Hey guys, sorry for not being so active lately, actually i've been spending lots of this time in the lab since i'm almost at home these current days.
As some of you know, Jin is one of the character that got heavily changed from his FR version day 1 patch console version, i'm still grasping the change but i have butt whole lot of information for you guys, its up to you if you pick the band wagon or not.
First thing first, Jin wasn't exactly nerfed, for every single nerf he got, he also got tons of buffs, propriety changes, and what else that i can currently think of, if anything, the subsequent Jin nerfs were something i've seen it coming from a mile away and it was kinda silly to have them, so this is what have changed, nerfs first.
1. Jin F4 is now -6 on block, up from -5, if you guys remember this move was so safe that you could mash it away and keep ppl at bay, namco added 1 recovery frame
2. F4 is now +4 on block, down from +5, yeah, the hit advantage this move had was given to the recovery frame, but the move is still good overall
3. F4~zen is now -1 on block, down from +2 on block, i already told how on steroids this was, anything under 11f was fucked against jin from this stance since his zen launcher would practically kill the entire cast and they were forced to sidestep or duck having to face his 50-50 at all times.
4. F4~zen is now +9 on hit, down from +12, yah, one frame delay ducking and 1+2 out of zen was a clean launch, i already told this was silly and even Smoke_of_Filand was considering to bandwagon jin, so they reduced the hit advantage.
Those these changes made the f4 game garbo? Not in the slighlest, they just made it more fair, you can beat his options off Zen if you dare, but its so hard to see, since now backdash and sidestep block are in play with his new i14 launcher that is +5 on block this move will easy up pressure against any player in the game, they block one F4 without zen and you're just eased out the pressure.
5. B3 hitbox as been slighly reduced making his combos kinda hard to comeby, although i think this is unfair, the only thing left is to lab out every possible combo you find hard, Jin has access to a 70 damage combo off his EWHF with a B3 loop which is one of the hardest to time out in the game, so every Jin player is advisable to lab those combos out off every day for a few minutes in both sides, the point is, while Jin got nerfed, his damage makes up for it, its just not as easy as it used to be, but these combos are so worth to learn since it comes in alignment with one of his most buffs.
6. Damage off bf23~zen 3 fillers haven been reduced, so doing ws2, ewhf 4 S!, zen~3+4, its the same as doing ws2 ewhf, bf23~zen 3, there no damage difference, the advantage of one is now the wall carry for high wall splat and more damage, while the other is harder to drop easy damage off wall-less stages, and so does any other combo that launches with the same filler.
7. 123 has a 13f gap between 12 to 3 and the last hit is now +1 on block
Buffs
1. EWHF has more range, probably more than EWGF tracks both sides and its hard to step, launches hellsweeps, but this buff gave access to things Jin couldn't punish before with can can (d+3+4), so as far as i'm testing, any move in this game that is at the very least -16 with a hard to punish range, Jin can EWHF on block and launch punish it into a 70 damage combo if you're able to do them, just so you guys can have an idea, things jin is able to launch punish with EWHF on block now, Fengs b+1+2, f212, f34, bf1, Paul's death fist, heihachi's ff2, xiaoyu, bt4, or fc 3214, asuka's f2, lars hop kick. So any of these against a well trained jin its like death on block, definitely i think there has to be more, once i find all of them i might as well put up a vid.
2.standing left jab has more range, Jin now can reach ppl on a jab distance
3. d2 (generic punch), and fc d1 are now safe
4. standing 4 is over +20 on hit, allowing for a free i20 move follow up, cannot be traded even with jabs, anything jin do like db4 or under will be CH
5. df14 is now +18 on hit
6. 124 is now 0 on block with a push back, down from -8 with a pushback
Jin with rage is a different character
He gains access to a 13f punishing move, making anything from -13 or above incredibly dangerous to pull off, including the all mighty hop kicks, wakeup mid kicks and anything else under the same rule, he can block and RA punish those, and if they're going to die, they're going to die sorry.
His parry makes him recovery at whiff proprieties, wakeup mid kicks become -15 on block at the best, becoming can-can punishable, EWHF punishable, or hop kick punishable, this nigga is scary.