GiantDojo ALPHAv0.01
Jin

Jin

Jin - fundamentals/parry. Tools include i13 launcher.

fundamentalsparry

Key Moves

df+2

i16 mid. -9 on block, +6 on hit.

b+3

i16 mid. -6 on block, +5 on hit.

b+1+3

parry.

1+2

i13 mid launcher. -14 on block, launches on hit.

d+4

i16 low high crush. -12 on block, -1 on hit.

df+3

i12 mid. -8 on block, +3 on hit.

Overview

Jin is classified as fundamentals, parry. Their toolkit includes wall-finish tools. Their fastest standing launcher comes out in 13 frames.

Strengths

  • Fast i13 standing launcher for whiff punishment
  • Multiple plus-on-block mids for safe pressure
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No CH-launch low - lows are for chip and frames only
  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Hold neutral with df+3 as your quick mid check.
  2. Whiff-punish with 1+2 (i13 launcher).
  3. Mix in d+4 low to keep them honest.

Defense

  • Parry: H.db+1+2 (Awakened Power Stance) catches a high or mid attack and turns the round around.
  • Panic launcher: d+3+4 (low crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws2 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Jin’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.