"Power is Everything." - The Jin Kazama Thread

Tekken Tag Tournament 2 Presents

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JIN KAZAMA

I, the Great Dark Hero, am presenting a solemnly popular fighting game character well known as Jin Kazama of the Tekken franchise. That’s right folks. Jin Kazama is back in Tekken Tag Tournament 2… with a vengeance! (again)
Jin Kazama is a character that appears to have a very good set of tools at his disposal in order to help the player win. However, Jin isn’t exactly the easiest character to play in TTT2, especially as far as T4 is concerned… according to Tekkenzaibatsu, it seems as if Jin has been nerfed quite a bit! Regardless, Jin Kazama can be a powerful character to utilize once the player understands his fundamentals. Parrying, counter attacks, baiting, and punish combos all play a pivotal role in Jin Kazama’s game play. The TTT2 system mechanics allow players to focus on developing many game plans and strategies with Jin, as it does with many other characters. As far as I am concerned, Jin is a very trust-worthy character indeed - If you are looking for a character with a great fundamental background, Jin Kazama is the character to play. Here, we will discuss Jin’s overall development in Tekken Tag Tournament 2…

Jin Kazama TTT2 General Discussion:
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=122220

Spoiler

Jin Kazama General Game Play Material
[media=youtube]RLrUSU386FI[/media]

Jin Kazama Omen Stance
[media=youtube]2GSLkomtQXI[/media]

Info:
Median Line Destruction (1+2) is a good method of keeping the opponent away from you and counteracting some standard high/mid hitting attacks but be careful - it is not completely safe but it can still hit crouching opponents. The truth is, Jin’s juggles in themselves are not as damaging as one would hope, though they are still practical for tag assists and depleting health a little…

A good high hitting punish combo would be something like:
Switch Blade: (2,4) - after the first hit confirm it WILL combo and they both hit high.
A quick combo starter would be… forward up 4, then you use Shun Masatsu (b > 2,1) then Savage Sword for a good combo-ender. Now it IS possible to conduct a bound with just 1,3 but most of the time, after Shun Masatsu, the opponent will be a little too far.

For stepping in on the opponent

  • Demon’s Paw (f,f > 2)
  • Evil Intent/Keito (b,f > 2,1,2 or 2,3) (Try to utilize this during juggle/tag assists or defensive maneuvers)
    [SIZE=3]- Savage Sword (use during juggles or to hurt the opponent when baiting counters)[/SIZE]
  • My personal favorite: Corpse Thrust (d, 1) - Please utilize this for counteract crouch dashes…
  • Mental Alertness (Jin NOW HAS TWO VARIATIONS OF THIS STANCE - one causes him to move backwards, becoming immune to high hitting attacks for a moment, and the other causing moving slightly forward under the same conditions). These are very good counters for high hitting attacks. Mental Alertness > Spine Cracker is pretty fast and will register as a combo after a first successful hit.

For practical low hitting attacks you can resort to crouch dashing into L.L.R.K. to Flare Kick (the L.L.R.K. is hit confirmable). Another good low is entering Mental Alertness to Right Sweep.
The Left Spinning Back Kick (bd, 4) works pretty well. Left Side Kick to Stinger is very nice but the Stinger will hit HIGH.

Jin is also capable of EWGF’s from both left and right punches. I will often resort to the Thrusting Uppercut version sense it hits mid and it is a good launcher for tagging out and capitalizing on juggles.

More information on Jin’s Omen Stance, his Mental Alertness, and Bound combos/juggles will be discussed!
The discussion will also address the use of Power Stance.

