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* b+3,2 is good for when a wall is somewhat closer than with b+3,f+1,2. | * b+3,2 is good for when a wall is somewhat closer than with b+3,f+1,2. | ||
* b+2,1 allows for a very high wallsplat provided the wall is close enough, allowing for a potent wall combo. | * b+2,1 allows for a very high wallsplat provided the wall is close enough, allowing for a potent wall combo. | ||
* df+4/df+3~3/iWS1,3~3 all spike the opponent to the ground with good frame advantage. This allows for | * df+4/df+3~3/iWS1,3~3 all spike the opponent to the ground with good frame advantage. This allows for strong okizeme, with things such as CD#1 beating all options besides quickstand or toe kick, or f+4 safely launching a toe kick attempt. | ||
(to do: | (to do: add a section about combo filler before the tornado, b3f vs bf23f stuff) | ||
==General Strategy== | ==General Strategy== |
Revision as of 03:05, 27 March 2024
Jin |
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Strategy (Tekken 8) |
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Key moves
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
---|---|---|---|---|---|---|---|
1 | |||||||
1,2 | |||||||
2,1 | |||||||
2,1,4 | |||||||
df+1 | |||||||
df+1,4 | |||||||
d+4 | |||||||
4 | |||||||
db+4 | |||||||
d+2 | |||||||
f,F+3 | |||||||
f,n,d,df+4,2 | |||||||
f+4 | |||||||
f,F+4 | |||||||
f,n,d,df+2 | |||||||
f,F+2 | |||||||
ZEN 4 | |||||||
ZEN 3+4 | |||||||
1,3 | |||||||
uf+2 | |||||||
b+2,1 | |||||||
b+3,2 | |||||||
df+2 | |||||||
df+4 |
Below is a WIP
Overview
Jin is one of the most well rounded characters in Tekken 8. He is especially powerful at controlling the neutral. Once the opponent respects the midrange tools, Jin can approach and mix up his opponent with powerful Mishima-Style staples such as his Crouch Dash, Hellsweep, Electric Wind Hook Fist, Left Split Kicks, etc. or stay and and continue to control the neutral.
Techniques
Wavedash
A wavedash is series of Crouch Dashes chained together, it is input with f,n,d,df,f, where the last forward input can be used as the forward input for the next Crouch Dash.
A wavedash has a wide range of applications and flexibility making this one of the most powerful stances for a Mishima.
While in a crouch dash, Jin is able to approach, high crush, and realign to the opponent all at once. How fast this technique is performed dictates how much distance is traveled by Jin, at which points he is threatening certain attacks, and at which points he can avoid attacks. While Jin cannot block while wavedashing, pressing back after the crouch dash input will allow Jin to block immediately, keeping you safe from quick panic options or keep out options.
If proper respect from the opponent is not established, then the crouch dash is much weaker, and it gives free reign for them to run their own offense.
Below is a list of options you can present from a wavedash:
- CD.df#2 (Jin's Electric Wind Hook Fist, a plus on block, high, instant tornado launcher)
- CD,ws4 (A safe mid which comes out on the safe frame as EWHF)
- CD.df#1 (A fast mid launcher, the electric version hits grounded and causes a flip)
- CD.DF+4,2 (Jin's Hellsweep, an unreactable low that knocks down and causes a ground slam)
- CD,f,f+3 (A safe mid launcher, although reactable, can act as a timing mixup alongside Hellsweep)
- CD,throw (adds to the mental stack of someone looking to react and block Jin's strikes)
- CD,f,f+2/CD,f+4 (Powerful long range mids)
This list is by no means exhaustive, and any standing, while standing, or any other move can be performed out of wave dash with enough practice.
Heat Smash
Jin has powerful options out of his Heat Smash, allowing him to snowball plus frames during pressure, or combo into devastating damage.
By default, Jin's Heat Smash will throw out three hits, and then transition into a cinematic, however, on block, it will cancel the cinematic leaving Jin +3 on block, and transition into Jin's Red-Eyed Breaking Step, which allows Jin to perform electric attacks without the need for just frame inputs. During the first hits, hold back to cancel the breaking step, retain the frame advantage, and leaving yourself with a little more breathing room.
After the first two hits, if 4 is input, then Jin will end his heat smash prematurely with a strong side kick. On hit this move will throw the opponent far across the stage, wallsplating from incredible distances, or interacting with stage elements. On block, this will push the enemy far away, leave Jin +9, and potentially wallsplat, which gives Jin over 21 frames of advantage, allowing him to run almost any pressure he would like.
