Jin Kazama - Ver. 2013

jin

#1

Too early? lol, Sorry I just really want to hear what you guys want changed with Jin in 2013 I hope they give him some good stuff! :slight_smile:

Edit: Here are Jins changes for 2013! discuss! :smiley:

Jin Kazama
• Far LP - Reduced block stun by 2F (On block +2)
• Far HP - Causes crumple on counter hit
• Far HK - Startup 17F->14F
• cr. MP - Startup 5F->4F
• cr. MK - Hurt box reduced
• cr. HP - Startup 9F->5F

  • Active attack frames 3F->5F
    • cr. HK - Hit box enlarged
    • Leaping Side Kick - Invincible against air attacks
    • Penetrating Fist - Reduced recovery by 4F
  • Reduced block stun by 2F (On block -3F)
    • EX Penetrating Fist - Hit box enlarged
  • Damage 80+80(160)->70+70(140)
    • Median Line Destruction (including EX) - Adjusted screen freeze on hit and block
    • Power Stance - When takes damage from opponent, no longer takes recoverable damage

Special move meter gain:
• Special Step: whiff 0->10
• Thrusting Uppercut: whiff 5->10/On hit 40->35
• Right Roundhouse Punch: whiff 5->15
• Lunging Low Roundhouse Kick (L.L.R.K.): whiff 5->10/On hit 40->20
• Spinning Flare Kick (after low): whiff 5->10
• Spinning Flare Kick (right after Special Step): whiff 5->15/On hit 40
• Power Stance: whiff 10->5
• Median Line Destruction (L): On hit 10×2+20(40)->10×2+30(50)
• Median Line Destruction (M): On hit 10×3+20(50)->10×3+25(55)
• Median Line Destruction (H): On hit 10×4+20(60)->10×5(50)
• Mental Alertness: whiff 10->5
• Left Drill Punch: whiff 5->10
• Swinging Fist Strikes: whiff 5->15/On hit 20->40
• Swaying Willow: whiff 5->15/On hit 20->40
• Leaping Side Kick: whiff 5->15/On hit 20->40
• Right Sweep: whiff 5->15
• Penetrating Fist: whiff 15->0
• Tidal Wave - Damage 150->130
• Over the Shoulder Reverse - Damage 150->130


#2

Extended Invincibility on MA. Safety on Left Right Punch, Safety on Swaying Willow.

Oh, and Ryu like pokes with c.mk.


#3

Now I love playing Jin, but I think that might be asking a bit too much!

I for one would like to see a quicker start up time and longer active period for the fireballs. Its tough to trap people with them as it is. Now I’m not looking for an aegis reflector or anything :p, just a little buff.

Also a better cr. fierce. It’d be nice to have that as an AA for times when you can’t MA kick.

But I have a feeling he’ll be nerfed though. He has too many good tools already.


#4

This is what I’d like for Jin as well, id live with some slight nerfs for a better Cr HP, but hopefully they don’t do anything to drastic with the nerfs.


#5

Well they said the Tekken characters would be getting better AA’s, so you never know, we might get it!


#6

Yeah thats the light bulb that went off in my head when I read that lol


#7

Jin + Buffs please.


#8

To be honest, i think Jin is pretty good as is, especially with a second character that covers his weak points.
However a few buffs that i think are reasonable is extended hitbox of cr.mk and improved hitbox from cr.hp.

Jin his fireballs, maybe just maybe a faster startup so we can get some setups going, but i think that is asking for too much.
Hoping Steve and Nina get improved AA’s where i don’t have to worry about pressing the damn cr.hp button, otherwise back to Cody eventhough he’s nerfed big time.


#9

Yeah Id be happy with just better Cr HP. I like him a lot as is, but lets see which way they go with Tekken side, because SF side was pretty hardcore how it went down.


#10

True. We should be expecting some hard nerfs if anything.


#11

Hold on, scratch that!

Looking at the patch notes so far, it looks like mostly buffs all round for the Tekken side!


#12

Indeed! Can’t wait to see what Jins changes will be, I will edit top post with info when it comes around and we can dig in! :smiley:


#13

I was surprised Kaz didn’t get mutilated, since his pressure can be unerving to scrubs, hell even i get blown up by it occassionally but I’m a scrub so I guess that makes sense lol. but this hopefully bodes well for Jin I hope :slight_smile:


#14

Jin his j.hk will have an increased hurtbox/decreased hitbox, cr.mp reduced frame advantage on block, cr.lp now 4 frames instead of 3, MA decreased invincibility frames. MA>lk increased recovery on landing is what i’m expecting for nerfs.

