| Jin |
|---|
| Combos (Tekken 8) |
|---|
| Symbol | Meaning |
|---|---|
| 1 | Left Punch |
| 2 | Right Punch |
| 3 | Left kick |
| 4 | Right kick |
| u | Up |
| d | Down |
| f | Forward |
| b | Backward |
| uf | Up and forward |
| df | Down and forward |
| ub | Up and backward |
| db | Down and backward |
| n | Neutral |
| Symbol | Meaning |
|---|---|
| U | Up (Hold) |
| D | Down (Hold) |
| F | Forward (Hold) |
| B | Backward (Hold) |
| UF | Up and forward (Hold) |
| DF | Down and forward (Hold) |
| UB | Up and backward (Hold) |
| DB | Down and backward (Hold) |
| Symbol | Meaning |
|---|---|
| + | Pressed together |
| # | Pressed together, on the same frame |
| ,[1] | Followed by |
| ~ | Followed by, immediately |
| : | Followed by, tight input window |
| < | Followed by, with delayed input |
| > | |
| * | Held input |
| Symbol | Meaning |
|---|---|
| .[1] | From stance |
| ~ | From stance transition[2] |
| H | During Heat[3] |
| R | Rage |
| FC | Full crouch |
| hFC | Half crouch |
| ws | While standing |
| wr | While running |
| Symbol | Meaning |
|---|---|
| T! | Tornado |
| W! | Wall splat |
| WB! | Wall break |
| F! | Floor break |
| BB! | Balcony break |
| Symbol | Meaning | Example | Example Meaning |
|---|---|---|---|
| CH | Counter hit | CH 1,2,3 | 1,2,3 where the first hit is a counter hit |
| CL | Clean hit | CL db+4 | db+4 with a clean hit |
| (?) | Whiffed or blocked moves | CH (1,2),3 | 1,2,3 where the third hit is a counter hit |
| (2,2),2 | 2,2,2 where the first two hits whiff | ||
| (x?) | Repeat string ? times | b+2,f~n(x3) | b+2,f~n repeated 3 times |
| [?; ?] | Damage dealt; recoverable damage | [50; 12] ws2,3 f,F+3 | Combo deals 50 damage, 12 of which is recoverable |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to § Staples.
- Regular launch (e.g. d+3+4 or uf+4)
- b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! b+3~F ZEN.1,3
- Instant Tornado (e.g. EWHF or low parry)
- T! EWHF[1] b+3~F ZEN.1 b+3~F ZEN.1,3
- ↑ Can be done as 'f+3+4 ZEN.DF+2'
Mini-combos
- [20] (ws1),3~3
- [20] df+3~3
- [18] CH 4
- [+19] df+1,4
- [+15] 1+2[1]
- [28] db+3[2]
- [25] ZEN.4[3]
- [24] CH ZEN.3[3]
- [23] (db+2),3[2]
- [20] (1,2),3
- [+19; 13] md OTG.d+1+2
- [+17; 11] d+2
- [25] CH (d+3,4),3
- [20] b+1+2,P
- [+25; 17] f,F+4
- [+17; 11] d+2
- [24] CH (2,1),4~4[2]
- [+17; 11] md d+2
- [24] 1+2,H.F
- [+20; 20] f,F+4
- [+15; 15] OTG.d+1+2
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
- [23] H.DVS.2 (EWGF)Cannot do HB! routes
- [22] f,n,d,df#1
- [20] f,n,d,df+1
- [20] ZEN.u+1[1]
- [20] d+3+4
- [13] uf+4
- [14] ws2
- [+78; 57] EWHF[2] b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! (2),4~F ZEN.2 HB! f+3+4 ZEN.1,2,H.F f,F+4
- [+63; 38] EWHF[2] b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! (2),4~F ZEN.1,3
- [+59; 36] b,f+2,3~F ZEN.2 b,f+2,3~F ZEN.u+1 T! SSL (2),4~F ZEN.1,3
- [+56; 35] EWHF[2] b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! b+3,2
- [+53; 32] b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! (2),4~F ZEN.1,3
- [25] H.DVS.1Cannot do HB! routes
- [25] EWHF
- [0] Low Parry
- [+66] T! EWHF b+3~F ZEN.1 b,f+2,3~F ZEN.HB! (2),4~F ZEN.2 f,F+2,H.F f,F+4
- [+47] T! (2),4~F ZEN.2 b,f+2,3~F ZEN.1,3
- [+47] T! EWHF b+3~F ZEN.1 b+3~F ZEN.1,3
- [35] ZEN.1,2,H.F
- [29] f+3,2,H.F
- [22] f,F+2,H.F
- [22] df+4,H.F
- [+39; 38] EWHF b+3~F ZEN.1 b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! (2),4~F ZEN.1,3
