Jin movelist (Tekken 7): Difference between revisions

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{{Jin}}
{{Jin}}
{{Navbox movelist (Tekken 7)}}
{{Navbox movelist (Tekken 7)}}
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== Rage ==
== Rage ==

Latest revision as of 18:14, 30 September 2024

This page is for Tekken 7. For Tekken 8, see Jin movelist.

Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art

R.b+1+2

h
55-82
-9
+0d
i13
pc8~

R.CD.df+1+2

h,​m
25,​35
-7
i11
Transition to +18 +45a (+36) CD with DF

R.CD.df+1+2,3

h,​m,​h
25,​35,​12
+8
+20a (-13)
+20a (+13)
Rage Drive

R.CD.df+1+2,​3,1

h,​m,​h,​m
25,​35,​12,​9
+9
+37a
Wall hit on block +15g (5 damage)

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
7
+1
+8
i10
t27 r17

1,2

h,​h
7,​12
-2
+3
+7
Combo from 1st hit

1,​2,3

h,​h,​m
7,​12,​20
0
+31d
Interruptable by i10 from 2nd on block

1,​2,4

h,​h,​h
7,​12,​26
-4
+23a (+14)
Tailspin
Balcony Break
  • Combo from 2nd CH

1,3

h,​h
7,​10
-6
+4
Combo from 1st hit

1,​3,B

h,​h
7,​10
-6
+4
Special backdash

1,​3,F

h,​h
7,​10
-7
+3
r ZEN

1,​3,2

h,​h,​m
7,​10,​10
-1
+4
Combo from 2nd CH

1,​3,​2,1

h,​h,​m,​m
7,​10,​10,​10
-7
+7
Combo from 3rd hit

1,​3,​2,​1,4

h,​h,​m,​m,​l
7,​10,​10,​10,​10
-13
+3
Combo from 3rd hit

1,3~3

h,​m
7,​20
+6
Same as (f+3)~3

1,​3~3,df+3

h,​m,​m
7,​20,​20
-14
+10a (+1)
  • Can be delayed
  • Same as (f+3~3),df+3

1,d+3

h,​l
7,​9
-12
-1
Combo from 1st hit

1,​d+3,4

h,​l,​l
7,​9,​17
-13
+3
Combo from 2nd CH

2

h
9
0
+9
i10

2,1

h,​m
9,​9
-3
+6
Combo from 1st hit

2,​1,4

h,​m,​m
9,​9,​18
-9
+4
  • Combo from 2nd CH
  • Can be delayed
  • Combo can be delayed 9f from CH

2,​1,4~4

h,​m,​l
9,​9,​20
-31
+16d
Interruptable by i16 after 2nd on block

2,4

h,​h
9,​20
-9
+18a (+9)
Tailspin
Balcony Break
  • Combo from 1st hit

3

h
19
-7
+4
i14

3,1

h,​h
19,​7
-1
+7
Combo from 1st hit

3,​1,F

h,​h
19,​7
+4
+12
r ZEN

3,​1,4

h,​h,​l
19,​7,​18
-13
+3
  • Combo from 2nd CH
  • Can be delayed
  • Combo can be delayed 9f from CH

4

h
18
-9
+16g
i13
Homing
Tailspin
Balcony Break

4~3

M
27
-14~-4
-4a
i24~34
js12~
r FUFT
Floor Break
  • Alternate input:
    • ws4~3
    • CD.df+4,3+4

1+2

m,​m,​h
30
-14
+12a (+3)
i12
Balcony Break

3+4

h,​t
10,​24
-9
+0d
i20
pc8~

f

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f+2

h
12
-5
+4
i16
10 hit starter

f+2,3

h,​l
12,​7
-21
-10

f+2,​3,3

h,​l,​m
12,​7,​7
-27
-12

f+3

m
16
-8
+3
i12

f+3~3

m
20
+6
i23
Same as (1,3)~3

f+3~3,df+3

m,​m
20,​20
-14
+10a (+1)
  • Can be delayed
  • Same as (1,3~3),df+3

f+4

m
21
-8
+4
i16

f+4,F

m
21
-1
+11
r ZEN

f+1+2

h,​h
38
-9
+7a (-2)
i14
Balcony Break
Wall Bounce

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

df+1

m
10
-3
+4
+6
i13

df+1,4

m,​h
10,​18
-9
+10g
+17a (+8)
Tailspin
Balcony Break
  • Combo from 1st hit
  • Can be delayed
  • Combo can be delayed 7f from hit
  • Combo can be delayed 9f from CH

