Jin (Tekken 7): Difference between revisions

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(Initial attempt at infobox and slight style rewrite)
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{{Jin}}
{{Jin}}
{{Infobox fighter
|name=Jin
|tech={{Plainlist|
* [[Wave dash]]
* Wave dash into [[iWS]]
* i14 [[Electric]] Wind Hook Fist
* ZEN cancels}}
|launch={{Plainlist|
* i14 – f,n,d,df+2 ''(standing, not bufferable)''
* i15 – d+3+4 / u/f+4 ''(standing, bufferable)''
* i14 – ws2 ''(crouching)''}}
|splat={{Plainlist|
* i10 – 2,4 ''(standing, high)''
* i12 – 1+2 ''(standing, mid)''
* i14 – ws2 ''(crouching)''}}
|chLaunch={{Plainlist|
* i13 – 4 ''(high)''
* i15 – d/f+2 ''(mid)''}}
|parry={{Plainlist|
* generic – b+1+3 ''(highs or mids, also parries elbows, knees, WR moves and Rage Arts)''}}
|remappedGenerics=d+1 → d/b+1
|missingGenerics=d+4 ''(only accessible from crouching)''
|midCheck={{Plainlist|
* d/f+1 ''(standing)''
* ws4  ''(crouching)''}}
|hopkick=u/f+4
|statureKick=d/b+4
|powerLow=f,n,d,df+4
|snakeEdge=CDS 4 or ZEN 4
|lore=[[fandom:Jin Kazama|Jin Kazama]]
|activePlayers={{Plainlist|
* [https://www.twitch.tv/cherryberrymango2 CBM]
* [https://www.twitch.tv/booktekken Book]}}
|discord=[https://discord.com/YjbC7Xa]
}}
'''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.


'''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.
The flexibility of Jin's moveset allows for a player to adopt many kinds of 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.


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.
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.
 
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.


==External Links==
==External Links==

Revision as of 17:44, 8 April 2021

Jin
Key techniques
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch
  • i14 – f,n,d,df+2 (standing, not bufferable)
  • i15 – d+3+4 / u/f+4 (standing, bufferable)
  • i14 – ws2 (crouching)
CH launch
  • i13 – 4 (high)
  • i15 – d/f+2 (mid)
Wall splat
  • i10 – 2,4 (standing, high)
  • i12 – 1+2 (standing, mid)
  • i14 – ws2 (crouching)
Archetypal moves
Parry
  • generic – b+1+3 (highs or mids, also parries elbows, knees, WR moves and Rage Arts)
Mid check
  • d/f+1 (standing)
  • ws4 (crouching)
Hopkick u/f+4
Stature kick d/b+4
Power low f,n,d,df+4
Snake edge CDS 4 or ZEN 4
Generic moves
Remapped d+1 → d/b+1
Missing d+4 (only accessible from crouching)
External links
Lore Jin Kazama
Twitter #{{{twitter}}}
Discord [1]

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 for a player to adopt many kinds of 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.

External Links