Combo Theory
The purpose of combos extends to more than just dealing as much damage as possible, and typically prioritizes the situation of both players after the combo as much or more than the damage dealt.
Potential factors to include when choosing a combo route can include the damage, ease of execution, wall carry, wall damage, resources spent, and okizeme. What to prioritize depends on the situation in game and the choices and tradeoffs a player wishes to make.
b+3 Combo Conversion
b+3 is a key move for Jin to pick up combos off of various launchers. It allows for easier conversions off of things such as a low parry, counter hit f+4, EWHF into EWHF, etc.
There is a nuance to comboing opponents on the ground with b+3. You may be trying out combos by landing individual hits and progressing one move at a time, however the stance transition for b+3 into ZEN changes the properties of the move. You may find that some combos will not work if performed with b+3 compared to b+3,F. This is because when cancelling b+3, either into ZEN or less commonly into its b+3,1 follow-up, the speed of the attack will be faster, and the hitbox of the b+3 will extend downwards further allowing the combo to continue.
Combo Structure
An air combo typically consists of a launcher, 3-5 mid air hits, a tornado, and a finisher. The launcher will throw the opponent up in the air, each additional hit will add additional damage and relaunch the opponent slightly lower and further, the tornado will launch an opponent away and they will land in a vulnerable state, allowing you to land your finisher.
An instant tornado will start the combo at the second stage, typically allowing the instant tornado, a few juggling hits, and then the finisher.
A combo launching the opponent towards a wall may allow you to run up and continue the combo for additional damage.
Jin's typical stable bread and butter air combo will consist of:
- Launcher > b+3,F+1 b+3,F~ZEN.u+1 T! b+3,F+1,3
Combo Finishers
After the tornado attack, the opponent will be stuck to the ground in a combo-able state. This allows you to run up and perform a finisher; this finisher will typically determine the situation post combo.
Below is a list of potential combo finishers and their general rewards and tradeoffs:
- b+3,f+1,4 typically is the highest damage resource-less finisher, although it cannot wallsplat and launches the opponent far away.
- b+3,f+1,2 deals good damage and launches the oppnent far away. If the wall is particularly close, the recovery of the move may not allow for any wall follow-ups.
- b+3,2 is good for when a wall is somewhat closer than with b+3,f+1,2.
- b+2,1 allows for a very high wallsplat provided the wall is close enough, allowing for a potent wall combo.
- df+4/df+3~3/iWS1,3~3 all spike the opponent to the ground with good frame advantage. This allows for strong okizeme, with things such as CD#1 beating all options besides quickstand or toe kick, or f+4 safely launching a toe kick attempt.
(to do: add a section about combo filler before the tornado, b3f vs bf23f stuff)
General Strategy
Neutral
Jin excels in the mid range with threatening mids and his crouch dash.
Jin’s mid range control centers around his f,F+2 and his f+4.
Demon's Paw | Startup | Key Followups | Characteristics |
f,F+2 | i14 | ||
Hit Level | On Block | ||
med | -8 |
A safe on block mid with excellent range. Easier to use out of wavedash than f+4, and its speed and tracking leaves this move difficult to contest, and its heat engage property ensures Jin still gets good reward from connecting it.
Front Thrust Kick | Startup | Key Followups | Characteristics |
f+4 | i16 | f+4,F (ZEN) | Counterhit Launcher |
Hit Level | On Block | ||
med | -8 |
A safe move to control space at ranges 2-3, the pushback resets you back far enough that being -8 isn't detrimental. The transition to ZEN stance allows an opportunity to get in, and while you are -1 in their face, the options you have out of the ZEN stance allows you to answer whatever response they have.
The counterhit launcher can discourage the opponent from pressing buttons in neutral to try to close the gap.
(add notes on comboing from CH f+4 because it can be difficult sometimes, add a video maybe)
Offense
Jabs
Jin has a simple series of attack to poke with in close range, offering various situations where the opponent has to choose to duck, interrupt, or stand block, and has the tools to catch an enemy trying to duck his attacks.
Right Jab | Startup | Key Followups | Characteristics |
2 | i10 | 2,1 | Combo from 2nd CH |
Hit Level | On Block | 2,1,4 | |
high | 0 | 2,1,4~4 |
2,1 is a very spammable jab string; safe, high mid makes it difficult to duck and punish, and gives a third safe hit for cover which allows Jin to combo on the ground for some guaranteed damage on counterhit.
1
Jab | Startup | Key Followups | Characteristics |
1 | i10 | 1,2,3 | |
Hit Level | On Block | 1,3 | |
block # | 1,2,4 |