Jin
TEKKEN 8 fighter

Jin

All-RounderVersatile
What beats Jin?40% of this movelist is punishable
Moves
128
Punishable
51
Defining strength
All Rounder Supreme

Combines outstanding generic tools with a supplementary Mishima moveset

Best on block
+9
highest on-block advantage in the movelist
All-Rounder

Versatile

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. Jin’s 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 it’s time to go on the offensive, use Demon’s 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!

What defines them
All Rounder Supreme

Combines outstanding generic tools with a supplementary Mishima moveset

Where they lose
Sluggish BDC

One of few characters with a bad backdash cancel

Stances

  • ZEN (Zenshin) – f+3+4 or b3+4
  • CD (Crouch Dash) – f,n,d,df or ZEN.df

Heat Smash

Mid, i15~16, +3

  • Gains access to new follow-ups to his Power Stance (db+1+2)
  • EWHF can be performed without just frame input.

Strengths

  • All Rounder Supreme

    Combines outstanding generic tools with a supplementary Mishima moveset

  • Outstanding Lows

    Possesses one of the best low arsenals in the game

  • Great Defense and Keepout

    Amazing keepout with EWHF, standing 4, and f+4, with an i3 strong parry makes him very difficult to pressure

  • Punishment for everything

    Arguably the best punishment suite in the entire game, can launch at i13 and i14 from standing and crouch, respectively

  • Potent Heat

    Gets strong chip potential and one of the scariest Heat Smashes in the game with insane wallsplat potential

Weaknesses

  • Sluggish BDC

    One of few characters with a bad backdash cancel

  • Not a "true" Mishima

    Wavedash mixup and d+2 are somewhat reactable

  • Naughty Boy

    Started WWIII in Tekken 6 and still hasn't gone to the Hague for it

Moves to learn first

Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.

  • Parry←□✕

    b+1+3 (high or mid attacks)

    Parry

  • Signature←□△

    b+1+2

    Suigetsu Strike

  • Signature↓△

    d+2

    Scourge

  • Signaturewr✕

    wr3

  • Signature↗○

    uf+4

    Front Jump Kick

  • Signature↙○

    db+4

    Right Low Roundhouse

  • Launcher→·↘L1/R1△

    hard

  • Launcher↓✕○

    i10 · 5 dmg · -19 on block

    Double Lift Kick

  • Launcher↗○

    i15 · 13 dmg · -13 on block

    Front Jump Kick

  • Launcher↓△

    i14 · 14 dmg · -12 on block

    Crouching Uppercut

  • Wall splat△○

    i24 · 9 dmg · -13 on block

    Switchblade

  • Wall splat↓△

    i14 · 14 dmg · -12 on block

    Crouching Uppercut

  • Counter-hit launcher↙△△

    i8 · 12 dmg · -12 on block

  • Counter-hit launcher→○

    i16 · 21 dmg · -8 on block

    Front Thrust Kick

  • Heat engager□△

    i8 · 4 dmg · -14 on block

    Median Line Destruction

  • Heat engager↘○

    i20 · 22 dmg · 0 on block

    Right Spinning Axe Kick

  • Heat engager→→△

    i14 · 22 dmg · -8 on block

    Demon's Paw

  • Fastest launcher□△

    i8 · 4 dmg · -14 on block

    Median Line Destruction

  • Safe on blockHeat△✕

    i15 · 57 dmg · +3 on block

    Hellfire Trespass Slayer

Missing generics: d+2, d+3, d+4

Watch the guide

Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.

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