Combines outstanding generic tools with a supplementary Mishima moveset
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!
Combines outstanding generic tools with a supplementary Mishima moveset
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.