"This Is reality" The Jin Kazama matchup thread *frame data inside*

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

**Street Fighter Cast **

-Abel

[details=Spoiler]Abel -
GuyMcPerson
Another easier matchup for Jin, but can be much more problematic up close. Keep him out, mix up fireballs. Abel will try to roll through them but I notice they’ll often roll right into them. Do that mixed up with empty charges. If he gets up close, its more rough. Abel’s command throw has good range, he can actually combo, good frametraps, etc. If Abel knocks you down, honestly doing a roll forward on wakeup, then immediately back dash is a good way to get some breathing room. When has meter, don’t mindlessly throw out fireballs cause he can ex-wheelkick through them. Still, it’s real difficult to get in for him. I’d say it’s either 6/4 or 5/5[/details]

-Akuma

[details=Spoiler][/details]

-Balrog

[details=Spoiler][/details]

-Cammy

[details=Spoiler][/details]

-Chun-Li

[details=Spoiler][/details]

-Dhalsim

[details=Spoiler]Dhalsim -
GuyMcPerson
Free. Just like to be so bold as to say that, Jin shits on Dhalsim imo. I play one of the best Dhalsim players in the texas/southwest region, so he knows what he’s doing. But Jin’s powerstance shuts down Dhalsim hard because in a fireball war; Jin will because his fireballs will hit Dhalsim and dhalsim’s fireballs are usually slow enough to recover in time. If he gets a fireball out, powerstance to absorb it and any limbs he throws out your way then throw out the appropriate fireball to knock him out. Sim has to rush Jin down, making him free. I’d say 7/3 in Jin’s favor.[/details]

-Guile

[details=Spoiler]Guile -
GuyMcPerson
I feel this matchup is a little in favor of Jin. You’ll have to play the fireball game, and you can win but you got to play smart. Use powerstance to absorb his fireballs, cancelled into your own to set the war in your favor. Always stay in the range where your fierce fireball will hit him, because Guiles can get smart when they realize you’re not hitting them, they will start charging up into ex sonic booms which are hard to stop and you can’t powerstance to absorb them.

Some Guiles may realize that you are winning a zoning war, and they’ll start throwing out slow booms and trying to follow them. Use powerstance to absorb it then throw out a lp fireball. If they try to walk forward or poke you during powerstance, it will be absorbed and your lp fireball will either hit them or at least push them away. If they jump in, obviously it will hit them. Don’t try to rush them down, but if Guile is dumb enough to get in your face and you get a knockdown, you can cross them up and put the pressure on. I’d say this is 6/4 in Jin’s favor, but maybe 5/5.[/details]

-Hugo

[details=Spoiler]Hugo -
GuyMcPerson
I’d say this matchup is definitely in Jin’s favor. Keep him out, mix up your fireball game, and Hugo has hell getting in. A lot of hugos will try to use his armor to get through fireballs eventually, and if they always do it, do MA lp,mp. The two quick hits will knock him away and reset the game. When he’s up close, it’s tough but manageable. A lot of Hugo’s will pressure you with jabs and clap pressure, if you see that going on, MA swaying willow through it. His command grab sucks, so once he jabs you about twice (almost even once) you’re safe from spd range. Just focus on getting him out and he’s free trying to get in. I’d say this is 6/4 Jin, I’d almost be so bold as to say 7/3 but 6/4 is a safer bet.
[/details]

-Ibuki

[details=Spoiler][/details]

-Juri

[details=Spoiler][/details]

-Ken

[details=Spoiler][/details]

-M.Bison

[details=Spoiler][/details]

-Poison

[details=Spoiler][/details]

-Rolento

[details=Spoiler]Rolento -
GuyMcPerson
I’d say this is about even. Rolento has a hard time getting in, but he’s scary up close. Be liberal with the lp fireballs, because I notice they try to do the little roll dive to get close and it will take them out everytime. Be careful when he has meter, start doing more feints cause they’re ex roll thing will get through it easy. When he’s up close… just try to get out.

