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jin Tekken 8 Guide

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Introduction

Jin is a perfect all-round character in Tekken 8, who offers all kinds of tools to work with. He mostly excels in extreme pressuring and offensive game plans. There are great moves to choose from, such as 2,1 and 2,1,4, one of the best and safe pressure tools in the game. His greatest strength alongside pressuring is to get back into the game with moves like f,F+2, a fast mid heat engager with decent range, or uf+2, another safe move which evades a lot of moves in the game to help you get out of pressure coming from the opponent and of course, d+2, which is Jins only low counter-hit launcher in the game, with the property of evading high moves. Once it comes to mixups, your options with Jin are limitless. Especially at the wall, with the help of his ZEN Moves like ZEN3+4, which is a high and also a wall crush, making it +15 if you use it at the wall. The ZEN Stance is an essential stance that you will definitely need with Jin, since there are many moves that can transition into the ZEN Stance, giving you an endless amount of mixups.

Jin in Tekken 8 has been made more accessible and easier to use compared to previous TEKKEN titles, making him a good pick for beginners. For example, you won't need to learn wavedashing or get consistent with landing electrics. Moves like the electric (CD.df:2), Hellsweep (CD.DF+4,2), and also the thrusting uppercut (CD.df+1) have been added into his ZEN Stance, reducing the work of learning inputs like the crouch dash. Also, with the help of panic moves, like ZEN.u+1 which is a relatively fast launcher that evades highs and his low evading hopkick uf+4 can benefit you a lot in low ranks. ZEN.u+1 is launch punishable on block but always a good panic option, even in the highest level of play. As mentioned before, you also get many mixups with the help of the ZEN Stance. While Jin has gotten easier to play, he is still a very technical character to understand. The only thing that has been made way more difficult is his parry (b1+3 OR b2+4). The timing on his parry is very strict and Jin cannot parry Heatsmashes (all hits), throws, and unblockables. Mastering the parry and getting the timing right will allow you to heavily punish your opponents. So things like learning the wavedash, having consistent electrics, and being good with the parry will be necessities if you plan to main this character. Jin will fit those players, who like to play very offensively and oppress their opponents.

On paper, Jin seems like a very strong character and while he is strong, Jin is not difficult to counter for opponents and due to Jin being a very popular character, most opponents already sort of know how to deal with him. Some of his strong moves and his ZEN Moves can also be easily sidewalked, sidestepped or crouched. These things will most likely not be a problem in lower ranks but while you keep playing Jin and rank him up, you will start to realize that your opponents will get around your playstyle, which is why you will need to understand how his moves exactly work and how you can best utilize this character.

Strengths

  • Strong mids (f,F+2,ZEN+4, f+4 f,F+3)
  • Has many mixups to abuse
  • ZEN Moves offer insane pressuring at the wall, deal high chip damage and give many mixups opportunities. Some ZEN Moves allow additional ZEN transitioning by inputting df at the end. (ZEN.3+4,df,ZEN.4,ZEN.df+2)
  • Jin can be played very offensively without risking a lot

Weaknesses

  • Some moves are slow (mostly in ZEN Stance) and reactable
  • Easy to counter (Jin is vulnerable to sidestepping/sidewalking 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.
  • H.db+1+2 gives access to his omen moves in heat. It will ALWAYS connect if you end your wall combo with savage sword (db+2,2,3), giving you once again mixup opportunities. Has almost no range at all, shouldn't be used in neutral.
  • Jin can get extended combos with his heat dashes which allow way more wall carrying (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.

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.

2,1,4

Safe high mid mid string. 3rd hit will knockdown on counter-hit, guaranteeing a d+2 as follow up. The last hit is steppable if you whiff the first 2 hits. You can also go for 2,1,4~4 which becomes a high mid low. The low attack will knockdown but it is reactable in higher ranks and launch punishable on block.

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!

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! Prime example, after landing d+2 on counter-hit , following up with CD.df:2 will give you access to the highest damaging combos. For beginners, ZEN Stance can be used in situations like this and you won't need execution!

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.

d+4

Fast low which also high crushes. Great low to finish opponents at very low health.

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.

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.

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.

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.

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.

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.

uf+4

Hopkick. You will need it. Evades lows and it's a great panic move to use as well!

db+4

Good damage dealing low which is +3 on hit and only -13 on block.

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.

Panic Moves

uf+4

Hopkick, evades lows

ZEN.u+1

Samsara, strong evasive launcher, can also be used to get out of pressure!

ZEN.2

Safe, homing, powercrushing heat engager. Wallsplats and balcony breaks.

4~3

Low crushes. You end up grounded but it can help in many situations.

uf+3

Quick mid, low evading counterhit launcher

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!

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.

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.

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.

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.

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.

f,F+2

Jins best heat engager. Fairly linear move, you can step it! Mostly used from a short to mid distance.

External Resources