Jinpachi move list analysis

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Enci_Enci
Kyu
Joined: Jul 2012
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#141 “Quote” Edit Post
There's a jinpachi airthrow that doesn't existin the move list. I dont know how. Watch youtube tekken tag 2 combo exhibition mishima with duration 3 minute and look 1.52 if i'm not mistaken..
Yoshimattsu
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#142 “Quote” Edit Post
Sounds like an item move to me buddy...
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Handbag
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#143 “Quote” Edit Post
I think that's 1+3, that is if this is the video you speak of

http://www.youtube.com/watch?v=Xpzm...tailpage#t=114s

I'm pretty sure its just like his 2+4 airgrab just different positioning possibly for some near wall oki.

EDIT: How could it be an item move, it was filmed during a location test in sweden, hence the billion jabs jinpachi is able to put in before using d1 to bound.

About this whole thing with the parry, it doesnt seem as consistent in its glitchiness, at least not for all moves, I remember purposefuly trying it when a leo did shis sweep (db3/4?, 2) and it didnt work, but against that roger I previously mentioned I was doing it to nullify his endless miguel style poking game and the parry ended up taking care of virtually 90 % of what that roger could come up with, anything short of a grab or an in built delay move just would not work.

Last edited by Handbag on Jul 3rd, 2012 at 04:56

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sandilord
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#144 “Quote” Edit Post
I asked this some time ago. I had the vid of the airthrow above in the first post and then never saw it again. Seems like this was the first version of his airthrow and the animation got changed to what it is now. That vid is from July 2011...
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tyler2k
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#145 “Quote” Edit Post
Originally posted by sandilord
I asked this some time ago. I had the vid of the airthrow above in the first post and then never saw it again. Seems like this was the first version of his airthrow and the animation got changed to what it is now. That vid is from July 2011...

I do remember you asking that question and I do remember people agreeing that it was the old animation, pretty sure that's the case
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WangIsKhan
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#146 “Quote” Edit Post
anyone know what this is?

http://www.youtube.com/watch?v=OlBM...player_embedded

i believe the move is called revival and its purely speculation but i think it might recover red health. again i have no clue what this move does but if i were to name a move revival and have an animation like that i would make it recover red health

Edit: this video doesn't look like the one posted on the first page next to 1+2+4
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#147 “Quote” Edit Post
Originally posted by WangIsKhan
anyone know what this is?

http://www.youtube.com/watch?v=OlBM...player_embedded

i believe the move is called revival and its purely speculation but i think it might recover red health. again i have no clue what this move does but if i were to name a move revival and have an animation like that i would make it recover red health

Edit: this video doesn't look like the one posted on the first page next to 1+2+4

Good catch on 1+2+4 on the front page, that's a typo of sorts. The taunt should be 1+2+3 and I don't believe anyone ever tested what 1+2+4 does, so it's definitely interesting to so 1+2+4 finally. I also see that his "supercharger" was listed as a move, but looks identical to 1+2+4, so that was probably 1+2+4 all along so I made a note for that.

If I was to take a guess, I'd say 1+2+4 is just a faster version of 1+2+3+4 supercharger/ki charge. Kind of like how Raven can command charge with d+1+2, although he does have an unblockable out of that charge. Not sure how useful it will be, but we'll see as the game develops once the rest of the world gets their hand on it.
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#148 “Quote” Edit Post
Question guys...

Is there a official acronym for Astral Projection and Charge Stance?
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WangIsKhan
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#149 “Quote” Edit Post
Not sure how useful it will be, but we'll see as the game develops once the rest of the world gets their hand on it.


agreed.

Question guys...

Is there a official acronym for Astral Projection and Charge Stance?


i think astral projection is just AP as for charge stance i have no clue i have just been calling it charge
sandilord
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#150 “Quote” Edit Post
Ok, I got the chance to play today and I played Jinpachi most of the time. Sweet.

