Impressions so far (standard disclaimer; the game is brand new, still probably missing lots of stuff, blah blah):
So far Jinpachi feels... decent. I can see why he's not been rated in the top few tiers, but he's certainly not bad by any means. He's exceptionally simple/basic, must have just about the smallest movelist in the game, but this is not necessarily a bad thing of course. He's fairly linear I'm finding, and seems to have a plethora of slowish to very slow KND mids, most of which seem rubbish or can easily be replaced with better alternatives (u/f+4, f+1+4, f,f+4, f,f+3, d/f+4, f+1+2, etc etc). Not having an accessible mid launcher hurts him a fair bit I'm finding, though u/b+1,2 may be that launcher that I'm looking for, so I'll reserve judgement on that (btw did not find any homing properties on this, despite the movelist entry).
He has *a few* decent pokes, but I find it's enough to get him by, so this is fine. His d+1 range is pretty great, which we can see in vids anyway. Same deal with lows really, has enough to get him by and cover various different bases to an acceptable standard (d+3, d/b+2,1, d/b+3,1, d/b+4).
Stuff like u+4, reversal, d/b+1,2, his frame punishment and his range make for a very defensive playstyle, but he doesn't really have anything in the way of solid keep-out aside from d/b+1,2 (no magic 4, no hit-confirmable shining fists, his d/f+4 is hella slow, no noteworthy CH strings). I guess he has d+1 and stuff like that, but it's nothing amazing. Neither FLY 3,4 nor FLY 2 are safe, and FLY 4 is launch punishable obviously. so FLY mixups will always be limited (though can still be effective at walls). His b+2 is like a few frames faster than Paul's, but isn't safe, which is annoying. Good damage though on CH obv.
I would say his damage is fine, just normal based on what I've seen.
Strengths:
- basically top tier frame punishment
- KND low for solid damage
- pokes decently
- good range overall
- i14 launcher
Weaknesses:
- no go-to mid launcher until d/f+1+2 (this may change)
- pretty linear
- little in the way of offensive pressure
- homing moves aren't spammable
- nothing stands out as overly "awesome"
General stuff:
- after d+3, ws+3 can be interrupted by crouch jab
- d/f+1 and ws+3 both track left quite well
- pretty sure d/b+1,2 is -15 or more (this sucks, would rather AK's d+1,4)
- after 1,2, wr+3 will catch backroll
- the second hit of d/b+2,1 can whiff when off axis (after the first hits)
- b+3+4 can sometimes give you that little bit of extra range you need to tag out safely
- +edit+ f+2+3 isn't spirit bomb either, just a normal unblockable
Reading back over this it looks more negative than positive, but I don't think Jinpachi is bad, just limited somewhat. Would like to find uses for all the big slow mids that seem shit right now (maybe some tracking in there somewhere). Vs'ing Shotokan's Mishimas mostly today, was enormously difficult at times (ewgf is just ridiculously good now and getting around it is an art in itself), so it could be that I'm comparing him to them in my head and expecting too much.
Last edited by Draakur on Dec 20th, 2011 at 13:21