Art of Fighting 3/Jin Fu-Ha

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不破 刃, Fūha Jin

Introduction

Jin puts a funny spin on the ninja archetype by being a big screaming strongman, whose only weapons are his fists. He’s a rival to Eiji Kisaragi, who left him with the scar on his chest.

As a character in AoF3, he focuses on his good pokes and strings into overheads. His juggles are simple and rewarding, although his most rewarding launcher can be crouched. To complement all his overheads, his 6C hits low and does great damage.

Unfortunately, Jin's a big target and his movement's average at best, which makes it hard for him to get into his ideal range.
All in all he's a solid character of beginners who can keep up with the top- and high-tiers.

Difficulty: Medium Playstyle: Big body/mixup

Strengths Weaknesses
  • Good pokes
  • Simple yet rewarding juggles
  • Strong high/low game
  • Has a unique double jump
  • Fully invincible super
  • Jock Ninja is a funny design
  • Slow movement speed overall
  • Special moves are generally unsafe
  • Most reliable launcher can be crouched
  • Super also has a ton of recovery
Player 1 Color Player 2 Color
AOF3 Jin Fu-Ha 1P.png AOF3 Jin Fu-Ha 2P.png

Move List

Standing Normals

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Mid, combo starter

A quick straight jab with longer range than most. Will beat out other jabs, like Ryo’s. Can occasionally extend juggles, but it’s rarely optimal.

5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, High, overhead

Up-angled kick with lots of range that makes it safe. This does alright damage, and it is relatively fast, so it’s good for keeping people out.

5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Launcher, overhead

Big step forward into uppercut, this is your easy whiff punish. This isn't as rewarding as other launchers, but the range makes up for it.

6A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Mid, combo starter

Sideways chop with a bit of startup, can be blocked high or low. This moves Jin forward, though a lot less than other normals, including the followup.

6AA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Mid, combo starter

A followup to 6A which looks similar and moves you much further forward. Has two different followups available - another chain-only move on C, or your 6BB chain.

6AAC
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Overhead, combo ender

Straight jab at the chest which hits overhead, and staggers on ground hit. While it’s outclassed in combos by 6AA 6B, it’s safer on block than 6BB.

6B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Mid, combo starter

The forward cartwheel which hits twice and is decently safe. Jin moves forward a good distance, so you might catch people off-guard with it.

6BB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Overhead, combo ender, pursuit

Jin does a front-flip into butt drop which shares an animation with 66B. Hits overhead, but usually goes over crouching characters point-blank. Also functions as a pursuit.

4A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Launcher, high, overhead

A short jab at the sky, this is your best launcher. It’s so quick you can go into 6AA and any of its followups for big damage. Can even combo into SDM in the corner.

4B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Overhead

The backward cartwheel which can hit twice, but usually hits once. Either hit will knock down, or stagger if they're crouch blocking.

Crouching Normals

2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Low

Jin turns around and chops to the side with both arms. This hits low, has good range and doesn’t knock down, so it’s a good poke for annoying people.

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Low, knockdown

A slow sweep from the foreground. This knocks down and has a lot of range, so it’s high risk, high reward.

Full Crouch 2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Low

A faster sweep kick from the background, this doesn’t knock down. It moves you forwards slightly when you use it. This is a good low poke, similar to 2A.

3A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Overhead

Jin brings down both fists on his opponent's head. An overhead that actually looks the part, for once. Not too rewarding but it’s good to annoy people with point-blank like 2A/2B.

3B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Overhead, combo ender

A fast kick to the shins that… hits overhead and staggers the opponent? Sure, why not. Complements 5B in range and can be used in the same situations.

Dashing Normals

66A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Launcher, overhead

Jin does a headbutt which hits overhead and launches. Shares most of its followups with 4A, so the reward is great. Good reach, too.

3B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Overhead, knockdown

Jin flips forwards, hitting with his legs. Hits overhead, but he’s got better options. It can low crush however, so it might have some niche use.

