Jin (Vanilla)
Jin(Done)
[details=Spoiler]OVERVIEW
Jin is a very versatile character as he has the tools to not only zone his opponent but to also counter their zoning as well. His fireballs can be tricky to deal with at long range, his anti-fireball game is arguably one of the best in the game and his frame trap game up close is really strong when he gets in. Make no mistake, this guy is good…if he is standing that is.
Despite having good wake-up options for a Tekken Character, Jin’s wake-up game can be option selected pretty easily on his wake-up. He has one good wake-up option that can easily be avoided and punished during its recovery. His zoning game is also pretty weak against those who can get around fireballs well making him very suseptible to rushdown strategies.
APPROACH TACTICS
SPECIAL STEP
Jin’s Special Step is his main method of approach against you (outside of plain jumping in your face that is.) Whilst Jin can’t wave dash like his father Kazuya, Jin’s special step packs its own tricks. I’ll be explaining these below.
NORMALS TO LOOK OUT FOR
Far St.MK
Jin’s Far St.MK is arguably his best poke against you. It has some good reach and has some good advantage on block. You’ll want to learn the range on this move so that you can whiff punish it in footsie situations with your cr.HK sweep and your st.MK.
Far St.LP
Just something to recognise as this normal leads into a group of his Tekken Strings which I will be covering below.
Far St.HK
Jin’s longest range poke on the ground. Although it is kind of slow. Jin players tend to use this as a means to close the distance around half-screen’s distance away.
You can Reversal DP this move if it is peformed deep as well as Reversal Demon Punish it.
Although I must stress one little message of warning, if Jin does this so that he hits you with the tip of his foot, it is safe.
J.HK
Jin’s J.HK is similar to Heihachi’s in the fact that it can act as an ambigious cross-up against you. A good reason as to why in this match-up, you should Anti-Air Jin where possible should he jump at you.
If you aren’t sure as to whether to block the move normally or as a cross-up. Teleport out to safety. It’s better to avoid mix-ups than to take them but don’t get too predictable with it.
UNIQUE ATTACKS / TEKKEN STRINGS
LEFT RIGHT COMBO SERIES
The Left Right Combo Series is a series’ of strings that Jin can use against you for mix-up purposes mainly. A couple things to note about Jin’s Left Right Combo Series is that:
[LIST]
[]He can only perform these series’ of strings whilst he is far away from you.
[]He can chain into any of his Heavy Normals during the 1st and 2nd hits of the String Series.
[/LIST]
LEFT RIGHT COMBO (LP > MP Whilst Far From Opponent)
Jin’s Variation on the typical ‘Left Right Combo’ from Tekken
Jin’s Left Right Combo is a 2 hit punch combo that can be used against you for safety as well as frametrapping the hell out of you.
You can distinguish between this and a regular chain by the ‘sparks’ that come offf of Jin’s hands.
The ‘spark’ comes out in the second hit, signifying that this is a Left Right Combo.
As mentioned before this string is safe to everything you have including your Demon on block.
LEFT RIGHT INNER AXE (LP > MP > LK Whilst Far From Opponent)
Jin does his Left Right Combo and then Slams his leg down on top of you.
This string is similar to his Left Right Combo (LP > MP Whilst Far From Opponent) only it has a different ender in it.
The ender in this case is an axe kick attack that hits as an overhead.
This string is mainly used against you if you start holding down-back against Jin during his offense.
Something to note about this string, is that the whole string does not combo naturally. You can block the last hit of the string even if the first two hits were to hit you.
Hence if you can see this move coming, you do one of the following.
[LIST]
[]Block the last hit and then Reversal DP him on block.
[]Punish in between the 2nd and 3rd hits of the string with a DP or an invincible attack
[*]OR stick a cr.MP in between the 2nd and 3rd hits for a counterhit combo such as cr.MP > Far st.HK.
[/LIST]
Personally I wouldn’t rely on the 2nd option so much as Jin can just stop the string with the Left Right Combo and then be safe to your DP.
LEFT RIGHT SPINNING HOOK KICK (LP > MP > MK Whilst Far From Opponent)
Jin does his Left Right Combo and then does a Spinning Kick
Another follow-up after Jin’s Left Right Combo String (LP > MP Whilst Far From Opponent)
The ender this time is a spinning hook kick attack that you can block either standing or crouching
Not much to mention here other than this string combos as a true block-string meaning you can’t DP or Demon him in between the 2nd and 3rd hits like you would in his other mix-up string.
