Jin is already seeming to be a very technical mid level strength character so it is going to be very Important to learn his matchups. Discussthose matchups here any important notes I will put into the spoiler tags here on the first page. Still building on the first post so dont flame me for having incomplete info.That beign said I hope to get alot of contribution from you guys. this is a community effort and its going to take everything weve got to make this character a threat in the metagame.
Big shoutout to the Eternal Blaze and the Asuka thread thats where alot of ideas for the new format came from
Last updated 3/27/12
Jin’s Basic Info:
Vitality: 1000
Forward Walkspeed: Tied for 3rd fastest
Forward dash duration: 18
Backwards Walkspeed: tied for 6th fastest
Backdash duration: 25 frames (8f invulnerability, 11f airborne, 6f grounded)
Pre-jump frames: 4 frames
Jump duration: 35 frames Vertical/ 35 Frames
Legend:
:lp: - Light Punch/Jab
:mp: - Medium Punch/Strong
:hp: - Heavy Punch/Fierce
:lk: - Light Kick/Short
:mk: - Medium Kick/Forward
:hk: - Heavy Kick/Roundhouse
(Launch) - Launcher ( :hp:+:hk:)
SM= Special Move
EX= EX Special Move
SA=Super Art
(C.A) = Cross Art ( :qcf::mp::mk:)
St. = Standing
Cl. = Close
Cr. = Crouching
J. -=Airborne
> = link into the next move
~ = Chain into the next move
[BC]=Boost Chained
xx = Cancel into the next move
KD= Knockdown. Puts opponent in Knockdown state
HKD= Hard Knockdown. Puts Opponent in Hard Knockdown state
W! = Wallbounce. Bounces opponent off of an invisible wall.
B! = Bound. Bounces Opponent off of the ground.
[TC] = Tag Cancel
[CDC] = Charge Move Dash Cancel
CH = Counter Hit
Air = Performable While Airborne
Low= Blockable only while crouching
Mid =Blockable only while standing
High= Blockable while standing or crouching
True High =Blockable while standing, whiffs on crouching characters
F= Frames
Frame data will appear in this format:
Move (name of the move and how it is executed) I
Hit Level(This indicates how the move has to be blocked) I
Startup (This shows how long, in frames, It takes for the move to to come out) I
Active (this indicates how long its possible for your move to make contact with the opponent) I Recovery (This is how long it takes to return to a neutral state after executing the move) I
Hit Advantage(this shows how long your opponent will be locked into hitstun after you have recovered from successfully landing the move on them) I
Block Advantage (this shows how long your opponent will be locked into blockstun after you have recovered from making them block the move) I
Damage (how much does the move deplete your opponnents lifebar) I
Cancelability (this shows if the moves recovery can be canceled into other moves and if so which kinds of moves can it be canceled into) I
Special properties / notes (for anything out of the ordinary)
Below it will look like this
Move: Hitlevel I Startup I Active I Recovery I Hit Advantage I Block Advantage I Damage I Cancelability I Special properties/ Notes
Normals:
Standing Normals:
St.:lp:: High I 5F I 2F I 7F I +8F I +4F I 30 I SM, EX, SA, CA I N/A
Decent range for a standing jab, leads into his Left Right Combo string, kind of slow though, not ideal as a first form of contact, use during blockstrings or frametraps.
St.:mp:: High I 9F I 2F I 10F I +9F I +5F I 60 I SM , EX, SA, CA I N/A
Only slightly better range than standing jab, pretty slow startup, I’ve found no real use for this move.
St.:hp:: High I 11F I 4F I 16F I +5F I 0F I N/A I N/A
Slight increase in range over standing strong, no cancelability, not recommended.
St.:lk:: High I 6F I 4F I 8F I +5F I +1F I 30 I N/A I NA
One of Jin’s better tools, good hitbox, can be used as a counter poke, works as an anti air, reccomended during footsies.
St.:mk:: High I 7F I 4F I 15F I +2F I -2F I 60 I SM, EX, SA, CA I N/A
Not a great poke but Jin’s best, has ok reach but still doesnt contest with alot of other characters pokes, Highest count for active frames of any grounded moves he has, is good in combos since it reaches in situations where strings will whiff, when using this always buffer special step on hit you get a combo on block you at get positional advantage since you can get inside or get a free backdash from special step backdash cancel . Probably my most recommended ground normal for neutral situations.
St. :hk: : High I 17F I 3F I 20 F I +2F I -3F I 90 I SM, EX, SA, CA I N/A
Long range poke, very slow startup, main use is in grappler matchups, like with Standing Forward its recommended to cancel into special step whenever this move makes contact.
