Art of Fighting 3/Jin Fu-Ha

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不破 刃, Fūha Jin Portrait AOF3 Jin.png
AOF3 Jin Win Screen.png
Difficulty Easy
Playstyle Big body mixups
Birthplace Japan
Occupation Ninja
Fighting style Ninjutsu
Weight Class Heavy (10/10)
Birthday September 4

Introduction

Player 1 Color Player 2 Color
AOF3 Jin Fu-Ha 1P.png AOF3 Jin Fu-Ha 2P.png

Jin Fun-Ha, a former disciple of Eiji Kisaragi, seeks revenge after his master betray him and left a scar in his chest and, for it, wants to defeat Ryo, the sworn enemy of Eiji.

The replacement of Eiji Kisaragi from Art of Fighting 2, the two characters could not possibly play any differently, albeit they both play defensively. Jin is a big hulking ninja with a strong emphasis on mixups and baiting his opponent into chasing after him to punish them for getting too careless against him. And even when you do get in against him and land a juggle on Jin, his heavy weight makes it so that he escapes easier and thus forces players shorten their combos against him. Jin hurts a lot, too. He deals higher than average damage on his key moves and can land some painful juggle combos with minimum practice, and arguably some of the best counter hit rewards in the game. A 6 frame counter hit low that leads to a full juggle combo? Even Kasumi doesn't have that.

Jin is a pretty slow character, though, despite training to be a ninja. You will often find yourself second guessing if you want to go for a pursuit or not due to how slow they come out, on top of his slower mobility and his overall slower attacks. And despite his deadly mixup game, his special moves make a lot of his utility situational more than anything. On the flip side, this usually means Jin has meter to work with at all times as there isn't much reason to taunt against him beyond preventing super, but this also effectively means the only special move he uses consistently is his spinning 214A attack. And as you can probably imagine, he's a big guy. That makes him an easier target to hit in general. As a whole, Jin remains a unique design that fits the Art of Fighting 3 system pretty well. Leave your opponent guessing his next big attack as you battle cry your way to victory.


Strengths Weaknesses
  • Good pokes and decent range: Jin has plenty of pokes to keep him at a distance from the opponent, with good reward and just enough startup to be effective neutral tools to pester the opponent with them.
  • Simple yet rewarding juggles: Jin's combo execution is low but still maintains good reward and varied enough to give some creative freedom in his combo game. Jin gets more combo opportunities off of counter hits, which these too are easy to learn and execute.
  • Solid mixups and damage: Jin has a lot of overheads, lows, delayed attacks, and the like to work with that, combined with his effective pokes and longer ranged attacks, gives him a firm grasp of footsies and even some good air presence with his double jump and oddball aerial attacks.
  • Counter hits lead to consistent juggle potential: When Jin scores a counter hit, almost all of his moves give him easy access to counter hit juggles or some other benefit that helps him keep his pressure going. Landing a CH 66A for example gives Jin the potential to link another 66A for a proper juggle with the extra damage. In another example, he has the potential to start a counter hit juggle combo with a 6 frame low (albeit a stubby low), something Kasumi only gets if she's in full crouch state for her 4f FC 2A. That, or she uses the much slower 2A which may not guarantee juggle damage.
  • Has a unique double jump: Jin may appear bulky, but having a double jump allows him to create fake jump in scenarios or avoid unfavorable positions, or otherwise control the air game to his liking. This also makes escaping the corner easier for Jin thanks to the extra leg room he has to move around.
  • Heavy weight which makes him difficult to combo: Jin is the heaviest character in the game, which makes him immune to some combos outright, or if he's not immune, makes the execution for said combos significantly harder to pull off. Jin gets to survive longer than the average character, even Ryo.
  • Reliable whiff punishes: Jin's longer range allows him to score free whiff punishes, whether it be with his jab, overhead attacks, sweep, or his 66A launcher for a combo. Even better is that Jin's primary whiff punish tools are also fast in startup so he can whiff punish comfortably one step away from the opponent.
  • Jock Ninja design you won't see anywhere else
  • Slow movement speed overall: Jin's dashes are slower compared to most characters, and some but not all of his attacks have longer startups paired with also longer recovery times. Carelessness will lead Jin to suffer easy punishes before his attack even comes out.
  • Slow Pursuits: Jin can often times find it difficult scoring OTG damage as all of his pursuits have slower startup compared to other characters. All of his pursuits leave him wide open to being punished if he accidentally whiffs any of them, due to their lengthy recovery animations. Even 5AB, his fastest pursuit, has some risk carried to using it as a pursuit depending on if the opponent can recover quickly.
  • Big hurtbox: Jin is a pretty big target, so he's more vulnerable to getting hit than other characters, heightened by his tall crouching hitbox. He cannot duck most attacks in the game, preventing him from whiff punishing up close against such attacks, or otherwise being easier to interrupt due to his size.
  • Risky jump normals: All Jin gets is j.A/B and j.C for jump attacks. j.A/B suffers from mediocre range and slower startup, but is the closest he has to an air-to-air and jump-in. j.C, on the other hand, while a good move, has very long recovery and is especially punishable on block. Both still serve their purpose, but can turn sour for Jin if he uses them pre-emptively.
  • Special moves are situational: Jin has useful, but unfortunately situational special moves. His 214A spin attack is a combo/punish tool where all the rest are specifically designed to punish the opponent. Reflector punishes projectiles and point blank approach, counter for stopping highs and mids, and invisibility to escape pressure with his lengthy i-frames, but are a waste of meter in the wrong circumstances. This makes Jin more of a buttons character depending on the matchup.
  • Most reliable launcher can be crouched: Jin's 4A is a good launcher, and arguably better than Robert's 4A, but can unfortunately be ducked by all characters except Wyler. Jin, on the bright side, doesn't need 4A nearly as much, but it can still hurt his combo potential and will leave him hunting for counter hits to launch instead.
  • Super is a situational Raging Storm with lengthy recovery: Jin's super can be very devastating in the right situations, but is blockable and if the opponent reads it coming, can very easily punish Jin during his recovery frames. It's more likely Jin will toss it out as a wakeup tool or as an anti-air attack, especially since its hitbox is a tall vertical box. It's more a utility than an actual super attack.

Move List

Esoterics

Color Coding

  • Green refers to special move damage/frames when done in green meter, or otherwise the strongest damage it can deal.
  • Blue refers to special move damage/frames when done in blue meter, or otherwise moderate damage it can deal.
  • Purple refers to special move damage/frames when done in purple meter, or otherwise the weakest damage it can deal.
  • Orange refers to the damage dealt in chip damage during block.
  • Colors may be used otherwise to associate frames/scenarios to avoid confusion, i.e. Kasumi's 4C parry having two different sets of frame data.

