Introduction
Jin, the son of Jun Kazama and Kazuya Mishima, has received rigorous training from Heihachi Mishima from the age of 15 in order to avenge the death of his mother, at the hands of Ogre. Having mastered Kazama-style judo and Mishima-style karate, Jin enters the King of Iron Fist Tournament 3, with the aim of killing Ogre, in the name of Jun Kazama.
The classic Mishima gameplan is represented in Jin, in it's most powerful iteration to date. Tricky to punish Hellsweeps, safe on block launchers and the absurd Electric Wind God Fist put opponents in one of the most devastating 50/50's in Tekken history. While Jin does not have many weaknesses, a keen awareness of his strengths and the execution to pull off some of his moves are needed to really make this character the monster that he is.
Strengths | Weaknesses |
---|---|
|
|
Jin Kazama | |
---|---|
Archetype | Mixup, Whiff Punish |
Stances | CD (f,n,d,df) |
Fastest launch | d+3+4 - i14 EWGF - i15 |
Fastest CH launch | b,f+2,1,df+2 - i15 df+2 - i15 |
Parry | b+1+2 |
Archetypal Moves | |
Mid Check | df+1 |
Magic 4 | No |
Stature Kick | d+4, |
Power Low | Hellsweep (f,nd,df+4) |
Generic Moves | |
Remapped Moves | |
Missing Moves |
Key Moves
(1_b+1),1,2
Flash Punch Combo (OR+) / (1_b+1),1,2 - (6/10),8,18 DMG Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
- | 12- |
A jab string that can be delayed after the 1,1 to hit confirm the final hit. This keeps Jin safe on block, while on hit it knocks down, letting him further apply Crouch Dash mixups or take the time to gain space to further his keepout.
f,n,d,df#2
Electric Wind God Fist # / f,n,d,df#2 CD
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
i15 | - | 6+ |
The Move. A plus on block, extremely fast, highly damaging launcher. On block it even pushes the opponent very far away, making it a powerful keepout tool. The differences between EWGF and the standard Wind God Fist are that WGF is -6 on block (still not punishable) and that on CH it launches the opponent extremely far away, making the EWGF much better for stabilizing situations, as it gives the standard launch no matter how it hits.
f,n,d,df+4
Hellsweep + / f,n,d,df+4 CD
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
i17 | - | 11- | |||
Not launch punishable? The devs were making things up as they went I think. |
A fantastic mixup tool that for some reason is only -11. Jin's plethora of powerful mids helps make this even more useful, causing this launching low to become a scary tool for the opponent to deal with.
f,f+2
+ / f,f+2 Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
i17 | - | 10- |
One of those powerful mids. A great mixup tool when used out of a wavedash, it also works as a good way to stuff approaches and further his already strong keepout. When people start ducking your electrics and 1,1,2's, hit them with this.
df+1,2
+ / df+1,2 Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
- | |||||
(7f gap) |
A standard safe mid check that catches sidestep right and has a strange dash cancel (double tap forward after the 2) that can keep you stuck to your opponent.
WS+1,2
WhileStanding+ / WS+1,2 FC
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
- | 6- | ||||
Only true on CH |
A launching string that is only true on CH, but it's i14 and -6, making it a much safer CH option than WS2.
WS+2
WhileStanding+ / WS+2 FC
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
i15 | - | 10- |
At i15 and only -10, WS2 is an extremely good way to punish ducked highs and blocked lows. Suggested you default to using this more than WS1,2, but this has to be explored more.
(1_b+1),2,3
(OR+) / (1_b+1),2,3 Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
- | 10+ | ||||
(13fgap) |
A jab string that has a 10~ frame actionable gap before a mid, plus on block kick. A very good tool for setting up pressure, the 3 cannot be side-stepped and must either be interrupted with a generic d+1 or backdashed and whiff punished, but this can be difficult depending on the character. It is recommended Jin players always buffer a chicken (f+1+3) during this attack in order to stop opponents from attempting to parry.