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Tinman

Jin* Chaos, Block 4 + Tekken (On a Budget, kinda)

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Jin Kazama*

6HS  28HP

{Death}{Chaos}{Fire}

 

Characters: 3

3x Jin Kazama* (3/6 +0M) {Death}{Chaos}{Fire}

 

Attacks: 20

4x Execution Technique First Rite (4/3 3L3 Stun:2 Weapon +2L) {Chaos}{Fire}

4x Shadow Flare (5/2 4H7 Weapon +3M) {Chaos}

4x Wild Storm (4/3 3H4 Weapon) {Chaos}

4x Evil Mist (3/3 3H0 Ranged Stun:2 +0M) {Chaos}

4x Spinning Demon (4/3 3L4 Kick Multiple:1 +1L) {Death}{Chaos}

 

Actions: 2

2x Unnatural Grace (4/4) {Death}{Chaos}

 

Foundations: 40

4x All Life is Prey (2/5 +3L) {Death}{Fire}

4x Body of Souls (2/5) {Chaos}

4x Communing with the Ancients (3/5) {Chaos}{Fire}

4x Feast of Souls (4/5) {Chaos}

4x For the Money (2/5 +3M) {Chaos}{Fire}

4x Mishmash Family Bloodline (2/5 +3M) {Death}{Chaos}

4x Mishmash Zaibatsu Leader (2/5) {Chaos}

4x Maniacal Laughter (2/5 +3H) {Death}{Chaos}

4x The Hunt is On (2/5) {Death}{Chaos}

4x Rivalry with a Bear (2/5 +3M) {Fire}
 

Deck Stats:

Average Check: 4.33

Average Difficulty: 2.9

CC Breakdown:

2- 4

3- 16

4- 2

5- 40

6- 3

Block Zone:

With Blocks: 35

Low: +3 [4], +2 [4], +1 [4], +0 [0]

Mid: +3 [12], +2 [0], +1 [0], +0 [7]

High: +3 [4], +2 [0], +1 [0], +0 [0]

None: 34

Changes:

- 4 Mishmash Zaibatsu Leader (2/5)

- 4 Rivalry with a Bear (2/5 +3M)

+ 4 Financial Troubles (2/5)

+ 4 Intimidating Presence (2/5)

Card by Card Breakdown

Jin Kazama*: New and powerful. Good stats, with 6 HS being immune to some of the more powerful hand control. His form helps to boost the deck's already high checking power, and allows for more attacks, and more foundations. When Jin Forms, the deck can easily play out its hand without so much as sweating. With the most prevalent check in the deck being a 5, playing up to 5 foundations is completely possible without having to commit for a check. Character stacking only makes this more powerful, though I'd hope I would not have to build for too long before killing my opponent.

Jin Kazama*: Characters for stacking. Mix in Mishmash Family Bloodline, and blocking with Characters is awesome. Add in a pinch of The Hunt is On, and building up Jin's F is easy.

Execution Technique First Rite: A fairly well known attack. With a block, off-zone attack, and a Stun, this attack has very good stats. Additionally, the fairly specific E on the card works with Shadow Flare, making SF a Difficulty 3. Note that the E does not mandate that the SF be the very next attack, so I could in theory play multiple First Rites to drop the difficulty for a later attack.

Shadow Flare: Powerhouse. This attack, much like Midnight Launcher, offers a low difficulty for high damage. Shadow Flare also offers the unique ability to decrease all checks made by 1, effectively increasing its and all following attacks speed by one. With all the CC hacking in the deck, playing this attack is almost trivial.

Wild Storm: Nice attack. Might get switched out for a slightly higher damage attack. Currently, this attack takes itself out of progressive difficulty for little cost, and is off-zone. The lack of a block should not be too much of a problem, and the fact that my opponent benefits from the CC hack should not have too much impact if they are out of blocks, as this format seems to promote.

Evil Mist: Favorite attack so far. Just looks SO fun to play. Cheap, good check, off-zone, +0 mid block, and ability that deals damage if they don't block it. Not to mention that it is a good chain ender, and can be bumped up as well as having the direct damage.

Spinning Demon: This I looked into on a whim, but I think it has a place in this deck. With a low cost, good check, block, off-zone, and decent damage, the attack only gets better with a multiple, and a free enhance to possibly pull back a character that you discarded to bump damage. Momentum gen for this should not be a problem, with Maniacal Laughter in the background, as well as Mishmash Leader, depending on the 'Then' ruling.

