Jin (Tekken 7): Difference between revisions

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{{Jin}}
{{Jin}}
{{Infobox fighter (Tekken 7)
|name=Jin
|stances={{Plainlist|
* ZEN – d+1+2
* CDS – b+1
* CD – f,n,d,df}}
|launch={{Plainlist|
* i11(~14) – f,n,d,df#2 ''(hard)''
* i15 – d+3+4
* i14 – ws2 ''(crouching)''
}}
|splat={{Plainlist|
* i10 – 2,4 ''(standing)''
* i12 – cc 2,4 ''(crouching)''}}
|chLaunch={{Plainlist|
* i13 – 4 ''(high)''
* i15 – df+2 ''(mid)''}}
|parry=b+1+3 ''(all highs and mids)''
|sabaki=df+1+2
|remappedGenerics=d+1 → db+1
|missingGenerics=d+4
|midCheck={{Plainlist|
* df+1 ''(standing)''
* ws4 ''(crouching)''}}
|hopkick=uf+4
|statureKick=db+4
|powerLow=f,n,d,df+4
|snakeEdge=ZEN.4
|slashKick=f,f,F+3
|lore=[[fandom:Jin Kazama|Jin Kazama]]
|activePlayers={{Plainlist|
* [https://bj.afreecatv.com/wazzang37 CBM]
* [https://www.twitch.tv/booktekken Book]}}
|discord=[https://discord.com/YjbC7Xa]
}}
{{See other}}
{{Archetype|Jin}}


'''Jin''' is one of the most well rounded and versatile characters on the roster, he has an answer for any situation. Some of his key strengths though, are controlling the neutral game, some of the best punishment in the game for both block and whiff punish, excellent combos in terms of both damage and wall carry, and an above average counter hit game, which is great for setting up frametraps.
'''Jin''' is one of the most well-rounded and versatile characters on the roster, having an answer for every situation. His key strengths are controlling the neutral game with long-ranged safe mid pokes, possessing strong block and whiff punishers, and having excellent combos in terms of both damage and wall carry. In addition to all this, he also has an above-average counter-hit/frametrap-pressure game, making him a solid character in the current meta.


With Jin you can adopt and take on any playstyle since his moveset is so flexible. As stated earlier he can be played very effectively in neutral/at mid range, but he can also play well poking up close with some scary pressure on top of it, and if you need big damage you can even go in for a crouch dash mix up.
The flexibility of Jin's moveset allows a player to adopt various playstyles. While he can be played very effectively at mid range, he can also poke decently well up close (though his punch moves are stubbier than his kick moves), and for high-risk high-reward he also has the ability to go for a crouch dash mix up.


Jin relies heavily on Tekken's fundamentals in order to be proficient and you will need to understand and apply things like movement, punishment, poking, neutral play, timing and more in order to make the most of him. Not only that, but he has a higher execution barrier compared to the average character, with things like electrics, wavedash, and certain combo conversions, such as counter hit f4 without stance requiring quite a lot of practice. Combining these factors makes for Jin being without question one of the harder characters in the game, but also one of the most rewarding because putting all of these pieces together makes Jin a threatening character in every aspect of the game.
While he can be played effectively at any level - Jin has an above-average execution barrier, owing to techniques like electrics, wavedashing, and certain combo conversions, such as counter hit f+4 without stance requiring quite a lot of practice. There are much easier alternatives to all of these, but their reward is either mediocre or average at best. Combining these factors makes for a character that is difficult to master, but rewarding and threatening all at once.
 
{{BlueRed
|blue=
* Best in class midrange control with his f+4
* EWHF leaves opponent close on block for plus frame pressure
* Strong jab strings keep opponent in check at close ranges
* Very high damage, carry and flexible combos
* Extremely high damage launching hellsweep in LLRK
* Very strong all-round punishment
* One of the best magic 4s in the game
* Parry
|red=
* Weaker 50/50 game compared to Mishimas, as his hellsweep is borderline reactable and his mids are also slower
* No powerful ground hitting options to round up his oki after KND
* Short arms - not the best jab which means he can struggle to apply his good strings or punish certain moves
* No powerful high crushing options
* Requires execution to maximize his potential (f+4 pickup, electric, wavedash...)
* Daddy issues
}}
 
{{KeyTechs|
{{KeyTech|iWS from crouch dash
|importance=5|dexterity=2|rhythm=0|value=0}}
{{KeyTech|ZEN cancel
|importance=5|dexterity=1|rhythm=3|value=0}}
{{KeyTech|[[EWHF]] in neutral
|importance=5|dexterity=3|rhythm=1|value=5}}
{{KeyTech|[[Wave dash]]
|importance=4|dexterity=4|rhythm=2}}
{{KeyTech|cc 2,4 block punish
|importance=3|dexterity=0|rhythm=4|value=3}}
{{KeyTech|-14 EWHF block punish
|importance=0|dexterity=5|rhythm=5|value=5}}
}}
 