If you block a rekka, the very first time I’d say respect, block and gauge what they do. But 99% of the time, Rolentos will press a button of SOME sort after it cause they think they’re badass with their standing jab. If they press buttons, next time just MA swaying willow through that bullshit. Are they doing mindless walk up jab pressure? Swaying willow that hoe. Once he realizes he can’t rush you down for free, he’ll be more careful and that’s your chance to do some rushdown to him, land a combo of some sort, launch his ass away and reset the zoning game. I’d say 5/5

ShinkuGadoken

V.S. Rolento

Rolento is a strong foe for Jin, but not impossible. The largest thing you should keep an eye out for is predicting when he’ll bounce up off the ground from his bo staff. Rolento’s Bo Poke is nice and all, but going into MA then Flying Jump Kick, you’ll most likely get a counter hit and then full combo afterwards. The same can even be done on Rolento’s Jump in where he swings his Bo-Staff around mercilessly. Though I have seen this trade once or twice, you can do a lot to stop it. If Rolento is putting on Pressure, and you have the meter, you can Alpha Counter your way out of his Rekka into a combo, because Jin’s AC is his Uppercut, which, depending on where you are, can lead into a good combo. Or at least get you out of a bad situation. Be careful of the distance game, because Rolento’s knife travels at a strange direction and can sometimes bypass Jin’s Fireball. Speaking of, use the Light Fireball in order to keep Rolento from jumping in or rolling towards you. Overall it’s more Jin’s favor because he hits harder, but its still a good fight regardless.
[/details]

-Rufus

[details=Spoiler]Rufus -
GuyMcPerson
Jin is pretty free to Rufus imo. You can do decently keeping him out, but when Rufus gets in, oh lawdy does hell open loose. Aside from Rufus divekick being so strong against everyone, Jin has no instant anti-airs to deal with it or any strong reversals/escapes. You can try to jump back fierce to some success or mash MA lk but it’s rough. You can also try to powerstance divekick spam canceled into SS for an escape or your own pressure, but your best bet is to keep Rufus out as best as you can. I’d say 3/7 or 4/6.
[/details]

-Ryu

[details=Spoiler]

[SIZE=13px][FONT=Trebuchet MS]ShinkuGadoken[/FONT][/SIZE]

V.S. Ryu

A common misconception about Jin is that he’s the ‘Ryu’ of Tekken. *I cannot stress how untrue this is! *The fact of the matter is that Jin is not Ryu, don’t play him like you’re playing Ryu.

As for the battle itself, Ryu is susceptible to the trap that is Swaying Willow. Nine times out of ten when you’re fighting a ‘decent’ ryu player, all Jump Ins will be Met with Shoryuken or Mashed Light Punches. **And that is okay! **Seriously, because Jin’s counter measures are a million times deadlier. Why? Power Stance. Lemme explain how Swaying Willow and Power Stance will eliminate all things Ryu.

[LIST]
[]**Power Stance Absorbs Hadoken **- This is the part where you roll your eyes and say ‘But Shinku, everyone knows Power Stance absorbs Hadoken. What moron doesn’t know that?’ Well, that’s where it gets interesting. Everyone also knows that Power Stance can be cancelled into Mental Alertness, too. And what can you do in Mental Alertness? Oh, I dunno, Leaping Side Kick, Left Drill Punch into Swinging Fist Strikes, all kinds of tasty moves. But that’s not what we’re here to talk about. We’re here to talk about EX Power Stance. Why? Because friend, EX power stance is Special Move Cancellable. Namely, Special Step and Devil Beam. Special Step is used for one to get in Ryu’s Face, and since he’s still in Recovery from the Hadoken, you can try and punish him, or just mix him up. Devil Beam is, well, Devil Beam. Using Power Stance, don’t worry about fighting a Fireball War, use it to get back into the fight.
[
]Swaying Willow beats all Low-Medium attack - Of course it does. You all know that too. But Mental Alertness makes it so that you can duck out of the way of a Low or Medium attack, and if your opponent is Mashing, Swaying Willow will instantly hit them. Sometimes you’ll nail a counter hit, sometimes not. If used in Conjunction with EX Power Stance, you’ll get that Counter Hit and the game is easily yours. And even if they block it somehow, so? You’re safe. Don’t worry bro. Just try and remember that Mental Alertness does NOT protect you against high attacks. Only use it when they’re on the ground and not using Overheads, yeah?
[/LIST]
And just remember, Raw Launchers beat out mashed lows too, so don’t be afraid to toss them out there.[/details]

-Sagat

[details=Spoiler][/details]

-Vega

[details=Spoiler]Vega -
GuyMcPerson
Tough matchup too. Vega has GREAT pokes/normals and he’s hard to zone out. His claw dive special is safe, but thank god it doesn’t go through fireballs anymore (the EX doesn’t anymore, the others never did) but it’s his walldives that can sort of nullify Jin’s zoning game. Jin excels in zoning out characters who spend most of their time on the ground or don’t have good aerial games. His walldives are mostly unsafe if done at pointblank, but he can space them to be very hard to punish. You can do s.mk into the launcher chain (s.mk, hp, launch) to punish it but if you mistime it, you’re done.

