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Art of Fighting 3/Jin Fu-Ha
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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 |
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Player 1 Color | Player 2 Color |
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Move List
Standing Normals
5A
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5B
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5C
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6A
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6AA
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6AAC
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6B
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6BB
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4A
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4B
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Crouching Normals
2A
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2B
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Full Crouch 2B
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3A
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3B
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Dashing Normals
66A
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3B
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Command Normals
5AB
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Jump Normals
j.A
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j.B
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j.C
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Specials
Ryueijin
236A |
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Shinkuu Zankubi Toh
214A |
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Shinobi Kakure
241B |
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Mougo Ryusatsujin
641236C |
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Tohshin Sho
22C |
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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. |