Jin movelist

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Revision as of 00:28, 18 September 2024 by DuckmanTheThird (talk | contribs) (→‎f: Added recovery and total frames. Removed unnecessary entries.)

Heat

Allows the use of Awakened moves (db+1+2 followup on hit or block).
Allows the use of EWHF and ecd1 without Just Input (consumes heat, but doesn't with Just Input).
Name
Alt

Input

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

2+3

m
12
+1
+2c
+2c
16
pc7
Heat Burst
  • Press b,b to cancel attack
Hellfire Trespass Slayer

H.2+3

m,​h,​m,​th
15,​12,​15,​15
+3
+0
+0
i15~16
Heat Smash
  • Transitions to Breaking Step on block
Hellfire Trespass Slayer (Cancelled Breaking Step)

H.2+3,B

m,​h,​m
57
+3
N/A
N/A
Heat Smash
  • Only possible on block
Hellfire Darkside Slayer

H.2+3,4

m,​h,​m
12,​20,​21
+9
+32a (-4)
+32a (-4)
i15~16
Heat Smash
Wall Crush +21g on block
Balcony Break
Awakened Power Stance

H.db+1+2

m
0
+4
+23c
+23c
i19~34
pc6
Balcony Break
  • Partially uses remaining Heat time
  • Transitions to Awakened Breaking Step on hit or block
  • Causes Strong Aerial Tailspin
  • Causes WallSplat on hit
Awakened Thunder God Fist

H.db+1+2,1

M,​m
0,​25
-13
+72a (56)
+72a (56)
i20~22
Tornado
  • Uses Tornado on launch
  • 10 Recoverable Damage on block
Awakened Wind God Fist

H.db+1+2,2

M,​s
0,​23
+4
+38a (28)
+38a (28)
i11~12
  • 9 Recoverable Damage on block
Awakened Demon's Hoof

H.db+1+2,3

M,​m
0,​25
+2c
+22a
+22a
i26~28
  • 10 Recoverable Damage on block
Awakened Demon's Tail

H.db+1+2,DF+3

M,​l
0,​24
-23
-2d
-2d
i33~34
  • 10 Recoverable Damage on block
Awakened Spinning Demon (1)

H.db+1+2,4

M,​l
0,​10
-23
+22a
+22a
i16
  • 4 Recoverable Damage on block
Awakened Spinning Demon

H.db+1+2,​4,4

M,​L,​m
0,​10,​19
-23
+20d (-15)
+20d (-15)
i25~26
Floor Break

n

Name
Alt

Input

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

1

h
5
+1
+8
i10
t29 r19
t27 r17 on hit or block
Left Right Combo

1,2

h,​h
5,​12
-3
+6
,i10
t41 r21
Jail from 1st attack with 4f delay
Left Right > Black Wing Rondo

1,​2,1

h,​h,​m
5,​12,​20
-16
+31a (+21)
,i20~22
  • js20~49
  • fs50~52
t84 r37
Tornado
  • Combo from 2nd CH with 7f delay
  • Input can be delayed 9f
  • Move can be delayed 4f
  • Chip damage on block
Left Right > Axe Kick

1,​2,3

h,​h,​m
5,​12,​20
+0
+31d
,i24~26
t72 r21
Spike
  • Interrupt with i10 from 2nd block
  • Input can be delayed 9f
  • Move can be delayed 4f
Left Right > Spinning Hook Kick

1,​2,4

h,​h,​h
5,​12,​26
-4
+23a (+14)
,i20~22
t72 r25
Balcony Break
  • Combo from 3rd hit with 7f delay
  • Input can be delayed 9f
  • Move can be delayed 4f
Left Jab > Single Low

1,3

h,​L
5,​9
-12
-1
,i16~17
t61 r30
  • Combo from 1st hit with 4f delay
  • Grounded hit can be inconsistent
Left Jab > Double Low

1,​3,4

h,​L,​l
5,​9,​17
-13
+3
+29a
,i23
t85 r32
  • Combo from 2nd CH with 7f delay
  • Input can be delayed 12f
Right Jab

2

h
9
+0
+9
i10
t29 r19
Double Thrust

2,1

h,​m
9,​9
-3
+6
,i16~17
t47 r20
  • Jail from 1st attack with 2f delay
  • Same animation as df+1
Double Thrust > Roundhouse

2,​1,4

h,​m,​m
9,​9,​18
-9
+4
+27a
,i18~20
t73 r26
  • Combo from 2nd CH with 8f delay
  • Input can be delayed 10f
Double Thrust > Low Trick Kick

