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jin Tekken 8 Guide

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Last updated Feb 01, 2025, Game version 1.13

Introduction

NOTE: THIS GUIDE IS CURRENTLY BEING REWORKED FOR SEASON 2! Jin is an all-round character in TEKKEN 8 who offers all kinds of tools to work with. He mostly excels in extreme pressuring, making him beneficial in offensive game plans and play styles. One of his greatest abilities is his comeback potential. No matter how low you get on health or how bad a round looks, moves like FF+2 , a mid heat engager with decent range, CD.DF+4,2, his Hellsweep which can break floors and his ZEN Stance can help you get back into the match instantly. It makes it even easier if you have heat because in Season 2, one of Jins new moves is FF1+2, which is basically Devil Jins Morning Crow Move and it grants you access to all of his OMEN Moves.

With the arrival of Season 2, many things have changed. Not only individually for Jin, but also generally. Unfortunately, Season 2 has made every character somewhat even more oppressive and overturned. Character that didn't rely on their stances now do. Jin was already heavily relying on his ZEN Stance in Season 1 and Season 2 is no different. He now relies even more on it since he received changes where he now has more ways to transition into his stances.

Jin has been hit with major nerfs, making him weaker. However, Jin also received changes and major buffs that make up for those nerfs. A good mention is that his low D+2, which used to launch on counter hit, does not launch anymore. Instead, his FC.df+4 now has suddenly way more meaning. Not only is it faster and can transition into ZEN now, but it also launches on counter hit. So Jin still has a low counter hit launcher, even if it isn't as fast as D+2 is. While Jin is way easier to play compared to previous TEKKEN titles, it is important that you understand how his moveset exactly works to bring the best out of your gameplay.

Strengths

  • Strong mids (f,F+2,ZEN+4, f+4 f,f,F+3 , FF1+2 in Heat)
  • Lots of mixups to abuse
  • ZEN Moves offer insane pressuring at the wall, deal high chip damage and give many mixup opportunities. There is a high amount of moves that allow ZEN Transitioning.
  • Jin can be played very offensively without risking a lot

Weaknesses

  • Some key moves are slow and reactable, mostly in ZEN
  • Easy to counter compared to other characters, Jin is vulnerable to sidestepping, sidewalking and crouching in a lot of cases.

Heat System

  • One of the best heat smashes in the game. H.2+3 gives mixup opportunites on block due to auto ZEN transitioning. H.2+3,4 can wallsplat and balcony or wall break from a far distance, giving you combo opportunities. Both deal chip damage on block.
  • During heat, FF1+2, one of his new moves gives access to all of his OMEN moves. No need to manually land the OMEN Stance anymore. This move has a lot of purpose and offers many possibilities depending on the situation.
  • Jin can get extended combos with his heat dashes which allow way more wall carrying. With the help of his tornado moves which he got in Season 2, the wall carry is now even more absurd (f,F+2,f+3,1)

Top 10 Moves

f,F+2

Safe mid heat engager with decent range. Wallsplats and wallbreaks, deals chip damage on block. This is Jins best heat engager.
m, i14~15, -8 oB, +15a (+6) oH

d+2

High evading low counter-hit launcher. Can lead to high damaging combos. On normal hit, you can follow up with FC.df+4, which leads to a knockdown and guarantees another d+2. This is Jins only low counter-hit launcher and it is reactable for opponents at a higher level of play. Cannot be launch punished on block by all characters.
L, i22~23, -14 oB, +4c oH, +71a (+55) oCH

2,1,4

High mid mid string. 3rd hit will knockdown on counter-hit, guaranteeing d+2 as follow up. You can also go for 2,1,4~4 which becomes a high mid low. The low attack is not launch punishable anymore on block and on hit you get left with a frame advantage. On counter hit, it knocksdown and you can follow up again with a d+2.
h, m, m, i10, -9 oB, +4 oH, +27a oCH

1,2

Gives access to 3 different enders: (1,2,3, 1,2,4, 1,2,1). The last hit of 1,2,3 is a knockdown where you once again can follow up with d+2. However, it can be sidestepped or interrupted. The last hit of 1,2,4 catches your opponent if they sidestep or try to interrupt! The last hit of 1,2,1 is Jin's samsara launcher, also catching sidesteps and interrupts. If you can get your opponent to consistently interrupt 1,2,3, then 1,2,1 will give you a free combo!
h, h, i10, -3 oB, +6 oH