The best I can say is, rush his ass down, jump a lot since Vega doesn’t have especially good anti-airs himself. If you can, work in lots of overheads to disrupt Vegas downcharge. I’d say 4/6[/details]

-Zangief

[details=Spoiler]
ShinkuGadoken
V.S. Zangief

Zangief can be a bit problematic for Jin, but once you get his basic formula down, you’re golden. First off, Jumping in on Zangief is for idiots. Focus more instead of just keeping him out. Once your opponent gets a feel for your glowing red balls, he’ll try to Green Hand his way towards you, to which all you have to do is start putting your ball in front of you. Though if that angers him, he’ll go for a simple Jump in, to which you must make a move into MA to Flying Side Kick. This’ll usually catch him and you can combo his brains out. Later on in the match, Zangief will try to absorb your fireball and charge at you. I know of two ways to stop this, the first is with using Lp+mp EX Fireball, because if Zangief is too far away, he’ll absorb one hit, then be stopped by the other. Another way, with no Meter, is to just use Mental Alertness and Flying Side Kick. You won’t hit him, but you will jump over him, and you can continue the attack from there. Be careful of Lariat though, he may do it on reaction if you find up behind him. Just go for the sweep in that case. Once you do score the knock down, use some fake cross ups and jump backwards. If he lariats, go for Special Step Low Kick into Overhead. Works well, and will have Zangief thinking twice before trying to deal with you.

Don’t have any Tekken Side yet, still working on it. Trying to finish my Marduk match up data.[/details]

**Tekken Cast **

-Asuka Kazama

[details=Spoiler][/details]

-Bob

[details=Spoiler][/details]

-Heihachi Mishima

[details=Spoiler] Heihachi -GuyMcPerson
I feel this is a bit easier than Kazuya, but I feel it’s just because he can’t close the distance so quickly from full screen. Just make sure you always block high during his strings, most heihachis will do the overhead 90% of the time, the low doesn’t do shit for damage and doesn’t combo into anything so I’ll take that allday. But, when you’re in those strings be careful of how you try to get out of that pressure. I find that if i try to jump out, the first will knock you down into the rest of the string and that’s when shit gets lost.

Most of the time, when I see Heihachis doing that string, if I got meter i will super through it cause they almost ALWAYS go for one of the second hits and it’s not an airtight blockstring. It will scare them into actually putting some thought into their rushdown. That being said, you have to be careful not to mindlessly rush them down either. If you do the cr.lp, cr.lp shun masatsu block string, it’s not airtight and they can counter it. Which is why you should opt to zone them out. 5/5 [/details]

-Hwoarang

[details=Spoiler][/details]

-Jin Kazama

[details=Spoiler][/details]

-Julia Chang

[details=Spoiler][/details]

-Kazuya Mishima

[details=Spoiler]Kazuya -GuyMcPerson
This is a tough matchup. Whereas Jin does well against a lot of Street Fighter characters who can’t outzone him and have no inherent ways of getting in, the Tekken characters do and have great rushdown. The best thing I can say is, when you play a Kazuya player for the first time, do a charge fireball feint at the start of the round and see how they behave. If they start wavedashing at you like a madman, just sweep it for free. Once you let Kazuya know he can’t just wavedash at you for free, you can start zoning him a bit. His up close game is sort of similar to Jin’s, but better. When you block an EWGF, it’s safe but I catch a lot of Kazuyas by doing a tick throw. After it’s blocked, I walk up and start stand jab like I’m gonna do the abc to try to punish it, then just throw. When you’re up close, rush him down until you can reset the momentum. If he’s in your face, you’re not gonna get away easily unless you land a combo to get him out.

Just make sure you block the overheads. Some Kazuyas try to frametrap with cr.mps into each other or into sweep. If they’re doing it mindlessly, MA swaying willow through it. I would say this matchup is 5/5 though.[/details]

-King

[details=Spoiler][/details]

-Kuma

[details=Spoiler][/details]

-Marshall Law

[details=Spoiler][/details]

-Lili Rochefort

[details=Spoiler][/details]

-Craig Marduk

[details=Spoiler][/details]

-Nina Williams

[details=Spoiler][/details]

-Ogre

[details=Spoiler][/details]

-Paul Phoenix

[details=Spoiler][/details]

-Raven

[details=Spoiler][/details]

-Steve Fox

[details=Spoiler][/details]

-Ling Xiaoyu

[details=Spoiler][/details]

-Yoshimitsu

[details=Spoiler][/details]

Downloadable Fighters
[SIZE=4]Street Fighter cast[/SIZE]
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[SIZE=4]Tekken cast[/SIZE]
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Guest Characters
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I got a ton of footage recorded today on the stream machine, when I get it back, I’ll supply some videos for matchups. But here’s some off the top of my head.

Hugo -
I’d say this matchup is definitely in Jin’s favor. Keep him out, mix up your fireball game, and Hugo has hell getting in. A lot of hugos will try to use his armor to get through fireballs eventually, and if they always do it, do MA lp,mp. The two quick hits will knock him away and reset the game. When he’s up close, it’s tough but manageable. A lot of Hugo’s will pressure you with jabs and clap pressure, if you see that going on, MA swaying willow through it. His command grab sucks, so once he jabs you about twice (almost even once) you’re safe from spd range. Just focus on getting him out and he’s free trying to get in. I’d say this is 6/4 Jin, I’d almost be so bold as to say 7/3 but 6/4 is a safer bet.

Abel -
Another easier matchup for Jin, but can be much more problematic up close. Keep him out, mix up fireballs. Abel will try to roll through them but I notice they’ll often roll right into them. Do that mixed up with empty charges. If he gets up close, its more rough. Abel’s command throw has good range, he can actually combo, good frametraps, etc. If Abel knocks you down, honestly doing a roll forward on wakeup, then immediately back dash is a good way to get some breathing room. When has meter, don’t mindlessly throw out fireballs cause he can ex-wheelkick through them. Still, it’s real difficult to get in for him. I’d say it’s either 6/4 or 5/5

Dhalsim -
Free. Just like to be so bold as to say that, Jin shits on Dhalsim imo. I play one of the best Dhalsim players in the texas/southwest region, so he knows what he’s doing. But Jin’s powerstance shuts down Dhalsim hard because in a fireball war; Jin will because his fireballs will hit Dhalsim and dhalsim’s fireballs are usually slow enough to recover in time. If he gets a fireball out, powerstance to absorb it and any limbs he throws out your way then throw out the appropriate fireball to knock him out. Sim has to rush Jin down, making him free. I’d say 7/3 in Jin’s favor.

Rufus -
Jin is pretty free to Rufus imo. You can do decently keeping him out, but when Rufus gets in, oh lawdy does hell open loose. Aside from Rufus divekick being so strong against everyone, Jin has no instant anti-airs to deal with it or any strong reversals/escapes. You can try to jump back fierce to some success or mash MA lk but it’s rough. You can also try to powerstance divekick spam canceled into SS for an escape or your own pressure, but your best bet is to keep Rufus out as best as you can. I’d say 3/7 or 4/6.

Vega -
Tough matchup too. Vega has GREAT pokes/normals and he’s hard to zone out. His claw dive special is safe, but thank god it doesn’t go through fireballs anymore (the EX doesn’t anymore, the others never did) but it’s his walldives that can sort of nullify Jin’s zoning game. Jin excels in zoning out characters who spend most of their time on the ground or don’t have good aerial games. His walldives are mostly unsafe if done at pointblank, but he can space them to be very hard to punish. You can do s.mk into the launcher chain (s.mk, hp, launch) to punish it but if you mistime it, you’re done.