df+1,4~4

m,​m
10,​24
-12
Balcony Break

df+2

m
15
-7
+4
i15

df+3

m
14
-16
-5
i14

df+3,3

m,​h
14,​14
-8
+8
  • Combo from 1st hit
  • Can be delayed
  • Combo can be delayed 10f from hit

df+3,​3,B

m,​h
14,​14
-8
+8
Special backdash

df+3,​3,F

m,​h
14,​14
-7
+9
r ZEN

df+4

m
22
-3
+8c
i20
Floor Break

df+1+2

m
20
-12
+6
i23
ps3~12
Parries high and mid punches

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

d+1

m
24
-7
+12a (+3)
i21
Balcony Break
Wall Bounce
Crouch Straight

d+2

s
8
-4
+7
i11
cs4~
t34 r23 FC

d+3

l
7
-13
-2
i15

d+3,3

l,​m
7,​10
-14
-1
Combo from 1st hit

d+4

L
11
-12
-1
i16
cs6~

d+3+4

m,​m
25
-19
i15

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch jab

db+1

s
5
-5
+6
i10
cs4~
t34 r24 FC
Transition to r24 with F

db+2

m
12
-10
-4
i16

db+2,2

m,​h
12,​11
-11
-7
Combo from 1st hit

db+2,​2,3

m,​h,​h
12,​11,​21
-9
Balcony Break
  • Can be delayed
  • Interruptable by i9 after 2nd on block

db+2,3

m,​M
12,​23
-8
+7d
Floor Break

db+3

h
28
-10
+17d
i20
cs4~
Tailspin

db+4

l
18
-13
+3
i20

db+1+2

M
0
-25
-10
i25~55
Ki charge on whiff

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

b+2

m
12
-11
0
i15

b+2,1

m,​m
12,​10
-9
+2
  • Combo from 1st hit
  • Can be delayed
  • Combo can be delayed 13f from CH

b+3

m
17
-6
+5
i16
Knee

b+3,F

m
17
-2
+9
r ZEN

b+4

m
21
-7
+15a
i17
Balcony Break

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ub+3

m
13
-11
+4
i22
js9~

ub+4

m
11
-20
-8
i15
js9~

ub+1+2

m!
70
+11a (+0)
i75
Balcony Break
  • b,b to cancel

u+4

m
15
-13
+19a (+9)
i15
js9~
Balcony Break

uf+2

m
18
-7
+6
+19a (+10)
i15

uf+3

m
17
-9
+6
i22
js9~
Alternate input u+3

uf+4

m
13
-13
i15
js9~
Delayed Hopkick

uf,n,4

m
25
-11~-9
i23~25
js9~30 fs31~33
t53 r28

Motion input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f,F+2

m
24
-8
+15a (+6)
+47a (+0)
i14
Balcony Break

f,F+3

m
20
+0
i23

f,​F+3,1

m,​h
20,​5
+1
+7
Has same extensions as 1

f,F+4

M
19
+0c
+8c
i21
Floor Break

b,n,f+2

m
15
-7
+4
i15

b,​n,​f+2,1

m,​h
15,​14
-5
+6
+9
  • Combo from 1st hit
  • Can be delayed
  • Combo can be delayed 9f from hit

b,​n,​f+2,​1,2

m,​h,​m
15,​14,​20
-5
+18a (+9)
+50a (+3)
Balcony Break
  • Combo from 2nd CH
  • Can be delayed
  • Combo can be delayed 14f from CH

b,​n,​f+2,​1,df+2

m,​h,​m
15,​14,​28
  • Combo from 2nd CH
  • Can be delayed
  • Combo can be delayed 5f from CH

b,​n,​f+2,3

m,​m
15,​17
-12
+6
  • Combo from 1st hit
  • Can be delayed
  • Combo can be delayed 5f from hit

b,​n,​f+2,​3,F

m,​m
15,​17
-1
+17
r ZEN
Leaping Slash Kick

f,f,F+3

m
30
+9~12
+13~16a (+3~6)
i22~25
js3~
Balcony Break

Crouch

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch jab

hFC.1

s
5
-5
+6
i10
cs1~
t34 r24 FC
  • Transition to r24 with f
  • Transition input can be delayed 16f
Crouch Straight

