Hello fellow singaporean Jin players! (If there are any atm :X I only know one other guy who plays Jin for now). Lets fill this thread with
1) Ideas about Jin's basic strategy (Zoning/setups/dealing with disadvantage)
Ill start with what little i know :/
So far, 5D seems great in making people want to jump or IAD into you. Its got good range, is safe on block, and on hit i guarantees a 214C. 6C can link but its shakeable if you shake really hard.
623A (Fubuki) at 5D distance, is a consistent anti air. It must be barrier guarded in the air or you'd get knocked out. I realise that on CH, 632146C can link, and at the corner, you can connect a combo. I have a feeling that if opponents want to IAD/jump in and barrier guard, air throw will work. Im not very familiar with the system so i'm wondering if someone can help test.
So far 6B seems really really good to me. It has lower body invincibilty, so low pokes and sweeps will get CHed, allowing a link with C 6C into juicy damage. On guard its neutral so 2A and A can beat out a lot of things. I realise that for characters that can out poke Jin with faster pokes, 6B J.236A/B/D MIIIGHT connect.
IAD B C in also works. I saw from vids that if the opponent happens to jump and barrier guard it, a 623A will hit the opponent.
5C seems really really good to use when approaching via the ground at a distance. It has really good range, and on guard, it can link into a 6B, 5D, IAD. Im starting to think that its one of the primary ways to get into the opponent to start block strings.
Im not sure if using ice car to get into the opponent for blockstrings is efficient. So yeah im wondering if mixing up 214 A and 214 B is feasible. Also i kinda felt that 214B/C is unpunishable when used at tip? Or when the opponent barrier guards. need some one to help check.
2D is another nice tool to begin blockstring mixups. It pushes the opponent into Jin, allowing him to start blockstrings safely. I think only reversal specials or uppercuts can deal with this. Its very punishable on whiff but it has high reward when it hits/gets guarded. I also used it to stuff IAD a few times since the angle is diagonally upwards, towards Jin!
I find jumping in with Jin quite strong because his air 236D DESTROYS anti air attempts. The 236D floats Jin and 6As and what not will whiff, allowing you to freeze the opponent and combo him.
Currently i use 2B 5B(2) C 5D.
I am having relative success in counterhitting people with 6B/2A after 5B. Any ideas for this, I'm quite lost about this ATM. It really stinks that 5B is only 0 on block. And its really easy to IB imo.
When i manage to get a mixup..... i think 6A mixed up with 2B and throw mixed up with uppercut (Must have 50% gauge to cancel), is really juicy.
Oh ya btw i noticed that buppa Jin does 5C into 5D then into Fubuki when 5D gets guarded! Also he does projectile or Ice car at times after 5D gets guarded. Im really wondering what the reasons are lol.
6A -> CX8 dash C SJ BCD AD BC 214B
-> 6A 214D 6C SJ C D AD BC 214B (near/at corner, needs 25% meter)
2B -> BX2 C 9B C D land 214B
-> Bx2 C 9B C D land C 3C (236 C for pressure)
Those are the ones i can think of right now.
All Jin players please contribute