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
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Jin Kazama Omen Stance
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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.