I made some vids of his unknown/less known throws and his taunts to be sure.

sidethrow left
sidethrow right
backthrow
crouchthrow d1+3
crouchthrow d2+4
f1+4 (confirmed -14)
(in order) 1+2+4, 1+2+3, 1+2+3+4. As you can see 1+2+4 doesn't bring back red life. But it already supercharges and seems a tiny bit faster than his regular (absolete?) supercharge.

I'll update first post as well.

On gameplay: df1+2 and uf4 are great. His FLY 112~2 is doable (jf but I'm sure everyone knew that), kind of like demoman difficulty. You just need to get the timing down. So far I did have some problems coming in and which low to use as a poke. Probably db21 which is solid but JP doesn't seem to highcrush very well. He wallsplats like a monster though.

Last edited by sandilord on Aug 7th, 2012 at 00:01

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AZYG4LYFE
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#151 “Quote” Edit Post
Originally posted by sandilord
Ok, I got the chance to play today and I played Jinpachi most of the time. Sweet.

I made some vids of his unknown/less known throws and his taunts to be sure.

sidethrow left
sidethrow right


I think you may have to switch the title's over, his left throw is to Kuni's left etc, if you know what I mean.


I'm guessing you can tag from his 1+3 crouch throw?


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sandilord
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#152 “Quote” Edit Post
Fixed

I haven't tried to tag it. Wish I had now...
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WangIsKhan
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#153 “Quote” Edit Post
good stuff sandi thanks! i wonder why they gave him so many supercharge moves its not like we can taunt after match anyway
tyler2k
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#154 “Quote” Edit Post
Interesting stuff about FLY is that the inputs have to be nearly instant, so for those who haven't played FLY 1,1,2:1 is pretty much u/f+3+4~1,1,2, (wait a half second) :2, it's definitely near JF timing, but it is do-able. IMO "JF" demoman is much, much easier.

Edit: Not sure how you got a hold of the game, probably don't want to know exactly, but surprised that's all you explored
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Angelo1
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#155 “Quote” Edit Post
Originally posted by tyler2k
Interesting stuff about FLY is that the inputs have to be nearly instant, so for those who haven't played FLY 1,1,2:1 is pretty much u/f+3+4~1,1,2, (wait a half second) :2, it's definitely near JF timing, but it is do-able. IMO "JF" demoman is much, much easier.

Edit: Not sure how you got a hold of the game, probably don't want to know exactly, but surprised that's all you explored


It was a session organised by Namco + we have a TTT2U cabinet in holland now
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#156 “Quote” Edit Post
So I've been looking closely at Jinpachi lately and I happened to have written up his movelist with frame data from inatekken's frame data, thought my efforts may help someone.

Here is the legend:

Move - Height - Damage(Startup) Onblock/On hit/CH

And here is the movelist in order by safety with some moves I didnt bother with like grabs.

WR3 - M 36(22~25) +9/KND/KND

d3+4 = ! stance
!2 - H 30(11) +8/Jg/Jg

b3 - M 28(22) +5/+5up/KND

f4 - M 24(19-20) +3~4/+6~7/KND

uf34 - MM 24,24 +3/KND/KND

1 - H 8(10) +1/+8/+8

2 - H 12(10) 0/+9/+9

ff3 - M 24(?) 0/KND/KND

ff4 - M 30(26~27) 0/KND/KND

b4 - H 30(18) -2/KND/KND [H]

f_b3+4 = ? stance
?2 - H 28(14) -2/KND/KND

df1 - M 14(14) -3/+3/+3

f3 - M 24(18) -3/KND/STUN

1b2 - HM 8,25 -5/+5/STUN?

df11 - MH 14,12 -5/+3/+3

db1 - M* 6(10) -5/+6/+6

WS4 - M 15(11) -6/+5/+5

df4 - M 18(18) -6/+1/+1

uf3+4 = FLY stance
FLY 2 - M 28(20) -6/KND/KND [B!]