2,​1,4~4

h,​m,​l
9,​9,​20
-31
+16a
,i20~21
t90 r28
Interrupt with i16 from 2nd block
Switchblade

2,4

h,​h
9,​20
-9
+11
,i24~27
t66 r29
Balcony Break
  • Combo from 1st hit with 2f delay
  • Enter ZEN -6 +14 with F

3

h
19
-7
+4
i14

3,1

h,​h
19,​7
-1
+7
,i20
t54 r20
  • Combo from 1st hit
  • Enter ZEN +4 +12 with F
Kishin Rekko

3,​1,4

h,​h,​l
19,​7,​18
-13
+3
+29a
,i18
t86 r32
  • Combo from 2nd CH with 9f delay
  • Input can be delayed 14f
  • Move can be delayed 12f
High Right Roundhouse

4

h
15
-9
+10g
+13c
i13~14
t46 r32
Homing
Balcony Break
Spinning Flare Kick
  • ws4~3
  • CD.df+4,3+4

4~3

m
27
-11~-2
+2a~+12a
i24~34
  • js12~31
  • fs32~
t62 r28 FUFT
Spike
Median Line Destruction

1+2

m,​m,​h
4,​4,​16
-14
+12a (+3)
i13 i8 i12
t97 r33
Balcony Break
Heat Engager
Heat Dash +43a (+35), +5

f

Name
Alt

Input

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

f+3

m
12
-16
-5
i14
t49 r35
Tanden Nidan-uchi

f+3,1

m,​m
12,​17
-12
+4
,i22
t68 r31
Heat Engager
Heat Dash +36a (+26), +5
  • Combo from 1st hit
  • Balcony break on airborne hit
Left Sidekick > Stinger

f+3,3

m,​h
12,​14
-8
+8
,i20
t62 r27
  • Enter ZEN -7 +9 r26 with F
  • Transition to backdash with B
Front Thrust Kick

f+4

m
21
-8
+4
i16-17
t49 r32
  • Enter ZEN -1 +11 +49a r26 with F
  • Balcony break on airborne hit
Double Chamber Punch

f+1+2

h,​h
14,​24
-6
+21a (+11)
i14 i9~10
t71 r33
Balcony Break
  • Jail from 1st attack
  • Chip damage on block

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Mid Left Punch

df+1

m
10
-3
+4
+6
i13
Mid Left Punch > High Roundhouse Kick

df+1,4

m,​h
10,​18
-9
+10
+17a (+8)
i18
Combo from 1st hit
Balcony Break
Mid Left Punch > Mid Sidekick

df+1,4~4

m,​m
10,​24
-12
+10a (+1)
i20
Balcony Break
Fiendish Rend

df+2

m
12
-9
+6
i16
Balcony Break
(Fiendish Rend to Breaking Step)

df+2~df

m
12
-2
+13
r CD
Left Roundhouse

df+3

m
16
-8
+3
i12
Brazilian Kick

df+3~3

m
20
+6c~+7c
+13c~+14c
i23~i24
Floor Break
Breaking Step

df+3~3~df

m
20
+2c~+3c
+9c~+10c
r CD
Right Spinning Axe Kick

df+4

m
22
+0~+1
+8c~+9c/HE
i20~i21
Floor Break
Heat Engager

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Corpse Thrust > Black Wing Flash

d+1

m,​ th
21,​10
-13
+0
i21
pc8~
  • Absorb an attack to power up, which adds 8 chip damage when guarded
Balcony Break
Scourge

d+2

l
22
-14
+4
+71a (+55)
i22
cs8
Tornado
on CH

d+3

l
7
-14
-3
i15

d+3,4

l,​h
7,​10
-11
-3
i20
Kazama Style Three-Quarter Kick

d+3,​4,3

l,​h,​m
7,​10,​21
-12
+31(+23)
i24
Tornado
Balcony Break
  • WallSplat
Knee Popper > Mid Sidekick

d+3,4~4

l,​m
7,​24
-12
+10a (+1)
i20
Balcony Break
  • Wallsplat
Right Sweep

d+4

l
11
-12
-1
i16
cs6
Double Lift Kick

d+3+4

m,​m
5,​15
-19
i15
js

db

Name
Alt

Input

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

db+2

m
12
-10
+4
+4
i16

db+2,2

m,​h
12,​11
-12
+7
+43a
i8
Jails
Savage Sword

db+2,​2,3

m,​h,​m
12,​11,​21
-9~-8
+20a~+21a
i35~i36
Punch > Cascade Kick

db+2,3

m,​m
12,​23
-8~-6
+7a~+9a
i27~i29
Floor Break
Left Spinning Back Kick

db+3

h
28
-10~-8
+17a~+19a
i19~i21
cs
Right Low Roundhouse

db+4

l
18
-13
+3
+13g
i20
Opponent can block follow up attacks on CH.
Power Stance

db+1+2

m
0
-11
+17
19
Balcony Break
  • Wallsplat

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Shun Maten (1)

