Jin strategy: Difference between revisions

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(Got started on a strategy page for Jin.)
(Added some tables and descriptions for moves)
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{{Navbox Jin}}
{{Navbox Jin}}
{{Navbox strategy}}
{{Navbox strategy}}
== Key moves ==
{{KeyMoves|
{{KeyMove|1|poke=core}}
{{KeyMove|1,2|poke=core}}
{{KeyMove|2,1|poke=core}}
{{KeyMove|2,1,4|poke=secondary|counter=secondary}}
{{KeyMove|df+1|poke=core}}
{{KeyMove|df+1,4|poke=secondary|counter=secondary}}
{{KeyMove|d+4|poke=core|counter=extra|mixup=extra|oki=extra}}
{{KeyMove|4|counter=core|keepout=core|poke=extra}}
{{KeyMove|db+4|mixup=core|poke=secondary|counter=extra}}
{{KeyMove|d+2|counter=core|oki=core|mixup=core}}
{{KeyMove|f,F+3|mixup=core|oki=secondary|approach=extra}}
{{KeyMove|f,n,d,df+4,2|mixup=core|oki=core}}
{{KeyMove|f+4|counter=core|keepout=core|poke=secondary|oki=extra}}
{{KeyMove|f,F+4|keepout=core|poke=extra|approach=extra}}
{{KeyMove|f,n,d,df+2|poke=core|mixup=secondary|keepout=core|approach=secondary}}
{{KeyMove|f,F+2|mixup=secondary|keepout=secondary|approach=core|poke=secondary}}
{{KeyMove|ZEN 4|approach=core|oki=core|counter=extra}}
{{KeyMove|ZEN 3+4|approach=core|keepout=extra|counter=extra}}
{{KeyMove|1,3|poke=secondary}}
{{KeyMove|uf+2|counter=secondary}}
{{KeyMove|b+2,1|keepout=secondary|oki=secondary}}
{{KeyMove|b+3,2|poke=secondary|counter=secondary}}
{{KeyMove|df+2|poke=secondary|keepout=secondary}}
{{KeyMove|df+4|poke=secondary|mixup=secondary|oki=extra}}
}}


==Below is a WIP==
==Below is a WIP==
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Jin’s mid range control centers around his f,F+2 and his f+4.  
Jin’s mid range control centers around his f,F+2 and his f+4.  
===f,F+2 (Demon's Paw)===
Key Notes
* i14
* Safe on block
* Good pushback
* Heat engager
* Poor tracking to the XX


===f+4 (Front Thrust Kick)===
<table class="wikitable" style="margin-left: 0; margin-right: auto; text-align: right">
Key Notes
<tr>
* i16
<td><b>Demon's Paw</b></td>
* Safe on block
<td><b>Startup</b></td>
* Good pushback
<td><b>Key Followups</b></td>
* ZEN stance followup
<td><b>Characteristics</b></td>
* Counterhit launcher
</tr>
<tr>
<td style = "background-color: white;"><b>f,F+2</b></td>
<td style = "background-color: white;">i14</td>
<td style = "background-color: white;"></td>
<td style = "background-color: white;"></td>
</tr>
<tr>
<td><b>Hit Level</b></td>
<td><b>On Block</b></td>
<td style = "background-color: white;"></td>
<td style = "background-color: white;"></td>
</tr>
<tr>
<td style = "background-color: white;">med</td>
<td style = "background-color: white;">-8</td>
<td style = "background-color: white;"></td>
<td style = "background-color: white;"></td>
</tr>
</table>
A safe on block mid with excellent range. Easier to use out of wavedash than f+4, and its speed and tracking leaves this move difficult to contest, and its heat engage property ensures Jin still gets good reward from connecting it.
 