{{PunishmentChart7|Jin}}


==External Links==
==External Links==
*[https://discord.gg/yMcYG4G Jin Discord Server]
*[https://discord.gg/yMcYG4G Jin Discord Server]
*[https://www.youtube.com/watch?v=dkiHLFfd6DM Jin School Neutral and Rhythm by Eddy Wang]
*[https://www.youtube.com/watch?v=dkiHLFfd6DM Jin School Neutral and Rhythm by Eddy Wang]
* Basics guide by Xiang [https://www.youtube.com/watch?v=UY_SXyuVpS0 Part 1], [https://www.youtube.com/watch?v=HIuUC8a_lKo Part 2], [https://www.youtube.com/watch?v=2goNvpfRKas Part 3]
{{Navbox fighters (Tekken 7)}}
[[Category:Mishima|7]]

Latest revision as of 04:22, 12 February 2024

Jin
Stances
  • ZEN – d+1+2
  • CDS – b+1
  • CD – f,n,d,df
Fastest launch
  • i11(~14) – f,n,d,df#2 (hard)
  • i15 – d+3+4
  • i14 – ws2 (crouching)
Fastest CH launch
  • i13 – 4 (high)
  • i15 – df+2 (mid)
Fastest wall splat
  • i10 – 2,4 (standing)
  • i12 – cc 2,4 (crouching)
Parry b+1+3 (all highs and mids)
Sabaki df+1+2
Archetypal moves
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Hopkick uf+4
Stature kick db+4
Power low f,n,d,df+4
Snake edge ZEN.4
Slash kick f,f,F+3
Generic moves
Remapped d+1 → db+1
Missing d+4
External links
Lore Jin Kazama
Discord [1]
Active players

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

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Jin is one of the most well-rounded and versatile characters on the roster, having an answer for every situation. His key strengths are controlling the neutral game with long-ranged safe mid pokes, possessing strong block and whiff punishers, and having excellent combos in terms of both damage and wall carry. In addition to all this, he also has an above-average counter-hit/frametrap-pressure game, making him a solid character in the current meta.

The flexibility of Jin's moveset allows a player to adopt various playstyles. While he can be played very effectively at mid range, he can also poke decently well up close (though his punch moves are stubbier than his kick moves), and for high-risk high-reward he also has the ability to go for a crouch dash mix up.

While he can be played effectively at any level - Jin has an above-average execution barrier, owing to techniques like electrics, wavedashing, and certain combo conversions, such as counter hit f+4 without stance requiring quite a lot of practice. There are much easier alternatives to all of these, but their reward is either mediocre or average at best. Combining these factors makes for a character that is difficult to master, but rewarding and threatening all at once.

Strengths
  • Best in class midrange control with his f+4
  • EWHF leaves opponent close on block for plus frame pressure
  • Strong jab strings keep opponent in check at close ranges
  • Very high damage, carry and flexible combos
  • Extremely high damage launching hellsweep in LLRK
  • Very strong all-round punishment
  • One of the best magic 4s in the game
  • Parry
Weaknesses
  • Weaker 50/50 game compared to Mishimas, as his hellsweep is borderline reactable and his mids are also slower
  • No powerful ground hitting options to round up his oki after KND
  • Short arms - not the best jab which means he can struggle to apply his good strings or punish certain moves
  • No powerful high crushing options
  • Requires execution to maximize his potential (f+4 pickup, electric, wavedash...)
  • Daddy issues
iWS from crouch dash
importance
★★★★★
value
☆☆☆☆☆
dexterity
★★☆☆☆
rhythm
☆☆☆☆☆
ZEN cancel
importance
★★★★★
value
☆☆☆☆☆
dexterity
★☆☆☆☆
rhythm
★★★☆☆
EWHF in neutral
importance
★★★★★
value
★★★★★
dexterity
★★★☆☆
rhythm
★☆☆☆☆
importance
★★★★☆
value
☆☆☆☆☆
dexterity
★★★★☆
rhythm
★★☆☆☆
cc 2,4 block punish
importance
★★★☆☆
value
★★★☆☆
dexterity
☆☆☆☆☆
rhythm
★★★★☆
-14 EWHF block punish
importance
☆☆☆☆☆
value
★★★★★
dexterity
★★★★★
rhythm
★★★★★
Standing punishment
-10
58
29
-11
58
29
-12
58
30
-13
82
58
30
-14
79
69
38
-15
97
74
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Crouching punishment
-10
5
-11
16
-12
58
29
16
-13
82
58
29
26
-14
88
65
-15
88
65
-17
97
74
65
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Median
Short range
Hard
Wall
Meter/Rage

External Links