Jin combos

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Notation summary for combos
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. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. 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. d3+4)
b3F ZEN 1 bf2,3F ZEN u1 T! b3F ZEN 1,3
Instant Tornado (e.g., low parry)
T! EWHF b3F ZEN 1 b3F ZEN 1,3


[18] CH 4
[+19] df1,4
[+15] 1+2


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
[20] d3+4
[13] uf4
[14] ws2
[22] cd1
[+56] [1] EWHF b3F ZEN 1 bf2,3F ZEN u1 T! b3,2
[+52] b3F ZEN 1 bf2,3F ZEN u1 T! b3F ZEN 1,3
[25] EWHF
[+47] T! EWHF b3F ZEN 1 b3F ZEN 1,3
[25] CH f4
[+52] [2] run b3F ZEN 1 bf2,3F ZEN u1 T! ssr b3F ZEN 1,3
[+46] run b3F ZEN 1 bf2,3F ZEN u1 T! b3,2
[+49] run b3F ZEN 1 bf2,3F ZEN u1 T! dash bf2,1,2


Tornado Available
[45] cd1 T! bf2,1,df2
No Tornado Available
[26] bf2,1,df2
[24] 1 db2,2,3


[43] b3F ZEN 1 bf2,3F ZEN u1 T! b3,2

Back-turned opponent

combo when you hit df+2 in the back
Launches opponent
Launches opponent
bf+2,3F ZEN u1
Launches opponent

Stage hazard

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


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.
  1. EWHF to b3F link only works up close
  2. Wait for ssr to fully complete before doing b3F