Jin |
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Strategy (Tekken 8) |
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Key moves
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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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.
Jinâs 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 |