I have decided to post a few facts about Jin in this SFAQ
it’s Should be Frequently Asked Questions, but since there aren’t too many Jin fans the questions just aren’t being asked O_o.
Here are some facts that may help you in playing Jin.
I will probably update “Jin - The Updated Fighter” soon , right after i feel i have enough information
Q: Is Jin’s AAA completely invincible?
A: It may very well be, but it is much more likely to be misconcepted as such because of the fact that Jin’s anti air is unique , it isn’t a physical attack like most of the other AAA, and he isn’t exactly moving with something that isn’t attached to his body (like cable) it’s shrapnel flying off his body, the shrapnel itself is consisted of high priority projectiles. But it may very well be invincible but the important thing is that you know that the yellow things aren’t a part of jin, if they get hit jin won’t be stunned or hit in any way, they are projectiles.
Q: What is Jin’s best option at the beginning of the match?
A: Jin should most definantly start off a match against 90% of opponent’s with standing lp (magneto beats it , or so it seems, i still need more testing if you do the switch trick and the mags doesn’t Jin will very likely win at the beginning at the match, and sentinal does not get stunned so it isn’t suggested. It has alot of priority and is fast.
Q:Jin has no double jump, he has not air dash, he has no moves that manipulate his decent, how am I supposed to get around with Jin?!
A: Jin does have 2 moves that control his decent, one of which isn’t really safe, that is the drill move (slower descent or so it seems) and the neutral h. k which makes his descent faster after his jump begins to fall. Jin has quite a few ways to get around, most of which are ground based which is bad, but not too bad.
He has wave dashing, he has his standing hp, standing hk and crouching hk. the key to using his normals as tools to gain posititioning is knowing the correct distances to ues them in,
Standing Fierce Punch
Jin’s standing hp should be used somewhere around the half of the screen it travels 75% of the screen but the hit box is only active up until the 70% point and the move has some start up, but it is very high priority. You may consider dashing then do the fierce punch but it should never be done from a screen away if it should miss you are in trouble, any point other than that should do okay. Also , it is completely punishable UNLESS you cancel it into a jab typhoon which is unpunishable by anyone who isn’t cable (or at least should be) but in a corner is a different story, mags can hit you, most fast crouchign attacks can hit you.
Crouching Fierce Kick [Patented Slide]
This slide has start up and the top part of jin’s body is completely vulnerable while sliding. Also Jin always moves the same ammount of distance no matter where you use it, Leaving you completely open to attack if blocked close up. For the 2 previous reasons you should do this move, but only from the mid point of the screen or perhaps a dash and a slide from a screen away. The good thing about it is that it moves you and it is low , so you can avoid a big bunch of things by moving in this fashion, you can also charge a jab typhoon for insurance or extra chip damage. If the move is completely out few things can stop it, but in the start up it is vulnerable so it is a distance, and zoning move, alot like most of the other moves in Jin’s arsenal.
Standing Fierce Kick
This move jumps over everyone when crouching (except MAYBE sentinel) opening up tremendous assist cross up abilities. If you have doom you can have the rocks hit while you are on the other side, even if blocked you can get a significant ammount of chip damage (which is completely safe even from cable) you’ll have to experiment but you can fit in a dynamite/typhoon when you jump over them (cancel out of the standing fierce kick) and then put yourself in a position for a high or low hit before they even recover. Also if your going low always do crouching lk, into crouching hk the crouching lk done at the right distance should move them into the favorable slide distance, if your holding db and become good at charging you can use jab typhoon if blocked dynamite if connects. ALSO if you feel like your opponent isn’t going to hit you out of the start up of the move you can use it out in the open and cancel it into a jab typhoon.
Q: What is Jin’s fastest start up super?
A: Blodia Punch, it still isn’t all that fast, fast enough tho.
Q: Why is Blodia Vulcan such a important part of Jin’s arsenal?
A: Because, it’s free damage when they super jump over you (vulcan glitch) and it is the only fully invincible super (someone else pointed this out) and it is the best “counter dhc” in the whole game. Example, have someone with a fast start up super like Magneto (temptest) storm goes and does hail storm as soon as you see her flash (using up a hyper meter) do tempest cancel into vulcan, storm eats a few bullets then dhc into proton cannon ect. or just keep jin in. It even beats out ahvb from my tests, but you can’t do the same thing as you do with storm , Cable’s beam INSTANTLY comes out so you have no time to do the temptest, but if you super jump just above it or go into the temptest a split second before the ahvb vulcan should beat it out.
Q: You said something about a Jin cross-up with his slide, then you say it isn’t safe what’s the deal?
A: Well if the big 4 block the cross up which is: They normal jump over you, you slide under and dynamite on the other side. They should all be able to punish you, but now i found a safer method, just go into the jab typhoon it should snuff out their attacks and be completely safe (against all except cable).
And that’s all for now, i’ll post up a new one as soon as i have more facts that are needed to be shared.