Infact, I’d go as far as to say that you’re full of shit Kirby, the only thing I agree with in the ‘Not so Hot’ section is his pokes. And even then, they’re not mediocre.
Full of shit? A bit harsh, don’t you think?
Show me video of a good Jin fireball game then. If anything, I’d love to learn from it.
Here’s what I make of Jin’s fireball game:
-Safe only from about 3/4 screen.
-Anything less, and it’s possible for your opponent to jump in and kick you in the face (then land on LP fireball… which is not a good trade).
-Sometimes you’ll get kicked in the face, and your opponent won’t even land on the fireball.
-In general they’re pretty easy to hop over on reaction. Jin’s fireball start-up is pretty slow (unless it’s EX)
-In order to get that 3/4-screen safe distance, you’ll find yourself moving back a lot. And even if you manage to zone slow-moving characters like Zangief/Hugo with a fireball, the moment they get knocked down, a simple roll forward and they’re less than half-screen distance away from you.
-Loses to Ryu and Guile in a fireball war due to slow start-up.
So far what I use it for:
-Sporastic zoning.
-Sucker punch in the face from a distance, like C.Viper’s ground pound.
Jin works WELL with no one hes ass but fun.
I’ll find you some videos. And I apologize for my choice of words, I just heavily disagree with your statement.
-Jin’s fireball is essentially Ryu’s Fireball but without the forward traveling movement. You can still jump over it, and you can still get punished if you spam it stupidly.
-The Fireball is not meant to always be thrown out. Since you can charge it, you can also Dash out of it if you think your opponent is going to try and jump in. Back Dash is invincible, and Forward dash would run underneath him.
-Getting kicked in the face sucks, but you deserve it if you’re not using it properly.
-Jin’s Fireball is made to make people jump, either on reaction or accidentally. Predicting where they jump is essential, because you can use a shorter version to catch them as they land. Zoning out Gief and Hugo is easy, and even if they Roll, you can predict what they wake up with and either cross up or poke them low. Situation dependent. Gief has his Lariat, so you can go low, or if he wake up SPDs, you can jump up/backwards. Backwards is better because of Lariat. And if he tries to Green Hands you or Jump in, you can Power Stance/Mental Alertness into Jumping Sidekick or Swaying Willow.
-Jin doesn’t fight Fireball Wars, he Special Steps under Hadoken into his other moves. And you can Power Stance into Fireball, negating one fireball and firing back your own.
Hmm thinking about putting Jin with Kazuya
I’m not a big fan of running Jin on point either.He’s basically my clean up guy incase Rufus has left anything behind lol
I’m also a bit inclined towards running Julia/Jin.Let’s see how well that goes.
I’ve been running Jin on point, and i’m pretty good with rushdown (see my Avatar) so Its been less of an issue to keep him on point. But i never intended to leave him there. I need someone with better zoning tools so I’m picking up Raven and will run Raven/Jin. I think its perfect, and Jin can do some good juggles off of Raven c.HP x4 (which starts your combo around 400 damage, and Jins 1st hit does 70% :)). I’m really getting into Raven, and I think he might be one of the best points for anyone, let alone Jin.
Jin’s Zoning Tools aren’t that weak, you just have to play a better game of ‘Where’s he gonna go’ than your opponent.
Well i didn’t mean it like that… i meant more utlizing his zoning tools to get in under his own terms since his pokes are sub par. Raven is beter at that. There’s less guessing involved, and his zoning game seems more stable than Jins.
Oh no doubt, Raven’s got the closest thing to a Marvel Style Assist/Teleport game.
Jin pairs quite well with anybody in my opinion. I usually like to use Rolento/Jin or Jin/Kazuya but I also use Jin/Raven. I like to use Rolento on point so that when i bring Jin in he has tons of meter built up from Rolento which I use quite freely and I like Jin and Kaz because Kazuya has great damage off of a launcher combo or a switch cancel combo and can do 400+ solo meterless combos that are for the most part quite easy, and I also just like Kaz for his great tools and mixups. I use Jin/Raven because Raven just has great mixups and combo potential, but I’m still getting used to him. Hope this helps(:
jin on point sucks, he gets zoned too hard.
Cars suck, they’re way too heavy to push.
Well Jin kinda sucks in general imo, but i just like him as a character They need to make his fireball move faster though to make it a more decent projectile.
outside of sim who can cover more than one spot on the screen with his limbs, how is jin zoned out by anyone? He’s an anti zoning zoning character IMO.
I put Ibuki on point. I try to save up as much meter as possible, as she has a good set of tools that she can easily use. I feel very confident with Ibuki as I can adapt to the situation or match up in some way. It also gives me the opportunity to play aggressively when necessary. She can cover for some of Jin’s fallacies. When I Cross Tag Jin in, I use a lot of his Tekken strings for mix-ups. I make good use of Power Stance, especially during the opponents wake-up and I can also use Median Line Destruction after power stance in case something else happens. Jin can dash backward during his special step for baiting his opponent to make a mistake. After his EX Medium Line Destruction or his Thrusting Uppercut, I can use some meter to tag Ibuki in for her close HK, and/or air HK for a ground bounce, and finish with her Anti-air. Or, I can use Jin’s Mental Alertness and HP move for potential counter hit, cross tag Ibuki in, and then finish off with a Super Art.