The best I can say is, rush his ass down, jump a lot since Vega doesn’t have especially good anti-airs himself. If you can, work in lots of overheads to disrupt Vegas downcharge. I’d say 4/6

Guile -
I feel this matchup is a little in favor of Jin. You’ll have to play the fireball game, and you can win but you got to play smart. Use powerstance to absorb his fireballs, cancelled into your own to set the war in your favor. Always stay in the range where your fierce fireball will hit him, because Guiles can get smart when they realize you’re not hitting them, they will start charging up into ex sonic booms which are hard to stop and you can’t powerstance to absorb them.

Some Guiles may realize that you are winning a zoning war, and they’ll start throwing out slow booms and trying to follow them. Use powerstance to absorb it then throw out a lp fireball. If they try to walk forward or poke you during powerstance, it will be absorbed and your lp fireball will either hit them or at least push them away. If they jump in, obviously it will hit them. Don’t try to rush them down, but if Guile is dumb enough to get in your face and you get a knockdown, you can cross them up and put the pressure on. I’d say this is 6/4 in Jin’s favor, but maybe 5/5.

Rolento -
I’d say this is about even. Rolento has a hard time getting in, but he’s scary up close. Be liberal with the lp fireballs, because I notice they try to do the little roll dive to get close and it will take them out everytime. Be careful when he has meter, start doing more feints cause they’re ex roll thing will get through it easy. When he’s up close… just try to get out.

If you block a rekka, the very first time I’d say respect, block and gauge what they do. But 99% of the time, Rolentos will press a button of SOME sort after it cause they think they’re badass with their standing jab. If they press buttons, next time just MA swaying willow through that bullshit. Are they doing mindless walk up jab pressure? Swaying willow that hoe. Once he realizes he can’t rush you down for free, he’ll be more careful and that’s your chance to do some rushdown to him, land a combo of some sort, launch his ass away and reset the zoning game. I’d say 5/5

Kazuya -
This is a tough matchup. Whereas Jin does well against a lot of Street Fighter characters who can’t outzone him and have no inherent ways of getting in, the Tekken characters do and have great rushdown. The best thing I can say is, when you play a Kazuya player for the first time, do a charge fireball feint at the start of the round and see how they behave. If they start wavedashing at you like a madman, just sweep it for free. Once you let Kazuya know he can’t just wavedash at you for free, you can start zoning him a bit. His up close game is sort of similar to Jin’s, but better. When you block an EWGF, it’s safe but I catch a lot of Kazuyas by doing a tick throw. After it’s blocked, I walk up and start stand jab like I’m gonna do the abc to try to punish it, then just throw. When you’re up close, rush him down until you can reset the momentum. If he’s in your face, you’re not gonna get away easily unless you land a combo to get him out.

Just make sure you block the overheads. Some Kazuyas try to frametrap with cr.mps into each other or into sweep. If they’re doing it mindlessly, MA swaying willow through it. I would say this matchup is 5/5 though.

Heihachi -
I feel this is a bit easier than Kazuya, but I feel it’s just because he can’t close the distance so quickly from full screen. Just make sure you always block high during his strings, most heihachis will do the overhead 90% of the time, the low doesn’t do shit for damage and doesn’t combo into anything so I’ll take that allday. But, when you’re in those strings be careful of how you try to get out of that pressure. I find that if i try to jump out, the first will knock you down into the rest of the string and that’s when shit gets lost.

Most of the time, when I see Heihachis doing that string, if I got meter i will super through it cause they almost ALWAYS go for one of the second hits and it’s not an airtight blockstring. It will scare them into actually putting some thought into their rushdown. That being said, you have to be careful not to mindlessly rush them down either. If you do the cr.lp, cr.lp shun masatsu block string, it’s not airtight and they can counter it. Which is why you should opt to zone them out. 5/5

Had me tripping. Comment of the day, sir. Good Info so far. still reading. can’t wait for vids.

First post has been updated with all the tasty tech GuyMcPerson has posted in the thread, thank you. I will be chiming in with some of my matchup thoughts soon. I may also update the first post with general matchup tips as well.

If I could, I’d like to offer my two cents on some matchups.