Close Normals:
Cl. :lp: :High I 4F I 3F I 8F I +6F I +2F I 30 I SM, EX, SA, CA I N/A
Cl.:mp::High I 6F I 2F I 15F I +4F I 0F I 60 I SM, EX, SA, CA I N/A
Cl.:hp::High I 6F I 4F I 17F I +4F I 0F I 90 I SM, EX, SA, CA I N/A
Cl.:lk::High I 7F I 2F I 9F I +2F I -3F I 30 I N/A I N/A
Cl.:mk::High I 7F I 2F I 13F I +6F I +2F I 60 I SM, EX, SA, CA I N/A
Cl.:hk::High I 17F I 2F I 18F I +5F I 0F I 90 I N/A I N/A
Crouching Normals:
Cr.:lp: :High I 3F I 2F I 7F I +8F I +4F I 30 I SM, EX, SA, CA I N/A
Cr.:mp::High I 5F I 3F I 9F I +9F I +5F I 60 I SM, EX, SA, CA I N/A
Cr.:hp::High I 7F I 3F I 21F I +2F I -4F I 90 I SM, EX, SA, CA I Forces standing on hit
Cr.:lk::Low I 5F I 3F I 8F I +6F I +2F I 30 I SM, EX, SA, CA I N/A
Cr.:mk::Low I 6F I 2F I 14F I +5F I +1F I 60 I SM, EX, SA, CA I N/A
Cr.:hk::Low I 9F I 3F I 22F I HKD I -5 I 90 I N/A I N/A
Jumping Normals:
J. :lp::Mid I 5F I 6F I Until grounded + 4 landing frames I +12F I +4F I 40 I N/A I N/A
J.:mp:: Mid I 7F I 6F I Until grounded + 4 landing frames I +16F I +5F I 70 I N/A I N/A
J.:hp:: Mid I 8F I 6F I Until grounded + 4 landing frames I +20F I +8F I 100 I N/A I N/A
J.:lk:: Mid I 6F I 5F I Until grounded + 4 landing frames I +12F I +4F I 40 I N/A I N/A
J.:mk:: Mid I 6F I 6F I Until grounded + 4 landing frames I +16F I +5F I 70 I N/A I N/A
J.:hk:: Mid I 8F I 6F I Until grounded + 4 landing frames I +20F I +8F I 100 I N/A I N/A
Unique Attacks:
Inner Axe (F+:lk:) :Mid I 23F I 2F I 25F I -4F I -9F I 50 I N/A I Forces standing on hit, Also causes Glitch on airborne enemies that causes them to spin in place.
Strings:
Left Right Combo:
-Far St.:lp: : High I 5F I 2F I 7F I +8F I +4F I 30 I SM, EX, SA, CA I N/A
-Second Hit: Left Right Combo ( :mp: after Far St.:lp:)
: High I 9F I 2F I 10F I +5F I +3F I 50 I SM, EX, SA, CA I N/A
-Third Hit :Spinning Hook Kick ( :mk: After Left Right Combo)
: High I 8F I 2F I 18F I +2F I -2F I 60 I N/A I N/A
-Third Hit : Inner Axe ( :lk: after Left Right Combo)
: Mid I 21F I 2F I 18F I -4F I -9F I 60 I N/A I Forces Standing on hit Does not combo
ShunMasatsu:
- B+:mp: : High I 7F I 2F I 33F I -18F I -20F I 30 I N/A I Knockdown on Airborne enemy
NEVER do just the first hit of this string it is negative on block and on hit. The first Hit Is decent range and speed compared to some of his other normals so if your balsy use this in footsies.
- Shun Masatsu ( :lk: or :hp: after B+:mp:)
:High I 7F I 2F I 27F I 0F I -5F I 700 I SM, EX, SA, CA I N/A I Forces standing on hit
Kazama Style 5 Hit Combo:
(Can start with F+:lk:)
-St.:lp:(Possible with Cl:lp: ) : High I 5F I 2F I 7F I +8F I +4F I 30 I SM, EX, SA, CA I N/A
(if performed after F+:lk: )
: High I 5F I 2F I 14F I -1F I -3F I 20 I N/A I Knockdown on airborne enemy
-Second Hit ( :lk: after :lp: )
: High I 5F I 2F I 9F I +4F I +2F I 50 I N/A I Knockdown on airborne enemy
-Third Hit ( :mp: after :lk: )
: High I 6F I 4F I 13F I 0F I -2F I 30 I N/A I Knockdown on airborne enemy
-Fourth Hit ( :lp: after :mp: )
: High I 7F I 2F I 9F I +6F I +4F I 30 I N/A I Knockdown on airborne enemy
-Fifth Hit ( :mk: after :lp: )
: Low I 7F I 2F I 28F I HKD I - 10F I 50 I N/A I N/A
Special moves:
Penetrating fist:
:qcf: + Any punch
: High I 24F I 49F I 33F I KD I - 5F I 60 I N/A I Projectile, Super Chargeable charge 51 frames for EX version 100 frames for Super Art. pressing :lp: will place the orb 1/4 screen in front of you, :mp: puts it at half screen, and :hp: 3/4 screen
EX Penetrating fist:
:qcf: + Any 2 punches
: High I 9F I 69F I 41F I +8F I +4F I 80 X 2 I N/A I Super chargeable 51 frames for Super Art, The 2 punch buttons you press will give you the orbs in the same place as regular Penetrating Fist. Example pressing :lp: + :hp: will place a fireball at 1/4 and another at 3/4 screen