CD.df:2

Jin's electric. High crushing and safe launcher. Non-electric version also launches but can be punished on block by opponents! Acts as a good pressure tool and plays a big part in a lot of combos! For beginners, ZEN Stance can be used in situations like this and you won't need execution!
h, i11~i12, +5~+6 oB, +76a (+60) oH

f+4

Safe mid counter-hit launcher. Can transition into ZEN by inputting df at the end. You can easily pick up a f+4 counter-hit combo by running in and pick up with b3,f1 or if you transition into ZEN with ZEN.df+1 and so on.
m, i16-17, -8 oB, +4 oH, +42a oCH

d+4

Fast low which also high crushes. Great low to finish opponents at very low health.
L, i16~17, -12 oB, -1 oH

2,4

Best standing punish. Can transition into ZEN by inputting df at the end. Will grant access to mixups after landing 2+4 and transitioning into ZEN. Also wallsplats! This move shouldn't be used in neutral, as the 2nd hit can be ducked.
h, h, i10, -9 oB, +11 oH

uf+2

Very good safe move with evasion. This move has a sidestep built into it. Knockdown on counter-hit and also wallsplats and balcony breaks on counter-hit. Can also be helpful to get out of pressure coming from the opponent.
m, i15~i16, -7~-6 oB, +6~+7 oH, +19a (+10) oCH

b+3+4

Best way to enter ZEN Stance. Gives access to all ZEN moves, some of which can be used in neutral such as ZEN+4. This ZEN Stance can be cancelled by inputting f. Cancelling automatically inputs f,F, allowing you to do any move which needs that input such as f,F+2. Transition into ZEN by inputting df. Going into ZEN by using f+3+4 will not allow you to cancel by inputting f, forcing you to either transition or do a ZEN Move. b+3+4 is the best way to enter ZEN Stance in neutral.

Punishers

Standing
10f 1,2 (Has 3 different enders: 1,2,1 | 1,2,3 | 1,2,4)
10f 2,4 (Can transition into ZEN + wallsplats and wall / balcony breaks.)
13f 1+2 (Heat engager)
14f f+1+2 (Wallsplats, wall & balcony breaks)
15f d+3+4 (Launcher)
Crouching
11f ws4,4
13f ws1,2 (Can transition into ZEN. Alternatively, "ws1,3,2,1,4,2" can be used or "ws1,3b" which distances you from your opponent.)
14f ws2 (Launcher)
25f FC.df+4 (Knocks down, guarantees d+2 as follow up. Very situational move!)
Whiff punishers
1+2 (Fast heat engager punish)
d+3+4 (Best consistent launch and whiff punish)
f,F+2 (Good distance range heat engager punish)

Combos

uf+4 | CH uf+3 | d3+4 | ws2 | CD.df:1
b3,f1 → bf2,3f,u1 → b3,f1,3
low parry
CD.df:2 → b3,f1 → b3,f1,2
ws2
CD.df:2 → (dash) b3,f1 → bf2,3f,u1 → b3,2

Beginner Combos

uf+4 | CH uf+3 | d3+4 | ws2
bf2,3f,u1 → b3,f1,2
low parry
3,1 → bf2,3f,1,3
ws2
b3,f1 → b3f,u1 → b3,2

Combo Enders

Carry
b3,2 OR b2,1
Floor break
CD.df:4,2
Wall break

Wall Combos

Normal
1 or 2 (jab), db+2,2,3
With tornado
CD.df:1, CD.df:2, 1 or 2 (jab), db+2,2,3
b+1,2, 1 or 2 (jab), b,f+2,1,2

Small Combos

CH 4
"df+1,4" OR "1+2" if you want to activate heat!
b+1+2 (Jins PUNCH parry, has to be timed with opponents hit!)
"f,F+4" OR "f,F+2"
db+3
"d+2"
ZEN.4
"d+2"
CH (2,1),4
"d+2"
2,1,4~4
"CD.df:1" (Can also launch opponents who decide to stand up instead of techrolling)
FC.df+4
"d+2" OR "CD.df:1"

Notable Moves

uf+3

Safe mid counter-hit launcher. Should only be used at round start to get a combo. Can catch opponents who like to mash at round start! This counter-hit launcher also evades lows.
m, i22~23, -9 oB, +6 oH, +59a oCH

ZEN.3+4

Insane pressure move. Wall crushes, making it +15 at the wall! You can transition into ZEN by inputting df. You can abuse this and get your opponent to guess when to risk a sidestep or a duck. Also wallsplats and balcony / wall breaks.
h, i21~27, +9g~+15g oB, +19a (+9) +15w oH

