GiantDojoALPHAv0.01
Jin

Jin

Jin - fundamentals/parry. Tools include i13 launcher.

fundamentalsparry
11 / 11 combos

Combos

Starter

Most Important

  • uf+4df+2,4b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3
  • CH f+4(dash) b+3~FZEN 1b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3
  • EWHFEWHFb+3~FZEN 1b+3~FZEN 1,3

More Combos

  • fthenf+3(dash) b+3~FZEN 1b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3
  • fthenf+3then1then2b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3
  • CH (bthenf+2)then3~FZEN 2b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3
  • CH db+2then23,13,1~FZEN u+1 T!
  • CH FC df+4~F(hold df) BRS 2b+3~FZEN 1b+3~FZEN 1,3
  • heat on df+4~FEWHFb+3~FZEN 13,1~FZEN 2b+3~FZEN u+1 T!(2),4~FZEN 1,3
  • heat on (db+1+2)then1EWHFb+3~FZEN 1b+3~FZEN 1,3
  • heat on (db+1+2)then2df+2,4b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3

Key Moves

  • 1Fast attack to start your offense and check situations. It has a few useful extensions that can be used for poking. Another good option i s 2 ,1.
  • df+1Quick mid attack to check situations. Its extensions can be used to check aggressive opponents.
  • 4A high homing attack to check sidestepping opponents. It leads to guaranteed follow-ups on counterhit.
  • f+4Long range mid attack to keep opponents from approaching and to check certain situations. Leads to a full combo on counterhit and can shift t o ZE N to pressure on hit.
  • db+4 and d+4Low pokes to harass the opponent . d +4 is fast and high crushes whil e db +4 is slower, but has really good range and gives you plus frames for pressure.
  • fthennthendthendf+1An unsafe mid launcher. It can be used not only for mixup and possibly whiff punishment, for also to hit grounded opponents.
  • EWHFA high launching attack with many applications in the neutral It's important for punishment, but can be used for approach and as a keepout button.

Heat Engagers

  • fthenf+2Safe mid attack with a lot of range. Useful for approaching from midrange and fishing for heat activation.
  • f+3then1A slightly unsafe mid string that launches as a heat dash. Can be used in punish situations.
  • df+4Safe mid heat engager to fish for activation at close range.
  • 1+2Mostly useful for punish situations. Very unsafe on block.
  • ZEN 1then2Heat engager out o f Z EN stance. Very unsafe on block, so make sure to situation confirm the string.

Command Grabs

  • dthendbthenbthen1+31 escape
  • df+2+42 escape
  • uf+1+21+2 escape

Block Punishers

StartupStandingCrouching
102then4 1then2FC d+1
11WSthen4then4
12b+1then2
13df+1then4 1+2 (heat)WSthen1then3then2then4then2
14f+1+2 f+3then1 (heat)WSthen2
15d+3+4 EWHFuf+4

Suggested Whiff Punishers

  • b+2then1
  • f+4
  • EWHF

Guaranteed Follow-ups

  • CH 41+2 (heat) ― df+1then4
  • df+[ 3~3 ]1+2 (heat) ― df+1then4
  • ZEN 4d+2
  • (d+3then4)then3fthenf+2
  • b+1+2 (parry)fthenf+2
  • db+4(dash) d+2 ― fthennthendthendf+1
  • (1then2)then3(dash) d+2 ― fthennthendthendf+1
  • CH ws+3(dash) d+2 ― fthennthendthendf+1
  • CH ZEN 3(dash) d+2 ― fthennthendthendf+1
  • heat on 1+2~Ffthenf+4

Defensive Options

  • b+1+3 (or b+2+4)Parry
  • b+1+2Has punch parry effect
  • d+1Power crush

Matchup Punishment

  • Slide...
  • Asuka's b+3fthenf+2
  • Kazuya db+1,2...
  • Ling RDS f+3+4,3+4...
  • Ling AOP 3+4...
  • evade Leo's b+1,4...
  • Paul's Deathfistfthenf+2 ― f+4
  • Demoman (3rd hit)...
  • Alisa's b+3+4,(3+4)...
  • Claudio's f+2,2...
  • Kuma's f,f+2...
  • Heihachi's f,f+2f+4 ― Heat Smash
  • Jack's d+1+2...
  • Jack's df+1,2,1,2...
  • King's JGS 4FC df+4 float

Notes

  • Can perform new moves during Power Stance Can perform EWHF without perfect input
  • b,f+2,1,df+2 (delay last hit)