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.
Top 10 Moves
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
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
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
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
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
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
Fast low which also high crushes. Great low to finish opponents at very low health.L, i16~17, -12 oB, -1 oH
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
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
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.Notable Moves
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
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
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
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
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
Good damage dealing low which is +3 on hit and only -13 on block.l, i20~21, -13 oB, +3 oH, +13g oCH
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
Hopkick, evades lowsm, i15~17, -13 oB, +33a (+23a) oH
Samsara, strong evasive launcher, can also be used to get out of pressure!m, i14~i16, -16 oB, +31a (+21) oH
Safe, homing, powercrushing heat engager. Wallsplats and balcony breaks.h, i21~i22, -5 oB, +17a (+8) oH
Low crushes. You end up grounded but it can help in many situations.m, i24~34, -11~-2 oB, +2a~+12a oH
Quick mid, low evading counterhit launcherm, i22~23, -9 oB, +6 oH, +59a oCH
Defensive Move Handling
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
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
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
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
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
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
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