b+1

h
11
-9
+2
i12
Shun Maten

b+1,2

h,​h
11,​20
-10
+32a (+17)
i12
Tornado
Shun Masatsu (1)

b+2

m
12
-11
+0
i15
Shun Masatsu

b+2,1

m,​m
12,​10
-9
+2
i15
(Left Knee)

b+3

m
17
-6
+5
i16
(Left Knee to Zenshin)

b+3,F

m
17,​17
-2
+9
i15~i16
r ZEN
Left Knee > Right Thrust

b+3,2

m,​m
17,​20
-9~-8
+9~+10
i15~i16
Wall Crush +21g on hit
Spinning Sidekick

b+4

m
21
-7
+15a
i17
Suigetsu Strike

b+1+2

m
-12
+6
i23
ps
Sabaki Parry: absorbs punches, causing +34ad (+26) KND on hit
Zanshin

b+3+4

  • High Crush evasion, can perform all attacks from ZEN Stance; f to shift to WR, df to shift to CD

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Konshin Seikenzuki

ub+1+2

m!
50
+9a (0)
i75~i76

Unblockable

Konshin Seikenzuki (Cancelled)

ub+1+2,b,b

m!
50
Evading Middle Strike

uf+2

m
18
-7~-6
+6~+7
+19a (+10)
i15~i16
Left Spinning Jump Kick

uf+3

m
17
-9
+6
+59a
i22
Front Jump Kick

uf+4

m
13
-13
i15
Delayed Rising Toe Kick

uf,n+4

m
20
-13~-11
+32a~+34a (+22a~+24a)
i23~i25

Motion Input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Demon's Paw

f,F+2

m
22
-8
+15a (+6)/HE
i14
Heat Engager
  • 6 Recoverable Damage on block
Left Axe Kick

f,F+3

m
20
-4~-2
+24a~+26a
i23~i25
Floor Break
Left Axe Kick > Left Jab

f,​F+3,1

m,​h
20,​5
+1
+7
i23~i25
  • Can follow-up with any strings that start with 1 (e.g. f,F+3, 1, 2, 4)
Battery Sidekick

f,F+4

m
28
-7~-6
+22a (+12)
i17~i18

b,f+2

m
15
-7
+4~+5
i15~i16

b,​f+2,1

m,​h
15,​14
-5
+6
+5/+9
i15~i16
Evil Intent

b,​f+2,​1,2

m,​h,​m
15,​14,​20
-5
+18a (+9)
+50a roll (+3)
i15
Geyser

b,​f+2,​1,df+2

m,​h,​m
15,​14,​22
-14
+37a (+27)
i15
Tornado
Keito

b,​f+2,3

m,​m
15,​17
-9
+6
+59a
i15
(Keito to Zenshin)

b,​f+2,​3~F

m,​m
15,​17,​17
+2
+17
+71a
Leaping Side Kick

f,f,F+3

m
30
+6~+7
+13a~+14a (+3~+4)
i22~i23
  • Alternate input: WR.3 or f,n,d,df,UF+3

Crouch

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Right Sweep (2)

FC.df+4

l
20
-26
+22a~+23a
i25~i26

WS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Twin Lancer (1)

ws1

m
7
-6~-5
+5~+6
i13~i14
Twin Lancer

ws1,2

m,​m
7,​16
-8~-7
+3~+4
i19~20
  • Transition to -9 (ob) +2 (oh) ZEN with F
Floor Break
Kazama Style 6 Hit Combo Redux (2)

ws1,3

m,​h
7,​8
-6
+4
i14
Jails
Kazama Style 6 Hit Combo Redux (2) to Back step

ws1,​3,~b

m,​hm,​h
7,​810,​8
-6
+4
i14
Jails, *B to shift to special back step (no stance / unique moves)
Kazama Style 6 Hit Combo Redux (3)

ws1,​3,2

m,​h,​m
7,​8,​4
-11
-6
i18
Kazama Style 6 Hit Combo Redux (4)

ws1,​3,​2,1

m,​h,​m,​m
7,​8,​4,​3
-11
+3
i10
Kazama Style 6 Hit Combo Redux (5)

