Jinpachi Frame Data

Information listed here is taken from Ina Tekken Wiki and converted to US notation. Thank you to all who helped compile this!

Notes Convention

JG = Juggle KND = Knockdown
SLD = Slide FCD = Facedown
PLD = Playdead RC = Recover Crouching
FS = Fall Stun OC = Opponent Recover Crouching
BT = Backturned  

Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 10 10 +1 +7 +7
2 h 12 10 ±0 +7 +7
3 h 35 18 -14 KND KND
4 h 30 16 -5 KND FS

Advancing

INPUT RANGE DMG SPEED BLOCK HIT CH
f+1 h 21 14 -16 FS FS
f+2 m 22 16 -10 -9 -9
f+3 h 35 18 -14 KND KND
f+4 m 27 19 +5 OC +8 (+18) OC SLD

Dashing

INPUT RANGE DMG SPEED BLOCK HIT CH
f,f+1 m 30 19?(20?~) -13 KND KND
f,f+2 m 25(,15) 16?(17?~) -13 Throw Throw
f,f+3 h 35 18(19~) -14 KND KND
f,f+4 m 35 17?(18?~) -21 SLD SLD

Poking

INPUT RANGE DMG SPEED BLOCK HIT CH
d/f+1 m 18 13~14 -1~±0 +6~7 +6~7
d/f+2 h 26 13 -10 JG JG
d/f+3 L 30 18 -21 RC KND RC KND RC
d/f+4 m 15 18 -6 +1 +1

Standing to Crouch

INPUT RANGE DMG SPEED BLOCK HIT CH
d/b+1 Sm 8 10 -5 RC +6 RC +6 RC
d+1 m 21 14 -8 -8 OC +4 OC
d/b+2 l 20 18 -25 PLD PLD
d+2 Sm 13 11 -4 RC +7 RC +7 RC
d/b+3 L 17 16 -17 RC -3 RC -3 RC
d+3 L 24 22 -25 KND KND
d/b+4 L 21 19 -18 +17 +17
d+4 l 7 12 -13 RC -2 RC -2 RC

While Crouching

INPUT RANGE DMG SPEED BLOCK HIT CH
FC,d/b+1 or FC,d+1 Sm 8 10 -5 RC +6 RC +6 RC
FC+2 Sm 13 11 -4 RC +7 RC +7 RC
FC,d/b+3 or FC,d+3 L 14 16 -17 RC -3 RC -3 RC
FC,d/f+3 L 12 16 -17 RC -3 RC -3 RC
FC+4 l 10 12 -15 RC -4 RC -4 RC

While Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
WS+1 m 8 13~14 -3~2 +6~7 +6~7
WS+2 m 30 14 -16 KND KND
WS+3 m 30 13 -7 +5 +5
WS+4 m 24 18 -14 JG JG

Jumping

INPUT RANGE DMG SPEED BLOCK HIT CH
u/b+1 or u+1 or u/f+1 m 12 18 -8 +3 +3
u/b+2 or u/f+2 M 18 42 -23 -12 OC -12 OC
u+2 M 18 42 -23 -12 OC -12 OC
u/b+3 or u+3 m 25 21 -17 KND KND
u/f+3 m 25 28 -6 KND KND
u/b+4 m 14 15 -19 -8 KND
u+4 m 18 15 -12 KND JG
u/f+4 m 30 28 -15 KND KND

Sidestep

INPUT RANGE DMG SPEED BLOCK HIT CH
SS+1 h 10 10(11~) +1 +7 +7
SS+2 h 12 10(11~) ±0 +7 +7
SS+3 h 35 18(19~) -14 KND KND
SS+4 h 30 16(17~) -5 KND FS