Street Fighter Cast:

V.S. Rolento

Rolento is a strong foe for Jin, but not impossible. The largest thing you should keep an eye out for is predicting when he’ll bounce up off the ground from his bo staff. Rolento’s Bo Poke is nice and all, but going into MA then Flying Jump Kick, you’ll most likely get a counter hit and then full combo afterwards. The same can even be done on Rolento’s Jump in where he swings his Bo-Staff around mercilessly. Though I have seen this trade once or twice, you can do a lot to stop it. If Rolento is putting on Pressure, and you have the meter, you can Alpha Counter your way out of his Rekka into a combo, because Jin’s AC is his Uppercut, which, depending on where you are, can lead into a good combo. Or at least get you out of a bad situation. Be careful of the distance game, because Rolento’s knife travels at a strange direction and can sometimes bypass Jin’s Fireball. Speaking of, use the Light Fireball in order to keep Rolento from jumping in or rolling towards you. Overall it’s more Jin’s favor because he hits harder, but its still a good fight regardless.

V.S. Zangief

Zangief can be a bit problematic for Jin, but once you get his basic formula down, you’re golden. First off, Jumping in on Zangief is for idiots. Focus more instead of just keeping him out. Once your opponent gets a feel for your glowing red balls, he’ll try to Green Hand his way towards you, to which all you have to do is start putting your ball in front of you. Though if that angers him, he’ll go for a simple Jump in, to which you must make a move into MA to Flying Side Kick. This’ll usually catch him and you can combo his brains out. Later on in the match, Zangief will try to absorb your fireball and charge at you. I know of two ways to stop this, the first is with using Lp+mp EX Fireball, because if Zangief is too far away, he’ll absorb one hit, then be stopped by the other. Another way, with no Meter, is to just use Mental Alertness and Flying Side Kick. You won’t hit him, but you will jump over him, and you can continue the attack from there. Be careful of Lariat though, he may do it on reaction if you find up behind him. Just go for the sweep in that case. Once you do score the knock down, use some fake cross ups and jump backwards. If he lariats, go for Special Step Low Kick into Overhead. Works well, and will have Zangief thinking twice before trying to deal with you.

Don’t have any Tekken Side yet, still working on it. Trying to finish my Marduk match up data.

I’ve added your entries to the top post

1st post has been reformatted and updated I put a good amount of frame data up will finish with the rest soon.

Good Work Kratos. I’ll be offering some more Match Up Data soon.

The salt is flowing in my post but does anybody have ryu tips? Its 90% of who I see online but I still get hammered by people who use cheap tactics! Air to air he wins, fireball game he wins pokes he wins, frame traps are ridiculously easy with him. I can cope with a fireball hurling ryu its the jump jabjabjabjabjab tick throw jabjab donkey kick ex shoryuken jabjabjab ones I struggle with. Here endeth the rant and thanks.

V.S. Ryu

A common misconception about Jin is that he’s the ‘Ryu’ of Tekken. *I cannot stress how untrue this is! *The fact of the matter is that Jin is not Ryu, don’t play him like you’re playing Ryu.

As for the battle itself, Ryu is susceptible to the trap that is Swaying Willow. Nine times out of ten when you’re fighting a ‘decent’ ryu player, all Jump Ins will be Met with Shoryuken or Mashed Light Punches. **And that is okay! **Seriously, because Jin’s counter measures are a million times deadlier. Why? Power Stance. Lemme explain how Swaying Willow and Power Stance will eliminate all things Ryu.

[LIST]
[]**Power Stance Absorbs Hadoken **- This is the part where you roll your eyes and say ‘But Shinku, everyone knows Power Stance absorbs Hadoken. What moron doesn’t know that?’ Well, that’s where it gets interesting. Everyone also knows that Power Stance can be cancelled into Mental Alertness, too. And what can you do in Mental Alertness? Oh, I dunno, Leaping Side Kick, Left Drill Punch into Swinging Fist Strikes, all kinds of tasty moves. But that’s not what we’re here to talk about. We’re here to talk about EX Power Stance. Why? Because friend, EX power stance is Special Move Cancellable. Namely, Special Step and Devil Beam. Special Step is used for one to get in Ryu’s Face, and since he’s still in Recovery from the Hadoken, you can try and punish him, or just mix him up. Devil Beam is, well, Devil Beam. Using Power Stance, don’t worry about fighting a Fireball War, use it to get back into the fight.
[
]Swaying Willow beats all Low-Medium attack - Of course it does. You all know that too. But Mental Alertness makes it so that you can duck out of the way of a Low or Medium attack, and if your opponent is Mashing, Swaying Willow will instantly hit them. Sometimes you’ll nail a counter hit, sometimes not. If used in Conjunction with EX Power Stance, you’ll get that Counter Hit and the game is easily yours. And even if they block it somehow, so? You’re safe. Don’t worry bro. Just try and remember that Mental Alertness does NOT protect you against high attacks. Only use it when they’re on the ground and not using Overheads, yeah?
[/LIST]
And just remember, Raw Launchers beat out mashed lows too, so don’t be afraid to toss them out there.