Attacks, Notation and Damage

  • [Brackets] refers to the specific attack in a string/rush combo that the attack box data is referring to.
  • The arrow > on the left of it is the attacks that need to be done before the move in brackets can be performed. If there is an X, it means there are multiple ways of getting to the move in brackets which will be listed in the description.
  • Damage values always assume grounded damage with no modifiers. If two damage values are listed with a / in-between them, it lists the damage it deals for grounded and airborne respectively.
  • This is because these attacks are used in strings or otherwise as follow-ups where they're more likely to connect with airborne opponents rather than grounded opponents, such as Jin's 6B which hits twice, the first hit leaving the opponent airborne before the second hit.
  • Ground/Aerial means if the attack is performed grounded or airborne. If an aerial, being hit during the attack will result in the attacker being knocked down.
  • There is no true throw invulnerability in Art of Fighting 3, so when a move is listed as "Throw Invulnerable" it means the attack changes the character's hurtboxes in a way that the throw hitbox cannot collide with it.

Reading Frame Data

  • Description of the five stats:
  • Startup frames counts all frames before the first active frame comes out, aka how long it takes for the attack to come out
  • Active frames is how long the attack is able to hit the opponent, starting at the first active frame
  • Recovery frames is how long it takes before the player resets to neutral and can act again
  • Total is all three stats above added up, so total number of frames in the move
  • Hit/Block advantage is how much faster or slower you can act than the opponent by the number of frames
  • Frame advantage, both on hit and block, always assumes frame advantage after the first active frame connects.
  • If an attack lists "QKD" in its properties, this means it's an attack that can be teched out of faster than a normal knockdown. This affect only applies to counter hit launches or if the attack connects with the opponent in the air.
  • When a move lists ST, SKD, etc. followed by a number in (parentheses) it indicates the frame advantage for the attacking player. Not all knockdowns are plus on hit and depends on the move.
  • Knockdown frames always assume frame advantage against Jin. Everyone except for Robert, Sinclair, and Wyler share 16f of wakeup recovery after a knockdown. For Robert, Sinclair, and Wyler, add +1 frame advantage.
  • This rule also applies to SKDs, however in this case Jin and everyone else shares 58f total of being in an SKD state except for Lenny, who is in an SKD state for 59 frames instead. For SKD frame advantage against Lenny, add +1 frame advantage.
  • The wiki omits STKD frame advantage mostly because those are always plus no matter what, so it's somewhat pointless.
  • The frames in (parentheses) next to a "Cancellable into..." sentence is how long you can delay a follow-up, AKA which exact frames you're allowed to cancel into a follow-up. If it states "onwards" then the cancel can be done whenever after the given frame. This info helps both for buffering inputs and also delaying strings for mixups.

Other Tips

  • Moves are sorted by ascending number followed by ascending alphabet, so lower numbers first followed by lower alphabet letters. Moves with two button presses are organized last.
  • It is recommended you read the brief descriptions to how the attacks animate in-game to familiarize yourself with each attack. Unfortunately, due to the rotoscoped graphics, animations lack key frames that help distinguish themselves as separate moves when viewed as single frames. This in turn makes some moves that share frames look identical to one another without context to how they are supposed to appear, without resorting to using gifs.

General Frame Data

Character Jump Startup Jump Recovery Jump Frames Hop Frames Crouch Frames Restand Frames Crouch Height
Portrait AOF3 Jin.png
5f > 0f 11f 55f 44f 7f 6f Tall
Walk Startup Walk Speed F. Dash Frames F. Dash Speed F. Dash Distance Backdash Frames Backdash Speed Backdash Distance
0f Slow 41f Slow Short 33f Slow Average

Grounded Normals

5A
AOF3 Jin 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
128 Mid 5 - - - +6 +1 LCHL Ground
  • Spirit restored when blocked: 129 points
  • Jin thrusts a chop forwards with his left hand.
  • One of the farther reaching jabs in the game, makes for a great spacing and poking tool.
  • You should be able to extend juggle combos with using jab, but Jin's recovers slightly slower than other jabs do which can easily make timing it in juggles hard to do without dropping the combo.
  • While not as plus as some other jabs, it's still enough for Jin to easily pressure with it.
  • Duckable so use with minor caution, but a great poke nonetheless.

5B
AOF3 Jin 5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 High Overhead 8 - - - +0 -5 LCHL Ground
  • Spirit restored when blocked: 257 points
  • Able to anti-air
  • Jin lifts his right leg to kick upwards at the opponent.
  • Hits lower than 5A does making it harder to whiff by ducking, as well as having more range than 5A.
  • The attack angles slightly upwards as well which helps Jin attack at hop-ins, and jump-ins if spaced okay enough.
  • If you're out of range for 5A but need a poke for playing footsies with that can also act somewhat as an anti-air, 5B is a good button to push.
  • Try to avoid using 5B too close to the opponent if they have access to 5 frame punishers. Most of the time it won't lead to any punishes if blocked, but spacing it out helps guarantee Jin remains safe.

2A / Full Crouch 2A
AOF3 Jin 2A.png
Slide Separation
Slide Separation
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Low 6 - - - +2 -3 STKD Ground
  • Version: 2A
  • Spirit restored when blocked: 257 points
  • Jin turns around and chops to the side with both arms, while also pushing himself an inch forward.
  • One of the fastest lows in the game that also comes with a follow-up for more damage.
  • Even without the follow-up, 2A leaves Jin plus on hit, and on counter hit, gives him the potential to juggle into a counter hit - this essentially means he has access to a low hitting, 6f launcher if it counter hits.
  • For context, even Kasumi doesn't have this advantage, at least not without entering Full Crouch state, which kind of defeats the purpose of having a 4f low hitting launcher, anyways.
  • Wang also has this advantage over Kasumi, but unlike Jin, has range issues which only makes it scary when he's up close. It's also problematic when Wang has issues getting in in the first place.
  • Impossible to react to due to its fast speed, making it decent for counter hits also.
  • Not so amazing range, but it's enough to easily pester and annoy the opponent.
  • This is an attack any Jin player should use, simply for the fact that it's a fast low with counter hit potential and is safe regardless of the result. It's hard to punish even on whiff because of how fast it recovers.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
192 Low 8 - - - +0 -5 LCHL Ground
  • Version: Full Crouch 2A
  • Spirit restored when blocked: 193 points
  • No need to use this attack. It is worse in almost every regard.
  • Jin loses damage, gains 2 frames of startup, and is -5 on block instead.
  • He's +0 on hit so while safe on hit, he loses 2 frames of advantage compared to regular 2A.
  • Only benefit is Jin having the potential to start a counter hit juggle with this version without the knockback of STKD potentially dropping the juggle window - or more specifically, without the risk of dropping the 66A link after 2A.

2A > [2B] (Just Frame)
AOF3 Jin 2B.png
Weak Sweep
Weak Sweep
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Low 8 - - - +5 -18 SKD (+32) Ground
  • Spirit restored when blocked: 257 points
  • Jin follows up his low chop with a sweeping kick.
  • Cannot be performed from the Full Crouch version
  • This move is a just frame attack. Down and B MUST be pressed on the same frame.
  • Fairly difficult to do on reaction due to the input, on top of how fast 2A recovers which gives you little room to input this 1-frame move.
  • This version of his 2B is the Full Crouch version of 2B. it only leads to a SKD on counter hit which makes it unreliable for okizeme. It's more practical for Jin to do a counter hit juggle with 2A instead, allowing him to net juggle damage with low risk. The opponent is unlikely to get hit by this follow-up if they already blocked 2A.
  • If you manage to hit 2A without counter-hit, using this follow-up lets Jin deal more damage and be +5 on hit instead of +2, but 2A is difficult to hit confirm without counter hit. You risk being -18 on block for a small amount of extra damage.