<table class="wikitable" style="margin-left: 0; margin-right: auto; text-align: right">
<tr>
<td><b>Front Thrust Kick</b></td>
<td><b>Startup</b></td>
<td><b>Key Followups</b></td>
<td><b>Characteristics</b></td>
</tr>
<tr>
<td style = "background-color: white;"><b>f+4</b></td>
<td style = "background-color: white;">i16</td>
<td style = "background-color: white;">f+4,F (ZEN)</td>
<td style = "background-color: white;">Counterhit Launcher</td>
</tr>
<tr>
<td><b>Hit Level</b></td>
<td><b>On Block</b></td>
<td style = "background-color: white;"></td>
<td style = "background-color: white;"></td>
</tr>
<tr>
<td style = "background-color: white;">med</td>
<td style = "background-color: white;">-8</td>
<td style = "background-color: white;"></td>
<td style = "background-color: white;"></td>
</tr>
</table>
A safe move to control space at ranges 2-3, the pushback resets you back far enough that being -8 isn't detrimental. The transition to ZEN stance allows an opportunity to get in, and while you are -1 in their face, the options you have out of the ZEN stance allows you to answer whatever response they have.  
A safe move to control space at ranges 2-3, the pushback resets you back far enough that being -8 isn't detrimental. The transition to ZEN stance allows an opportunity to get in, and while you are -1 in their face, the options you have out of the ZEN stance allows you to answer whatever response they have.  


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==Offense==
==Offense==
===Jabs===
===Jabs===
====2,1====
Jin has a simple series of attack to poke with in close range, offering various situations where the opponent has to choose to duck, interrupt, or stand block, and has the tools to catch an enemy trying to duck his attacks.
<table class="wikitable" style="margin-left: 0; margin-right: auto; text-align: right">
<tr>
<td><b>Right Jab</b></td>
<td><b>Startup</b></td>
<td><b>Key Followups</b></td>
<td><b>Characteristics</b></td>
</tr>
<tr>
<td style = "background-color: white;"><b>2</b></td>
<td style = "background-color: white;">i10</td>
<td style = "background-color: white;">2,1</td>
<td style = "background-color: white;">Combo from 2nd CH</td>
</tr>
<tr>
<td><b>Hit Level</b></td>
<td><b>On Block</b></td>
<td style = "background-color: white;">2,1,4</td>
<td style = "background-color: white;"></td>
</tr>
<tr>
<td style = "background-color: white;">high</td>
<td style = "background-color: white;">0</td>
<td style = "background-color: white;">2,1,4~4</td>
<td style = "background-color: white;"></td>
</tr>
</table>
2,1 is a very spammable jab string; safe, high mid makes it difficult to duck and punish, and gives a third safe hit for cover which allows Jin to combo on the ground for some guaranteed damage on counterhit.
====1====
====1====
<table class="wikitable" style="margin-left: 0; margin-right: auto; text-align: right">
<tr>
<td><b>Jab</b></td>
<td><b>Startup</b></td>
<td><b>Key Followups</b></td>
<td><b>Characteristics</b></td>
</tr>
<tr>
<td style = "background-color: white;"><b>1</b></td>
<td style = "background-color: white;">i10</td>
<td style = "background-color: white;">1,2,3</td>
<td style = "background-color: white;"></td>
</tr>
<tr>
<td><b>Hit Level</b></td>
<td><b>On Block</b></td>
<td style = "background-color: white;">1,3</td>
<td style = "background-color: white;"></td>
</tr>
<tr>
<td style = "background-color: white;"></td>
<td style = "background-color: white;">block #</td>
<td style = "background-color: white;">1,2,4</td>
<td style = "background-color: white;"></td>
</tr>
</table>
====df+1====
====df+1====
====b+2+1====
====b+2+1====
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==Tips/Tricks==
==Tips/Tricks==
==Counterplay==
==Counterplay==
== Key moves ==
{{KeyMoves|
{{KeyMove|1|poke=core}}
{{KeyMove|1,2|poke=core}}
{{KeyMove|2,1|poke=core}}
{{KeyMove|2,1,4|poke=secondary|counter=secondary}}
{{KeyMove|df+1|poke=core}}
{{KeyMove|df+1,4|poke=secondary|counter=secondary}}
{{KeyMove|d+4|poke=core|counter=extra|mixup=extra|oki=extra}}
{{KeyMove|4|counter=core|keepout=core|poke=extra}}
{{KeyMove|db+4|mixup=core|poke=secondary|counter=extra}}
{{KeyMove|d+2|counter=core|oki=core|mixup=core}}
{{KeyMove|f,F+3|mixup=core|oki=secondary|approach=extra}}
{{KeyMove|f,n,d,df+4,2|mixup=core|oki=core}}
{{KeyMove|f+4|counter=core|keepout=core|poke=secondary|oki=extra}}
{{KeyMove|f,F+4|keepout=core|poke=extra|approach=extra}}
{{KeyMove|f,n,d,df+2|poke=core|mixup=secondary|keepout=core|approach=secondary}}
{{KeyMove|f,F+2|mixup=secondary|keepout=secondary|approach=core|poke=secondary}}
{{KeyMove|ZEN 4|approach=core|oki=core|counter=extra}}
{{KeyMove|ZEN 3+4|approach=core|keepout=extra|counter=extra}}
{{KeyMove|1,3|poke=secondary}}
{{KeyMove|uf+2|counter=secondary}}
{{KeyMove|b+2,1|keepout=secondary|oki=secondary}}
{{KeyMove|b+3,2|poke=secondary|counter=secondary}}
{{KeyMove|df+2|poke=secondary|keepout=secondary}}
{{KeyMove|df+4|poke=secondary|mixup=secondary|oki=extra}}
}}