This does also push Jin back a little meaning he will have to work his way in again.
On block you can only Reversal Demon Punish the completed string.
Jin can chain into any of his Heavy Normals such as his Far.St.HK or Close St.HK.
This String Chained into his Close St.HK is a safe string against you, should you not have 2 bars stocked for a Reversal Demon.
The difference between Jin’s Close and Far St.HKs is that his Far St.HK moves him forwards whereas his Close St.HK doesn’t move him forwards. 7
So if he chains into a Far St.HK, then take your punish in the form of your own Far St.HK into a Solo Combo or a Cross Rush on block.
Some Jin Players like to chain into a Cr.HK sweep should you decide to block the whole string standing. This is unsafe to your Far St.HK into a Cross Rush.
KAZAMA STYLE 5 HIT COMBO (LP > LK > MP > LP > MK)
Jin’s Signature 5 Hit Combo. There must be some style in Traditional Karate for once
This string looks like a bunch of punches and kicks and for anyone who has never seen it before, it can be really confusing for those new to it.
This string has one big problem and it is that the 2nd hit of the string (the LK part) misses crouching opponents so you can stick a DP in there should he decide to finish the rest of it.
The 1st hit on block is Jin’s St.LP it is safe.
The 2nd hit on block is also but you can duck under it and then DP him on whiff. You will have to do a Reversal DP in order to punish him should he decide to just stop the string short or just Reversal Demon him (the latter is extremely difficult to do.)
The 3rd and 4th hits are safe to your DP on block but not your Reversal Demon.
The 5th hit is the most unsafe and it is the only part of the string where you must block low in order to avoid getting knocked down.
You can punish the 5th hit on block with either a Far st.HP into a Launcher, a Cr.HK sweep or a Far st.HK into a Solo Combo or a Cross Rush (the latter can be a little difficult especially online but it can be done with some practice.)
For the Far St.HK punish, you’ll want to input the normal the moment you see Jin’s leg start to retract, any later and he will be able to block it. This goes for the other punishes as well.
KAZAMA STYLE 6 HIT COMBO (Forward + LK > LP > LK > MP > LP > MK)
Jin does an overhead and then leads into his Kazama Style 5 Hit Combo
This string is similar to his Kazama Style 5 Hit Combo only the starter is different.
Jin starts this string with his overhead axe kick (Forward + LK. Formerly known as ‘The Swag Kick’ due to its great properties against aerial opponents until it got taken out in future patches.)
This overhead is punishable via your Reversal DP on block should he do this move deep.
But if he does the move shallow, it can make your DP whiff hence you will have to Reversal Demon him. The ‘safe’ part of this move is around his knee to his foot area.
SHUN MASATSU (Back + MP > LP)
Jin does a 2 hit punch string with an upwards palm attack at the end of it.
This string starts out with an ‘electrified’ jab into an upwards palm attack at the end.
This string’s main use is for hit confirming into Jin’s special moves.
The first hit of the string is horridly unsafe on block to your Far St.HK. But Jin Players tend to finish the string, still it is something to watch out for in case he decides not to finish the string.
If Jin does this move shallow then the second hit can whiff over your head allowing you to punish him on whiff with a st.HP into a Solo Combo or a Cross Rush. It happens rarely against Jin players who can space themselves properly but it’s something to watch out for when he does the move.
The completed string is Reversal Demon Punishable on block. Although this move is special cancellable on hit or block and Jin Players tend to special cancel into his other moves afterwards. Still it is something to watch out for if he doesn’t special cancel.
THE FRAMETRAPS
Man this is a section dedicated to Jin’s Frametraps as they are really important tools against you to stop you into attacking wildly whilst he is up close and personal.
Some key things to note about his frametraps is that:
[LIST]
[*]The bigger the frame gap Jin leaves in between, the easier it is for you to punish it on block.
[/LIST]
1 frame gaps are only beaten by invincible moves such as DPs
2 frame gaps are kind of in the middle when it comes to safety. You still can’t mash jabs though as you’ll be beaten clean
3 frame gaps are very risky for Jin to use against you due to your own 3 frame jab and uppercut.
Overall it is a good idea to study and recognise when Jin is going to frametrap you as it very useful and will safe your life a lot in real matches.
Here is a list of his frame-traps. Thanks to The Mossad Man. This is by no means a complete list.
DISCLAIMER: This information is not owned by me. It is property of The Mossad Man.
http://shoryuken.com/forum/index.php?attachments/frametraps-png.257/[/details]