Sup. I usually play Valorant and Tekken here, but I like to find new things. I got a twitch too if that's what you fancy. Enjoy and all that stuff, I can't control you.
uf2 is not the only tech. you can: -ws4 (11 frame mid) -df1 for crounching launch the jab -uf1+2 (grab) when ennemi is afraid and stop moove you can start at used -df2 (electrik) -uf3 (WR3) -df42 (HS)
Yeah, the 1 grab has a weird input for that situation. Just messes with my hands, but the reward, I feel, is better because people don't really break with 1 as much as they do with 1+2 or 2.
Few things to note as I think this video is a bit incomplete and doesn't explain everything : - Doing U2 is not unbeatable at all, in the Jin vs Jin matchup for example it can even get you killed as after DF2 is blocked, the ennemy Jin can D3+4 and it'll catch the U2, this is specific and requires great timing but isn't undoable (also sure you can block, but you didn't pay 60 bucks to block). Also, any move that is less that 18 frames and tracks will CH you (4) and if the move also high crushes (D4) it'll beat EWHF, eCD1, CD3 and U2 after a DF2 - This is why doing WS4 after DF2DF is also not a bad option, it's the only uninteruptable one, mid and will catch opponent jabbing, the only thing it loses to is a step - CD3 is super slow so I don't recommend throwing it often, it beats steps though, eCD1 beats any jab and SSR, but loses to everything else and is unsafe I'm only a blue rank Jin, and for now I feel like U2 is used to enforce them to respect the EWHF option, but when people realise that any high crushing fast low beats both, the WS4 option get interesting. So my first df2df2 is usually a EWHF, because I'm a risk taker in a BO3 scenario and imo, people haven't labbed that, but as soon as I see them interupt I switch to U2, and when I see U2 gets blocked I switch between the two options. I've not used the WS4 option much as people haven't labbed a lot
I like this type of comment so I'm gonna try put my thoughts here in response to your notes. D3+4 is a good hard counter to that sequence, but in the end it is a hard read. D3+4 is extremely risky and can blow up your health bar if you use it too much, or use it against a skilled player etc. This situation is basically a 50/50, either they die for their over extension or you die for your incorrect read, and if the opponent is quite skilled, they won't let that fly by them a second time, assuming they get hit the first time. I am aware of it being beaten by tracking moves that are 18 frames or quicker (like Kazuya's DF2), but an opponent wouldn't use the move every time you df2 if you mix your choices well. df2 without the transition is safe, and creates a fair distant for you to backdash a little. It could make moves just whiff entirely, and now it is your advantage. Of course, I am aware that there are safe homing moves that characters can use, allowing them to not care if it hits or is blocked. Take Jin's standing 4. i13 high homing move that has decent range and is safe on block. It doesn't net much damage, but it gives a nice situation on hit, counter or not, and doesn't give your opponent free damage, assuming they don't duck it, but in this specific situation they can't duck because of uf2. For me personally, I don't like using electrics out of df2 into breaking step. There is too much risk to it since if you auto-pilot it, it will be heavily telegraphed for your opponent, and even if you don't auto-pilot it, it's still telegraphed because of all the movements before it, and the slight delay from breaking step. If you just use the electric by itself and not through any stances or anything, then the risk is a lot less, considering you have the possibility to get hit by anything else from jin's movelist. Plus, the electric by itself can be used with a wavedash, which will make your electric suddenly pseudo homing. If I am going to use it, I personally use it very sparingly, only if I have a read on if they will press me or not with something slower than that. I do use df2 into electric similarly to you sometimes though, for the same reason since the risk could destroy their expectations on how you'll fight. WS4 is a very good option to check someone when in breaking step, but so is uf2 just for different situations. WS4 is fairly quick even out of that situation, so it can check people if they are slow with their move or if they try to back dash (somewhat). Technically, you can cover the sidestep somewhat with WS4,4 but that is high and kinda telegraphed, it also isn't delayable so you can't catch anyone on their timing like with tsunami kicks or twin lancer. I'll have to slightly disagree with