Street Fighter X Tekken/Jin

From SuperCombo Wiki

Introduction

Ideal Team Position: Either

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.

The closest thing the Tekken saga has to a regular protagonist enters Street Fighter x Tekken v2013 with an answer to practically any situation he might find himself in, and any playstyle he chooses to utilize in his matches. His Mental Alertness stance (d+KK) can be used at will to react to whatever the opponent tries to do while it’s active. The LK ender is a fast anti-air that leads to a strong juggle, and the MP ender is safe on block and leads to a LONG stun on counter hit that lets him land a full combo. In the air, his j.HK has an outstanding hitbox and priority, and can even be used as a crossup attack. Because the most is so dangerous, Jin can catch opponents off-guard with it due to its directional ambiguity. His buttons have decent range to them and can be used to link into full combos starting with his Wave Dash into LP, which is only -4 on block. Jin has the ability to make almost any offensive approach safe thanks to several frame advantageous moves and even the ability to quickly cancel a wavedash with a fast backstep, which can be very frustrating against opponents looking to fight back as they risk getting whiff punished. Jin has everything he needs to dominate the match no matter what side of a team he is on, and is only left vulnerable if he leans too heavily on certain tactics and becomes predictable. Infiltration won EVO 2013 with him for a reason, and it’s not hard to see what those reasons are.

Strengths Weaknesses
  • j.HK is an ambiguous crossup with a deceptively large hitbox and short startup that gives it air-to-air capabilities as well
  • His main juggle starter, Special Step LP, is only -4 on block and hits both standing and crouching opponents
  • Several blockstrings and frame traps he can use to confirm into combos and pressure
  • Rarely needs to commit fully to his approach as he can cancel his special step into a quick backdash, utilizing a launching attack that is safe on block, and has a double-hitting raw launch that can be tag cancelled safely in case the opponent blocks.
  • Strong zoning ability with orbs
  • Able to challenge opponents’ pokes with Power Stance (qcb+P) which has up to 4 points of armor from frame 3, but does not receive damage, and can be canceled into his other specials
  • Strong anti-air ability with cr.HP and d+KK>LK both having the air crush property, the former having a big enough hitbox to score frequent counter hits and the latter causing a juggle state
  • Idle meter building ability due to Power Stance and Special Step generating meter on execution
  • Excellent Wall carry
  • His main reversal, Mental Alertness into MP, is safe on block and can lead to a full combo on counter hit
  • Mental Alertness has very little risk involved when used in neutral, thanks to the priority and quick recovery of several of his attacks.
  • Can be played offensively or defensively thanks to a variety of attacks that cover both options.
  • Very high-execution character as his best combos requires quick cancelling into awkward, similarly-assigned special attacks, CADCs with a small window for juggling, and a command dash that can difficult to cancel into consistently.
  • Somewhat weak against neutral jumps as none of his wakeup options deal with it consistently
  • Many of his special attacks have long startup and/or recovery on whiff
  • High-low game is not as strong as other characters as his overhead requires multiple difficult links to convert into damage and safe confirms if blocked.
  • Does not have very strong poking normals
  • Lacks an invincible reversal; his primary reversal option (Mental Alertness MP) can be raw launched
Jin
SFxT Jin Art.jpg
Health 1000
Ground Movement
Forward walk speed 45
Back walk speed 30
Forward dash duration 18
Back dash duration 8,11,7
Jumping
Prejump duration 4
Neutral jump duration 35
Diagonal jump duration 35
Neutral super jump duration 35
Diagonal super jump duration 35
Misc.
Charge Cancel Delay (Normal/EX) 8/5