2B / Full Crouch 2B
AOF3 Jin 2B.png
Weak/Twirl Sweep
Weak/Twirl Sweep
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Low 16 - - - SKD (+29) -16 SKD (+29) Ground
  • Version: 2B
  • Spirit restored when blocked: 321 points
  • Jin does a slow sweep from the foreground with his left leg.
  • Solid low with good range. The SKD on hit isn't enough for Jin to perform any pursuits afterwards, but will still allow him enough time to go for some okizeme.
  • The range is barely enough for Jin to have the ability to punish Ryo's Zan Retsu Ken, albeit it is very difficult to space properly due to Jin's hurtbox size.
  • Since Jin lowers his hurtbox during the attack, he's able to use 2B to duck some attacks despite normally being a big target.
  • Jin also has a launcher follow-up with this attack.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Low 8 - - - +5 -18 SKD (+32) Ground
  • Version: Full Crouch 2B
  • Spirit restored when blocked: 257 points
  • A faster sweep kick from the background.
  • This is the same attack as 2A > 2B, so the same notes apply with the exception that Jin doesn't need to perform another attack in order to use this version.
  • Being twice as fast helps give Jin a reliable low attack he can use in a pinch with about the same SKD advantage as he would get from normal 2B if it counter hits.
  • Not much to say other than 2B is better with the exception of its startup. Jin loses some of the utility that 2B gives him, though it's hardly any more punishable than normal 2B.

2B > [5A]
AOF3 Jin 5C.png
Short Upper
Short Upper
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
448/560 Mid 3 - - - Launch -18 HCHL Ground
  • Spirit restored when blocked: 449 x2 points
  • Jin follows up 2B with a faster version of his 5C uppercut.
  • Cannot be done from Full Crouch version
  • Hits twice on block but only once on hit
  • Significantly faster than 5C on its own at 3 frames of startup which makes it a reliable mixup and combo tool.
  • If done after 2B hits, it will combo and lead to a regular knockdown instead of SKD.
  • If 2B is blocked, but the opponent moves out of block, Jin can mixup with 5A for a 3 frame launcher punish and get a full juggle off of it if he delays 5A.
  • Keep in mind it hits mid, so using it during the blockstring if 2B is blocked will do nothing as opposed to 5C.
  • Only slightly more punishable on block than 2B is. The only risk with using 5A as a follow-up if 2B is blocked is if you mistime 5A (doing it too early or too late) or if you performed 2B out of whiff and the opponent baits out the 5A.
  • Jin is unable to combo into his rush combo strings (if this version launches on hit, as opposed to combo from 2B's SKD) so he has to rely on using the only real combo he has, 5C > 214A > 5AB. That said, it still does a big chunk of damage, even if not all hits of 214A connect.

Jumps

j.A/B
AOF3 Jin jA.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 High 7 - - - Varies Varies LCHL Aerial
  • Spirit restored when blocked: 257 points
  • Jin chops down in front of him using his right arm.
  • Basic damage, it comes out twice as fast as j.C does but lacks utility as an air button, particularly due to its mediocre range.
  • If you go for hop attacks, or want to start counter hit juggles with a jump-in, this is your only choice since j.C knocks down.
  • Also due to its low angle and the issue of timing it just right, it's impossible to combo off of as a jump-in.
  • Only use it if you need the faster button in the air.

j.C
AOF3 Jin jC.png
Elbow Drop
Elbow Drop
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
512 High 14 - - - KD Varies KD Aerial, OTG Landing
  • Spirit restored when blocked: 513 points
  • Jin angles his body to slam downwards into an elbow drop.
  • A little slow, it comes out at 14 frames, but it knocks down on hit. If it's blocked, the opponent cannot punish it anyways since it leaves Jin in an OTG state where he is unable to be pursuit attacked.
  • Upon wakeup, Jin can use this window to perform a wakeup low kick as a low mixup option instead of waking up as normal. As with any WLK, it can be hopped over or blocked, so be a bit cautious.
  • This OTG state also means, however, if blocked, the opponent gets okizeme advantage.
  • Jin is unable to follow up with a pursuit after j.C lands, due to the attack knocking the opponent farther away.
  • More practical than j.A/B, it gives Jin a chance to take his turn back and add an additional mixup on top of it, plus it has a larger hitbox. The attack itself is essentially a gimmicky mixup, though, both attacks of which come out fairly slow. j.C is better used as a punish tool while Jin is in the air, or if you want to be creative about punishing the opponent. More usable compared to Wang's j.C.

Dashing Normals

66A
AOF3 Jin 66A.png
Zutsuki
Zutsuki
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
640 Overhead 8 - - - Launch -13 HCHL Ground, Wrongblock (ST; +17)
  • Spirit restored when blocked: 641 points
  • Jin does a dashing headbutt.
  • While it doesn't recover as fast as 4A, meaning Jin has fewer combos from it (and less room for error), what Jin does get from 66A is utility.
  • An overhead hitting 8 frame launcher that also quickly pushes Jin forward while also being fast enough to combo into itself if the first 66A hits wrongblock with a good hitbox.
  • It recovers slower than 4A which is why he has less room to juggle after it launches. Still, the damage he can deal from it is enough to cut off a big chunk of health from the opponent.
  • Great whiff punish tool, too, thanks to its range and Jin closing the gap with it.
  • The attack even shrinks Jin's hurtbox a little, though it's not much of a benefit to him.
  • If Jin and the opponent are both tucked in the corner all the way, he will be pushed back. Jin's recovery is too long to allow him to move back in time. At this point Jin can only do either a raw 5AB or if he has the meter to spend, 214A into 5AB. Jin loses a lot of damage this way, though if both characters are not tucked in, Jin can still perform his regular BnB combos, albeit the timing (and spacing) might change a little.
  • In the event that the opponent crouches to dodge 4A or crouches low regardless, 66A can potentially make them rethink their choice. At any given moment, he has a 50/50 of sorts where he can either go for a 5 frame 4A which is also +2 on block, but is duckable, or go for 66A which staggers overhead at 8 frames and launches, too. And if you try to fight back, Jin can use his 6 frame 2A to counter hit you off of a low.