uf3 - M 24(28) -6/KND/KND

f1+2 - M 27(15) -7/KND/KND

u4 - M 28(18) -8/KND/KND

WS1 - M 19(14) -8/+3/+3

d21 - MM 16,21 -9/+7/JG

FCdf2 - M 28(?) -9/KND/KND

df1+2 - M 25(22) -9/JG/JG

d1 - M 18(15) -9/+6/+6

df3 - M 15(16) -10/+1/+1

d2 - M 16(18) -10/-2/-2

uf4 - M 36(28) -10~-11/KND/KND

ff2 - M 26(16~17) -10~-11/KND/KND

WS3 - M 24(13) -11/+8/Jg

df32 - MH 15,27 -11/KND/KND

df31 - MM 15,24 -12/+3/KND

df2 - H 24(14) -12/JG/JG

db2 - L 9(19) -12/-1/-1

db21 - LH 9,14 -12/-4/-4

db1+2 - H 36(28) -12/KND/KND

b1+2 - M 25(13) -12/KND/KND

ub12~F - MM 12,12 -12/JG/JG

WS11 - M 19,26 -12/+3/B!

FLY 34 - MM 19,31 -12/KND/KND

d3+4 = ! stance
!1 - M 36(23) -12/KND/KND

b2 - M 24(18) -12~-13/KND/JG [H]

db31 - LM 14,27 -13~-12/KND/KND

22 - HH 12,21 -13/-2/-2

db4 - L 18(19) -13/-2/-2

FCdf1 - L 19(19) -13/0/KND

ss2 - M 18(19) -13/KND/KND

f_b3+4 = ? stance
?1 - M 36(20) -13/KND/KND

f211+2 - MMM 18,14,30 -14/KND/KND

FLY 112(2) - MMH 8,8,24,10 -14/x/x [G!]

FLY 3 - M 19(15) -14/-3/-3

uf3+4 = FLY stance
FLY 112(2) - MMH 8,8,24,10 -14/x/x [G!]
FLY 3 - M 19(15) -14/-3/-3

f1+4 - M 38(18) -14/KND/KND

WS44 - MM 15,16 -15/-4/-4
xWS441 - MMM 15,16,24 -15/KND/KND

xdf21 - HM 24,24 -16/JG/JG

ss21 - MM 18,30 -16/KND/KND

XWS2 - M 24(20) -16~-14/Jg/Jg
XWS21+2 - MM 24,30 n/a/B!/B!

xdf21 - HM 24,24 -16/JG/JG

*1 - H 8(10) +1/+8/+8
12 - HM 8,24 -17/KND/KND

d4(on grounded opp.) - L 24(19) -17/-6/-6

d3 - L 24(24) -17/0/KND

uf3+4 = FLY stance
xFLY 4 - L 28(22) -24/KND/KND

db3(close) - L 14(20) -26/KND/KND
db3 - L 14(20) -26/-9/KND

f_b3+4 = ? stance
x?1+2 - M 40(12) G!/G!/G!

ff3 - M 24(?) safe/KND/KND

x1+2 - M 48(53) KND/KND/KND [U!]

xf2+3 -M ?(slow) U!

xd1+2 - M 32(SLOW) safe

x1+2+3

x1+2+4

b1+3/b2+4

1+3

2+4

ff1+2

d1+3

d2+4


And here it is in order by startup speed...

1 - H 8(10) +1/+8/+8
12 - HM 8,24 -17/KND/KND
1b2 - HM 8,25 -5/+5/STUN?

2 - H 12(10) 0/+9/+9
22 - HH 12,21 -13/-2/-2

db1 - M* 6(10) -5/+6/+6
db12 - M*M 6,24 -16/KND/KND

WS4 - M 15(11) -6/+5/+5
WS44 - MM 15,16 -15/-4/-4
xWS441 - MMM 15,16,24 -15/KND/KND

d3+4 = ! stance
!2 - H 30(11) +8/Jg/Jg

b1 - H 14(12) -12/-1/-1
b12 - HH 14,26 -12/KND/KND

f_b3+4 = ? stance
?1+2 - M 40(12) G!/G!/G!

