377.php
try to throw them with fierce punch into dooms rocks, alot of possibilities:
and finally:
NORMAL JUMP ASSIST CALL
some people don’t know, but you can call a assist anytime during a normal jump, you can make guard breaks and rush patterns happen
Good luck, a Higher Jin can be done.
BTW
if anyone can get a PRIORITY chart, please post it here
it would help Jin players ALOT to know the priority of his attacks and out prioritize attacks of top 4 ect. .