Move Analysis

Normal Moves

Far LP
LP
SFxT Jin 5LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Jab.gif 30 H SM,EX,SA,CA 5 2 7 +8 +2 1 1 1
Far MP
MP
SFxT Jin 5MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Strong.gif 60 H SM,EX,SA,CA 9 2 10 +9 +5 2 1 1
Far HP
HP
SFxT Jin 5HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Fierce.gif 90 H - 11 4 16 +5 0 3 1 1
  • Crumple on counter hit
Far LK
LK
SFxT Jin 5LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Short.gif 30 H - 6 4 8 +5 +1 1 1 1
Far MK **LC
MK
SFxT Jin 5MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Forward.gif 60 H SM,EX,SA,CA 7 4 15 +2 -2 2 1 1
Far HK
HK
SFxT Jin 5HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Roundhouse.gif 90 H SM,EX,SA,CA 14 3 20 +2 -3 3 1 1
Close LP
(near opponent) LP
SFxT Jin CL 5LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Jab.gif 30 H SM,EX,SA,CA 4 3 8 +6 +2 1 1 1
Close MP
(near opponent) MP
SFxT Jin CL 5MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Strong.gif 60 H SM,EX,SA,CA 6 2 15 +4 0 2 1 1
Close HP
(near opponent) HP
SFxT Jin CL 5HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Fierce.gif 90 H SM,EX,SA,CA 6 4 17 +4 -1 3 1 1
Close LK
(near opponent) LK
SFxT Jin CL 5LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Short.gif 30 H - 7 2 9 +6 +2 1 1 1
Close MK
(near opponent) MK
SFxT Jin CL 5MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Forward.gif 60 H SM,EX,SA,CA 7 2 13 +6 +2 2 1 1
Close HK
(near opponent) HK
SFxT Jin CL 5HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Roundhouse.gif 90 H - 17 2 18 +5 0 3 1 1
Crouch LP **LC
d+LP
SFxT Jin 2LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Jab.gif 30 H SM,EX,SA,CA 3 2 7 +8 +4 1 1 1
Crouch MP
d+MP
SFxT Jin 2MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Strong.gif 60 H SM,EX,SA,CA 5 3 9 +9 +5 2 1 1
Crouch HP
d+HP
SFxT Jin 2HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Fierce.gif 90 H SM,EX,SA,CA 5 5 19 +2 -4 3 1 1
  • Forces standing
Crouch LK
d+LK
SFxT Jin 2LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Short.gif 30 L SM,EX,SA,CA 5 3 8 +6 +2 1 1 1
Crouch MK
d+MK
SFxT Jin 2MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Forward.gif 60 L SM,EX,SA,CA 6 2 14 +5 +1 2 1 1
Crouch HK
d+HK
SFxT Jin 2HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Roundhouse.gif 90 L - 9 3 22 hard knockdown -5 3 1 -
Jump LP
ub/u/uf+LP
SFxT Jin 8LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Up.gif / Upright.gif + Jab.gif 40 M - 5 6 until ground+4 +12 +4 1 1 1
Jump MP
ub/u/uf+MP
SFxT Jin 8MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Up.gif / Upright.gif + Strong.gif 70 M - 7 6 until ground+4 +16 +5 2 1 1
Jump HP
ub/u/uf+HP
SFxT Jin 8HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Up.gif / Upright.gif + Fierce.gif 100 M - 8 6 until ground+4 +20 +8 3 1 1
Jump LK
ub/u/uf+LK
SFxT Jin 8LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Up.gif / Upright.gif + Short.gif 40 M - 6 5 until ground+4 +12 +4 1 1 1
Jump MK
ub/u/uf+MK
SFxT Jin 8MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Up.gif / Upright.gif + Forward.gif 70 M - 6 6 until ground+4 +16 +5 2 1 1
Jump HK
ub/u/uf+HK
SFxT Jin 8HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Up.gif / Upright.gif + Roundhouse.gif 100 M - 8 6 until ground+4 +20 +8 3 1 1
Launcher **LC
HP+HK
SFxT Jin HPHK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Fierce.gif + Roundhouse.gif 100 H - 13 2(11)3 40 switch -21 3,3 - -
  • Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel
f+HP+HK (while blocking)
SFxT Jin 623LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(while blocking) Right.gif + Fierce.gif + Roundhouse.gif 120 H - 8 2 18 hard knockdown +2 - - -
  • Invulnerability frames 1-9, Resembles Thrusting Uppercut

Unique Attacks

Shun Masatsu
b+MP > LP or HP
SFxT Jin 4MP.png
SFxT Jin 4MP LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Left.gif + Strong.gif 60 H - 7 2 33 -18 -20 2 1 0
Left.gif + Strong.gif ---.png Jab.gif / Fierce.gif 70 H,H SM,EX,SA,CA 7 2 27 0 -5 1 1 0

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.