CD3 (WS3). It is slower out of breaking step, but it is safe, homing, mid, wall splats, and is fairly rewarding on counter hit since it guarantees a ground hit. It will cover for your cd1, cd2 and cd4. It also can be used from a wavedash, which is good because of the previous things stated, but because now if they try to crouch or sidestep an electric, they could get checked with ws3 with no risk to you. You do lose your turn at -8 ~ -9, but you're not punishable, so it's low risk, decent reward depending on the interaction. Slight side rant, but Jin's philosophy has always been on having different tools for different situations, and not a single tool for every situation. For example, Jin has many different ways to launch for different situations while Kazuya only has a few, which causes him to heavily rely on his electric to whiff punish, and block punish for launch, since he doesn't have those tools ready for him like Jin does. Basically Jin is a jack of all trades, master of none type of character. He has a tool for basically all situations, but he doesn't have the best version of all of them. Although he is a little simpler in this game than any other game, he still is a jack of all trades, master on none type of character, and the stuff I talked about kind of shows that. For me his UF2 is used similarly but not the exact same as Feng's version of the move. With Feng it moves him a good distance to the side, allowing for it to be used as a very good panic tool to get out of tough situations. Jin's UF2 is still used like a panic tool, but not as easily as with Feng. Jin's UF2 doesn't move as much as Feng's, which means he will be clipped by a lot more moves, but it still is a i16 mid, safe evasion tool that knocks down on counter hit. For me, it is purely used when in slight frame disadvantage that is applied either by your move or theirs, or as a way to get pressure off of you when forced into crouch, or from a specific oki situation. I've been using Jin basically my whole life, but that doesn't mean I'm very good with him, I just know more with him than I do anybody else in the cast. In the end though, we all play these characters differently from one another which I love when I run into a mirror match (whenever it happens, cause it usually never does). I liked reading your comment, so I just wanted to throw in a bit of what I thought and added to the discussion. It is true that the video lacks a lot of info though, and it's mainly because I just relayed what came to my mind in the moment. For some reason I feel more comfortable speaking my mind rather than making a script. Thanks for the comment btw👍
@@MystyMST I agree with most of what you said even though tbf Jin is more of a jack of all trade, master of all in this game lmao (electric, best mid string in the game with 214, dive kicks, easy launchers, good damage, good oki, good range) the only thing he lacks is more tools to apply + frames on block And to me WS3 more often than not gets countered by jabs, at my level (end of blue ranks), people don't step df2, they either jab, dick jab, block or duck and they eat EWHF a lot too, because DF2 isn't the most commonly used move for Jin
No matter how fast I am with Zen cancelling I get hit by jabs. Frames in T7 when going into Zen after specific attacks gave you positive frames. Now you are minus, and with some moves that give + frames are too few frames. So missing just 2 or 3 frames in the execution makes Zen cancelling unsafe. I ve seen some videos claiming you can be fast enough to block. But I could never be fast enough with my zen cancel even if it looks like perfect execution
You might've figured out already, but there isn't a practical way to go from red eyes (breaking step) directly into wave dash, you are committing to doing SOMETHING out of breaking step. You'd have to do ...Zen -> df (brk stp) -> ub -> crouch dash, but it wouldn't be seamless. At least, unless there's some hidden tech out there I'm not aware of. That's pretty unfortunate though, made Jin a lot of fun back in T7 IMO.
I actually saw this first used by The Alpha before even before Devilster has been using it. What I like about this is that D/F,2 to U/F 1+2 can also be used if you are looking for a Throw Mix up. Of course it is slower than U/F 2
If they're jabbing u out of breaking step with 1 or 2 just do cd1, it will go under them and launch for a full combo. Only way to really counter breaking step is a dick punch or heat
The simple answer for me is that b32 gives a wall combo, while b3f 1,3 does not. The wall combo would add a lot of damage, plus powerful Oki, while b3f 1,3 will not, and will give ok Oki at the wall only.
