(Jin does not require execution.) |
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* | * Combines a Mishima moveset with a great generic moveset and damage to boot | ||
* Amazing keepout with EWHF and f+4 | |||
* | * Strong parry makes him very difficult to pressure | ||
* | * Arguably the best punishment suite in the entire game, can launch at i14 from both crouch and standing | ||
* | * Heat gives him strong chip potential and one of the scariest Heat Smashes in the game with insane wallsplat potential | ||
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* | * One of 4 characters with a bad backdash cancel | ||
* Wavedash mixup is somewhat reactable | |||
* Started WWIII in Tekken 6 and still hasn't gone to the Hague for it | |||
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Revision as of 05:36, 29 September 2024
Jin |
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Jin | |
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Heat |
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Heat Smash | Mid, i15~16, +3 |
Heat Engagers |
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Stances |
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Fastest | |
Launch |
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CH launch |
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Wall splat |
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Archetypal moves | |
Parry | b+1+3 (high or mid attacks) |
Sabaki | b+1+2 |
Mid check |
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Hopkick | uf+4 |
Stature kick | db+4 |
Power low | d+2 |
Slash kick | wr3 |
Generic moves | |
Remapped |
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Missing | d+2, d+3, d+4 |
External links | |
Lore | Jin Kazama |
#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.
Jinโs 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 itโs time to go on the offensive, use Demonโs 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!
- Combines a Mishima moveset with a great generic moveset and damage to boot
- Amazing keepout with EWHF and f+4
- Strong parry makes him very difficult to pressure
- Arguably the best punishment suite in the entire game, can launch at i14 from both crouch and standing
- Heat gives him strong chip potential and one of the scariest Heat Smashes in the game with insane wallsplat potential
- One of 4 characters with a bad backdash cancel
- Wavedash mixup is somewhat reactable
- Started WWIII in Tekken 6 and still hasn't gone to the Hague for it
External links
- Jin Kazama Optimal Combo Guide | TEKKEN 8 by TheFURY
- Jin Kazama Overview & Changes by That Blasted Salami
- Jin Kazama Combo Guide | TEKKEN 8 by RyzingSol
Characters (Tekken 8) |
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