Jinpachi accurate framedata!

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sandilord
Destructive Impulse
Joined: Jan 2005
Posts: 2093
From: Netherlands
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#1 “Quote” Edit Post
Ok, I tested EVERYTHING by hand and there are a lot of differences with the framedata we had so far. I believe everything in here is correct, tested it very, very thorough.
The complete framedata is just about complete now! There are a few blank, I'll leave those to other creative spirits. If you know 1 of the missing numbers let me know and I'll edit it in.

Move = startup, block, normal hit, counter hit

1 = i10, +1, +8, +8
12 = i10, -17, KD, KD
1b2 = i10, -5, +5, KD
2 = i10, 0, +9, +9
22 = i10, -13, -2, -2
3 = i20, -9, KD, KD
4 = i13, -9, +2, JG
f2 = i15, -9, +2, +2
f21 = i15, -10, +1, +1
f21,1+2 = i15, -14, KD, KD
f3 = i23, -3, KD, JG
f4 = i22, +3 OC, +7 OC, KD
f1+2 = i15, -7, KD, KD
f1+4 = i18, -14, KD, KD
AP1 = i??, -13, KD, KD
AP2 = i??, -2, KD, KD
df1 = i14, -3, +3, +3
df11 = i14, -5, +3, +3 Note: 2nd hit can be ducked
df2 = i14, -12, JG, JG
df21 = i14, -16, KD, KD
df3 = i16, -10, +1, +1
df31 = i16, -12, +3 OC, KD
df32 = i16, -11, KD, KD Note: can only be punished near the wall due to pushback but 2nd hit can be ducked
df4 = i18, -6, +5, +5 Note: it seems to highcrush in the later frames of the animation or due to distance.
df1+2 = i22, -9, JG, JG
d1 = i15, -9, +6 OC, +6 OC
d2 = i18, -11, -2, -2 Note: d2 by itself is unsafe! It does have quite some pushback but Wang can punish with f14. Still quite dangerous to do with safe CH 1 option afterwards.
d21 = i18, -9, +7, JG
d1+2 = i29, +3, KD, KD
d3 = i24, -17, 0, KD
CHG1 = i??, -12, KD, KD Note: due to pushback this can be safe against some characters. Example: on axis Drag can't punish, off axis he only gets df4.
CHG2 = i??, +8, JG, JG
db12 = i10, -16, KD, KD
db2 = i19, -12, -1, -1
db21 = i19, -12, -4, -4 Note: if your opponent ducks the db2 and stands to block the 1 it will whiff in their face so they can launch you for free.
db3 = i21, Hopkick/-22 at least, -9, KD
db31 = i21, -12, KD, KD
db4 = i19, -13, -2, -2
db1+2 = i28, -9, KD, KD
b1 = i12, -12, -1, -1
b12 = i12, -12, KD, KD
b2 = i18, -12, KD, JG
b3 = i24, -7 OC, -3 OC, -3 OC
b4 = i18, -2, KD, KD
b1+2 = i13, -12 OC, KD, KD
ub1 = i13, -13, 0, 0
ub12 = i13, -16, JG, JG
ub12~F = i13, -24~28, JG, JG
FLY1 = xx, -8, +3, +3
FLY11 = xx, -9, +2, xx Note: 2nd hit jails
FLY112 = xx, -6, KD, KD Note: 3rd hit is duckable
FLY12 = xx, -13, -2, -2 Note: 2nd hit is duckable
FLY124 = xx, -13, KD, KD
FLY2 = xx, -7, KD, KD
FLY3 = xx, -14, -3, -3
FLY34 = xx, -12, KD, KD
FLY4 = xx,hopkick/ -22 at least, KD, KD
ff2 = i??-11, KD, KD
ff3 = i??, -7, KD, KD
ff4 = i??, 0, KD, KD
FC,df1 = i17, -14, 0, KD
FC,df2 = i18, -9, KD, KD
u4 = i18, -8, KD, KD
uf3 = i28, -6, KD, KD
uf34 = i28, +3, KD, KD
uf4 = i24, -10, KD, KD Note: can only be punished at the wall due to pushback. Extremely linear though.
ws11 = i14, -12, JG, JG
ws2 = i20, -16, JG, JG
ws3 = i13, -11, +8, JG
ws4 = i11, -6, +5, +5
ws44 = i11, -15, -4 OC, -4 OC
ws441 = i11, -15, KD, KD
fff3 = i??, +8, KD, KD
ss2 = i??, -13, KD, KD
ss21 = i??, -16, KD, KD

Last edited by sandilord on Dec 27th, 2012 at 22:10

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tyler2k
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#2 “Quote” Edit Post
Some corrections: I think people were incorrectly assuming b+4 (not b+3) was +frames on block, I actually can't believe how many times I heard that from good players too. I didn't check them all, but I noticed 2,2 and FLY 4 are missing from the list.

