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jin Tekken 8 Guide

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Last updated Apr 15, 2025, Game version 2.00.01

Introduction

Jin is an all-round character in TEKKEN 8 with many tools to work with. He mostly excels in extreme pressuring, making him benefit the most in offensive game plans and play styles. 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.

With the arrival of Season 2, many things have changed. Jin was already relying on his ZEN Stance in Season 1. In Season 2, he now relies even more on it since he received changes where he now has more ways to transition into his stances. It is now a key part of his gameplay.

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.

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, mostly in ZEN
  • 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.
  • 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)

Top 10 Moves

f,F+2

Safe mid heat engager with decent range. Wallsplats and wallbreaks. Jins best heat engaging move.
m, i14~15, -8 oB, +15a (+6) oH

FC.df+4

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.
L, i25~i26, -26 oB, +22a oH

2,1,4

High mid mid string. 3rd hit will knockdown on counter-hit, allowing for a 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.
h, m, m, i10, -9 oB, +4 oH, +27a oCH

f,f,F+3

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. You can create a loop out of this and make your opponent guess constantly. 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. 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! Can also be used in ZEN for consistency.
h, i11~i12, +5~+6 oB, +76a (+60) oH

f+4

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.
m, i16-17, -8 oB, +4 oH, +42a oCH

d+4

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

2,4

Best standing punish. Can transition into ZEN. The second hit also now acts as a tornado and can be used in combos.
h, h, i10, -9 oB, +11 oH

uf+2

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. Not safe anymore in Season 2 but still a very good move to use.
m, i15~i16, -7~-6 oB, +6~+7 oH, +19a (+10) oCH

ZEN.3+4

Insane pressure move. Wall crushes, making it +15 at the wall! You can transition into ZEN by inputting df. Wallsplats and balcony / wall breaks. In Season 2, using this move then transitioning into ZEN with df and immediately inputting uf, allows you to input a f,f,F+3 by just pressing 3, which you can transition into ZEN again.
h, i21~27, +9g~+15g oB, +19a (+9) +15w oH

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. It is also a tornado, which can be used during combos.)
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 (High crushing low counter hit launcher which can also go into ZEN.)
Whiff punishers
1+2 (Fast heat engager punish)
CD.df:2 (Best consistent launch and whiff punisher)
f,F+2 (Good distance range heat engager punish)

Combos

ws2 | CD.df:1 | uf4 | ff3 | CH uf+3 | d3+4
df2,4 → 3,1f,(ZEN)2 → b3,f(ZEN)u1 → f3+4(ZEN)1,3
CH F+4
(dash) b3,f1 → (dash) b3,f1 → (dash) b3f,u1 → (2),4f,(ZEN)2 → (dash) b3,2
ws2 | CD.df:1 | uf4 | d3+4
CD.df:2 → df2,4 → bf2,3f,(ZEN)u1 → (dash, SSL) df2,4 → (dash) b3f,(ZEN)u1
ws2 | CD.df:1 | uf4 | d3+4
CD.df:2 → b3,f(ZEN)1 → bf2,3f,(ZEN)u1 → (dash) (2),4f,ZEN2 → (dash) b3,2
CH FC.df+4,f(ZEN)
df2 → b3,f1 → b3,f1,3

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
CH FC.df+4
3,1 → bf2,3f,1,3

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
ZEN.4 (spike) → d1+2
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"
CH 2,1,4~4
"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.1+2

Low chop. It has gotten faster in Season 2 and now allows to transition into ZEN on hit. Wall crushes at the wall.
l,t, i24 i61, -14 oB, +4 +16w oH

ZEN.4

Good pressure move and now also a very good combo ender. This move knocksdown and guarantees a follow up and during combos, the knockdown is modified in Season 2, where now d+1+2 is guaranteed. Allows for high damage combo enders.
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

FF1+2 (usable in HEAT only!)

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.

db+4

Good damage dealing low which is +3 on hit.
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.
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.

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 with the correct timing.
m, i14~i16, -16 oB, +31a (+21) 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 "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.

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

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

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

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

-14 on block and easily reactable. Prefer low parrying rather than blocking it.
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. It is now also unsafe at -10.
m, i15~i16, -7~-6 oB, +6~+7 oH, +19a (+10) oCH

2,1 | 2,1,4

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. 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, you can now punish it too.
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

2,4

Jins 10 frame punish. It is not safe anymore in Season 2 so if a Jin fails the timing and you block the 2,4 you can punish it.
h, h, i10, -9 oB, +11 oH

External Resources