- [25] CH f+4
- [+52] [3] run b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! ssr b+3~F ZEN.1,3
- [+46] run b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! b+3,2
- [+49] run b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! dash b,f+2,1,2
- [25] CH f+4~F
- [+55; 33] ZEN.df <ws4 b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! (2),4~F ZEN.1,3
- [25] H.DVS.3Stick to second route, cannot do HB! routes
- [20] f,F+3
- [+63; 38] EWHF b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! (2),4~F ZEN.1,3
- [+59; 36] b,f+2,3~F ZEN.2 b,f+2,3~F ZEN.u+1 T! SSL (2),4~F ZEN.1,3
- [+53; 32] b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! (2),4~F ZEN.1,3
- [21] CH (3,1),4
- [20] CH (1,3),4
- [+62; 37] EWHF b+3~F ZEN.1 b,f+2,1,df+2 T! dash (2),4~F ZEN.1,3
- [+59; 36] b,f+2,3~F ZEN.2 b,f+2,3~F ZEN.u+1 T! SSL (2),4~F ZEN.1,3
- [+53; 32] b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! (2),4~F ZEN.1,3
Wall
Have to test, and differentiate from Wall Carry scaling and direct Wall Splat scaling
- Tornado Available
- [45] f,n,d,df#1 T! b,f+2,1,df+2
- [44] b+1,2 T! b,f+2,1,2
- No Tornado Available
- [26] b,f+2,1,df+2
- [24] 1 db+2,2,3
Float
- 1
- [43] b3F ZEN 1 bf2,3F ZEN u1 T! b3,2
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
- 1,2,1
- Launches opponent
- bf+2,1,df+2
- f*d,df+2, df+2,4, dash b+3F>Zen.u+1, df+3~3DF>CD.1
- f*d,df+2, dash 3,1F,2, dash b+3F>Zen.u+1, df+3~3DF>CD.1
- bf+2,3F ZEN u1
- Launches opponent
Stage hazard
Floor Hazard
- [40] uf+1+2
- [5; 5] FH! (39% scaling)
- [+31; 18] EWHF b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! (2),4~F ZEN.1,3
- [42; 12] ws1,3,2,1,4,2
- [31; 13] f,n,d,df+4,2
- [5; 5] FH! (35% scaling)
- [+28; 16] b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! b+3~F ZEN.1,3
Wall Hazard
- [29] 2,4
- [5; 5] WH! (39% scaling)
- [+28; 20] EWHF b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! (2),4~F ZEN.1,3
- Secluded Training Ground
- big boy break all the walls combo here
Simplified Combo Guide
Staple Combos
cd2, dash~cd2, b3F>1, b3F>12 | 70 Damage
cd1, cd2, b3F>1, bf23F>u1 T!, dash, b31 | 78 Damage
uf4, cd2, b3F>u1 T!, 31F>13 | 65 Damage
d3+4, b3F>1, bf23F>u1 T!, b3F>13 | 72 Damage
ff3, b3F>1, bf23F>u1 T!, dash, b3F>13 | 72 Damage
ws2, cd2, b3F>1, bf23F>u1 T!, dash, b31 | 70 Damage
CH db22, b3F>u1 T!, ssl, dash, b3F>12 | 62 Damage
CH d2 T!, cd2, b3F>1, b3F>12 | 71 Damage
CH f4, dash, b3F>1, bf23F>u1 T!, ssr, dash, b3F>12 | 75 Damage
CH uf3, b3F>1, bf23F>u1 T!, ssr, dash, b3F>12 | 70 Damage
________________________
Wall Combo
- At the Wall use bf21df2 or db223
cd1, cd2, b3F>1, bf23F>u1 T!, dash, b32 W!, dash, db223 | 98 Damage
________________________
Combos Using Heat
cd1, 3, b3F>1, bf23F>U1 T!, dash, 2, HB, 2+3 | 74 Damage
cd2, dash~cd2, b3F>1, dash, b3F>1, HB, 2, ff2F, ff4 | 86 Damage
________________________
Mini Combos (Guaranteed Hit)
df33, df14 | 39 Damage
CH 4, 1+2 | 33 Damage
CH 4, df14 | 37 Damage
Extras
Extra combos are juggles that are:
- Strictly worse than one of the § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
Old Combos
- [22] cd+1
- [+56; 35] EWHF b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! b+3,2
- [+52; 31] b+3~F ZEN.1 b,f+2,3~F ZEN.u+1 T! b+3~F ZEN.1,3
External links
- Jin Kazama Optimal Combo Guide (Season 2) by TheFURY
- Jin Kazama Combo Guide (Season 2) by RyzingSol