Jin is an all-round character in TEKKEN 8 with many tools to work with. He excels in extreme pressuring and also in defensive playstyles, making him an ideal pick for both aggressive and defensive players. One of his greatest abilities is his comeback potential. 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. His heat game has also gotten better, because in Season 2, 1 of the new moves he received is FF1+2. It can only be used in heat but it grants access to all of his OMEN Moves on hit or block. What's also unique for Jin is his B2+4 or B1+3 Parry. It's an insanely strong defensive tool but the timing on it is very strict and it is also very difficult to learn. It also has way more limitations when it comes to what you can Parry compared to Tekken 7. Mastering the Parry will unlock a lot more options during matches and make you a better Jin player overall.
Jin also now relies on his ZEN Stance since the arrival of Season 2, because he received more ZEN transition possibilites in his moves that didn't have stance transitioning before and he can now use heat burst & heat smash during his stance, expanding his combo and wall game.
Jin has been hit with major nerfs, making him significantly weaker during his neutral game. However, Jin also received several 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 more meaning. It has gotten faster by a few frames 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 and how you can best utilize this character.
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.
Can be played very offensive without necessarily risking a lot.
Weaknesses
Vulnerable to sidestepping, sidewalking and crouching in a lot of cases
ZEN Moves are slow
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.
During heat, FF1+2, one of his new moves gives access to all of his OMEN moves. This move has improved Jins heat game and offers many possibilities.
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,ZEN.1,2)
High mid mid string. The 3rd hit on CH will knock your opponent far away from you, without any follow-up chances. It also wallsplats if you are close to a wall. 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 small frame advantage. The low on CH knocksdown and based on your situation, you can adjust with what you want to go with.
While running 3 now allows ZEN transitioning in Season 2. On block, you get left with the frame advantage and can start pressuring your opponent. Note that this move wall splats and breaks, giving combo opportunities at the wall.
m, i22~i23, +6 oB, +13a~+14a (+3~+4) oH
CD.df:2
Jin's electric. High crushing and safe launcher. Acts as a good pressure tool and plays a big part in a lot of combos. Can also be accessed in ZEN Stance for consistency in combos.
Safe mid counter-hit launcher. Can transition into ZEN by inputting f. 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.
Very good move with evasion. Knockdown on counter-hit and also wallsplats and balcony breaks on counter-hit. Helpful move to get out of pressure coming from the opponent. Unsafe move at -10 but still good enough to use.
Strong pressure move. You can transition into ZEN by inputting df. Wallsplats and balcony / wall breaks. Great for mixups at the wall. Dont overuse it --> Can be ducked, sidestepped and sidewalked
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.
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 mid and can wallsplat at the wall.
m, h, i13~14, -9 oB, +10g oH, +17a (+8) oCH
FF1+2 (works only during heat)
This move grants access to all of Jins OMEN Moves, whether you land it on hit or block. Can also be creatively used in combos. It is a mid and cannot be ducked.
Low full crouch counter hit launcher. Can also transition into ZEN. After heat engaging, you can do this move instantly without having to manually go into full crouch state. High crushes and leads to high damaging combos on counter hit. Grants mixups on normal hit with the usage of ZEN.
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.
h, L, i10, -12 oB, -1 oH
Stances
ZENSHIN
Best way to enter ZEN manually. Input: b+3+4. By entering ZENSHIN manually this way, you have more freedom to work with, because ZENSHIN can be cancelled by inputting f. By cancelling, it allows you to do any move with require a double F input, such as FF+2. You can also avoid high attacks, making your opponent whiff and immediately punish with the help of a ZEN move
ZANSHIN
Input: F+3+4. This way of entering ZEN manually will not allow you to cancel your stance by inputting f. The purpose of ZANSHIN is to cover distance and allow for combo consistency, notably after landing an electric and then using ZANSHIN to land another electric during the ZEN transition.
1,2,3 → "uf+2"CD.df:2 → "d+2", OR "4"d+2 → "ws4,4" OR "ws1,2" OR "FC.df+4"
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.
Plus frames on block into ZEN transition. The move itself can be ducked, sidestepped or sidewalked but lower ranked players might not know this and make you get free wins.
1,2,3 into uf+2
Classic trap and always works if opponent tries to attack after blocking 1,2,3.
Defensive tips
Do not give any space
Jin can easily get back into the round and pressure you down. Always keep your aggression and don't back out.
Sidestep and Sidewalk
Jin is fairly linear. His key moves like ff+2 , d+2 , f+4 and also his ZEN Moves be sidestepped or sidewalked.
React and respond at the wall
At the wall, Jins pressure can get disgusting, especially if you block or eat his ZEN3+4. His ZEN Moves are slow, react to them with either jabbing, sidewalking or sidestepping. Be patient and don't immediately press.
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.
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.
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. It is now also unsafe at -10.
High mid mid string. Be patient here, if the Jin goes for the full string and you block it you can punish it. Also watch out for the 3rd low hit alternative, which is a slow and reactable sweep. It is punishable on block. If the Jin whiffs 2,1 or delays the 3rd hit , you can sidestep the last hit. This string has become unsafe in Season 2 at -10. Be specifically more cautious about this string at the wall, since it wallsplats on CH.