ws1,​3,​2,​1,4

m,​h,​m,​m,​l
7,​8,​4,​3,​5
-31
+8
i20
Kazama Style 6 Hit Combo Redux

ws1,​3,​2,​1,​4,2

m,​h,​m,​m,​l,​m
7,​8,​4,​3,​5,​15
-16
-8
i31
Floor Break
Solar Plexus Strike > Brazilian Kick

ws1,3~3

m,​m
7,​20
+6~+7
+13c~+14c
i23~i24
(Brazilian Kick to Breaking Step)

ws1,​3~3,~df

m,​m
7,​20
+2~+3
+9c~+10
Crouching Uppercut

ws2

m
14
-12~-11
i14~15
Bamboo Splitter

ws3

m
20
-9~-11
+10-~+12
+22a
i16~18
Homing
Double Cross Kicks (1)

ws4

m
13
-3~-2
+8~+9
i11~12
Double Cross Kicks

ws4,4

m,​h
13,​15
-7~-6
+4~+5
i19~20

CD (Breaking Step)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Thrusting Uppercut

CD.df+1

m
20
-13~-12
i16~i17
Tornado
Electric Thrusting Uppercut

CD.df#1

m
22
-13~-12
i16~i17
Tornado
Wind Hook Fist

CD.df+2

h
20
-10~-9
i11~12
Electric Wind Hook Fist

CD.df#2

h
25
+5~+6
i11~i12

CD.DF+4

l
12
-31~-30
+8~+9
i20~i21
Depraved Savagery

CD.DF+4,2

l,​m
1228
-16~-15
+21a~+22a
i31~i32
Floor Break

ZEN (Zenshin/Zanshin)

Name
Alt

Input

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

f+3+4

  • Steps forward
  • Can transition to Breaking Step with input DF
Zanshin

b+3+4

  • Steps backward
  • Can transition to dash with input F
  • Can transition to Breaking Step with input DF
Brimstone Bite (1)

ZEN.1

m
14
-3~-2
+8~+9
i16~i17
Brimstone Bite

ZEN.1,2

m,​m
14,​21
-14~-13
+32a~+33a (+6~+7)
i16
  • Can cancel into Breaking Step with input DF
Kazama Style Leg Strike Flurry

ZEN.1,3

m,​h,​th
14,​14,​14
-9~-8
0
i16
Fiendish Claw

ZEN.2

h
27
-5~-4
+17a~+18a (+8~+9)/HE
i21~i22
ps?~
Homing
Heat Engager
Halberd Heel

ZEN.3

m
20
-9~-8
+10~+11
i17~i18
Homing
Balcony Break
Corpse Crusher

ZEN.4

m
24
+2~+8
+17d~+23d
i27~i33
Low Chop > Karmic Epicenter

ZEN.1+2

l th,​m
10,​ 20
-14
+4
i24
Black Wing Bolt

ZEN.3+4

h
+9~+15
+19~ (+9~)
i21~i27
Wall Crush +15g~+21g on block
Balcony Break
Black Wing Bolt to Breaking Step

ZEN.3+4~DF

h
25
i21~i27
Black Wing Rondo

ZEN.u+1

m
20
-16~-14
+31a~+29a (+21~+19)
i14~i16
Tornado

Other

Name
Alt

Input

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

b+1+3-b+2+4

Startup 1f-2f, parry 3f-9f, recovery 10f-31f.
Polar Demon Gouge

R.df+1+2

m,​th,​th
10,​10,​35
  • Erases opponent's recoverable health on hit
Black Out

OTG.d+1+2

l
19
-13
-2(-12)
i19~20
Hits grounded, only available when opponent is on the ground

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Double Face Kick

1+3

11,​24 (35)
h
+0
+2
i12~i14
Throw break: 1 or 2; LT when broken
Over the Shoulder Reverse

2+4

h
5,​9,​21 (35)
-3
+0
i12~i14
Throw break: 1 or 2
Shoulder Flip

Left Throw

h
7,​8,​28 (43)
-3
+0
Throw break: 1
Over the Limit

Right Throw

h
40
-3
+0
Throw break: 2
Pivoting Hip Throw

Back Throw

h
50
+1
Throw break: None
Shun Ren Dan

df+2+3

h
4,​5,​5,​26 (40)
-2
-4
i12
  • Throw break: 2
  • Alternate input: ZEN 2+3
Tidal Wave

uf+1+2

h
2,​2,​4,​4,​28 (40)
+0
+0
i12
Floor Break
  • Throw break: 1+2
Complicated Wire

qcb+1+3

h
40
-2
0
i12
Throw break: 1

10 Strings

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)

External Links