Jin Compilation:
~Basics
HP seems to be the same
5 primers
guard crush moves- a/b/c dp, ground d fireball first hit, d dp second hit, d musou second hit, wave super.
ice breaks without shaking.
jin flashes when using D moves, no purpose (remove plz)
a/b/c dp looks nicer, no purpose
~Normals
-5A- No change
-2A- Slightly slower, probably not going to effect much though.
-6A- more horizontal range, can cancel into special on block.
-JA- slowdown similar to 2A. ja>jC works. should work with j2C as well but unconfirmed.
-5B- Startup is close to CT (may be the same now). Hitbox got shrunk, cannot hit downed opponent (may not catch rolling opponent as well). 5B > 2B gatling. 5B(1) counter >6C confirmed. First hit counter 5b(2) > 6C confirmed for air and ground target.
-2B- 2B>5B gatling removed. faster, less active frames, less recovery
-6B- Faster, slight disadvantage on block. More hit stun, easy to link dash 5B.
-JB- slower start up, hitbox moves slower but longer, can use for cross up. 5C>jB only works on tager
-5C (important change1)- faster startup, less recovery. a little longer, beginning of fight can now reach opponent, now has some AA capabilities. May be able to 3C>5C rachel.
-2C- Slightly faster startup, less recovery. Cannot jump cancel on guard, should not use for AA.
-6C- faster startup, smaller hitbox, less untechable time.
-3C- no change
-JC (important change2)- same startup as old jC. recovery about old jB. Reach about taokaka's jC.
Mid range rising jC counter>airdash j2C>jD confirmed
Midrange descending jC counter>land 2D confirmed. can also dash 5C.
gatling is jC>j2C, jC>jD
-J2C- old jC, may be slightly slower. less hitbox vertically, more horizontally, may be usable as crossup.
Gating is j2C>jC, j2C>jD
-5D- faster startup, more recovery. Dangerous if blocked in the air. hitbox smaller. Can dash cancel (unchanged from CT), can D special cancel (but has to be immediate, cancel window is smaller).
5D(ch)>after recovery wave confirmed
-2D (important change3)- Startup faster, still same recovery. No scaling change it seems.
-6D- Faster startup, less freezing time but doesn't affect combos.
-JD- faster, wider hitbox?
-投げ- no change, throw>d super about 3k.
-CA- didn't check.
~Specials
-A fireball- faster startup, faster projectile (not sure by how much), a little more recovery (maybe).
-B fireball- No change.
-C fireball- a/b together, recovery abotu same as b fireball
-air fireball (a/b/c)- significantly reduced recovery (how is this not important change4?). If fired at highest point from regular jump, can air dash/double jump. Position dependent can air fireball>airdash j2C>jD. However, there is still landing recovery (similar to hakumen's jD).
air fireball>airdash j2C>jD>land dash>5C>c mash>6C>C musou for 3869
air fireball A>airdash j2C>jD>6C>5C>jB>j2C>j2C>b musou for 4104
-D fireball- ground has more recovery, 6C>D fireball>a dp doesn't work anymore I think.
Air has more recovery, current A/B/C fireball recovery. air D fireball>6C confirmed.
air and ground are both slower startup, projectile move slower.
cannot release second D fireball when 1 is out.
-A dp- more recovery. first hit scaling 70%. Recovery does not effect combos.
A dp counter>wave(5 hits) for 2500. a dp> d super confirmed.
-B dp- faster startup, more recovery. B combo in the corner still ok.
-C dp- more recovery. links to A dp on counter hit mid screen. in corner 5b>5C.
normal hit can't do anything due to recovery.
target falls faster (less float)?
-d dp- scales more, about 80%
-A musou- same
-B musou- air movement range same as A musou, ground movement range same.
ground hit does not not down. neutral if target is crouching.
air hit does not down, can immediately tech after hit (I guess musou B>5C is gone from this loc test)
-C musou- slower startup, ground version is higher. knockdown for both ground and air. Air version movement range same as A musou, can't use for escape. 3C>C musou is character specific.
-D musou- no change D musou>6C>C musou confirmed,
-C mash- Less knockback.
~Supers
-C super- less damage.
-D super- no change
-Yukikaze- doesn't catch low, 3572 damage. Can follow up if RC
~AH
No change
~Others
damage decrease due to scaling change to D specials.
~Basic Combos
2A>5B(2HIT)>5C>C mash>C musou
mid screen
5B(2HIT)>5C>C mash>slight dash 6C>2D>6B> delay air C musou
mid screen crouch
5B(2HIT)>5C>6C>2D>slight dash 6B>C mash>6C>C musou
Jin Compilation Complete.