Man, your Jin is so precise. So precise to the point that if Tekken would happen IRL, that's how I imagine Jin would be fighting. Everything is on point. Even the Omen Stance outta nowhere.
idk if it's just me or not but.. I feel like T8 gameplay is just more aggressive than T7. Like the BGM makes it cool, plus the sound effect makes it more intense for fighting.
What i picked up from this video 1. Saving bound at the wall seems to be optimal with CD1 giving that highwallsplat for EWHF follow up 2. Heat dash as launcher seems to have a longer combo potential. His combo (EWHF, B3~1, B3~1, bf2,3 ~ uf1) 3. Big lowcrush CH launch if you get a read in Zen 2
bro i love Jin any tips or advice on pulling off these combos i be in practice mode doing my best but i mess up my button work. Aside from that bro your a gifted master with Jin
I can't wait to play other youtubers and their ghost battle data. It's scary accurate. It's going to be so much fun having my lili play legendary players and making videos :)
TEKKEN 8 JIN COMBOS AND TIPS Launcher: d.3+4, uf4, ws2, zen uf.2, Cd1, ff3 *(You can add an ewhf as the first hit in all the launchers except d3+4 and zen uf.2)* Combo staples: B3 (or ewhf), b3f1, b3fu1 -> B3f13 Damage with B3: d3+4 = 72 uf4 = 65 ws2 = 66 zen uf.2 = 72 Cd1 = 74 ff3 = 72 Damage with ewhf: uf4 = 71 ws2 = 72 (you need to be very close to connect ewhf) Cd1 = 80 ff3 = 78 Combo Oki: B3 (or ewhf), b3f1, b3fu1 -> 31f4 = 12 extra damage for each combo. (It works only if the opponent presses back during the combo or stays on the ground) Other Launchers: ewhf = ewhf x2, b3f1, B3f13 = 72 D2.ch = ewhf, b3f1, B3f13 = 73 F4.ch = f.fdf4, b21, 121, SSR b3f13 --------------------------------------------------------- Wall Carry: B3 (or ewhf), b3f1, bf2.3f.u1 -> b3.2 (To send the opponent against the wall, you can use b21, df1.3, or b12, but they do less damage) (Some say that by doing an SSR and a small Dash, you can connect B3f13, making it the new Staples) (All Wall Carry combos do only -2 damage compared to the combo staples. Example: d3+4 = do 70 instead of 72) Wall Carry heat: B3 (or ewhf), b3f1, bf2.3f.u1 -> dash1, heat burst/manual, B32, or finish with heat smash+4 (A useful tip is to run between one bound and the other to increase the distance covered.) Wall combos: 1, bf223, bf21df2 Combo oki: 123, if the opponent moves or tries to tech roll, do D2. If they get up and block immediately, crouch and do wcdf4, and then D2. You can even try with some grabs