Jin: Difference between revisions

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* ZEN.2}}
* ZEN.2}}
|stances={{Plainlist|
|stances={{Plainlist|
* ZEN ''(Zenshin)'' – f+4 or b3+4
* ZEN ''(Zenshin)'' – f+3+4 or b3+4
* CD ''(Crouch Dash)'' – f,n,d,df or ZEN.df}}
* CD ''(Crouch Dash)'' – f,n,d,df or ZEN.df}}
|launch={{Plainlist|
|launch={{Plainlist|
* i14 – f,n,d,df#2 (hard) (standing)
* i11(~14) – f,n,d,df#2 ''(hard)''
* i15 – d+3+4 (standing)
* i15 – d+3+4 ''(standing)''
* i15 – uf+4 (standing)
* i15 – uf+4 ''(standing)''
* i14 – ws2 (crouching)}}
* i14 – ws2 ''(crouching)''}}
|splat={{Plainlist|
|splat={{Plainlist|
* i10 – 2,4 ''(standing)''
* i10 – 2,4 ''(standing)''
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* '''Mishima Supreme''': Jin has all the Mishima tools, but few of their weaknesses. He retains his variant of the EWGF (EWHF), Hellsweep, wave dash and Left Splits Kick toolkit, but also has good tracking tools and many generalist moves.
* '''All Rounder Supreme:''' Combines outstanding generic tools with a supplementary Mishima moveset
* '''Great Pokes''': Jin has many good pokes and safe strings. Front Thrust Kick leads to excellent damage on counterhit and gives him formidable defensive prowess.
* '''Outstanding Lows:''' Possesses one of the best low arsenals in the game
* '''Mixup Machine''': Zanshin stance, Scourge, Fiendish Rend, Hellsweep, and his great low buttons give Jin everything he needs to open people up.
* '''Great Defense and Keepout:''' Amazing keepout with EWHF, standing 4, and f+4, with an i3 strong parry makes him very difficult to pressure
* '''Defensive Demon''': Jin's Electric Wind Hook Fist is a scary keepout tool, and his unique parry allows him to slip through things that other characters may struggle with.
* '''Punishment for everything:''' Arguably the best punishment suite in the entire game, can launch at i14 from both crouch and standing
* '''Punishment''': Jin's fast punishes from standing and crouching are among the best in the game, and Jin is one of the only characters with i14 launchers for both standing and crouching (though EWHF requires frame precision). His optimized launch combos are also among the most damaging in the game.
* '''Potent Heat:''' Gets strong chip potential and one of the scariest Heat Smashes in the game with insane wallsplat potential
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* '''Execution for Mastery''': Jin is strong and straightforward at all levels, but at higher levels he has the necessary execution of any other Mishima. Practice is necessary to make him as strong as possible.
* '''Sluggish BDC:''' One of 4 characters with a bad backdash cancel
* '''War Criminal''': Started WWIII in Tekken 6 and still hasn't gone to the Hague for it.
* '''Not a "true" Mishima:''' Wavedash mixup and d+2 are somewhat reactable
* '''Naughty Boy:''' Started WWIII in Tekken 6 and still hasn't gone to the Hague for it


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== External links ==
== External links ==


* [https://www.youtube.com/watch?v=aaaDQ-2U4F0 Jin Kazama Overview & Changes by That Blasted Salami]
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* [https://www.youtube.com/watch?v=NFoSAl6XNx4 Jin Kazama Optimal Combo Guide | TEKKEN 8] by TheFURY
* [https://www.youtube.com/watch?v=aaaDQ-2U4F0 Jin Kazama Overview & Changes] by That Blasted Salami
* [https://www.youtube.com/watch?v=sQJsbzzNyVA Jin Kazama Combo Guide | TEKKEN 8] by RyzingSol


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__
[[Category:Mishima|8]]
[[Category:Mishima|8]]

Latest revision as of 07:07, 22 November 2024

Jin
Heat
  • Gains access to new follow-ups to his Power Stance (db+1+2)
  • EWHF can be performed without just frame input.
Heat Smash Mid, i15~16, +3
Heat Engagers
  • 1+2
  • df+4
  • f,f+2
  • f+3,1
  • ZEN.2
Stances
  • ZEN (Zenshin) – f+3+4 or b3+4
  • CD (Crouch Dash) – f,n,d,df or ZEN.df
Fastest
Launch
  • i11(~14) – f,n,d,df#2 (hard)
  • i15 – d+3+4 (standing)
  • i15 – uf+4 (standing)
  • i14 – ws2 (crouching)
CH launch
  • i16 – db+2,2 (mid, high)
  • i16 – f+4 (mid, longer range)
Wall splat
  • i10 – 2,4 (standing)
  • i14 – ws2 (crouching)
Archetypal moves
Parry b+1+3 (high or mid attacks)
Sabaki b+1+2
Mid check
  • df+1 (Standing)
  • b+2,1 (Standing)
  • b+3 (Standing)
  • f+4 (Standing)
  • ws4 (Crouching)
Hopkick uf+4
Stature kick db+4
Power low d+2
Slash kick wr3
Generic moves
Remapped
  • d+1 โ†’ db+1
Missing d+2, d+3, d+4
External links
Lore Jin Kazama
Twitter #T8_Jin
Discord Jin Kazama

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

Jin is an incredibly versatile character, having an answer for every situation. His strengths include powerful punishment, space control with long-ranged keep-out attacks, and excellent close-ranged pressure thanks to his pokes and wavedash mix-ups. His execution requirements are strict in high-level play, but he can be played effectively by beginners and masters alike.

Jinโ€™s strong space control tools include Front Thrust Kick (f+4) a safe, counter-hit launching mid, and High Right Roundhouse (4), a fast homing move with counter-hit properties. When itโ€™s time to go on the offensive, use Demonโ€™s Paw (f, f+2), a safe, long-ranged, mid Heat Engager; one of the strongest approach tools in Tekken 8.

Up close, Jin has several delayable poking strings, such as Double Thrust > Roundhouse (2, 1, 4) and Mid Left Punch > High Roundhousekick (d/f+1, 4). Mix in lows such as Scourge (d+2) and Right Low Roundhouse (d/b+4) for oppressive offense.

Rounding out Jin's moveset is the incredible Electric Wind Hook Fist (f, n, d, d/f+2), an excellent tool for pressure, keep out and punishment alike. Practice wavedashing to mix it up with Depraved Savagery (f, n, d, d/f+4, 2), a power low, and Left Axe Kick (f, f+3), a safe mid launcher.

Perhaps the most well-rounded character in the roster, few encompass Tekken more than Jin: The Lightning of Fate!

Strengths
  • All Rounder Supreme: Combines outstanding generic tools with a supplementary Mishima moveset
  • Outstanding Lows: Possesses one of the best low arsenals in the game
  • Great Defense and Keepout: Amazing keepout with EWHF, standing 4, and f+4, with an i3 strong parry makes him very difficult to pressure
  • Punishment for everything: Arguably the best punishment suite in the entire game, can launch at i14 from both crouch and standing
  • Potent Heat: Gets strong chip potential and one of the scariest Heat Smashes in the game with insane wallsplat potential
Weaknesses
  • Sluggish BDC: One of 4 characters with a bad backdash cancel
  • Not a "true" Mishima: Wavedash mixup and d+2 are somewhat reactable
  • Naughty Boy: Started WWIII in Tekken 6 and still hasn't gone to the Hague for it
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜†โ˜†โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
EWHF in neutral
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†
-14 EWHF block punish
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…

External links