Jin movelist: Difference between revisions

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Revision as of 17:19, 30 January 2024

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

Heat

Allows the use of Awakened moves (db+1+2 followup on hit or block).
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst

2+3

m
12
Heat Burst
  • Alternate input: R1
Hellfire Trespass Slayer

H.2+3

m,​h,​m,​th
15,​12,​15,​15
+3
i15~16
Heat Smash
  • Alternate input: R1
  • Transitions to Breaking Step on block
Hellfire Trespass Slayer to Cancel Breaking Step

H.2+3,B

m,​h,​m
57
Hellfire Darkside Slayer

H.2+3,4

l,​m,​m
12,​20,​21
i15~16
Heat Smash
Awakened Power Stance

H.db+1+2

m
+4
+23
i19~34
pc
  • Partially uses remaining Heat time
  • Transitions to Awakened Breaking Step on hit or block
Awakened Thunder God Fist

H.db+1+2,1

M,​m
025
-13
+72a (56)
i20~22
Tornado
Awakened Wind God Fist

H.db+1+2,2

M,​s
023
+4
+38a (28)
i11~12
Awakened Demon's Hoof

H.db+1+2,3

M,​m
025
+2
+22a
i26~28
Awakened Demon's Tail

H.db+1+2,DF+3

M,​l
024
-23
-2d
i33~34
Awakened Spinning Demon (1)

H.db+1+2,4

M,​l
010
-23
+22a
i16
Awakened Spinning Demon

H.db+1+2,​4,4

M,​L,​m
0,​1010,​19
-23
+20d (-15)
i25~26
Floor Break

Rage

Polar Demon Gouge

R.df+1+2

m,​th,​th
10,​10,​35
  • Erases opponent's recoverable health on hit
  • Alternate input: R2

n

Jab

1

h
5
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 r17)
Left Right Combo

1,2

h,​h
5,​12
-3
+6
i10
Combo from 1st hit
Left Right > Black Wing Rondo

1,​2,1

h,​h,​m
5,​12,​20
-3
+6
i20
Combo from 1st hit
Left Right > Axe Kick

1,​2,3

h,​h,​m
5,​12,​20
0
+31d
i24~26
Interruptable by i10 from 2nd on block
Left Right > Spinning Hook Kick

1,​2,4

h,​h,​h
5,​12,​26
-4
+23a (+14)
i20-22
Balcony Break
Left Jab > Double Low (1)

1,3

h,​l
5,​9
-12
-1
i16~17
Combo from 1st hit
Left Jab > Double Low

1,​3,4

h,​L,​l
5,​9,​17
-13
+3
+28a
i23
Right Jab

2

h
9
0
+9
i10
Double Thrust

2,1

hh
99
-3
+6
i16~17
Double Thrust > Roundhouse

2,​1,4

h,​m,​m
9,​9,​18
-9
+4
i18~20
  • Combo from 2nd CH
  • Can be delayed
  • Combo can be delayed 9f from CH
Double Thrust > Low Trick Kick

2,​1~4

h,​ml
9,​920
-31
+16d
Interruptable by i16 after 2nd on block
Switchblade

2,4

h,​h
9,​20
-9
+11
i24~27
Balcony Break
  • Combo from 1st hit
  • Can cancel into ZEN

2,​4,F

h,​h
9,​20
-6
+14
i24~27
r ZEN

3

h
19
-7
+4
i14

3,1

h,​h
19,​7
-1
+7
Combo from 1st hit

3,​1,F

h,​h
19,​7
+4
+12
r ZEN
Kishin Rekko

3,​1,4

h,​h,​l
19,​7,​18
-13
+3
+28d
  • Combo from 2nd CH
  • Can be delayed
  • Combo can be delayed 9f from CH
High Right Roundhouse

4

h
15
-9
+10
+13c
i13~14
Homing
Balcony Break
Spinning Flare Kick

4~3

M
27
-14~-4
-4a
i24~34
js12~
r FUFT
Floor Break
  • Alternate input:
    • ws4~3
    • CD.df+4,3+4
Median Line Destruction

1+2

m,​m,​h
4,​4,​16
-14
+12a (+3)
i13
Balcony Break
Heat Engager

f

Left Sidekick

f+3

m
12
-16
-5
i14
Tanden Nidan-uchi

f+3,1

m,​m
12,​17
-12
+4
i22
Heat Engager
Left Sidekick > Stinger

f+3,3

m,​m
12,​14
-8
+8
i20

,F

-7
+9
r ZEN

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Front Thrust Kick

f+4

m
21
-8
+4
+42
i16-17

f+4,F

m
21
-1
+11
+49
r ZEN
Double Chamber Punch

f+1+2

h,​h
14,​24
-6
+21a (+11)
i14
Balcony Break
Heat Engager

df

d

db

b

u

Motion Input

Crouch

WS

CD (Breaking Step)

ZEN (Zanshin)

Other

Throws

10 Hit String

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
ub+2 h 12 i16~17 -5 +4
3 l 7 -21 -10
3 m 7 -27 -12
3 h 10 -20 -14
2 m 8 -19 -8
1 m 8 -20 -9
2 m 8 -10 +1
3 h 10 -8 -13
4 l 18 -23 +18d
2 h 25 -14 +12a (+3)