There´s one problem I couldn´t solve concerning the Ryu matchup. Even if I correctly read a Hadoken and can plow through it with Special Step, Ryus Hurtbox is moved backwards so awkardly by the Hadoken that nothing will connected after SS>LP except when he´s in a corner. So the most damage I can get of a Hadoken read is ~100 with SS>LK>LK.MK. Additionally, a wrong read gives Ryu a free Babycombo (cr.MKxxExDonkey) for massive damage…

Aside from this, the Swaying Willow tactic works fine as long as you don´t throw them out to often.

Has anybody figured out anything good against Raven yet? So far him and Rufus feel like Jin’s hardest matchups. His c.mk goes over Jin’s s.mk, and Jin’s other pokes such as c.mk and c.mp also lose to Raven. His air fireball recovers way too quickly to punish with special step. He can mash teleport every time you touch him and there are only 8 vulnerable frames in the whole move so it is nearly impossible to punish without an option select (which are difficult because you can no longer os sweep off of jabs or else it comes out as a quick combo). The only thing I’ve found that seems pretty useful against him is jump in OS special step. If he teleports or backdashes you can do the lp ender and continue the combo. This is too hard.

Thank you for the reply regarding ryu! Worked a few times but even so I still get my ass handed to me by him! Have no problems with ken though. Ryu recovers far too quickly off majority of his moves to punish and his bnb combos are so damaging its annoying watching the health drop. Seems i do a hard to perform combo which does less damage than his basics! Who’s a good partner to counter ryu? Using jin/ibuki at moment but it clearly isn’t working.

Yeah I struggle with a good raven,same with sim! Teleport away and hit you before you have chance to get your act together. Roll on the balancing patch!!

oh to add (which i said in another thread) jumping lk beats ryu’s derpy jump.fwd HK

Since using marduk as anchor I’ve been having a hell of an easier time against ryu! Think in general people realise ss into uppercut cancel leads to big damage so they play more of a spacing game which Jin excels at! Jumping lk works a treat though, thanks for that!!

I have problems fighting against a multitude of characters, but for now it’s Juri.

Anyway what are people’s gameplan when facing Juri with Jin, what specific things do i need to look out for and what “counter attack” do i have against some of her tools. I just cannot get close to this b*tch and when she’s in my face her pressure is literally killing me, especially in the corner. No use playing footsies with her because she doesn’t need to and if it does come to that she has better pokes.

I do watch out if she has Fuhajin’s stored or not and can guess what kind of pressure string is coming but dependant on if she has meter or not this can all easily change.

And no, MA>mp, MA>lk doesn’t blow up her blockstrings or get you out of pressure unless it’s late in the string in which case she most likely already jumped or is back to the neutral game…which she controls oh so well.

Overall i just cannot play “Street Fighter” against her i need to use obscure ways to get her of off me or to get in, same problem i had in SSFIV only now i don’t have a focus attack…or do i? Powerstance is probably an excellent tool against Juri’s divekicks i guess, makes her “safe” divekicks that hit below the waist unsafe now. Only thing i know is that MA>LK is not a good answer against her divekicks because it is too slow, and Juri can delay her divekick hitting you after the active frames of the MA>LK. Often it also goes under/over Juri’s divekick beats it, only when perfectly timed/spaced it beat the divekick, so way too inconsistent for that.

If i’m completely wrong, please point it out and 'll go back into training mode haha.

Shes a pain in the arse in this game! Very fast along with great pokes and anti airs. Neutral jump hk her divekick then link into combo of choice. She has very little health so a few good combos/supers and she’s running on pixels! Don’t jump in on her unless she’s whiffed an attack plus you can block f.hk/HP her pinwheel, sorta like rolentos rekka. Again link into combo of choice. Also I try have lp.plasmas out if I can but they’re a bit slow to pop out.