Overview
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Strengths
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Weaknesses
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Game Plan
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Defense
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Punish guide
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Quick mid to check situations. Extensions check aggressive opponents.
High homing attack to check sidesteppers; guaranteed follow-ups on counterhit.
Long-range mid to keep opponents out and check situations. Counterhit launches; shifts to ZEN to pressure on hit.
Low pokes to harass. d+4 is fast and high crushes; db+4 is slower but has great range and gives plus frames for pressure.
Unsafe mid launcher. Use for mixups, possible whiff punishment, and to hit grounded opponents.
Electric Wind Hook Fist (EWHF). Just-frame high launcher with huge neutral reward. Core punisher; also a strong keepout and approach check.
Zenshin Shift (ZEN). Steps Jin into ZEN, opening up new mids, lows, and plus-frame mixups. Many strings also auto-cancel into ZEN.
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