WS3 - M 24(13) -11/+8/Jg

4 - H 21(13) -9/+2/STUN

b1+2 - M 25(13) -12/KND/KND

df1 - M 14(14) -3/+3/+3
df11 - MH 14,12 -5/+3/+3

df2 - H 24(14) -12/JG/JG
xdf21 - HM 24,24 -16/JG/JG

WS1 - M 19(14) -8/+3/+3
WS11 - M 19,26 -12/+3/B!


f_b3+4 = ? stance
2 - H 28(14) -2/KND/KND

f2 - M 18(15) -9/+2/+2
f21 - MM 18,14 -9/+1/+1
f211+2 - MMM 18,14,30 -14/KND/KND

f1+2 - M 27(15) -7/KND/KND

d1 - M 18(15) -9/+6/+6

uf3+4 = FLY stance
FLY 3 - M 19(15) -14/-3/-3
FLY 34 - MM 19,31 -12/KND/KND

df3 - M 15(16) -10/+1/+1
df31 - MM 15,24 -12/+3/KND
df32 - MH 15,27 -11/KND/KND

ff2 - M 26(16~17) -10~-11/KND/KND

b2 - M 24(18) -12~-13/KND/JG [H]

f1+4 - M 38(18) -14/KND/KND

df4 - M 18(18) -6/+1/+1

d2 - M 16(18) -10/-2/-2
d21 - MM 16,21 -9/+7/JG

b4 - H 30(18) -2/KND/KND [H]

u4 - M 28(18) -8/KND/KND

f3 - M 24(18) -3/KND/STUN

ss2 - M 18(19) -13/KND/KND
ss21 - MM 18,30 -16/KND/KND

d4(on grounded opp.) - L 24(19) -17/-6/-6

FCdf1 - L 19(19) -13/0/KND

db4 - L 18(19) -13/-2/-2

db2 - L 9(19) -12/-1/-1
db21 - LH 9,14 -12/-4/-4

f4 - M 24(19-20) +3~4/+6~7/KND

db3(close) - L 14(20) -26/KND/KND
db3 - L 14(20) -26/-9/KND
db31 - LM 14,27 -13~-12/KND/KND

XWS2 - M 24(20) -16~-14/Jg/Jg
XWS21+2 - MM 24,30 n/a/B!/B!


f_b3+4 = ? stance
?1 - M 36(20) -13/KND/KND

uf3+4 = FLY stance
FLY 2 - M 28(20) -6/KND/KND [B!]

df1+2 - M 25(22) -9/JG/JG

b3 - M 28(22) +5/+5up/KND

WR3 - M 36(22~25) +9/KND/KND

uf3+4 = FLY stance
FLY 4 - L 28(22) -24/KND/KND

d3+4 = ! stance
x!1 - M 36(23) -12/KND/KND

d3 - L 24(24) -17/0/KND

ff4 - M
30(26~27) 0/KND/KND
db1+2 - H 36(28) -12/KND/KND

uf3 - M 24(28) -6/KND/KND
uf34 - MM 24,24 +3/KND/KND

uf4 - M 36(28) -10~-11/KND/KND

ff3 - M 24(?) safe/KND/KND

FCdf2 - M 28(?) -9/KND/KND

1+2 - M 48(53) KND/KND/KND [U!]

f2+3 -M ?(slow) U!

d1+2 - M 32(SLOW) safe

1+2+3

1+2+4

b1+3/b2+4
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tyler2k
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#157 “Quote” Edit Post
Originally posted by Angelo1
It was a session organised by Namco + we have a TTT2U cabinet in holland now

Ok, ok, good

u+4 is a good move but u/f+4 has some major issues, that's not to say that u/f+4 isn't good, but if you don't have the criteria down pat for when to use it properly, you're going to get yourself killed.
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sandilord
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#158 “Quote” Edit Post
Originally posted by tyler2k
Not sure how you got a hold of the game, probably don't want to know exactly, but surprised that's all you explored
now I'm curious what you were expecting It was a session on the E3 consolebuild.
I meant u4, not uf4. It was late...
About exploring more: it was my very first encouter with the game. I used my time to get a hang of playing Jinpachi and the tagmechanic. And even though I played JP most, I also played some other chars.
Main thing for me was trying out what I knew already and filming his throws.
I had a list of Ganny stuff I wanted to test but I chose to use my precious time with playing matches.
Things I noticed are known here for as far as I know, that's why I haven't posted anything else but this.

