Yeah I get jin is completely different and also devil jin too, my redundancy comment was referring to Kazuya and heihachi
I know they're all supposed to have their little niches but with the buffs given to jin I feel there are no more niches and more just if you wanna play a mishima, play jin as he has the most powerful tool the mishimas had over him which was the launching ewgf. Which buffs did he gain in regards to the CH tools you were referring to? I knew his db4 launched on CH, cd4 launched on nh, is there anything else he received?
Also, has his f4 changed? With the cancels or the stance itself or anything?
And why can't people sidestep against him now? Sorry I'm not too clued up on all of Jin's changes.
Special note: Tailspin, Kirimomi Screwattack is all the same is that new bound animation, its being currently abreviated by the following typo S!
All Jin Changes i know off just by paying attention, most of the things i gather myself:
1. Zen+3 (Flying kick has a new animation, he can now use as combo fillers out of S!)
2. EWHF launches on regular hit directly into S! (Tailspin also known as Screwattack or Kirimomi) WHF still needs to be a counter hit to launch
3. u/f2 now crumple stun on CH and is actually comboable just like the blade kick from d/f1, 4~4 he had before, so if jin uf2 has a counter hit he gets to do a full combo
4. d/f4 is now -3 on block down from -6 from TTT2 and down from -7 from T6
5. d/f4 also launches on CH so if it catches you on a wakeup attack you're getting comboed
6. Jin can trick the game to perform a 9f grab with his tidal wave by inputing u~u/f 1+2 instead of u/f1+2 this is intentional
7. new move 3+4 launches on hit and is a crushing move has unlimited armor as any other move in the game, but loses to low attacks, can be canceled for combos but its not worth it, however is a good combo ender
8. d/b2,3 has a new animation and resets knockdown but works has a bound.
9. B3 hitbox has been slightly adjusted to not whiff
10. Rage Arts: B+1+2 is 13f startup because its a high but it can be ducked
11. Power Stance notation is now d/b1+2
12. Zen 1+2 now launches vertically
13. d/f1,4 doesn't launch knockdown anymore, but frame traps also it will wall splat if you're close t a wall, same as 123
14. standing 4 on hit seems to be +15 on hit which frame traps with B21 on neutral hit launching if they don't block and count as a combo up from +1 on TTT2 which as useless unless it counter hits.
15. Hopkick now launches correctly on regular hit
S! moves
4, d/f14, d/b3, 124, EWHF: All these moves leads to tail spin, all moves that lead to S! and do not knockdown will make the opponent spin
Known nerfs
1. Cannot do B3 three times in a row as combo filler anymore
Zen+4 (the sweep move) now has a new animation indicating how punishable it is, it not longer deceiving
3. B21 can no longer be hit confimable although it can be delayed
4. Eletric Wind Hook Fist has more whiff recovery, but this applyed to all mishimas
He got buffs from S! because his standing 4 is 11f and is possibly the fastest kirimomi in the game currently, so he get to convert his damage off almost any juggle he can get, even the ones he couldn't before, this are the result of his S! buffs on his combos and mixup game:
EWHF into Flying kick is a combo filler and works on every single character in the game midscreen now, check cherryberrymango's videos
Zen 4 up close will launch midscreen it can be followed with WS4 which in turn will let enough room to connect standing 4
wakeup 3 can be followed up with ws4 which will let enough room to connect standing 4 just make sure to imagine that i'm describing you low starters now
f*d/f 4, B21 now with 4 being a S! move he gets a much longer and damaging combo off of his main low starter.
out of low parry jin can do B3, B3~CDS~1 4S! to get the same effect
Standing 4 on counter hit is now a real 11f counter hit launcher, if it connects he can B21 then standing 4 again for a S! and finish has he pleases
His neutral got a lot stronger, since EWHF now launches on hit, if you block one retaliating might not be a good idea due the F4 and standing 4 check who will definitely catch you on Counter hit which is pretty bad if he does, F4~f stance game feels the same, maybe the window to cancel was shortened but i can't tell without playing
He can now check ppl with F4 without going into stance, if he does this max range only the tip of his toe will hit you, if it does retaliating will whiff and he will punish you with EWHF which allows him to carry you to the corner.
in the corner his game is very dangerous, with all if not most of his anti-sidestep moves now will frame trap you at the best if hits you sidestepping, and will wallsplat if you're near of a wall
Also is UF2 now being a launcher on CH is a pretty big deal, so exchanging blows with jin migh actually be pretty bad now, because he can sidestep for a launcher when you're coming straight at him.
His F4 hasn't changed, the video i posted a page ago, was just to show salt that the hitbox combo for a guaranteed F4 that some jin players have been using in T7 was already there in TTT2 as well.