Street Fighter X Tekken/Jin/Introduction

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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