On the other hand, Ibuki can air-to-air the opponent with HK (or simply her air-throw if the situation calls for it), she can Cross Tag Jin in for a EX Median Line Destruction or Mental Alertness > LK and a short combo. It is also important to remember that Ibuki has her share of target combo strings as well, and the player can ideally tag in during one of those combos. One needs to be careful because Ibuki is certainly NOT known for having that much health. Her EX moves are viable but the player can not afford to waste them too much and save the meter for Cross Tagging combos. Ibuki’s Kunai does a good job, BUT IT WILL NOT REGISTER AS A PROJECTILE! Use them for zoning the opponent, and you can also use them in a combo from RDP (reverse dragon punch) + K. Try using Neck Breaker and RDP + K against projectile friendly opponents (be careful about Sagat however his Low Tiger Shot will still hit people during their Mist Steps or Ibuki’s Neck Breaker - try not to do this too much against Chun Li or Dhalsim either and stick to RDP +K). Ibuki’s slide can also go underneath projectiles Sometime during the Neck Breaker, it would be ideal to tag Jin in regularly because it is a “hard knockdown” and it saves a little time. Just… be care about tech rolls.
Speaking of tech rolls; when you knock an opponent down, especially in a corner KEEP your distance. Playing footsies might be a bit weird in this game, but you can meaty/throw the opponent out of tech roll if your execution is decent. Ibuki’s HK command dash goes THROUGH opponents as well.
It is very possible to get some very good combos of Jin’s Mental Alertness > LK (Leaping Kick). Try not to use Median Line Destruction too much, even during a combo because it is… not that damaging. Actually it is… but not as ridiculous as one might think. Destruction Fist is the players best friend as well, because they are deceivingly easy to counter act with, especially if the opponent likes to jump. You can also use Destruction Fist during the opponent’s floored state - or you can charge the Destruction Fist up for a EX move with wasting meter. For mind games sake, you could even land a charged meterless Super Art if your opponent gets too predictable as it works well on jumping opponents as well as a meaty against tech rolls. The Thrusting Uppercut is not that damaging, but it is a good set up for combos and it provides a lot of space in case the opponent guards against it. Otherwise, utilize the special step for a rush down game = L.L.R.K., overhead (pressing LK and MK at once) his Right Roundhouse Punch, or you cancel the special step with back dash. The Right Roundhouse Punch is a good move but the recover… sucks. If the opponent guards it, you can pretty much look forward to an ass whoopin’. But, no.
Don’t forget able your strings, Mental Alertness, or his Power Stance. Jin’s EX Power Stance gives him counter hit capability. Make of that as you will.
Other characters that may have good synergy with Jin might be things like Juri, Julia, Guile, Sagat, Rufus, Rolento, Hwoarang, Kazuya, Heihachi, Poison, Hugo, Zangief and Bison… Well… arguably any character, AS LONG as the player knows what he/she is doing.
I’m still trying to understand the team system right now and i cant fit out who is the best fit with Jin. Which one of these characters do you guys feel works the best with Jin. Kazuya, Ken, or Hwoarang? Also if you can, please say why you think that.
Hmmm. The ideal team is one where both of the characters can compensate for each others weaknesses and capitalize on the ability to win the match. Teams will play very important role in this game, but not quite as much as it does with the Marvel (MAHVEL BAYBEE) series.
Hwoarang is a nice addition. He has a viable AA has very good mix-ups. His AA also has great invincibility start up. His cross-up game isn’t too shabby either. Hwoarang is a very easy character to use in this game, so keep him in mind.
Ken… he is also a good choice but don’t get predictable.
Kazuya might be a better choice sense he a lot of 50/50’s (which is a mix-up game… cranked up to eleven). He is unpredictable and has a lot of BRUTAL special attacks (Mist Step > Spinning Demon, Dragon Uppercut > LK/HK…) Kazuya is easy to use, but in order to become better require high execution rates and the ability keep yourself on the offensive as Kazuya plays the offensive role quite well. Very aggressive. Be sure to make use of his strings as well. He has A SHIT LOAD of potential for (cross) tag in combos.
To speak about the Tag system:
You can tag your character in and out by pressing the MP and MK buttons. It is not a good idea unless you do this immediate after you opponent is floored. The character switching out can not be hurt, but the character switching in will.
Every character has a launcher. You can do this by… using the LP, MP, HP, then press HP afterwards, pressing LK, MK, and HK then HK afterwards. Or you can simply perform a launcher by pressing both HP and HK simultaneously.
After performing the launcher, the character will automatically switch back with the other characters. Whiffing (missing) a launching will leave the character open for a violent barrage of attacks from the opponent so choose when you use the launcher appropriately for a tag in, as it is normally be better choice for switching besides the cross tag.
A cross tag… is probably going to be one of your best friends in this game if you really wants some good high damaging combos. In that case, you execute cross tag DURING one of your own attacks but pressing MP and MK. The characters will suffer little to no lag/recovery time when you do this. It is best to… put your opponent into a juggle state… or anti-air them… or wall bounce them… or ground bounce them for a cross tag so that the character going in can continue the assault. This will cost one bar segment of you super meter so use this wisely as you save meter from you fights.
Jin works very well behind his dad.
Thats an odd way to put it, but yeah he does work as anchor to kazuya.
I’m currently trying Jun/lili
Sent from my Galaxy Nexus using Tapatalk