66B
AOF3 Jin 6BB.png
Tatsumaki Keri
Tatsumaki Keri
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
512 Overhead 27 - - - KD -74 SKD (-29) Aerial, Pursuit, Wrongblock (ST; -44)
  • Pursuit Startup Frames: 33f, Active Frames: 1f
66B OTG Pursuit Frame Advantage
  • Jin: +9
  • Karman: -12
  • Kasumi: -7
  • Lenny: +8
  • Robert: +5
  • Rody: -5
  • Ryo: -10
  • Sinclair: -9
  • Wang: -13
  • Wyler: -4
  • Spirit restored when blocked: 513 points
  • Able to anti-air
  • Jin flips forwards, hitting with his legs much like his default 3A pursuit attack.
  • Can be comboed into from 6AAB
  • Hits overhead, but he’s got better, significantly safer options. It can low crush however, so it might have some niche use.
  • Beyond its low crushing abilities there's hardly a good reason to use it due to the massive frame disadvantage on block. It's not as bad on counter hit or wrongblock, but still leaves Jin at a really big disadvantage regardless.
  • To use this attack most effectively requires knowing precisely when the opponent will try to low attack, but also that it's not too fast of a low attack. Some spacing may be needed too to avoid getting stuffed during Jin's startup.
  • In the corner, this attack will most likely whiff with Jin pushing himself past the opponent, if using this as an OTG attack.
  • As a pursuit, it pales to 5AB. All matchups leave Jin 6 frames less in frame advantage if he uses it as a pursuit, on top of the risk of Jin overshooting the attack and whiffing it, and for less damage, too. The tiny spacing increase he gets to be closer to the opponent doesn't justify the risk and/or worse frame advantage when universal pursuit already does that. Jin is only plus in three matchups if he uses 66B as a pursuit.
  • You're better off ignoring this attack and using universal pursuit or 5AB instead, which regardless of the situation, both will always land as long as the opponent doesn't recover immediately.

Command Normals

28A
AOF3 Jin 28A.png
Tenchuu Raku
Tenchuu Raku
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
640 OTG 39 1 57 97 Varies X X Aerial, Pursuit
28A OTG Pursuit Frame Advantage
  • Jin: +13
  • Karman: +14
  • Kasumi: +19
  • Lenny: +13
  • Robert: +14
  • Rody: +13
  • Ryo: +16
  • Sinclair: +17
  • Wang: +10
  • Wyler: +14
  • Pursuit only attack
  • Jin leaps into the air, falling down to stomp on the enemy.
  • No reason to use this other than for the style of it looking cool to do. It has better frame data than 66B/6BB has, but is still worse than 5AB's pursuit frame data.
  • Deals the same amount of damage as 5AB pursuit and more damage than 66B pursuit as well. Loses 2 frames of frame advantage on hit compared to 5AB.
  • Longest startup of the three pursuit type attacks which makes it unreliable.
  • If it whiffs before the opponent can recover, Jin will land like it's a regular jump-in, thus no attack comes out.

3A
AOF3 Jin 3A.png
Crush
Crush
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Overhead 11 - - - +1 -7 LCHL Ground, Wrongblock (ST; +28)
  • Spirit restored when blocked: 321 points
  • 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. As with similar overhead attacks, its main function is to use as a wrongblock attack to setup staggers combos.
  • Its held back by the existence of 3B, which both moves serve basically the same purpose.
  • 3B is 7 frames faster in startup with slightly longer range and more damage, which doesn't give 3A much room to work with to be distinct.
  • If you would rather Jin be +1 on hit, need one extra frame of advantage on wrongblock, or want to slightly delay your overhead for whatever reason (such as to catch 4C parries), this is the go-to move.
  • Outside of that, use 3B. It's not that 3A is bad, just 3B has the same function but faster.

3B
AOF3 Jin 3B.png
Mid Kick
Mid Kick
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
448 Overhead 4 - - - -3 -8 LCHL Ground, Wrongblock (ST; +27)
  • Spirit restored when blocked: 449 points
  • Jin kicks the enemy at their shins.
  • Jin's fastest overhead, one of the fastest overheads in the game really, at 4 frames.
  • The preferable move over using 3A, since the only thing Jin loses in comparison is being +1 on normal hit (and is instead -3), and single frame differences in block advantage and wrongblock advantage.
  • As with similar overhead attacks, its main function is to use as a wrongblock attack to setup staggers combos.
  • Given that Jin's other overhead options are risky for (almost always) having really awful frame advantages if the moves either whiff or get blocked, this is a mostly safe way of baiting overhead attacks as Jin. He's still -8 on block, but it's obviously better to be -8 rather than something ridiculous like -57.
  • Be mindful Jin loses his turn if it hits normally, but otherwise there isn't a lot of risk in using this move. Even if it's spaced out, Jin can still combo into 214A if you're unable to link 66A due to the distance.

4B
AOF3 Jin Cartwheel.png
Sokutai Geki
Sokutai Geki
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
480 + 480/600 Overhead 6 - - - KD -34 KD Ground, Wrongblock (ST; -4)
  • Spirit restored when blocked: 481 x2 points
  • Able to anti-air
  • Jin flips to his side to do a backwards cartwheel.
  • It can hit twice, but usually only hits once. Either hit will knock down, or stagger if they're crouch blocking.
  • Not terribly useful, comes out fast and is hard to react to as an overhead but it doesn't give Jin much to work with.
  • Best use for it is if Jin needs an emergency escape for whatever reason, but not a lot of use beyond that. It isn't as handy compared to Lenny's 4B.

5AB
AOF3 Jin 5AB.png
Kaikyaku Kakato
Kaikyaku Kakato
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
640 Overhead 14 - - - KD -57 KD Ground, Pursuit, Wrongblock (ST; -25)
  • OTG Startup Frames: 20f, Active Frames: 1f
5AB OTG Pursuit Frame Advantage
  • Jin: +15
  • Karman: -6
  • Kasumi: -1
  • Lenny: +14
  • Robert: +11
  • Rody: +1
  • Ryo: -4
  • Sinclair: -3
  • Wang: -7
  • Wyler: +2
  • Spirit restored when blocked: 641 points
  • Able to anti-air
  • Jin does the splits that hits overhead, pushing himself forward a little.
  • As a pursuit, it's can be Jin's best pursuit depending on the matchup, and should be used over his other pursuits. Deals the most damage and gives him the best frame advantage afterwards, but in some matchups, it leaves him minus.
  • Besides having better frame advantage upon landing the pursuit, you are sometimes better off using the universal pursuit since it leaves Jin standing right next to the opponent. 5AB leaves him very slightly pushed away from the opponent, but this is a tiny difference and likely won't affect you in most matches.
  • Always use this pursuit over 66B/6BB for the better damage, frame advantage, and consistency.
  • Just like his other pursuits, however, Jin suffers from recovery issues when using it as a pursuit, and at 20 frames for it to hit OTG, it can be unreliable to use against any type of knockdown that isn't a normal KD. Against staggers and stagger knockdowns it can combo, but Jin has better options. Anything else, he runs the risk of whiffing it due to how knockdown frame data works and when you can and cannot pursuit.
  • As an attack, it's also not half bad. Comes out reasonably fast at 14 frames and can be used as a potential whiff punisher if you don't want to burn meter. However, avoid hitting it overhead or on block. Both leave Jin at a big disadvantage and can easily leave him punished if used carelessly.
  • If used as an attack, only use it as a far hitting poke or a whiff punish to mitigate risks, but it's safer to use it only as a pursuit attack instead.