Left Right Combo
(far) LP > MP
SFxT Jin 5LP.png
SFxT Jin 5LP MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Jab.gif 30 H SM,EX,SA,CA 5 2 7 +8 +2 1 1 1
Jab.gif ---.png Strong.gif 50 H SM,EX,SA,CA 9 2 10 +5 +3 2 1 0
Inner Axe
(far) LP > MP > LK
SFxT Jin 5LP.png
SFxT Jin 5LP MP.png
SFxT Jin 5LP MP LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Jab.gif 30 H SM,EX,SA,CA 5 2 7 +8 +2 1 1 1
Jab.gif ---.png Strong.gif 50 H SM,EX,SA,CA 9 2 10 +5 +3 2 1 0
Jab.gif ---.png Strong.gif ---.png Short.gif 60 M - 21 2 18 -4 -9 1 1 0
  • Forces standing, Doesn’t combo with rest of string
Spinning Hook Kick
(far) LP > MP > MK
SFxT Jin 5LP.png
SFxT Jin 5LP MP.png
SFxT Jin 5LP MP MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Jab.gif 30 H SM,EX,SA,CA 5 2 7 +8 +2 1 1 1
Jab.gif ---.png Strong.gif 50 H SM,EX,SA,CA 9 2 10 +5 +3 2 1 0
Jab.gif ---.png Strong.gif ---.png Forward.gif 60 H - 8 2 18 +2 -2 2 1 0
Kazama Style 5 Hit Combo
LP > LK > MP > LP > MK
SFxT Jin 5LP.png
SFxT Jin 5LK.png
SFxT Jin 5LP LK MP.png
SFxT Jin 5LP LK MP LP.png
SFxT Jin 5LP LK MP LP MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Jab.gif 30 H SM,EX,SA,CA 5 2 7 +8 +2 1 1 1
Jab.gif ---.png Short.gif 50 H - 5 2 9 +4 +2 1 1 0
Jab.gif ---.png Short.gif ---.png Strong.gif 30 H - 6 4 13 0 -2 2 1 0
Jab.gif ---.png Short.gif ---.png Strong.gif ---.png Jab.gif 30 H - 7 2 9 +6 +4 1 1 0
Jab.gif ---.png Short.gif ---.png Strong.gif ---.png Jab.gif ---.png Forward.gif 50 L - 7 2 28 hard knockdown -10 2 1 1
  • 2nd, 3rd, and 4th hits knockdown on airborne opponent
Kazama Style 6 Hit Combo
f+LK > LP > LK > MP > LK > MK
SFxT Jin 5LP MP LK.png
SFxT Jin 5LP.png
SFxT Jin 5LK.png
SFxT Jin 5LP LK MP.png
SFxT Jin 5LP LK MP LP.png
SFxT Jin 5LP LK MP LP MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif + Short.gif 50 M - 23 2 25 -4 -9 1 1 0
  • Forces standing, Float on airborne opponent
Right.gif + Short.gif ---.png Jab.gif 20 H - 5 2 14 -1 -3 1 1 0
Right.gif + Short.gif ---.png Jab.gif ---.png Short.gif 50 H - 5 2 9 +4 +2 1 1 0
Right.gif + Short.gif ---.png Jab.gif ---.png Short.gif ---.png Strong.gif 30 H - 6 4 13 0 -2 2 1 0
Right.gif + Short.gif ---.png Jab.gif ---.png Short.gif ---.png Strong.gif ---.png Short.gif 30 H - 7 2 9 +6 +4 1 1 0
Right.gif + Short.gif ---.png Jab.gif ---.png Short.gif ---.png Strong.gif ---.png Short.gif ---.png Forward.gif 50 L - 7 2 28 hard knockdown -10 2 1 1
  • 2nd, 3rd, 4th and 5th hits knockdown on airborne opponent

Normal Throws

Tidal Wave
LP+LK
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Jab.gif + Short.gif 150 throw - 5 2 20 hard knockdown - - - -
Over the Shoulder Reverse
b+LP+LK
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Left.gif + Jab.gif + Short.gif 150 throw - 5 2 20 hard knockdown - - - -

Special Moves

Penetrating Fist
qcf+P
SFxT Jin 236P.png
SFxT Jin 236P charge.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + Punch.gif 60 H - 24 - 28 knockdown -3 3 1 0
  • Chargeable: 51 frames for EX Version and 100 frames for Super Art, Projectile remains active for 49 frames, Button strength determines distance

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.