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Fogelstrom
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#3 “Quote” Edit Post
Great work. Very appreciated.
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sandilord
Destructive Impulse
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#4 “Quote” Edit Post
@Tyler: no, it was b3. Check out framedata on other websites, most of them list it as +5.
You're right about the missing ones. I forgot 22 and am struggling atm how to test the blockframes of bigger lows. I don't know how fast Jpa's ws2 is either.

@Fogelstrom: thx. I want to test all other Jpa frames (hit/CH) as well but it's so damn timeconsuming...maybe soon...
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tyler2k
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#5 “Quote” Edit Post
Originally posted by sandilord
@Tyler: no, it was b3. Check out framedata on other websites, most of them list it as +5.
You're right about the missing ones. I forgot 22 and am struggling atm how to test the blockframes of bigger lows. I don't know how fast Jpa's ws2 is either.

Since b+3 is part of Jinpachi's 10 string, I think they might be counting false advantage. But your numbers should be more accurate.
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Dead man Inc.
Iron Fist God
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#6 “Quote” Edit Post
f21,1+2 = -14

cool i always thought it was -15
thats why I could not punish it with a hop kick
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123arskas
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#7 “Quote” Edit Post
Awesome work Sandilord !!!
Its Helping a lot.
sandilord
Destructive Impulse
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#8 “Quote” Edit Post
Edited first post. I've got just about everything now! This is as complete as I can make it.
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aceoraiz
Kyu
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#9 “Quote” Edit Post
where is the d/f+2 and d/f+2,1?

Last edited by aceoraiz on Nov 3rd, 2012 at 16:18

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sandilord
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#10 “Quote” Edit Post
Done
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WangIsKhan
Lone Wolf
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#11 “Quote” Edit Post
good shit! i think your missing FLY 2
P. GunJack-2
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#12 “Quote” Edit Post
This is awesome, thanks a bunch. I can be a little more sure of myself now lol.
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sandilord
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#13 “Quote” Edit Post
Thx guys. Kahn, I added FLY2. When I play again I'll test the blockframes. I think something like -6~-8.
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WangIsKhan
Lone Wolf
Joined: Jan 2012
Posts: 305
From: United States
#14 “Quote” Edit Post
Thx guys. Kahn, I added FLY2. When I play again I'll test the blockframes. I think something like -6~-8.


aceoraiz
Kyu
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#15 “Quote” Edit Post
is 1, b+2 a NC on hit?
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sph|nx
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#16 “Quote” Edit Post
wow so little plus frames on block for pachi face. Thanks for this btw
Raiden
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#17 “Quote” Edit Post
so to be clear, his fastest mid from standing is i14? And f+4 is only +3 with forced OC? So its almost effectively -1 on bock against crouch jabs, and will trade with the average ws+4. It seems like with so little advantage and slow mids that it'll be hard to generate some real pressure. Even a landed df+1 can't be followed with another df+1 on hit without being interrupted.
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tyler2k
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#18 “Quote” Edit Post
Technically u/b+1 is i13
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OffInBed
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#19 “Quote” Edit Post
Originally posted by Raiden
so to be clear, his fastest mid from standing is i14? And f+4 is only +3 with forced OC? So its almost effectively -1 on bock against crouch jabs, and will trade with the average ws+4. It seems like with so little advantage and slow mids that it'll be hard to generate some real pressure. Even a landed df+1 can't be followed with another df+1 on hit without being interrupted.


Still pretty easy to apply pressure. Just need to back dash after everything. Keep them out with d+1. d+1 at max range is god like.

d/b+4 is really spammable. Great range, perfect for whiff punish and on hit it sorta tilts the opponent to the other side.


d/b+2,1 is great for whiff punishment as well, just make sure not to follow up with attacks after using it though.

d+3 is another great whiff punisher. The range on that is ridiculous.


Don't forget to throw like a whore! No one is going to try and hopkick because of air throws.

u/f+3,4 after blocking things that leave opponents in heavy negative, same applies to fff+3 but that's a little harder to use. Mix up with lows mids and grabs in those kind of situations.


b+1,2 is also an amazing whiff punisher.

jinpachi actually has really good side stepping. Side step and d/f+2 occasionally.



After you pretty much spam low stuff and get people to twitch and crouch, start spamming d/f+1+2 and getting launches instead. After they've realize crouching is bad, take the rest of the match with d/b+4 and occasionally mix up with d/f+1+2.

There are many more strats I have for him as far as picking my opponents apart, but these are the most frequent for me. Along with 1,b+2 spam.



It's not the kind of pressure you'd get out of most characters, but I find it much easier to "program" my opponents to do what I want with above tools. Please reconsider him, he's a really great character in my opinion!
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sandilord
Destructive Impulse
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#20 “Quote” Edit Post
Originally posted by tyler2k
Technically u/b+1 is i13
Technically b1+2 is too. But yeah, his fastest safe midpoke would be df1.
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