Unnatural Grace: A very solid card in the deck. The only 4 check, but allows for intense chaining.

All Life is Prey: Major damage bump capabilties, when combined with cards like Maniacal Laughter, Feast of Souls, and Rivalry with a Bear. Commiting cards for Forms, blowing them up for Feast or Laughter (mix and match depending), then commit other cards for All Life. Rinse and Repeat for next attack. Rivalry to force a choice on a big attack.

Body of Souls: Attacks back in hand is always good. Any that deal damage get to try again, if I would like.

Communing with the Ancients: Check Hacks extreme. Just like puting a Jin down, but you can blow it up for damage (though Jin does that too). Simply great if I can drop one or more turn 1 or 2.

Feast of Souls: Expensive but useful. Can kickstart a turn of All Life damage bumps. Or could push out a last big attack. Either way is a benefit.

For the Money: More check hacks. Plus it offer some blocking check boosting. Additionally, if the opponent chooses to blow it up, it adds to the All Life is Prey count. Win win for free.

Mishmash Family Bloodline: Super obvious include with Jin. Cardpool clearing, stacking characters on your opponant's turn, and draw power on your own turn. Brings back the days of Cody abilities.

[NEW] Financial Troubles: Draw power or hand control, all for fairly cheap. Forces a fairly big decision on your opponant. Very good if Jin needs to build, and your opponent wants to give it to you. Also good if your opponent stops you, and you can attack. Win-Win-Win.

Maniacal Laughter: An interesting card. Offers free foundation destruction, free Stuns, and a momentum generating ability based on its own destrution.

The Hunt is On: Grabbing characters from your discard. Very good for Jin. Combine it with Bloodline, and blocking, and a very nice card.

[NEW] Intimidating Presence: I would normally use this in a Throw heavy deck, but seeing as how I can benefit off of blowing up my own stuff as much as blowing up my opponent's stuff, it is well worth it. Adds in some Death and Fire chaining, which is good seeing as how my foundations are a bit split ATM.

Final Thoughts:

This deck can play both games, building, or all out aggro. Chaining as many attacks as I can, all the while blowing up foundations and pumping damage with Jin and All Life is Prey. It will be interesting to see just how long someone can survive against an attack lineup with no mid attacks. On the defensive end, half of my blocks are mid, making half blocking probably where it is at. Low on the High block count too, though hopefully I should not be waiting too long to go all out.

-Tinman

NOTE: I did not include any of the Rare/Ultra Rare cards from Tekken, as I want to get this deck off the ground soon. I will update as my Tekken options improve.

 

Gotta credit LordAggro for the deck listing format.

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After looking at it for a bit, I am probably going to swap out Mishmash Leader for Financial Troubles, as momentum is not a neccessary element to the deck, but the more cards I draw, the more I can play. Plus, them discarding their hand is not too bad either.

-4 Mishmash Zaibatsu Leader

+4 Finacial Troubles

-Tinman

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I would stick for one symbol on the foundations if you want to outbuild your opponent fast because you could draw 2 chaos foundations  and 2 death or fire foundations and that would suck. If you like the idea of destroying your opponent's staging area i would change to fire or death instead.

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I'd cut Rivalry with a Bear for something with two symbols on it, say Ruthless or Brooding or Unstoppable Warrior. It just doesn't seem strong enough to justify dropping into mono-Fire, but Financial Troubles certainly is.

I like it overall, maybe try to add some of Nina's hand peek so you can determine if it's safe to go all out for an All Life is Prey turn -- nothing sucks more than nuking your board for damage, but then your opponent blocks just enough and lives.

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I am looking at Intimidating Presence  instead of Rivalry with a Bear, just because I think if offers a bit more control and chainability. If I can use it on an attack early enough, I can slow down my opponent's building fairly well, as well as rack up the All Life damage. And because it is 'Destroy a foundation', I can use it to get momentum off of Laughter if needed.

-4 Rivalry with a Bear

+4 Intimidating Presence

I also wanted to include a Block rundown, just because it may be something I want to work with:

Block Zone:

With Blocks: 35

Low: +3 [4], +2 [4], +1 [4], +0 [0]

Mid: +3 [12], +2 [0], +1 [0], +0 [7]

High: +3 [4], +2 [0], +1 [0], +0 [0]

None: 34

-Tinman

 

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