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| ==Gameplay== | | ==Gameplay== |
| {{Content Box|content= | | {{Content Box|content= |
| Lorem Ipsum
| | Jin is a pretty well rounded shoto-type fighter, with a few tricks up his sleeve. Several of his attacks can hit twice, but due to there being no combos, they're more of a liability than anything. His low attacks really suffer from this, but he doesn't really need good lows, he has other ways of opening up defensive opponents. Most notably his Dragon Punch-like attack is not an invincible reversal like usual, but rather a threatening unblockable attack if done in the opponent's face. Jin starts fights unarmed, but if he ever gets a weapon, his already nice high/mid pokes become extremely difficult to get around, boasting both great speed and range. Using them in combination with his fireball if the opponent hesitates is a great strategy. |
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| {{ProConTable | | {{ProConTable |
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| |cons= | | |cons= |
| *His 5L & 2L moves have two hits, but they're very spread out and often punishable, making lows dangerous to attempt. | | *His 5L & 2L moves have two hits, but they can't combo, are very spread out, and often punishable, making low attacks dangerous to attempt. |
| *Isn't particularly outstanding in any category. | | *Isn't particularly outstanding in any category. |
| }} | | }} |
Revision as of 17:30, 8 June 2024
Jin
|
- Weapon: Unarmed
- Forward Walk Speed: 1.0 (Standard)
- Backward Walk Speed: 1.0 (Standard)
|
Introduction
Jin is a Japanese martial arts fighter, and the former #2 apprentice to Hoi. He joined the tournament to test his skills and prove he is the strongest.
Gameplay
Jin is a pretty well rounded shoto-type fighter, with a few tricks up his sleeve. Several of his attacks can hit twice, but due to there being no combos, they're more of a liability than anything. His low attacks really suffer from this, but he doesn't really need good lows, he has other ways of opening up defensive opponents. Most notably his Dragon Punch-like attack is not an invincible reversal like usual, but rather a threatening unblockable attack if done in the opponent's face. Jin starts fights unarmed, but if he ever gets a weapon, his already nice high/mid pokes become extremely difficult to get around, boasting both great speed and range. Using them in combination with his fireball if the opponent hesitates is a great strategy.
Strengths |
Weaknesses
|
- Has strong H and M pokes which get even more dangerous if he can get his hands on a weapon.
- 623H is unblockable up close, it can be used almost like a throw.
- j.H has two hits and is thus both great at anti-airing and jumping in.
|
- His 5L & 2L moves have two hits, but they can't combo, are very spread out, and often punishable, making low attacks dangerous to attempt.
- Isn't particularly outstanding in any category.
|
Normal Moves
Far Attacks
5H
5H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
6
|
-
|
-
|
20
|
+1
|
-14
|
Yes
|
Avu's Sword, if Jin has stolen it, seems to go at an unusual angle during this attack for some reason, giving it less bonus range than other weapons?
|
|
5M
5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
5
|
-
|
-
|
20
|
+1
|
-14
|
Yes
|
A pretty good mid poke. Becomes much more effective with the extra range of a weapon.
|
|
5L
5L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
5, 26
|
-
|
-
|
49
|
-28, -7
|
-43, -21
|
No
|
Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.
|
|
2H
2H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
5
|
-
|
-
|
20
|
+1
|
-14
|
Yes
|
Avu's Sword, if Jin has stolen it, seems to go at an unusual angle during this attack for some reason, giving it less bonus range than other weapons?
|
|
2M
2M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
5
|
-
|
-
|
20
|
+1
|
-14
|
Yes
|
A pretty good low poke. Becomes much more effective with the extra range of a weapon.
|
|
2L
2L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
5, 26
|
-
|
-
|
49
|
-28, -7
|
-42, -21
|
No
|
Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.
|
|
Near Attacks
n5H
n.5H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
1
|
-
|
-
|
11
|
+6
|
-9
|
No
|
|
n5M
n.5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
1
|
-
|
-
|
10
|
+7
|
-8
|
No
|
|
n5L
n.5L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
4
|
-
|
-
|
15
|
+5
|
-10
|
No
|
|
n2H
n.2H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
1
|
-
|
-
|
10
|
+8
|
-8
|
No
|
|
n2M
n.2M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
1
|
-
|
-
|
10
|
+7
|
-8
|
No
|
|
n2L
n.2L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
4
|
-
|
-
|
15
|
+6
|
-9
|
No
|
|
Jumping
j5H
j.H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Overhead
|
7. 26
|
-
|
-
|
varies
|
+9 to +14, +11 to +15
|
-6 to -1, -5 to -1
|
No
|
Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.
|
|
j5M
j.M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Overhead
|
6
|
-
|
-
|
varies
|
+7 to +14
|
-8 to -1
|
No
|
|
j5L
j.L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Overhead
|
7
|
-
|
-
|
varies
|
-42 during rising neutral jump, -12 during rising forward/backward jump,
+2 to +14 while falling.
|
-56 during rising neutral jump, -28 during rising forward/backward jump,
-11 to -1 while falling.
|
No
|
Can hit while rising (at least against a standing Goldor) if done instantly at the start of a jump.
|
|
Throw
Throw
Throw 6M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
-
|
-
|
-
|
-
|
-
|
+93
|
-
|
No
|
Takes 255 frames to recover after throw animation is complete. (About 4.25 seconds)
|
|
Special Moves
Savannah Tornado
Ho'o Ken 236M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
23
|
-
|
-
|
39
|
0 point blank, +29 fullscreen
|
-8 point blank, +8 fullscreen
|
No
|
Deals chip damage if blocked.
|
|
Panther Claw
Ten Ga Ren Ken 623H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
N/A, Mid
|
0, 1
|
-
|
-
|
133, 65
|
+64, -47
|
N/A, -60
|
No
|
First numbers are for the unblockable version, second numbers are for blockable version. Becomes fully blockable & prevents throwing for 122 frames (2 seconds) after hitting with unblockable version. Cannot be unblockable just as opponent is waking up.
|
|
Strategy
Matchups