OK, now that we all know all of the changes made to Jin in TTT2 (and as it is already released on arcade machines, not many things can change from now on), we can discuss what is potentially the best gameplan for him.
AFAIC, there are two types of play that we could choose from:
NEW KIDS ON THE BLOCK, a.k.a. Risk - in this type of play there are mainly new moves that Jin obtained in this release, like the new d/f+1 followups, CDS transitions etc., etc., focusing mainly on the offensive potential.
PROS:
+ CDS 1+2, CDS 4, f+4~f, CDS 1 (count that as a one sequence) - all of these lead to juggle damage (some of them are new moves)
+ b+2,1 is your best friend
+ Very good in TAs and Tag Combos
+ CH baits FTW (u/f+3, EWHF, hopkick, d/b+4)
+ He doesn't rely on himself in juggles anymore, so more juggle damage is guaranteed
+ <dramatic> SOUL OMEN... </end dramatic>
CONS:
- Sometimes, there's just too much risk to be taken
- There are still better guys to initiate combos with (*cough* the rest of the Mishimas *cough*)
- In a situation like that, a risky Jin has to stay on a lot to get something in, which means you are open to attacks most of the time
CONSERVATIST MOVEMENT, a.k.a. Common Sense - you can always stick with the old moves, and all of them are still here except the d/f+1,4. For this gameplan, any changes are not really needed, maybe except the new CDS for a little punishing or more ground game.
PROS:
+ Good, ol' Jin still here
+ eCD+1~5, WS 2~5 FTW
+ A good character to form a team with, anything goes
CONS:
- d/f+1,4 is out
- d+4 now quite unsafe
One of these might exactly be the best idea on how to play Jin correctly in the newest installment, all I need is your opinions. Why do you disagree with idea number 1 and why do you agree with number 2, etc., etc.
Everyone can contribute to this debate and feel free to do it, but keep it as clean as possible. Thanks in advance.
+ + +
AFAIC, there are two types of play that we could choose from:
NEW KIDS ON THE BLOCK, a.k.a. Risk - in this type of play there are mainly new moves that Jin obtained in this release, like the new d/f+1 followups, CDS transitions etc., etc., focusing mainly on the offensive potential.
PROS:
+ CDS 1+2, CDS 4, f+4~f, CDS 1 (count that as a one sequence) - all of these lead to juggle damage (some of them are new moves)
+ b+2,1 is your best friend
+ Very good in TAs and Tag Combos
+ CH baits FTW (u/f+3, EWHF, hopkick, d/b+4)
+ He doesn't rely on himself in juggles anymore, so more juggle damage is guaranteed
+ <dramatic> SOUL OMEN... </end dramatic>
CONS:
- Sometimes, there's just too much risk to be taken
- There are still better guys to initiate combos with (*cough* the rest of the Mishimas *cough*)
- In a situation like that, a risky Jin has to stay on a lot to get something in, which means you are open to attacks most of the time
CONSERVATIST MOVEMENT, a.k.a. Common Sense - you can always stick with the old moves, and all of them are still here except the d/f+1,4. For this gameplan, any changes are not really needed, maybe except the new CDS for a little punishing or more ground game.
PROS:
+ Good, ol' Jin still here
+ eCD+1~5, WS 2~5 FTW
+ A good character to form a team with, anything goes
CONS:
- d/f+1,4 is out
- d+4 now quite unsafe
One of these might exactly be the best idea on how to play Jin correctly in the newest installment, all I need is your opinions. Why do you disagree with idea number 1 and why do you agree with number 2, etc., etc.
Everyone can contribute to this debate and feel free to do it, but keep it as clean as possible. Thanks in advance.

Last edited by bsurma on Nov 28th, 2011 at 23:37