Launchers

4A
AOF3 Jin 4A.png
Eagle Blade
Eagle Blade
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
448 High Mid 5 - - - Launch +2 HCHL Ground
  • Spirit restored when blocked: 449 points
  • Able to anti-air
  • A short karate-chop jab at the sky.
  • It’s so quick you can go into 6AA and any of its followups for big damage. Can even combo into super in the corner. With a FDC, it can even combo into itself for more damage.
  • With this launcher, Jin can perform juggles that take off around 70%-75% damage, and with desperation, is capable of giving him roughly 90% damage juggle combos meterless.
  • What's even better, you cannot punish it on block as it's +2, meaning Jin recovers just a bit faster than the opponent does.
  • Biggest drawback is the small hitbox. While it hits higher up, its horizontal range leaves a lot to be desired as Jin needs to be up close to use it. It's like Robert's 4A, but at least Robert has a little more range to compensate.
  • You can also duck 4A with every character in the game except Wyler, so although it recovers fast, you should remain a little careful to not throw it out recklessly.
  • As stated, it can combo into itself. For it to do so, you need it to hit near the top of its hitbox as that gives Jin enough time to extend the combo. Any lower and the rest of the combo will probably whiff.

5C
AOF3 Jin 5C.png
Buster Punch
Buster Punch
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
512 Overhead 18 - - - Launch -11 HCHL Ground, Wrongblock (ST; +19)
  • Spirit restored when blocked: 513 points
  • Able to anti-air
  • Jin does a big step forward into a right uppercut.
  • The slower startup makes this iffy to use close up when Jin has much faster buttons than 5C, but from far away, it becomes an easy whiff punish.
  • Not as rewarding as other launchers, but the range makes up for it, particularly since Jin pushes himself forwards.
  • Jin is unable to combo into his rush combo strings so he has to rely on using the only real combo he has, 5C > 214A > 5AB. That said, it still does a big chunk of damage, even if not all hits of 214A connect.
  • Jin has a 3f version of this attack after doing 2B, by pressing 5A. Other than the much faster startup, it serves the same functionality with worse block advantage at -18.
  • The only follow-up Jin is guaranteed off of wrongblock is 214A into pursuit, anything else will whiff or is too slow because of the stagger pushback.
  • It is possible to combo into 66A in the corner if 5C hits wrongblock, but this is incredibly difficult to link due to both the pushback and needing to forward dash first. 66A will also cause pushback after it connects, but like 5C on normal hit, he can combo into 214A.
  • The combo essentially looks like this: 5C WB > micro FDC xx 66A > 214A > Pursuit. Given how difficult it is to time the FDC properly - it may even be a frame perfect link, it's better to omit the 66A and instead go straight for 214A.

Rush Combo Attacks

6A
AOF3 Jin 6A.png
Hand Slice
Hand Slice
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
160 Mid 7 - - - +1 -4 LCHL Ground
  • Spirit restored when blocked: 161 points
  • Jin does a sideways chop with his right hand.
  • Has a bit of startup compared to other characters' rush combo starters with 6A.
  • It also hits lower compared to other 6A moves, at least in proportion to Jin's height. This makes it so that it properly connects against characters like Wang, but also makes it a pinch trickier to time during juggle combos, more specifically ones such as when Jin needs to connect 6A after 4A > 4A.
  • Typical rush combo jab attack that pushes Jin forwards otherwise.

6A[A]
AOF3 Jin 6AA.png
Backhand
Backhand
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Mid 9 - - - +2 -3 LCHL Ground
  • Spirit restored when blocked: 257 points
  • A followup to 6A which looks similar but depicts Jin performing a second chop with the same hand in the opposite direction.
  • More damage than 6A but comes out two frames slower which makes it a little more difficult to use in delayed strings.
  • Has better frame advantage by one frame so if 6A is blocked but you don't want to play risky, 6A[A] will ensure a safe way for Jin to stop the pressure without being punished for it.
  • It appears to hit a few pixels lower than 6A, but is an ordinary rush combo follow-up.

6AA[C]
AOF3 Jin 6AAC.png
Fatal Strike
Fatal Strike
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
512 Overhead 9 - - - ST (+2) -33 LCHL Ground
  • Spirit restored when blocked: 513 points
  • Jin throws his left hand forwards for a straight jab at the chest.
  • Hits overhead, and staggers on ground hit. While it’s outclassed in combos by 6AAB, it’s safer on block than 6BB.
  • Not worth using other than for it looking cool. You get better damage from 6AAB, plus 6AAC doesn't knockdown, giving Jin no real okizeme. He has better rush combo options.

6B
AOF3 Jin Cartwheel.png
Cartwheel
Cartwheel
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
288 + 288/360 Mid 13 - - - KD -5 KD Ground
  • Spirit restored when blocked: 289 x2 points
  • Able to anti-air
  • Jin performs a forward cartwheel.
  • Hits twice and on block is only -5, which makes punishing it fairly difficult.
  • Jin moves forward a good distance, so you might catch people off-guard with it.
  • Can combo into 6B[B] but it's better to combo into 5AB as a pursuit instead as it offers better reward.
  • Not a lot of reason to use this attack by itself given the slower startup but it's useful in Jin's juggle combos and will almost always land both hits.

6B[B]
AOF3 Jin 6BB.png
Tatsumaki Keri
Tatsumaki Keri
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
512 Overhead 26 - - - KD -74 SKD (-29) Aerial, Pursuit, Wrongblock (ST; -44)
  • Spirit restored when blocked: 513 points
  • Pursuit Startup Frames: 33f, Active Frames: 1f
66B OTG Pursuit Frame Advantage
  • Jin: +9
  • Karman: -12
  • Kasumi: -7
  • Lenny: +8
  • Robert: +5
  • Rody: -5
  • Ryo: -10
  • Sinclair: -9
  • Wang: -13
  • Wyler: -4
  • Able to anti-air
  • 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. Has the potential to low crush some attacks.
  • Although easier to execute during a rush combo since you can simply mash the B button, it should be avoided during combos, because not only does 5AB also function as a pursuit, but it's faster and deals 128 more damage. To use this attack is both riskier and less rewarding.
  • Not worth using when 5AB is faster, stronger, and gives better frame advantage. Funny animation, at least.

Specials

Ryueijin
236A
AOF3 Jin 236A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
704 (144) / 576 (144) / 256 (64) Mid 4 - - - -28 -33 STKD Ground, Reflector
  • Spirit cost: 896 (~22%)
  • Spirit restored when blocked: 116 / 95 / 43 points
  • Able to anti-air
  • Damage and frame advantages listed are for when the reflector itself connects
  • 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, and in particular has a long amount of active frames.
  • This is not intended to be used as an attack (gasp), but is instead used to reflect energy projectiles back at the opponent. Despite this, the reflector itself does a beefy amount of damage for a small portal.
  • When reflecting a projectile, it fires back at the opponent and deals an extra 20% of damage to them, calculated based on its original damage value. So regardless of what version Jin is using based on his spirit color, he only loses damage if the opponent has low meter.
  • Only useful as a reflector in matchups where the opponent has energy fireballs, and that's if they use them in the first place, though Lenny in particular may be inclined to use fireballs frequently.
  • Weak version of the reflector loses its ability to reflect projectiles and instead strikes them out like any regular attack would. It also lasts for a less amount of active frames than normal. While not worthless compared to most weakened special moves, you can punch out fireballs with something like 5A or 4A for no meter.

