Eddy Wang
Skarlet scientist
I will start by explaining you what fergus didn't mentioned in the guide.Thanks guys.
Bryan is still looking like my go-to but I'm going to keep a little list of potentials though because until I can actually play the game and get a feel for it in motion and everything it's all academic, I just don't know who's really going to click yet.
Jin and Hwoarang are both pretty interesting from an 'I watched them played in a tournament and they looked bad ass' perspective, and the description and such of both is nice, except Hwoarang being pure rushdown. I like to play a little defensive, so we'll see.
Jin is a well rounded character, so this means he has a lot of options in general to cover mostly everything in the game, but these options are also not the best ones or the bests in the game as a counter balance, its like, for every bit of mechanic in tekken Jin has them, so Jin players in T7 label him as character that his strength is to have no weakness and his weakness is to have no strength, there is not a particular area where he is the best at except for his rage art being the fastest in the game and his parry being the best in the game though still requires lots of skill to use.
Jin is now part Mishima in Tekken 7 as well, he always were but he was he weakest so he wasn't really considered one although he always shared the tools, Jin always had a hellsweep, which is slower than traditional Mishimas, but his hellsweep its a full combo starter, he has strong jab confirms as well with 24, df14 and 214, a eletric, which is the ultimate change they buffed in T7 by making the Just frame version a launch on neutral hit, this changed everything and made his whiff punishing game a lot scarier, because now he gets huge rewards for less risks if he gets to punish with it in most scenarios he couldn't do it before in previous games, you were basically forced to guess when someone was going to press buttons and try to challenge them with eletrics, and it was bad, in T6 it was still doable because he had a unique CH mechanic but was super risky so they removed it.
His ECD1 really didn't make the cut since it had a bad tracking to his right, was -12 on block besides being a mid launcher it was weaker in every aspect.
Jin also has 50-50 mixups, as any mishima off a wavedash he can use the a safe mid combo starter or his hellsweep, as any mishima he also doesn't have a safe low.
Jin has a really strong CH game, moves like B3, standing 4, ub or u or uf3 are all safe CH crumple moves, b3 its a knee that is -7 on block, transites into stance, s4 is a really fast homing move that crumples on CH and screws on airbone characters, with the change from bound to screws, this normal became one of the most consistent in the game, so Jin now converts damage off mostly every possibly launch he gets, even for wakeup 3, sweeps air jabs and so on, no matter how their body is even on crumples, s4 is super consistent
You already know about his db4 which launches on CH, and pretty sure jin F4 was mentioned in the guide, really good move, before the reward as only as good if you canceled into zen, but there wasn't a really good wait to confirm visually so you had to commit, but now they made F4~zen +2 on block making some good mixups out of it now, also they adjusted his juggle physics on some of his moves, which now allows him to use F4 without zen and if it counter hits, you still going to get huge rewards without needed to commit to zen at all, most ppl don't realize how big this is, but Jin gets most of his damage in neutral from this move because its super good due the amazing range and fast recovery easy to bait other stuff and much more.
Jin has stances, like his CDS and zen, and he gets moves out of them, the CDS and zen are basically the same stance, they have the same options, the only difference is one moves you forward while crushing highs, and the other moves you backwards with better high crushing proprieties, both can be canceled for safety or to buffer another moves, they have redesigned CDS options a lot since T4 until now, but i can give you a break down:
CDS or Zen 1: its a 16f mid that is safe, it has a continuity string if you press 2 afterwards, second hit has wallsplat proprieties
CDS or Zen 2: a sidestep punch that forces wallsplat near walls, but its punishable on block
CDS or Zen 4: a high crushing sweep, that guarantees a free Domawashi (slide 3~4 buttons) if hits, but if the opponent its at 0 range the sweep ensures a full combo by doing ws4 into s4 for a full combo conversion
CDS or Zen 3: This move is new, its a homing mid that screws air bone characters, screws on CH as well, and tracks ppl on the sides, and crushes lows somehow when done from a certain distance really usefull as well since its safe on block (-9)
CDS or Zen 3+4: They moved his flying side kick to this new notation, its a move that does 25 points of damage just as eletrics so its used a lot in some of his combos when needed, but its just a matter of signature and it looks super cool since it works as a combo filler rather than a ending
CDS or Zen 1+2: a move that hits high, high while he is rising so it tends to crush highs itself since it comes from CDS or Zen often, its the most dangerous launcher jin has now since it launches characters really high on hit, enough for a full wall carry and damaging combo with his other tools and its -13 on block now (buffed) with a lot of pushback, in reality midscreen no one can punish it.
So he has moves that can transition into these stances and they can be really useful at the times:
df33~zen
f4~zen
ws12~zen
bf23~zen
b3~zen
1,3~zen
df3,3 and1,3 also have a stance which is done by holding back instead of forward, so character won't go into zen but he does a sort of backdash to create some space in between and bait a button for a whiff punish or CH launcher
His combos are easier and really consistent as well from any launcher now and in any position as well even the awkward ones, the hardest combos are probably the ones that you need to use eletrics on for the good damage.
He was also given better proprieties and frame data in some of his moves, like his df4 is now safe on block and its a CH launcher now that does a lot of damage since the character bounds on CH, really scary on wakeups.
db23 is now -7 on block as well it was -11 or -12, though they nerfed the CH launch the move now knockdowns on hit or CH, but its a good ground break.
CDS 3+4 is now faster while travelling.
uf2 now pushes ppl off him and grants him a oki, before it was a CH launch on vanilla, they nerfed because Saltshaker, Smoke, steve community and Xiaoyu community bitched all day about uf2 being a safe sidesteping CH launch, they couldn't touch him, so Harada nerfed jin a bit.