hFC.2

s
8
-4
+7
i11
cs1~
t34 r23 FC
Crouch Spin Kick

hFC.3

L
12
-17
-3
i16
cs1~
t49 r33 FC
Crouch Shin Kick

hFC.4

l
10
-15
-4
i12
cs1~
t46 r34 FC

WS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ws1

m
10
-6
+5
i13

ws1,2

m,​m
1016
-8
+3c
  • Combo from 1st hit
  • Can be delayed
  • Combo can be delayed 2f from hit
  • Combo can be delayed 11f from CH

ws1,​2,F

m,​m
1016
-9
+2c
r ZEN

ws2

m
14
-12
i14

ws3

m
20
-9
+7
i16~18
Homing
Tailspin
  • Wall crush on hit +19g
  • Alternate input CD.df+3

ws4

m
16
-3
+8
i11

CD

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Dash

f,n,d,df

r CD

CD.df+1

m
20
-13
i16

CD.df#1

m
22
-13
i16

CD.df+2

h
20
-10
+23a (+6)
i11
Balcony Break

CD.df#2

h
25
+5
i11
Balcony Break

CD.df+4

l
10
-31
i20

CD.df+4,3+4

l,​M
10,​27
-14
-4a
js
r FUFT
Floor Break
  • Combo from 1st hit
  • Same move as 4~3
Crouch Dash to Special Jumping

CD.uf

js
Crouch Dash to Leaping Slash Kick

CD.uf+3

m
30
+9~10
+13~14a (+3~4)
i22~23
js
Balcony Break
  • Same move as wr3

ZEN

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

d+1+2

cs10~
r ZEN
Transition 10f

b+1

cs
r CDS
  • Transition 5f
  • CDS has same moves as ZEN

b+1,f

Special dash, same as f,F

ZEN.DF

cs
r CD
b to cancel

ZEN.1

m
14
-3
+8
i16

ZEN.1,2

m,​m
14,​21
-14
+12a (+3)
+44a (-3)
Balcony Break
  • Combo from 1st hit
  • Can be delayed
  • Combo can be delayed 11f from hit

ZEN.1,3

m,​h
14,​18
-9
+33a (+18)
Balcony Break
  • Combo from 1st hit

ZEN.2

m
27
-14
+40a (-18)
i22
Balcony Break

ZEN.3

m
20
-9
+10
i17
Homing
Tailspin

ZEN.4

L
20
-26
i25
cs1~
r FC

ZEN.1+2

h,​h
20
-13
i13

ZEN.3+4

h
25
+8
i22~27
js10~

Others

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

OTG.d+2

L
24
-13
+3
i19

1+3+4

Taunt
Wall Jumping Attack

(Back to wall).b,b,ub

m
21
+0c
+8a
i36
fs5~7 is8~13 js14~

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1+3

t
35
+0
+2d
i12~14
Throw break 1 or 2

f+1+3

t
35
+0
+2d
i15~17
Homing
  • Same throw as 1+3

2+4

t
35
-3
+0d
i12~14
  • Throw break 1 or 2
  • Side switch

f+2+4

t
35
-3
+0d
i15~17
Homing
  • Same throw as 2+4

Left throw

t
43
-3
+0d
  • Throw break 1

Right throw

t
40
-3
+0d
  • Throw break 2

Back throw

t
50
+3d

qcb+1+3

t
40
-2
+0d
i12
  • Throw break 1
  • Side switch

df+2+3

t
40
-2
-4d
i12
Throw break 2

uf+1+2

t
40
+0
+0d
i12
  • Throw break 1+2
Floor Break

uf+1+2~ub+3+4

t
42
+0
+0d
i12
  • Throw break 1+2
Floor Break

b+1+3

ps2~8
t30
  • Alternate input b+2+4
  • Parries all high and mid attacks
  • Auto block at 1f and 9~18f

10 Strings

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
f+2 h 12 i16 -5 +4
3 l 7 -21 -10
3 m 7 -27 -12
3 h 10 -20 -14
2 m 8 -19 -8
1 m 8 -20 -9
2 m 8 -10 +1
3 h 10 -8 -13
4 l 18 -23 +18d
2 h 25 -14 +12a (+3)

External links