ZEN.4

Good pressure move. While it can be sidewalked, it's crucial to mix this move with ZEN.3+4 to make your opponent guess at the wall! Knocksdown on hit, guarantees a d+2. This move also floor breaks if you use it during a combo.
M, i27~i33, +2~+8 oB, +17d~+23d oH

df+1,4

A mid high string, 2nd hit can be delayed, which can be useful to catch impatient opponents. Balcony / wall breaks and wallsplats on counter-hit. Since the 2nd hit can be ducked by the opponent, it can be worth going for df+1,4~4 which makes the 2nd hit a launcher and can give you a combo.
m, h, i13~14, -9 oB, +10g oH, +17a (+8) oCH

uf+4

Hopkick. You will need it. Evades lows and it's a great panic move to use as well!
m, i15~17, -13 oB, +33a (+23a) oH

db+4

Good damage dealing low which is +3 on hit and only -13 on block.
l, i20~21, -13 oB, +3 oH, +13g oCH

1,3

Quick Jab Low string. Very hard to react to the low, great move to finish opponents at low health! Can also extend with 1,3,4, 3rd low hit is a counter hit launcher but also reactable.
h, L, i10, -12 oB, -1 oH

Panic Moves

uf+4

Hopkick, evades lows
m, i15~17, -13 oB, +33a (+23a) oH

ZEN.u+1

Samsara, strong evasive launcher, can also be used to get out of pressure!
m, i14~i16, -16 oB, +31a (+21) oH

ZEN.2

Safe, homing, powercrushing heat engager. Wallsplats and balcony breaks.
h, i21~i22, -5 oB, +17a (+8) oH

4~3

Low crushes. You end up grounded but it can help in many situations.
m, i24~34, -11~-2 oB, +2a~+12a oH

uf+3

Quick mid, low evading counterhit launcher
m, i22~23, -9 oB, +6 oH, +59a oCH

Frame Traps

1,2,3 "uf+2"
CD.df:2 (sidestep) "CD.df:2", OR "d+2", OR "4" (Note: Many things can work here to beat out the opponent! These are the typical frame traps for his electric!)
d+2 "ws4,4" OR "ws1,2"

Knowledge Checks

db+4 into 1,2

Jab is always guaranteed if they try to press back. Check when they will start to realize this

At the wall: H.2+3,4 into df+1,4

If heatsmash gets blocked at the wall, df+1,4 will guarantee a wallsplat if your opponent tries to heat burst, which is not uncommon for opponents to do in this situation.

ZEN.3+4,df

Lots of plus frames on block and even more at the wall. With the addition of ZEN transitioning, you can put a lot of pressure on your opponent.

1,2,3 into uf+2

In lower ranks almost no one knows how to deal with this string in general and the frame trap afterwards, so abuse it as much as you can.

Defensive tips

Do not give any space

If you got Jin to low health, your priority should be ending that round. One of Jins greatest strength is how easy he can get back into a match and make a comeback.

Sidestep and Sidewalk

Most of his key moves are pretty linear, so sidestepping and sidewalking can benefit you a lot vs Jin.

React and respond at the wall

At the wall, Jins pressure can get absurd, especially if you block or eat his ZEN3+4. Be prepared and take your chances with either ducking, sidestep/sidewalking or downjabbing! Reaction is crucial here.

Defensive Move Handling

uf+4

Low evading hopkick. Most Jins take a gamble and will randomly go for a hopkick, even if its still your turn. Punish it on block, its -13!
m, i15~17, -13 oB, +33a (+23a) oH

1,2,3

Classic string. You can sidestep or interrupt the 3rd hit. Jin players will switch it up with 1,2,4 or 1,2,1 if you keep interrupting or sidestepping it so watch out for that.
h, h, m, i10, +0 oB, +31d oH

d+2

Jins most famous round starter. Try not to press at round start and if you want to press, it should be a move that evades lows! Punish it on block.
L, i22~23, -14 oB, +4c oH, +71a (+55) oCH

ZEN.u+1

Very good panic move. It is launch punishable on block, dont let him get away with it. Some Jins will also try to go for the perfect timing to launch you with this move.
m, i14~i16, -16 oB, +31a (+21) oH

uf+2

Frame trap and a good move to get out of pressure. You can sidestep this to the right! This move is mostly used if you block Jins 1,2,3.
m, i15~i16, -7~-6 oB, +6~+7 oH, +19a (+10) oCH

2,1 | 2,1,4

Safe high mid mid string. Be patient here and don't immediately press, even if the Jin only does 2,1. At one point, you will fall for the 3rd hit and get knocked down on counter hit! Also watch out for the 3rd low hit alternative, which is a slow and reactable sweep. Launch punishable on block. If the Jin whiffs 2,1 , you can sidestep, as the 3rd hit is steppable.
h, m, i10, -3 oB, +6 oH

f,F+2

Jins best heat engager. Fairly linear move, you can step it! Mostly used from a short to mid distance.
m, i14~15, -8 oB, +15a (+6) oH

External Resources