Street Fighter X Tekken/Jin

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Jin

Sfxt jin face.jpg


Great against fireball characters and able to make excellent use of meter, Jin has a great many tools at his disposal. Jin is able to punish the use of projectiles with Special Step and combo out of a block with Shun Masatsu. Given his mediocre range it is necessary to make use of Special Step to close the gap and deal real damage. Players would do well to make use of his unique EX properties such as making hits "counter" attacks, Wall bouncing, and creating multiple stationary orbs.


In a nutshell


TBW


Moves

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Speccancel.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png
crossup


Unique Attacks

Name
Command
Notes
Left Right Combo
(far) Lp.png ---.png Mp.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne on 2nd hit
Inner Axe
(far) Lp.png ---.png Mp.png ---.png Lk.png
High.png on 3rd hit
Knockdown.png vs airborne on
2nd and 3rd hit
3rd hit currently float bug
Spinning Hook Kick
(far) Lp.png ---.png Mp.png ---.png Mk.png
Knockdown.png vs airborne on
2nd and 3rd hit
Kazama Style 5 Hit Combo
Lp.png ---.png Lk.png ---.png
Mp.png ---.png Lp.png ---.png Mk.png
Low.png on 5th hit
Hardknockdown.png on 5th hit
Knockdown.png vs airborne on
hits 2 - 5
Kazama Style 6 Hit Combo
F.png + Lk.png ---.png Lp.png ---.png
Lk.png ---.png Mp.png ---.png
Lp.png ---.png Mk.png
High.png on 1st hit
Low.png on 6th hit
Hardknockdown.png on 6th hit
Knockdown.png vs airborne on
hits 2 - 6
Shun Masatsu
B.png + Mp.png ---.png Lp.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne

Throws

Name
Command
Notes
Tidal Wave
F.png or N.png + Lp.png + Lk.png
Throw.png
Over the Shoulder Reverse
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Special Step
F.png N.png D.png F.png
   Thrusting Uppercut
Special Step ---.png Lp.png
Knockdown.png
   Right Roundhouse Punch
Special Step ---.png Mp.png
Hardknockdown.png
   Spinning Flare
Special Step ---.png Lk.png + Mk.png
High.png
Knockdown.png
   Lunging Low Roundhouse Kick
(L.L.R.P.)
Special Step ---.png Mk.png
Low.png
Hardknockdown.png
      Spinning Flare
L.L.R.P. ---.png K.png + K.png
High.png
Knockdown.png
   Back Dash
Special Step ---.png
B.png , B.png
dash escape / feint
can use normal backdash
afterwards faster than usual
Power Stance
Qcb.png + P.png
Ex.png
Armored.png
Speccancel.png
Supercancel.png
Ex.png causes next attack
to be a Counterhit.png
Median Line Destruction
F.png , B.png , F.png + P.png
Ex.png
Hardknockdown.png
Wallbounce.png on Ex.png
Mental Alertness
D.png + K.png + K.png
Left Drill Punch
(During Mental Alertness) Lp.png
Knockdown.png vs airborne
   Swinging Fist Strikes
Left Drill Punch ---.png Mp.png or Hp.png
Knockdown.png
Swaying Willow
(During Mental Alertness) Mp.png or Hp.png
Knockdown.png vs airborne
Leaping Side Kick
(During Mental Alertness) Lk.png
Knockdown.png
misses vs standing
Right Sweep
(During Mental Alertness) Mk.png or Hk.png
Low.png
Hardknockdown.png
Penetrating Fist
Qcf.png + P.png
Ex.png Chrg.png
Knockdown.png
Ex.png does not Knockdown.png

Super Combo

Name
Command
Notes
Devil Beam
Qcf.png + 3p.png


Move Analysis

Normal Moves

N/A


Unique Attacks

While the command list states that the second hit of Shun Masatsu is light punch, it can actually be performed with a heavy punch as well, though the result is the same.