But this is what I noticed:
-df1+2 is divine and d1 hits consistently afterwards.
-df2, u4 whiffs on big characters (they could be too far away but I tried a number of times)
-so far I miss moves to come in easily.
-so far I haven't found a good highcrushing low. Maybe I'm too spoiled with Drag and Wang. db21 is good though.
-I feel like he has a lot of moves that aren't very useful. Moves like f1+2, f1+4, d1+2 look cool but don't seem to have a lot of purpose. Or maybe I just haven't found their uses yet. I thought d1+2 would be good because it hits grounded and is safe but it's damn slow and we have d4.
-JP punishes like a beast and everything wallsplats. b12 is so good.
-df3 has looong reach
-He works well with Wang. They might become my main team. Don't know where to put Drag then

Jinpachi is definitely main material to me because of how he looks and plays.


@Handbag: thx alot m8, good stuff!
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#159 “Quote” Edit Post
Originally posted by sandilord
now I'm curious what you were expecting It was a session on the E3 consolebuild.
...
-df1+2 is divine and d1 hits consistently afterwards.
...
-so far I haven't found a good highcrushing low. Maybe I'm too spoiled with Drag and Wang. db21 is good though.
-I feel like he has a lot of moves that aren't very useful. Moves like f1+2, f1+4, d1+2 look cool but don't seem to have a lot of purpose. Or maybe I just haven't found their uses yet. I thought d1+2 would be good because it hits grounded and is safe but it's damn slow and we have d4.
-JP punishes like a beast and everything wallsplats. b12 is so good.
...
-He works well with Wang. They might become my main team. Don't know where to put Drag then

I can't talk specifics, but let's just say be sure to do stuff legally (although you guys are obviously out of jurisdiction)
- d+1 seems to be the only consistent B! post d/f+1+2 and surprisingly it doesn't hurt Jinpachi that much
- Although unsafe, d+3 isn't a bad option if you need to high crush
- Like Dragunov, Jinpachi doesn't have a ton of really stand out moves, but unlike Dragunov all his moves are useful one way or another. The key is finding out when to use them (hint, f+1+2 and f+1+4 aren't bad attacks).
- Jinpachi is really a character to be respected, you can't throw shit out and expect to survive
- Jinpachi/Wang is actually a decent team, the main problem is Wang though. Wang got hit decently hard in TTT2 and didn't pick up enough juice to keep him super competitive, which isn't to say he's useless as this is a Tekken game and it's still pretty balanced. Drag on the other hand is really, really good in this game, despite the b+1 and qcb+2 nerfs, he's too good an assist and with rage to be mid/low tier.
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sandilord
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#160 “Quote” Edit Post
I don't agree on Wang, I think he got better overall. Sure he lost some stuff (d2 not hitting grounded anymore and slower db3) but he gained so much through his new moves. uf3 is scary as it puts you right in his FC mixup and uf31 is nc and pain (even though it's -14). b3 is a great move hitting grounded and picking up from the ground. With b3 Wang can pick up after any type of tagbuffered launch because he virtually scoops the opponent off the ground. b34is also nc and splats.
ff2 gives CH launch now which is absolutely awesome.
His sick wallgame and FC game are still there.
The only bad thing that remains for me is slower db3. d2 not hitting grounded is negated by b3. d2 hitting grounded as well would be too much.

That said, I will keep on using Drag and he sure got even better.
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