Jin Kazama Analysis:

  • Strengths
  • Possesses a large variety strong poking mid-hitting strikes and zoning tools
  • Move set consists of multiple moves from crouching dash
  • Has a parry (which can potentially be one of the best moves in the game)
  • Has EWGF variants on both punches
  • Can interrupt many attacks with Power Stance and benefit from its affects
  • Possesses multiple defensive maneuver’s (Mental Alertness, his CH game, etc)
  • Seems to possess a slightly increased damage output from Omen Stance, even outside of counter hit status.
  • Weaknesses
  • Wave dash mix-ups and whiff punishes are not very strong (slightly weaker than the other Mishima’s).
  • Has no safe launchers at all on guard (outside of EWHF/EWGF - Thrust Fist variant).
  • Juggles are not really that damaging
  • Limited access to bound moves for tag assisting and follow ups
  • Limited wall carrying potential

All strengths and weaknesses are based on what was already said here, even though the wiki Jin Kazama guide is incomplete.
http://www.tekkenzaibatsu.com/wiki/Tekken_Tag_Tournament_2/Jin

[SIZE=3]Again, here is Jin’s actual frame data from AvoidingthePuddle -[/SIZE]
http://www.avoidingthepuddle.com/jin-ttt2-frame-data/

The frame data sheet provides us with Jin’s Omen Stance on the very bottom. This is one of the other aspects that piqued my curiosity for Jin Kazama of TTT2 in the first place. From after spending a little on the practice mode, it basically how we all described this stance: Put in a practical sense, Jin is given a slightly better version of his T3 move set with a few moves borrowed from Heihachi himself it seems. It seems to be a slightly easier for Jin to perform a EWGF series. will STILL enter the stance even if the opponent contacts you during you Power Stance though all counter hit properties on gone for obvious reasons. Last, Jin is confirmed to utilize the Omen Stance when Devil Jin, Kazuya, Jinpachi, or Heihachi are his partners. The correct command for Jin’s Omen Stance would be to hold back and press 1,1,4 during Power Stance. Jin will be able to use moves that are typical to Mishima-Ryu Karate.(this is slightly irrelevant, but Heihachi did teach Jin the “Advanced Mishima-Ryu”, while having already learned various moves from Jun Kazama herself. Then he goes on to learn the fighting style he utilizes today that is Kyokushun-Karate… That means Jin mastered three fighting styles in a rather short period of time…)

Some of the moves include 1,2,2/1,1,2 = which are a good punish string that registers as a combo and is high hitting… 1,2,4 is a good choice for a quick string as well. The last hit of that string is a mid (Jin perform a painful looking a forward, rather than a round house and it combos). The timing of the crouch dash input changes slightly… as for moves from Jin’s crouch dash… if you 4,4 he will perform a sweet variation of the Spinning Demon and… You use 4 as a good low that can hit confirm into Dragon Uppercut like Heihachi can. Jin will resort to a traditional EWGF from f,d,(neutral)f input from 2 and Dragon Punch from 1… Keep in mind that Jin will only keep this stance for a few seconds, and try to enter this stance after you crumple your opponent or knock them back a distance. You may use Power Stance itself to put a stop to a few of the opponent moves as well and still enter the stance for a quick combo. Maybe even during your tag partners tag assist… if their health is low and you need to provide a set that will finish your opponent outright, because Jin performing moves from Omen Stance can be very practical and rather damaging. (NOTE: You can NOT tag out of ANY moves that come from Omen Stance - that includes EGWF).

Jin can enter his Mental Alertness stance from:
df+3,3
f+4
b+3
WS1,2
b,f+2,3

(I need to confirm if Jin can enter Mental Alertness from other moves as well - This is a pretty nifty… apparently makes him far more versatile than his T6 iteration).

Jin can also perform a crouch dash forward from b+1 Mental Alertness (press df during Mental Alertness - Jin CAN NOT crouch dash from d+1+2 Mental Alertness) If you press forward during b+1 Mental Alertness Jin will simply start running towards his opponent regardless of where he is - it possible to produce several mix-ups from this alone when used wisely.

Love it!!

And… We have Jin Kazama’s frame data on his move set! Please click on the following link:
http://www.avoidingthepuddle.com/jin-ttt2-frame-data/

What are you guys doing for Tag Assault enders? So far, all I got is dash, b3~f, 4. Doing anything else seems like it doesn’t do as much damage to me. I guess I could just go for wall carries.