Shinkuu Zankubi Toh
214A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
96 (24) x10 / 64 (16) x7 / 32 (8) x2 High 8 - - - KD -19 LCHL Ground
  • Spirit cost: 1024 (25%)
  • Spirit restored when blocked: 16 / 11 / 6 points per hit
  • Able to anti-air
  • Jin does a ninja spin, twirling very fast towards the opponent with his arms out.
  • 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 either for its damage (if you can land all the hits) or for its fast reach whenever Jin is too far away to connect with anything else.
  • While it does a good amount of chip damage, it can be crouched and is also easy to punish on block as it leaves Jin right in front of the opponent.
  • Easiest way to combo into all hits would be a counter hit launcher, since any regular juggle means Jin will miss a hit or two, though he hardly loses much damage by whiffing a couple hits.
  • This is the special move Jin will use most simply because it can be applied in any matchup and doesn't have to rely on situational circumstances to use it, especially due to its whiff punish utility.
  • Sinclair has a similar type of attack with her 214A. Compared to that, Jin's does less damage overall and less damage per hit, but hits more times and has better block advantage. Sinclair does more damage but can also hop over low attacks during the attack's animation.

Shinobi Kakure
241B
AOF3 Jin 241B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
X X 0 - - - X X X Ground
  • Spirit cost: 1280 (31.25%)
  • 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 for long if the opponent is waiting on you.
  • Has instant invulnerability frames during its startup transformation, meaning Jin can use it to completely bypass attacks or force a whiff scenario. It isn't too practical given how long it takes Jin to startup, but it helps counter lengthy attack animations in a game full of lengthy attack animations such as Haoh Shou Kou Ken.
  • As soon as Jin becomes completely invisible, he recovers from the animation instantly thus he can act right away. This also means he regains his hurtboxes at the same time, so he's vulnerable again.
  • When Jin is hit while invisible, he returns to his normal visible state regardless of the attack used. If Jin is not hit for several seconds, he will automatically revert back to normal by himself. This auto transformation has no special properties to it, so you don't need to worry about being punished or having to sit through any extra animations.
  • When invisible, the only way to track what Jin is doing if you're fighting against him is either through sounds or the camera's movement. He is completely invisible otherwise and thus you are forced to guess what Jin might do.
  • Not a practical special move, but it's unique nonetheless for giving Jin the ability to completely dodge attacks. Whether the invisibility actually helps you or not is entirely dependent on the opponent you face and how they handle it. If you're really creative or know how to time this special move to end as the opponent throws out an attack, you can get some unique mixups with this move. Though performing juggle combos might prove to be harder in this state without any visual cues other than where the opponent is and the hit effects.

Mougo Ryusatsujin
641236C
AOF3 Jin 641236C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
800 / 544 High/Mid 3 25 23 51 QKD (+27) X X Ground, Counter
  • Spirit cost: 1152 (~28%)
  • Invulnerable 1F~3F
  • Jin thrusts his hands out to catch incoming attacks, then tosses the opponent behind him.
  • A counter that catches high and mid attacks, but loses to lows.
  • Jin tosses the opponent far behind him after a successful counter. Since this game has a lot of strong high, mid, and overhead pokes and combo enders, this could be useful.
  • It doesn't do shabby damage either. Compared to Karman's counter, it only hits once so Jin always gets the full damage as opposed to Karman's counter sometimes whiffing a hit or two.
  • Albeit useful sometimes, it is arguably the worst counter given its mediocre reward. The meter cost to use this counter isn't always justified since Jin gets zero okizeme from it, on top of the quick knockdown property on hit. He's +27, but the opponent is already so far away from him that he can't reasonably get anything from it.
  • The only way for Jin to get okizeme is if both players are near the corner and Jin tosses the opponent into the corner. And even then, because of corner pushback, Jin still needs to dash in a little to close the gap.

Tohshin Sho
22C
AOF3 Jin Super.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
2032 (575) Mid 27 - - - KD -104 KD Ground
  • Spirit cost: 3072 (75%)
  • Spirit restored when blocked: 316 points
  • Able to anti-air
  • Invulnerable 1F~End of super's active frames (small gap in-between first few active frames of the aura appearing till it is fully formed where Jin is vulnerable, in which case will trade)
  • Jin summons a giant green aura pillar, unleashing a powerful strike similar to Geese Howard's Raging Storm attack.
  • A big, fully invincible reversal type super. It has a chunk 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.
  • Albeit very rare, it can trade with opponents. As soon as the aura starts forming into a pillar, Jin loses his invulnerability frames, but because the pillar forms very quickly, that leaves almost no room to hit Jin out of it.
  • Jin is also fully immune to projectiles while the aura is active. Any projectiles will be deactivated upon connecting with it.
  • Due to the super not being unblockable like other supers, it's not as threatening as the other supers are. It's more for defensive purposes, such as a wakeup reversal or as an anti-air. Jin can also combo into it in the corner off of 4A.
  • Jin's super is simultaneously situational and also terrifying if he traps you in the corner with it. He can instantly steal a round if he traps you either with a meaty double hit that can even end the match due to UKO, or from raw chip damage shaving your life bar instantly.
  • Far from the worst super in the game despite its situational use. If he has the meter for it, Jin can basically put fear in the other opponent as one wrong mistake effectively means taking off a massive chunk of health, if not ending the round. If it whiffs or is blocked, Jin is left wide open to being punished upon recovery. Also lacks horizontal reach, more or less making it a traditional Raging Storm.
  • If two Jin players activate the super on the same frame next to each other, the super animation will play out but nothing happens despite the overlap. Both players will be immune to each other's supers.

Miscellaneous

Raz
4C
AOF3 Jin 4C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
0 High/Mid 0 24 33 57 KD X X Ground
  • Jin's 4C parry.

Taunt
5D
AOF3 Jin Taunt.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
X X - - - - X X X Ground
  • Jin's universal taunt.
  • A complete taunt takes away 1671/1672 points of spirit meter.

Throw
6C
AOF3 Jin Throw.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
960 High - - - - X X X Ground
  • Jin's normal throw.
  • One of the few throws that does not side switch in this game, so Jin can keep his corner pressure if he uses it in the corner.

Pursuit
3A/B when opponent is on the ground
AOF3 Jin Pursuit.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 OTG - - - - Varies X X Ground
Universal OTG Pursuit Frame Advantage
  • Jin: +15
  • Karman: +13
  • Kasumi: +18
  • Lenny: +15
  • Robert: +16
  • Rody: +20
  • Ryo: +15
  • Sinclair: +16
  • Wang: +12
  • Wyler: +16
  • Jin's regular pursuit.
  • It comes out pretty slow so only use this in the event you can guarantee it'll hit and more importantly, if you need the frame advantage.
  • Since some pursuits leave Jin minus in specific matchups, this is the safest overall pursuit to use since Jin is left plus in all matchups.
  • Jin is also right next to the opponent after using it, as opposed to 5AB which leaves a bit of space between him and the opponent, though this difference is miniscule.