Command Normals

5AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Overhead, pursuit

Jin does the splits, hitting overhead. While it’s very slow, it can low crush and function as a pursuit.

Jump Normals

j.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Overhead

Jin chops down in front of him. Low damage, short range and few active frames make this hard to recommend.

j.B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Overhead

Looks identical to j.A, down to the damage.

j.C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Overhead, knockdown

A strong elbow drop which knocks down. This strangely leaves Jin in a knocked-down state, letting him avoid attacks. It can also cross up, but it's kind of slow.

Specials

Ryueijin
236A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Mid, reflector
  • Spirit cost - 25%
  • Jin creates a plane of energy in his hands, holding it in front of his face. Reflects projectiles, but doesn’t work against some like Rody 236A/C. Makes a good anti-air, as it hits above Jin's head.

Knocks down, but does less damage than 214A, so use that for combos.

Shinkuu Zankubi Toh
214A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, High, knockdown
  • Spirit cost - 25%
  • Jin does a ninja spin, dealing a lot of damage. Quick startup makes it good for whiff punishing when you can’t land a good combo starter.

This is also your juggle ender of choice for its damage. While it does a good amount of chip damage, but it can be crouched and is also unsafe on block.

Shinobi Kakure
241B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Joke move
  • Spirit cost - 30%
  • This move turns you invisible for a few seconds! That’s really it. Startup takes over a second so you don't really get to use it.

Mougo Ryusatsujin
641236C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Counter
  • Spirit cost - 30%
  • A counter that catches high and mid attacks, but outright loses to lows. Jin tosses the opponent far behind him after a successful counter. Since this game has a lot of strong high pokes and combo enders, this could be useful.

Tohshin Sho
22C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground, Invincible. HUUUAAAAAAAAAAAAAAAAAAAAAAHHHHH!!
  • Spirit cost - 75%
  • A big, fully invincible reversal type super. It has a lot of startup, so you don’t want to just throw it out. Be careful trying to punish it on block, since it can hit you again.

Strategy

Combos

Rush Combos
Combo Damage Works On Notes
5A 5B All A quick and safe way to make space, if you want. Be warned that 5B can be crouched.
6A 6B All Your basic Rush Combo, there’s little reason to do 6A 6B over 6AA 6B or 6AA 6BB. Three hits which are all mid, but also fairly safe.
6BB All Two-hit mid into overhead, this is a good combo ender but you generally don’t want to use it on block. Point-blank 6BB also has a habit of whiffing entirely.
6AAC All Double jab into an overhead ender. This has some good corner carry. It’s also more safe, but does less damage than the next combo.
6AA 6BB All Your most damaging Rush Combo. You can substitute 6BB for 28A or 5AB on hit, as it’s a pursuit. The length of this makes it a good point to mix up your timing, go for one of your lows or another overhead. Always keep them guessing.
Links
Combo Damage Works On Notes
5A, 5A, 5B/3B All
Juggle Combos
Combo Damage Works On Notes
4A, 5A, 214A, 28A Time 214A to start hitting them closer to the ground, or not all hits connect.
4A, 6AA 6BB Standard high-damage Rush Combo.
4A, 6AA 6B, 28A/5AB Slightly more damaging than the above combo, but harder.
(j.A) 4A, 22C (Desperation) Corner only. Character-specific, but probably works vs everyone besides Jin himself.
(corner) 4A, 4A, 5AAB
(corner) j.A, 4A, 5AA, 214A
(corner) 4A, 4A, 5A, 6AAC
4A, dash 4A, 5A, 6AAB
5C, 28A
5C, 214A, 28A This is all you get, so go for it if you’ve got the meter.
66A, 5A, 214A, 28A Time 214A to start hitting them closer to the ground, or not all hits connect.
66A, 6AA 6BB Standard high-damage Rush Combo.
66A, 6AA 6B, 28A/5AB Slightly more damaging than the above combo, but harder.


General
FAQ
Controls
HUD
System
Training Mode
Characters
Jin
Karman
Kasumi
Lenny
Robert
Rody
Ryo
Sinclair
Wang
Wyler