I’ve seen Hao use b,f+2,1,2 as TA filler.

All pertinent information should be getting added to the first post, otherwise this can be merged into general discussion.

Thanks, sorry about that! Fixed!

Jin Kazama’s strengths and weakness are now put on showcase in post 2#.

  • Jin has safe launchers, it’s just that none of them launch on regular hit.
  • His TA fillers are OK, but his TA enders are ass and his bound moves aren’t good after his partner connects with a taggable launcher
  • After you connect with u/f+4, you have to delay the second hit of b+2,1 to connect 1,3~3
  • Switch Blade is 2,4 not 1,4
  • 1+2 is fast, wall splats, and punishes like a mofo but it’s unsafe. Stuff like f+4, d+4, u/f+2, d/f+1, EWHF, standing 4 and b+2,1 are all good moves for keeping opponents away
  • You should NEVER do the second hit of the L.L.R.K. string (f,n,d,d/f+4 3+4). If you connect with that low, just do:
    b+2,1 and then b,f+2,1,2 or
    b+2,1 and then b,f+2,3~f 4

Finally looking into some defensive maneuvers with Jin against different character strings. Crouching Demon to duck highs and punish with CDS 1, 2 is so stylish.

^Just do ws+2 or ws+1,2 after you duck highs.

IMO CDS 1, 2 is reserved for when their back is to the wall, because you can hitconfirm the second punch if the first one connects and wallsplat 'em. It’s one of the easier delayable hitconfirms too if I remember right.

For some reason dash, 3,1, wait, f4 isn’t as reliable as a post B! move for me anymore. Thankfully, I just found out that dash, b3~f, CDS 1, 2 works out better all around for me though. So cool looking. Really loving the new CDS transitions. Just makes everything flow so smoothly together.

Can someone explain why Jin is so highly rated in Korea but considered low-mid tier everywhere else? I don’t see how Jin in on the level of Lars. All of his launchers are either unsafe or need to be on counter hit to launch the opponent.

I am not sure… In a way it would kind of make sense though.
Rather than just his launchers, Jin does particularly well with long range attacks, pokes, and step-ins for singular damage output, along with having several painful punish combos. Jin is noteworthy for having multiple defensive attack maneuvers (Parry, Power Stance, Mental Alertness for examples). his might also have something to do with his parry which I rarely see when I fight other Jin players online (and even offline). Jin might be… one of those kind of characters where if he is played at this maximum potential, he becomes a complete monster… These are the few theories I can come up with.
This might be interesting for research however.

Then again… Here are a few videos to highlight Jin potential but becareful, there several aspects that might not add up to TTT2 as it does in T6 - Two videos: One consist of Jin’s game play in TTT2 and the other is a parry > punish combo vid from T6. These are just theories of why Korea might see Jin that way they do.

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[media=youtube]XB3tsaiRAxc[/media]
[media=youtube]laMuJTdBBt8[/media]

I’ve decided to pick up Jin and I’m just going down his command list looking for some useful moves I’m not quite sure what the stars mean in his moves such as “thrusting uppercut”? Also I’m using Xiaoyu as his partner what are some good tag assault combos with them together? Sorry for the newb questions.

The star means neutral. As in, let the stick go back to neutral before finishing the input.

This thread literally called me with the Power is everything, lol. I should have opened this thread. Anyway, I think EWHF is not as good as EWGF lol , that might be one weakness for Jin

Post #2 updated - I included information on Jin’s actual frame data, insight on Omen Stance, and multiple abilities in Jin’s arsenal. My next target will be Jin’s combos, juggles and various things to do during Tag Assist.

Is anyone else having trouble getting CD+4 to come out?

I’m getting all the other crouch dash moves just fine but for some reason the majority of what I intend to be CD+4s come out as ws+4, am I missing some kind of timing trick here or something?