Already mentioned what i’m expecting/hoping for buffs.
Hope i’m absolutely wrong about the nerfs though…lol.


#15

Oh thank god, our boy didn’t get it too bad but better.

• Far LP - Reduced block stun by 2F (On block +2)
• Far HP - Causes crumple on counter hit
• Far HK - Startup 17F->14F
• cr. MP - Startup 5F->4F
• cr. MK - Hurt box reduced
• cr. HP - Startup 9F->5F

  • Active attack frames 3F->5F
    • cr. HK - Hit box enlarged
    • Leaping Side Kick - Invincible against air attacks
    • Penetrating Fist - Reduced recovery by 4F
  • Reduced block stun by 2F (On block -3F)
    • EX Penetrating Fist - Hit box enlarged
  • Damage 80+80(160)->70+70(140)
    • Median Line Destruction (including EX) - Adjusted screen freeze on hit and block
    • Power Stance - When takes damage from opponent, no longer takes recoverable damage

Special move meter gain:
• Special Step: whiff 0->10
• Thrusting Uppercut: whiff 5->10/On hit 40->35
• Right Roundhouse Punch: whiff 5->15
• Lunging Low Roundhouse Kick (L.L.R.K.): whiff 5->10/On hit 40->20
• Spinning Flare Kick (after low): whiff 5->10
• Spinning Flare Kick (right after Special Step): whiff 5->15/On hit 40
• Power Stance: whiff 10->5
• Median Line Destruction (L): On hit 10×2+20(40)->10×2+30(50)
• Median Line Destruction (M): On hit 10×3+20(50)->10×3+25(55)
• Median Line Destruction (H): On hit 10×4+20(60)->10×5(50)
• Mental Alertness: whiff 10->5
• Left Drill Punch: whiff 5->10
• Swinging Fist Strikes: whiff 5->15/On hit 20->40
• Swaying Willow: whiff 5->15/On hit 20->40
• Leaping Side Kick: whiff 5->15/On hit 20->40
• Right Sweep: whiff 5->15
• Penetrating Fist: whiff 15->0
• Tidal Wave - Damage 150->130
• Over the Shoulder Reverse - Damage 150->130


#16

Can’t believe they actually buffed this fool haha, i absolutely love it when people can’t jump in for free.


#17

Well that was a pleasant surprise! :slight_smile:

Leaping side kick won’t trade now which is great.

Faster recovery on fireball + larger hitbox on ex version isn’t quite what we wanted but close enough! I wonder has the hitbox been enlarged on the normal version too???

Parry no longer taking damage is sweet.

Faster and longer cr. HP buff is nice but mentioned nothing about the hitbox being enlarged, which IMO was the problem with it. We’ll have to just wait and see how it plays now I suppose.

Also better normals all round. (mostly). Would have liked a longer hitbox on cr. mk, but hey whatever.

Good times to be a Jin player!


#18

We in THERE! Bwaaahahahahahahaha gonna edit first post.


#19

I love the changes for ver. 2013, and I hope they play well with whatever they’ve got planned for the system changes (Pandora, tags, Cross Assault, etc.) I’m still not keen on using cr.HP as an anti-air because, as Rob2D stated, the hitbox was the move’s biggest problem. However, wouldn’t the reduced startup on cr.HP mean it’s significantly easier to link? I’ve just been using cr.MP x2 for BnB because I can’t quite get the link down, so if inserting cr.HP is now just as easy, I can finally maximize the damage on that string. :slight_smile:

Also, in regards to “Power Stance - When takes damage from opponent, no longer takes recoverable damage”, what I’m gathering is that he’ll still take damage and it’s permanent/unrecoverable. Am I right or wrong?

I was worried they’d make Thrusting Uppercut more punishable given the block stun and pushback reductions we’ve seen thus far, but nice to know I can still throw it out somewhat safely.


#20

sigh… one of my most hated opponents got only buffs in an update where almost everyone is nerfed.

Jin is gonna be SS+extra tier :frowning: