I have always liked that "Right Backfist to Left Roundhouse" (b+2,3) move. Looks cool and it's a nice nod to Devil Jin's similar attack with the same input.
Tbh... Jin getting these buffs in DR doesn't hide the fact that he was trash in this game. He doesn't have good lows and every single low he has in this game is above or -14 which for the characters like Devil Jin (who is S tier in this game) who can launch punish him on every single low. For context - Devil Jin since his debut in T5 was stronger than Jin till TTT2. Jin on the hand after T3/TTT1 became a poke and counter hit launcher character(like Bryan) till TTT2. After T4 he was a complete garbage until T7 in which he was better and stronger than DJ.
Lol in TTT2 DJ was also stronger than Jin still. It was only in the last seasons of T7 when DJ was nerfed to the point of being weaker than regular Jin
Trash my ass. The only Jin that's trash is the Jin who practices Mishima style karate plus Kazama style martial arts. Jin became a better character ever since he switched to kyokushin karate.
I know I am posting this late. But the FF3 and 1,2,3 combo is done by timing DF1 right when the opponents head hits the floor (i believe it is a 2 frame window). Though, most players just opt for db2,2,3 and avoid the hassle 😅
FF+3 can launch pretty easily if you do FF+3,1 (the start of kazama 6 hit), and then you can easily do whatever you want in the air, for example BF2,1,2
Tbh,neutral 4 in t5 dr is not homing,yes you get a ch but even this combo is way worse to what you get in t7 in comparisom,same animation but very different moves on the utility perspective
Semi related but jins moveset and SFX always looks so painful to get hit by Ok hol up so his elec doesnt launch so they gave him a tracking 1 button elec instead...fair enough...not really but i see the bias
yes of course Inconsistent hitbox had to rely a lot on dash jabs which were very hard if you do ewhf after ws2 it throws them that far that it is almost impossible to get a dash jab
b2, 3 is so useless after T4 due to its range... It really deserved its godlike change to b2, 1 1:52 CC connection ??? After ZEN 2 you could connect b, f2, 1 to Laser Cannon or d/b2, 2, 3 but it wasn't as reliable vs the normal size characters as it was vs the big ones Soul Rage WHF didn't launch in T5
Jin Punishment - 5/5 Standing Punishers - 21_24 for -10f or worse moves - df1 for -13 - EWHF_d3+4 for -14 - uf4 for -15 - ff2_f4 for -16 as distance punisher Low Punishers - ws4 for -11 - ws12 for -13 - ws2 for -14 Offense - 3/5 Jin has solid mids that do chunk of life such as d/f+4, f+4, ff+3, good mid pokes in d/f+1,4 and annoying lows with d+4, d+3,3 cd+4 for a sweep and launchers with cd+1 and hop kick along with ok throws. Nothing special, nothing terrible. Whiff Punishing - 3/5 Jin has trouble punishing whiffs at a distance effectively. Dash ewhf is prolly his best bet, but unfortunately doesn't launch like he'd like it to be. On top of that he has no real long range mid whiff punish, against his best bet is prolly a f+4 or ff+2. Still very eh. Whiff moves up close he gets the standard hop kick at least. Keep Out/Panic Moves - /5 Wake Ups: 1/3 Good wake-ups off his 2+4 and u/f+1+2 throws but that is it unfortunately. All juggles and other knock downs lead to 0 wakes at all. Damage: 2/3 Jins damage aint that high, his average juggle damage is high 50s low 60s area. But he does get a great deal amount of damage off of just poking, df14 NC on CH i believe it's 32_30 on hit. Jin aint really to much of launched based character like true mishimas, but he does get juggles in off of SS something they whiff you hopkick. Or just CH hunting as well, f4 into cd~iws12~ff~f4 for i believe 68 damage. But as in just regular launcher juggles he doesn't get to much, cd1 he gets 65-66 damage but thats about the highest he'll get off a launcher that could potentially get you launched as well. Overall Rating: 16/26 T5DR Character Ranking List by Slips
I have always liked that "Right Backfist to Left Roundhouse" (b+2,3) move. Looks cool and it's a nice nod to Devil Jin's similar attack with the same input.
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Tbh... Jin getting these buffs in DR doesn't hide the fact that he was trash in this game.
He doesn't have good lows and every single low he has in this game is above or -14 which for the characters like Devil Jin (who is S tier in this game) who can launch punish him on every single low.
For context - Devil Jin since his debut in T5 was stronger than Jin till TTT2.
Jin on the hand after T3/TTT1 became a poke and counter hit launcher character(like Bryan) till TTT2. After T4 he was a complete garbage until T7 in which he was better and stronger than DJ.
Lol in TTT2 DJ was also stronger than Jin still. It was only in the last seasons of T7 when DJ was nerfed to the point of being weaker than regular Jin
Trash my ass. The only Jin that's trash is the Jin who practices Mishima style karate plus Kazama style martial arts. Jin became a better character ever since he switched to kyokushin karate.