Revision as of 12:22, 3 March 2024

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
2,1
2,1,4
df+1
df+1,4
d+4
4
db+4
d+2
f,F+3
f,n,d,df+4,2
f+4
f,F+4
f,n,d,df+2
f,F+2
ZEN 4
ZEN 3+4
1,3
uf+2
b+2,1
b+3,2
df+2
df+4

Below is a WIP

Overview

Jin is one of the most well rounded characters in Tekken 8, boasting a mix of Mishima style mixups, powerful neutral tools, and effective defensive options gives Jin an option in almost any given scenario.

General Strategy

Neutral

Jin excels in the mid range with threatening mids and his crouch dash.

Jin’s mid range control centers around his f,F+2 and his f+4.

Demon's Paw Startup Key Followups Characteristics
f,F+2 i14
Hit Level On Block
med -8

A safe on block mid with excellent range. Easier to use out of wavedash than f+4, and its speed and tracking leaves this move difficult to contest, and its heat engage property ensures Jin still gets good reward from connecting it.

Front Thrust Kick Startup Key Followups Characteristics
f+4 i16 f+4,F (ZEN) Counterhit Launcher
Hit Level On Block
med -8

A safe move to control space at ranges 2-3, the pushback resets you back far enough that being -8 isn't detrimental. The transition to ZEN stance allows an opportunity to get in, and while you are -1 in their face, the options you have out of the ZEN stance allows you to answer whatever response they have.

The counterhit launcher can discourage the opponent from pressing buttons in neutral to try to close the gap.

(add notes on comboing from CH f+4 because it can be difficult sometimes, add a video maybe)

Offense

Jabs

Jin has a simple series of attack to poke with in close range, offering various situations where the opponent has to choose to duck, interrupt, or stand block, and has the tools to catch an enemy trying to duck his attacks.

Right Jab Startup Key Followups Characteristics
2 i10 2,1 Combo from 2nd CH
Hit Level On Block 2,1,4
high 0 2,1,4~4

2,1 is a very spammable jab string; safe, high mid makes it difficult to duck and punish, and gives a third safe hit for cover which allows Jin to combo on the ground for some guaranteed damage on counterhit.

1

Jab Startup Key Followups Characteristics
1 i10 1,2,3
Hit Level On Block 1,3
block # 1,2,4

df+1

b+2+1

df+2

d+2

db+4

Throws

Zenshin Stance

Crouch Dash

Defense

Parry

Punishes

Tips/Tricks

Counterplay