Qcf.gif + Jab.gif creates close fireball

Qcf.gif + Strong.gif creates midrange fireball

Qcf.gif + Fierce.gif creates far fireball

Penetrating Fist EX
qcf+PP
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + 2pp.gif 70,70 - - 8 - 40 +8 +4 3,3 1,1 0
  • Chargeable: 51F for Super Art, Projectiles remains active for 69 frames each, Button combination determines distance

Creates two static orbs at close, medium, or far range based on which punch buttons used.

Qcf.gif + Jab.gif + Strong.gif or Chrg.png Qcf.gif + Jab.gif creates one close and one midrange fireball

Qcf.gif + Strong.gif + Fierce.gif or Chrg.png Qcf.gif + Strong.gif creates one midrange and one far fireball

Qcf.gif + Jab.gif + Fierce.gif or Chrg.png Qcf.gif + Fierce.gif creates one close and one far fireball

Median Line Destruction **LC
f,b,f+P
SFxT Jin 646P.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif Left.gif Right.gif + Jab.gif 50,20,60 H - 9 2(7)2(8)5 39 hard knockdown -23 1,2,2 0,1,1 0
Right.gif Left.gif Right.gif + Strong.gif 50,20,20,60 H - 10 2(7)2(7)2(10)5 39 hard knockdown -23 1,2,2,3 0,1,1,1 0
Right.gif Left.gif Right.gif + Fierce.gif 50,20,20,20,60 H - 11 2(7)2(7)2(8)2(13)5 26 hard knockdown -10 1,2,2,3,4 0,1,1,1,1 0

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

Median Line Destruction EX
f,b,f+PP
SFxT Jin 646PP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif Left.gif Right.gif + 2pp.gif 50,20,20,60 H - 13 2(7)2(7)2(16)5 26 wall bounce -8 1,2,3,4 0,1,1,1 0

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

Power Stance
qcb+P
SFxT Jin 214P.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + Jab.gif - - SM(not Power Stance),EX,SA,CA - - 39 - - - - -
  • Absorbs strike and projectiles frames 3-13, Cancelable frames 3-18
Qcb.gif + Strong.gif - - SM(not Power Stance),EX,SA,CA - - 44 - - - - -
  • Absorbs strike and projectiles frames 3-18, Cancelable frames 3-22
Qcb.gif + Fierce.gif - - SM(not Power Stance),EX,SA,CA - - 55 - - - - -
  • Absorbs strike and projectiles frames 3-33, Cancelable frames 3-37

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 Cross Art!

Power Stance EX
qcb+PP
SFxT Jin 214PP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + 2pp.gif - - SM(not Power Stance),EX,SA,CA - - 48 - - - - -
  • Absorbs strike and projectiles frames 1-26, Cancelable frames 11-31, Grants next attack counter hit properties

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 Cross Art!