This gets beat by quicker homing moves, but you could just block if you know that you're opponents character has a good quick homing move, or you could instead just press 2 for a quick EWHF to challenge their move. The big selling point of this is that the 2nd move is evasive through a sidestep, so naturally it's big weakness would be homing moves. Still a good move if you can get your opponent to just stop using homing moves though.
2:10 it can actually be made completely safe if you're precise and fast as fuck. My success rate with this is as bad as Kaz PEWGF so it is what it is lmao Zen cancel is also good for Max dmg + Max wall carry routes with 3-1->zen cancel b3-zen u1, or 3-1->zen cancel heat burst
Just a couple things I noticed. The string 1,2,3 is 0 on block. Not minus. Also the DF2 setup is great for catching mashing. However if you notice they're just countering with stand jab you can get DF2 into the 1 launcher. But yeah the U2 is the safe option if they crouch jab you
Right, it's just ff3 that is minus on block now isn't it? I keep assuming that both are the same, considering that they are basically the same move. I'm also aware of the df2 into 1 launcher. I mentioned it in another unrelated video in passing and just forgot about it here.
It's a bit different but the While Standing Zen comes from WS 1,2 rather than WS 1,3, really need to figure out this cancel so i don't eat shit every time i do it
Right, it was WS1,2 that I was looking for in the vid. I still think sometimes that WS1,3 has the Zen cancel because of Tekken 7's 1,3 from standing which was it's old input. The WS1,2 Zen cancel can mess people up because it can come off a i13 punish that is safe on block. I have no idea if the cancel makes that move safe as well, but it would help you out a lot in those situations.
The uf2 off of this sequence would roughly come out at 18ish frames I think, so if it's quicker than that, it would beat this situation I think. Haven't tested this though and haven't run into this situation myself, so I'm not too sure.
Most homing moves are minus on block if not punishable, so if you think they will do a homing move you can just block instead and take your turn or get like a jab punish.
I never mentioned it in the video, but you can also do an instant WR3 slash kick instead of UF2 as well for plus frames. Might make a follow up vid for that. I dunno.
Some characters can still force through it , use orbitals or parry but it does scare djabbers, I’m at Fujin I’m still learning about the options & how to take advantage jin doesn’t have solid answers just have to use the right move unlike some others. Nice vid💯
@@Zekiimaru in the end, both of those moves are steppable. The EWHF is even duckable, and loses its tracking ability because you can't start a wavedash off of breaking step. Honestly though, both can either be good or bad, depending on how they are utilised.
I'm not too experienced with keyboard, but I can imagine that it would be an awkward input to do on there. It isn't something that you can learn very quickly, but it'll pay you back for sure.
@@Pac_Appl21 reread my comment. i know it’s been a thing. and it’s not nearly as useful as it was in T7 because zen cancelling was almost required to make F4 safe while also allowing you to pick up the counterhit easier. raw F4 was incredibly hard to pick up in T7, making the zen cancel technique really useful. as a longtime jin player, i built up muscle memory of zen cancelling every after every F4 now in tekken 8, you dont need to zen cancel F4 because you could literally just run up and hit B3. on top of that, zen cancelling doesn’t even make the F4 into zen safe anymore, so there’s no point in doing it for the original intention of the technique. but it looks cool and at high level it adds mental stack to the opponent so i’ll still use it, but for a different reason from the original intent of the move
good coverage, especially when going into detail on the decision making going into options off stance, punish options, etc. Will definitely try and emulate some the best I can
Always appreciate learning from other Jins. And I'm sure you know by now, but if m4 trades with a jab you can launch with cancan. T8 Jin is eating good.
This whole day I've been stumped on what m4 was, but I think I just got it now. It's magic 4 right? If that's the case then I wasn't aware of it but I can definitely see that being true.