Special Skills

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 10 10 +1 +7 +7
1,2 hm 10,20 -17 KND KND
1,1 hh 10,12 +1 +7 +7
2 h 12 10 ±0 +7 +7
2,2 hh 12,20 -13 -2 -2
1+2 m 60 53 KND KND KND
1+2~1+2~1+2~1+2~1+2 m 60 100~ KND KND KND
f+1 h 21 14 -16 FS FS
f+1,2 hm 21,30 -17 KND KND
f+2 m 22 16 -10 -9 -9
f+2,1 mm 22,21 -12 -1 -1
f+2,1,1+2 mmm 22,21,25 -17 KND KND
f+4 m 27 19 +5 OC +8 (+18) OC SLD
f+1+2 m 30 28 ±0 FCD BT FCD BT
f+3+4 Teleport Forward
b+3+4 Teleport Backward
(Teleport),1+2 m 25 39 +7 +7 +7
d/b+1+2 m 25 65 +7 +7 +7
d/f+2 h 26 13 -10 JG JG
d/f+3 L 30 18 -21 RC KND RC KND RC
d/f+4 m 15 18 -6 +1 +1
d/f+1+2 h 30 20 ±0 KND KND
d+1 m 21 14 -8 -8 OC +4 OC
d+3 L 24 22 -25 KND KND
d+1+2 m 35 16 -15 KND KND
d/b+2 l 20 18 -25 PLD PLD
d/b+4 L 21 19 -18 +17 +17
b+1 h 20 16 -10 PLD PLD
b+2 M 18 17 -6 OC RC +9 OC RC PLD RC
b+2 (on grounded) M 18 17 JG JG
b+3 M 25 22 +5 OC SLD SLD
b+4 h 30 20 -4 PLD PLD
b+1+2 M 25 14 -22 KND KND
u/f+3 m 25 28 -6 KND KND
u/f+4 m 30 28 -15 KND KND
f,f+1 m 30 19?(20?~) -13 KND KND
f,f+2 m 25(,15) 16?(17?~) -13 Throw Throw
f,f+3 h 35 18(19~) -14 KND KND
f,b+1 h 30 28(28~) -12 KND KND
f,f,f+3 or Running 3 m 30 22(25~) +17 KND KND
WS+2 m 30 14 -16 KND KND
WS+3 m 30 13 -7 +5 +5
WS+4 m 24 18 -14 JG JG
FC,d/f+1 L 16 19 -7 OC RC +2 OC RC +2 OC RC
(Opponent Down) d+2 L 18 18 -12 OC -1 -1
(Opponent Down) d+4 L 24 19 -16 OC -5 -5
1+2+3 Taunt
1+2+3+4 Supercharge
(Supercharge), 1 m 54 50? -15 KND KND
(Supercharge), 2 m 42 62? -9 JG JG
KND 1+2 L 40 53 KND KND KND

Special Throws

INPUT RANGE DMG ESCAPE
f,f+1+2 (initial grab) High
f,f+1+2 (after grab) 10,5,20,5 b during initial hit
d+1+3 or d+2+4 Crouch 40 1 or 2
1+3 or 2+4 Air 15
b+1+3 or b+2+4 Counter 8

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5 Responses to Jinpachi Frame Data

  1. MYK says:

    ff1+2 isn’t broken with 1+2

    its broken with a “not so JF” back input to block the grab.. instead of breaking it

  2. MarkMan says:

    Yea n8, you n00b..

  3. n8nmonster says:

    updated, thanks for the heads up.

  4. n8nmonster says:

    updated, the 1+2 and 1+2~1+2~1+2~1+2~1+2 now listed as regular mid (instead of special mid). seems you cant low parry em anymore in the updated online version of the game (playable jinpachi’s fireballs were lowparryable in the previous offline version of the game). so yea, theyre back to normal again.. x_x.

  5. m2dave says:

    Jinpachi fucking owns! Some mistakes in this data, though:

    d+1+2 = 18 frames fast (punishes Kazuya’s WS+2, works after low-parrying certain kicks, etc.)

    f,f+2 = -12 on block (Paul’s d+1+2 punishes it up close)

    d/b+4 = 18 frames fast (works after low-parrying kicks, works after FC, f+4, etc.)

    d/f+3 = 20~21 frames fast (punishes Marduk’s d/b+1+2, which is -20 on block, up close next to walls. At further distances, it becomes a frame slower).

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