Strategy

Moves to USE Moves to AVOID
  • 236A, 214A, counter special
  • 5AB as a pursuit, 2A, 5A, 2B, 3B, 6B
  • Both launchers (4A and 5C)
  • Super
  • 28A, 66B, 6B[B], universal pursuit
  • 3A, 6AA[C]
  • 241B (though it really depends on what kind of person you are)

General Strategy

Matchups

VS Portrait AOF3 Karman.png Karman

Average matchup for both characters, it's essentially turtle vs turtle. While Jin isn't explicitly a turtle, has a few tools that help him achieve some decent defensive play. Both characters are tall, have standing counters, situational special moves, metered reversals, the works. What Jin provides over Karman is his superior mixups, particularly his lows, and his double jump to force Karman to go after him or otherwise be a sitting duck. Jin's double jump can still be anti-aired if the Karman player knows where Jin will land or how he'll use his double jump, that and it's the one instance where his jump B can be consistently used to challenge Jin since all Jin has otherwise is a stubby air chop or a risky elbow dive. Besides that, Karman has instant pursuits and his super is arguably better than Jin's being an unblockable ranbu super as opposed to Jin's situational raging storm. Karman also has slightly faster normals than Jin other than his lows, but since Jin also has good range on his moves, he won't struggle to deal with Karman, either. Neither character has a major advantage over the other, though Karman has arguably better footsies and Jin having a better air game and better mobility than Karman despite his iffy jump attacks. As usual for Karman, Jin has little reason to block low against him, but he's at least slower than Karman in some regards, which gives Karman slightly better chances to land some lows.

VS Portrait AOF3 Kasumi.png Kasumi

Jin's double jump and heavy weight makes it both easier for him to avoid Kasane Ate and avoid Kasumi's deadly juggles respectively. Kasumi still has the better air normals however, and Jin's okizeme isn't as prominent as Kasumi's so even though he's not as easy to juggle, he's still forced to play at Kasumi's pace if he gets knocked down himself. He's slower too, which makes it easy for Kasumi to pressure him. Invisibility can help the Jin player escape a really bad situation with the i-frames, and if the player focuses on only getting simple combos and mixups in, the damage output will speak for itself. Scoring whiff punishes with launchers by playing defensively is also recommended for Jin players. While helicopter spin and invisibility help out Jin a decent bit if used carefully, Jin would especially benefit from having his super ready and forcing the Kasumi player to guess when or if he'll use it, which poses the problem of managing Jin's spirit. Kasumi can taunt to mitigate this, but if Jin can use it, this makes okizeme risky for Kasumi despite it being her strongest asset; Jin's super will deal more damage as a counterattack. Kasumi doesn't need to do much otherwise, because although Jin is a defensive character, if she opens him up and gets the life lead, Jin is forced to start going after Kasumi now, only this time lacking fast normals and specials, and having to play risky with both anticipating Kasumi to flinch and using double jumps to force a reaction. Delayable strings aren't too useful for Jin in this matchup since he has so few rush combos, Kasumi can low crush some of them, and they're relatively safe for Jin anyways that delaying it requires hard reads. On the bright side, Jin has reliable overheads like Kasumi, so he can apply some basic mixups if he has to, and his 4A launcher is fast if he manages to rope Kasumi into range.

VS Portrait AOF3 Lenny.png Lenny

Having a reflector sort of helps Jin in this matchup. Besides anti-airing against Lenny, which is easy enough when she has bad jump-in attacks, the reflector can reflect her fireball back at her and deal increased damage for an attack that already hurts a lot. The issue is if Jin is close enough to begin with, and whether the Lenny player will opt to use fireballs at that range. Jin will face issues with getting in otherwise due to his huge size and slower speed which makes it perfect for Lenny to throw out fireballs and fast jabs, making it hard for him to deal with Lenny's fast pressure. He has a couple fast options to use, namely 5A, 2A, 3B and counter, but getting a poke in without it being a block/whiff punish is difficult when Lenny has fast rush combo attacks and a jab that leaves her plus and has similar reach as Jin's jab. If Lenny uses 4B to run away, Jin can 4C parry it, counter it, or use 214A to chase after it, possibly even 5AB, so while still a viable option for Lenny, she should be a bit cautious using 4B for hit-and-run strategies. Jin also has his double jump which paired with Lenny's bad anti-airs, it can make dealing with Jin difficult and a bit unpredictable when Lenny has to stick with strict footsies play. She may not have to settle for hit-and-run play, however, given that even with Jin's heavy weight, her juggle combos work just the same as against any other character, so paired with Jin's slower speed, even raw pokes are profitable for her, especially on counter hit. Add on top of this having safe launchers that even Jin lacks, and a similar 66B dash attack overhead launcher like Jin's 66A, both characters earn their juggles in similar ways. Jin's 4A launcher is safe, but keep in mind Lenny can also duck it. Jin's super beats out Lenny's ranbu super with invulnerability frames and the active hitbox, plus he could potentially take advantage of the fact that Lenny will likely rely on meter to rack up damage and keep her ground. Jin also benefits from using meter in this matchup, but depending on how Lenny plays, he may not need to spend much. Usually it's going to be Lenny forcing Jin to approach her, but Lenny won't have much issue brute forcing her way in either when Jin doesn't have any real zoning tools as opposed to Lenny. Lenny having overall safer attacks helps, too. Still, both characters deal equal overall juggle damage, with Jin having more consistent poke damage.

VS Portrait AOF3 Robert.png Robert

Both characters are defense oriented, although they can both also be played more aggressive if the window is open for them to do so. Jin has more reliable ways of confirming into juggles and overall stronger mixups, particularly stronger low game and higher damage output than Robert has. Jin can output around 75% damage combos or higher if going for optimal damage output, though he lacks a lot of use for his special moves. He can use his reflector to anti-air, but Robert has long ranged jump attacks and j.214B to delay his punish if he needs help avoiding 236A's hitbox. The only other use Jin has for meter is super and 214A. He also has counter, though it's mostly only a help since Robert's low game is ordinary at best, meaning he'll usually use mids and some overheads. Jin's super will beat out ranbu once it's active, on top of beating it on startup thanks to its invulnerability on startup. Jin can also duck under Robert's 4A despite his huge stature, so he can punish it on whiff and crouch. Jin arguably has it easier in this matchup since he can play neutral as well as Robert can, just with better confirms, a heavier weight and his move list not being dry-cut "use X in Y scenario" as Robert, though Robert can still win if he can make Jin grow a little impatient. Robert may face some issues creating whiff scenarios, though, due to being incapable of cancelling his backdash at any point.

VS Portrait AOF3 Rody.png Rody

Nothing awful for Rody, he has to put up with the fact Jin plays defensively more than he does aggressively, but both characters are equally on par with each other over mixups and setting up for launches. The key difference is Rody lacks real range, or at the least his whiff punishers aren't as rewarding as Jin's. Rody's BnB combos will work against Jin regardless of his heavy weight, but getting the launchers is the issue. For Rody to get equal footing in range he needs to use either 3A or 4A, 6B being too stubby when Jin is spaced out. Compared to Jin punishing Rody at around the same distance, staggers and wrongblocks can be linked into 66A or other similar command normals, giving Jin some juggle combos. If Rody isn't close enough he usually just gets a poke and retains his turn but it's harder for him to set up for combos as he has to close the distance. Overall not too bad otherwise, Rody can also take advantage of the fact that Jin's air game is mediocre, though Jin has double jump, too. The matchup is an issue of consistency with reward rather than a lack of tools, Jin has more reliable pressure overall and has tools he can fall back on if he's the one taking a beating.