Special Step
f,n,d,df
SFxT Jin 623.png
wavu wavu
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif Down.gif Downright.gif - - - 8 - 35 - - - - -
  • Upper body projectile invulnerability frames 1-28, Input frames 1-28
Thrusting Uppercut
LP during Special Step
SFxT Jin 623.png
SFxT Jin 623LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif Down.gif Downright.gif ---.png Jab.gif 60 H - 8 2 23 float -3 3 3 0
  • Upper body projectile invulnerability frames 1-8
Right Roundhouse Punch
MP during Special Step
SFxT Jin 623.png
SFxT Jin 623MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif Down.gif Downright.gif ---.png Strong.gif 130 H - 13 2 36 hard knockdown -20 5 5 0
  • Upper body projectile invulnerability frames 1-4
Lunging Low Roundhouse Kick **LC
MK during Special Step
SFxT Jin 623.png
SFxT Jin 623MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif Down.gif Downright.gif ---.png Forward.gif 50 L - 8 2 30 hard knockdown -14 3 3 0
  • Upper body projectile invulnerability frames 1-3
Spinning Flare Kick
KK during Lunging Low Roundhouse Kick
SFxT Jin 623.png
SFxT Jin 623MK.png
SFxT Jin 623LKMK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif Down.gif Downright.gif ---.png Forward.gif ---.png 2kk.gif 100 M - 14 6 33 knockdown -14 3 3 0
  • Airborne frames 1-19
Spinning Flare Kick
LK+MK during Special Step
SFxT Jin 623.png
SFxT Jin 623LKMK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif Down.gif Downright.gif ---.png Short.gif + Forward.gif 80 M - 20 6 27 knockdown -8 3 3 0
  • Airborne frames 1-25
Backdash (special step)
b,b during Special Step
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif Down.gif Downright.gif ---.png Left.gif Left.gif - - - - - 15 - - - - -
  • Invulnerability frames 1-6, Airborne frames 7-12
Mental Alertness
d+KK
SFxT Jin 2KK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + 2kk.gif - - - - - 49 - - - - -
  • Strike invulnerability frames 1-10, Input frames 1-23, Input on frames 1-9 execute on frame 10, After frame 10 will execute 1 frame after input
Left Drill Punch
LP during Mental Alertness
SFxT Jin 2KK.png
SFxT Jin 2KK LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + 2kk.gif ---.png Jab.gif 100 H - 14 2 25 +2 -5 3 3 0
Swinging Fist Strikes
MP or HP during Left Drill Punch
SFxT Jin 2KK.png
SFxT Jin 2KK LP.png
SFxT Jin 2KK MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + 2kk.gif ---.png Jab.gif ---.png Strong.gif 100 H - 7 2 34 knockdown -14 3 3 0
Swaying Willow
MP or HP during Mental Alertness
SFxT Jin 2KK.png
SFxT Jin 2KK MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + 2kk.gif ---.png Strong.gif 100 H - 5 2 27 +2 -3 3 3 0
  • Stagger (+30) on counter hit
Leaping Side Kick
LK during Mental Alertness
SFxT Jin 2KK.png
SFxT Jin 2KK LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + 2kk.gif ---.png Short.gif 100 H - 7 7 24 float - 3 3 0
  • Whiffs on grounded opponents, Crushes airborne attacks frames 5-13, Airborne frames 5-29
Right Sweep
MK or HK during Mental Alterness
SFxT Jin 2KK.png
SFxT Jin 2KK MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + 2kk.gif ---.png Forward.gif 100 L - 17 2 26 hard knockdown -10 3 3 0

Super Combos

Devil Beam
qcf+PPP
SFxT Jin 236PPP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + 2pp.gifPunch.gif 330 H - 16 - 64 hard knockdown -31 3 4 -
  • 63 frames cinematic freeze before attack begins, Invulnerability frames 1-14

Jin takes a giant step forward and throws a projectile across the screen with about 15 frames of invulnerability at the start. Takes around 11 seconds of your precious 99 second clock for the animation to finish

Cross Art **LC
qcf+MP+MK
SFxT Jin 236MPMK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + Strong.gif + Forward.gif 150+ H,M - 8 2(16)2 32 switch -11 3,3 3,3 -
  • 64 frames cinematic freeze before attack begins, Invulnerability frames 1-9

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

Combos

Bread and Butters

  • cr.MK xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (287)

(0bar, low, medium)

  • st.HK xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (317)

(0bar, medium)

  • cr.MP, cr.HP xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (342)

(0bar, medium)


Hit Confirm Combos

  • cr.LP, cr.LP, cr.HP xx CD>LP, st.MK xx qcb+P xx f,b,f+HP(295)

(0bar, medium)

  • cr.MP, b+MP>LP xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (339)

(0bar, medium)


Post-launch Combos

  • b+MP>LP xx CADC, cr.MP, cr.HP xx CD>MP

(0bar, medium)


Advanced Combos

  • f+LK>LP>LK, cr.LP, cr.HP xx CD>LP, st.MK xx qcb+P xx f,b,f+HP (290)

(0bar, overhead, medium)

  • d+KK>LK, b+MP>LP xx CADC, cr.MP, cr.HP xx CD>MP (377)

(0bar, anti-air, medium)

  • cr.HP, st.MK xx CD>MP (276)

(0bar, counterhit, anti-air, medium)


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}}

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Chun Li
Cody
Dhalsim
Dudley
Elena
Guile
Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
Rolento
Rufus
Ryu
Sagat
Sakura
Vega
Zangief
Tekken Characters
Alisa
Asuka
Bob
Bryan
Christie
Heihachi
Hwoarang
Jack X
Jin
Julia
Kazuya
King
Kuma
Lars
Law
Lei
Lili
Marduk
Nina
Ogre
Paul
Raven
Steve
Xiaoyu
Yoshimitsu
Guest Characters
Cole
Kuro
Mega Man
Pac Man
Toro