That whf at 0:09 ... It looks so destructive
indeed
0:01 shame they didn't bring this mechanic back
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I know I am posting this late. But the FF3 and 1,2,3 combo is done by timing DF1 right when the opponents head hits the floor (i believe it is a 2 frame window). Though, most players just opt for db2,2,3 and avoid the hassle 😅
Maaaaann we need a re-release of T5DR on modern platforms with rollback.
so true
finally somebody makes this jin in T5 DR.
hope you enjoyed it^^
There are some innacurate information on this one, particularly on the lows. 😕
I have a dedicated breakdown of T5DR Jin on my Jin Kazama playlist.
FF+3 can launch pretty easily if you do FF+3,1 (the start of kazama 6 hit), and then you can easily do whatever you want in the air, for example BF2,1,2
Zen 3 is a major improvement to the Spinning High Kick version he had in Tekken 5 that was basically just his u/f+3 out of a stance.
Nice video! Can you please make one on Marshall Law?
That's Mental Alertness (2) aka Zanshin, not Zenshin. So the shortened notation should actually be ZAN instead of ZEN.
Neutral 4 biggest nerf in history, from +6 on block and normal launcher to -9 on block and only launches on CH
Tbh,neutral 4 in t5 dr is not homing,yes you get a ch but even this combo is way worse to what you get in t7 in comparisom,same animation but very different moves on the utility perspective
That neutral 4 was 18 frames, the current one is 13.
It was also much slower in DR at 18f lol
I would prefer current N4 lol
Let's not forget his secret parry
i've mentioned his launching sabaki parry
@@mwkan772 No not the sabaki he got a secret parry who are like DJ
Semi related but jins moveset and SFX always looks so painful to get hit by
Ok hol up so his elec doesnt launch so they gave him a tracking 1 button elec instead...fair enough...not really but i see the bias
Could you clarify what you meant by his combos were lack luster lol??
yes of course
Inconsistent hitbox
had to rely a lot on dash jabs which were very hard
if you do ewhf after ws2 it throws them that far that it is almost impossible to get a dash jab
Nice video bro 💯
thanks bro
b2, 3 is so useless after T4 due to its range... It really deserved its godlike change to b2, 1
1:52 CC connection ???
After ZEN 2 you could connect b, f2, 1 to Laser Cannon or d/b2, 2, 3 but it wasn't as reliable vs the normal size characters as it was vs the big ones
Soul Rage WHF didn't launch in T5
Jin
Punishment - 5/5
Standing Punishers
- 21_24 for -10f or worse moves
- df1 for -13
- EWHF_d3+4 for -14
- uf4 for -15
- ff2_f4 for -16 as distance punisher
Low Punishers
- ws4 for -11
- ws12 for -13
- ws2 for -14
Offense - 3/5
Jin has solid mids that do chunk of life such as d/f+4, f+4, ff+3, good mid pokes in d/f+1,4 and annoying lows with d+4, d+3,3 cd+4 for a sweep and launchers with cd+1 and hop kick along with ok throws. Nothing special, nothing terrible.
Whiff Punishing - 3/5
Jin has trouble punishing whiffs at a distance effectively. Dash ewhf is prolly his best bet, but unfortunately doesn't launch like he'd like it to be. On top of that he has no real long range mid whiff punish, against his best bet is prolly a f+4 or ff+2. Still very eh. Whiff moves up close he gets the standard hop kick at least.
Keep Out/Panic Moves - /5
Wake Ups: 1/3
Good wake-ups off his 2+4 and u/f+1+2 throws but that is it unfortunately. All juggles and other knock downs lead to 0 wakes at all.
Damage: 2/3
Jins damage aint that high, his average juggle damage is high 50s low 60s area. But he does get a great deal amount of damage off of just poking, df14 NC on CH i believe it's 32_30 on hit. Jin aint really to much of launched based character like true mishimas, but he does get juggles in off of SS something they whiff you hopkick. Or just CH hunting as well, f4 into cd~iws12~ff~f4 for i believe 68 damage. But as in just regular launcher juggles he doesn't get to much, cd1 he gets 65-66 damage but thats about the highest he'll get off a launcher that could potentially get you launched as well.
Overall Rating: 16/26
T5DR Character Ranking List by Slips
I have a combo,so you can try
Just db223 its give a launcher (maybe,i forgot in ch or netral) and db223
Jin did gain some solid buffs but still nowhere near his Tekken 4 level. His combos is still trash until Tekken 7.
And he was still trash not as trash as his tekken 5 self but still trash
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Jin from 5.0 to 5DR went from being absolute trash to mediocre trash.
To be fair, after 5.0 Jin, up was the only direction he could go.
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