Normal Throws

N/A


Special Moves

Power Stance:

A parry / armored stance. EX causes the following hit to be considered a counter attack. This stance can be canceled into any other special move, super move, or even the Qcf.png + Mp.png + Mk.png Cross Arts!

Median Line Destruction:

Hits three,four, or five times depending on punch used, generally safe at max range but easily punished up close. EX causes wall bounce

Penetrating Fist:

Creates a static orb at close, medium, or far range based on punch button used. EX creates two orbs based on which two buttons were pressed.
Lp.png creates close fireball
Mp.png creates midrange fireball
Hp.png creates far fireball
Lp.png + Mp.png Ex.png creates one close and one midrange fireball
Lp.png + Hp.png Ex.png creates one close and one far fireball
Mp.png + Hp.png Ex.png creates one midrange and one far fireball
Chrg.png Lp.png Ex.png creates one close and one midrange fireball
Chrg.png Mp.png Ex.png creates one midrange and one far fireball
Chrg.png Hp.png Ex.png creates one close and one far fireball

Super Combos

Devil Beam: Jin takes a giant step forward and throws a projectile across the screen with about 15 frames of invulnerability at the start

The Basics

Jin is only capable of dealing real damage at close range. Use Shun Masatsu to hit confirm.

At mid range, make use of hk. You can use it to gain ground on opponents, and it can be canceled into Special Step.

Special Step boasts upper body projectile invulnerability, the speed of a regular dash, and covers half of the screen’s length, making it first priority when learning Jin. However, it won’t pass through Sagat’s Low Tiger Shot.

Mental Alertness has a short window of strike invulnerability on its startup which can be used to cause an opponent’s attack to whiff, allowing you to counter with Swaying Willow, so perform Mental Awareness at anytime during block strings. If your opponent stays grounded, Swaying Willow can be used for pressure or a Counter Hit. If your opponent reacts with a jump, quickly Leaping Side Kick to counter. The timing on this is tight, so it'll take some practice before mastering the technique. Mental Alertness is always vulnerable to throws though, so be careful of becoming predictable.

Crouching hp works as a decent anti-air attack, but Jin’s upper body is vulnerable during the uppercut. Leaping Side Kick functions much more reliably as anti-air. It takes some practice to use it in this manner but it has a large hitbox, quick startup, and combo potential. Furthermore, if Leaping Side Kick whiffs during an anti-air attempt, Jin is sent flying forward, making an opposing player’s attempts to punish this move difficult.

Regular versions of Power Stance start up in only 2 frames before absorption frames begin. EX Power Stance has no startup at all but does not last as long as HP. Power Stance can also be canceled into any Special Move, including Special Step and Mental Alertness. After absorbing an attack, cancel Power Stance into (Mental Alertness) Swaying Willow or Median Line Destruction to counter. Power Stance is, however, susceptible to throws like Mental Awareness.

Advanced Strategy

N/A

"Swag Kick"

There is glitch present as of 1.01 in the "Inner Axe" unique attack know colloquially as "The Swag Kick". When the third hit connects with an airborne opponent, they will fall at a fraction of the normal pace while still remaining in a spinning, stunned state, allowing ample time to tag, EX Power Stance or begin a combo without fear.

Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

  • Jumping Hk.png , (land , Lp.png , Lk.png , Mp.png , Lp.png , D.png + Lp.png , D.png + Mk.png , F.png B.png F.png + Hp.png - 299 dmg

Meterless combo from a jump in, starting with 4 of the 5 hits of the 5-hit combo, then linking D.png + Lp.png , linked into D.png + Mk.png , then canceled into Median Line Destruction. Note that after the Lp.png link, you can also simply go into a boost chain instead:

  • Jumping Hk.png , (land , Lp.png , Lk.png , Mp.png , Lp.png , D.png + Lp.png , Mp.png , Hk.png , Hk.png ( launcher )

Note, however, that the 5-hit combo will whiff on many crouching characters.

Combos Into Supers

  • Crouching Lp.png , Lp.png , B.png + Mp.png , Lp.png , F.png B.png F.png + P.png + P.png , Qcf.png + 3p.png