VS Portrait AOF3 Ryo.png Ryo

Jin has better frame data than Ryo does on top of being able to launch Ryo more consistently. Ryo is forced to keep his combos short because Jin is too heavy and will fall through most of them. By having better frame data, Jin can punish many of Ryo's attacks on block quite easily and fast, with higher reward. In addition to this, Jin having a 6 frame low hitting counter hit launcher is pretty awful for Ryo who will usually be up close to fight. Ryo's jab is the only button that will leave him plus on both hit and block, so any time he's not using that button, he's probably losing his turn if he doesn't hit Jin. Their pursuit game is pretty much the same in damage, speed, and frame advantage with the only exceptions being Ryo has two pursuits whereas Jin has 5AB which hits from farther away. Jin can punish Zan Retsu Ken with his double jump and either j.C Ryo from above (not recommended as he can still be sniped out from the top of Zan Retsu Ken's hitboxes), or jump behind Ryo and juggle him that way. Jin's super can also beat out Ryo's ranbu super, so Ryo loses in that regard as well (albeit unlikely to happen that both supers come out). It's in Jin's favor for the fact he will have more chances to punish Ryo, on top of Ryo needing to spread his damage out a little thin, but keep in mind it's not an awful matchup for him. He just needs to be more cautious over his approach towards Jin or how Jin tries to mix him up and avoid using any of his punishable attacks at all, even wall jumps. Jin doesn't need to deal with wall jumps when he has his double jumps, super, and reflector to anti-air Ryo on his descent.

VS Portrait AOF3 Sinclair.png Sinclair

Jin wins the matchup, though he should avoid using any of his overly punishable moves against Sinclair since despite his heavy weight, he is still susceptible to Sinclair's TOD combo. The irony in this is that Jin being heavy makes it most likely for 214A to whiff, but to substitute this, Sinclair can use 28A for almost the same damage. However, 28A would hit overhead in this case, dealing only about 98% damage to Jin (and any other character), which thus means Jin recovers near instantly and is perfectly capable of punishing Sinclair. If the Jin player chooses not to pop super, he still has desperation so he can perform a near TOD combo on Sinclair using his 4A launcher on her. The actual likelihood any of this will happen is low as the TOD would have to be done on Jin at full health, and that assumes the Sinclair player isn't able to time 214A properly to connect or doesn't have desperation to mitigate the damage difference, but it's still something Sinclair should avoid at all costs and practice doing the normal TOD combo on Jin to ensure no immediate backfire. Beyond that, Jin loses out to Sinclair's better jump attacks and while his jump recovery is better than Sinclair's, it's only by a few frames difference so it isn't as big an advantage for him. Still, he has several other useful special moves that he also doesn't rely quite as much on, better frame data on moves like his jab, no major range issues, better whiff punishes, and stronger mixups. The only serious cause for concern for Jin is avoiding death wishes with moves like 5AB being extremely punishable on block. If Sinclair doesn't have a chance to set up her death combo, she has to burn meter to dish out 8 frame punishes with 214A, or whiff punishes with 28A, and otherwise playing neutral with Jin. This is easier said than done when one wrong mistake means Jin can easily delete a mass chunk of Sinclair's life, to which she has few safe pokes.

VS Portrait AOF3 Wang.png Wang

Jin wins the matchup but not by that much. Jin has plenty of overheads to work with to keep Wang from crouch blocking the whole match so that he avoids free staggers, and his lows can contest with Wang's lows, too. Jin also doesn't need to worry much about meter since 214A is only useful for combos given that Wang can easily duck it, and has no need for the reflector so he can use it however he pleases for counters and sneaking in his 22C. Wang also doesn't need much meter, but benefits from using some for his DP on either wakeups or juggle combos, though DP is more likely to whiff against Jin. Pretty ordinary matchup other than Wang will need to be on point with his combo timings since his limited combos on top of Jin's heavy weight makes it easier for Wang to drop combos against Jin. Otherwise, Jin has better mobility with his double jump and plenty of moves that can fight against Wang's size, on top of good range that can challenge Wang's range. If he really wants to, Jin doesn't have to settle for playing a turtle and can play some rushdown against Wang.

Combos

Note: Combos marked with a ★ symbol are the optimal combos available to the character. Characters are also denoted by the first three letters of their names to indicate that the combo works on them. If it works on all characters, it will, obviously, be marked as "All."

Character Combo Abbreviations
  • JIN: Jin
  • KAR: Karman
  • KAS: Kasumi
  • LEN: Lenny
  • ROB: Robert
  • ROD: Rody
  • RYO: Ryo
  • SIN: Sinclair
  • WAN: Wang
  • WYL: Wyler

Rush Combos

Rush Combos
Combo Position Difficulty Damage Works On Notes
5A, 5B TBA Easy TBA All A quick and safe way to make space, if you want. Be warned that 5B can be crouched.
2A, 2B TBA Easy TBA All Requires an immediate cancel once 2A comes out, giving you zero time to hit-confirm it. Also, down and B MUST be pressed on the same frame - if they're pressed even one frame apart, the attack will not come out.
6AB TBA Easy TBA 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 TBA Easy TBA 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 TBA Easy TBA 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.
6AABB TBA Easy TBA 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.

Juggle Combos

Links
Combo Position Difficulty Damage Works On Notes
5A, 5A, 5B/3B TBA Easy TBA All
Juggle Combos
Combo Position Difficulty Damage Works On Notes
4A > 5A > 214A > 28A/5AB Pursuit TBA Easy TBA TBA Time 214A to start hitting them closer to the ground, or not all hits connect.
4A > 6AAB > 5AB Pursuit TBA Easy TBA TBA Standard high-damage Rush Combo.
4A > 6AAB > 28A/5AB Pursuit TBA Easy TBA TBA Slightly more damaging than the above combo, but harder.
(j.A) > 4A > 22C TBA Easy TBA TBA Corner only. Character-specific, but probably works vs everyone besides Jin himself.
(corner) 4A > 4A > 5AAB TBA Easy TBA TBA
(corner) j.A > 4A > 5AA > 214A > 28A/5AB Pursuit TBA Easy TBA TBA
(corner) 4A > 4A > 5A > 6AAC > 28A/5AB Pursuit TBA Easy TBA TBA
4A > (quickly) FDC 4A > 6AAB > 5AB Pursuit TBA Easy TBA TBA Supposedly you can link a 5A after the second 4A, but if possible, is either character specific, a very difficult link, or both.
5C > 28A/5AB Pursuit TBA Easy TBA TBA
5C > 214A > 28A/5AB Pursuit TBA Easy TBA TBA This is all you get, so go for it if you’ve got the meter.
66A > 5A > 214A > 28A/5AB Pursuit TBA Easy TBA TBA Time 214A to start hitting them closer to the ground, or not all hits connect.
66A > 6AAB > 5AB Pursuit TBA Easy TBA TBA Standard high-damage Rush Combo.
66A > 6AAB > 28A/5AB Pursuit TBA Easy TBA TBA Slightly more damaging than the above combo, but harder.


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