Jin T7
Jin T7
Top Moves
F+4 (f~)
F+4 is a key move in Jin’s ability to control the mid range, this is a safe, fast mid with massive
range that also converts to a combo on ch. Be careful though as it is vulnerable on whiff and
sidestep right. This used to hit grounded from certain angles in previous Tekkens, but that was a
bit excessive and has been removed in T7.
If you want to adopt a more defensive approach, just use this move by itself to stay at range, but
if you want to go in, you can cancel it into his crouching demon stance by holding forward.
From here you have several options, but the best is to quickly tap df then b to cancel into a
crouchdash, then back into standing guard. This makes the f+4 completely safe. Jin can also try
to perform his demon stance moves, however a ready opponent can beat every single option
with a simple df+1, so it is imperative not to be predictable using moves from stance.
ewhf
Fast, safe, plus on block, hard to whiff punish and now in Tekken 7 converting to a launch on
normal hit, like the ewgf the ewhf is one of the best keep out moves in the game and a fantastic
whiff punisher out of forward dash, sidestep and backdash.
Wavedash mixup
The wavedash is a powerful tool used to quickly close space, while giving Jin access to a wealth
of options.
Delayed Ewhf
Similar in application to Mishima ewgf, ie arguably the best move in the game. It’s main
weakness, aside from being high, is that it can be sidestepped. Unlike ewgf this is stepped to
the right, not left. However Jin will realign with the opponent by dashing. Thus the safest mixup
for a ewhf is simply by changing the timing with a dewhf which will reorientate with a sidestep.
By continuously wavedashing in the opponents face, you also force their back closer to the wall,
however don’t get too cocky, as you’re leaving yourself wide open when you do this. Here are
some more skills you should practice out of your wavedash.
Wavedash guard
a common method to dealing with wave dash, is to simply hopkick, magic 4 it, or do a DF4 style
move. Wavedashing into block, at the very least, nets you heavy plus to a free punish. E.G, you
play vs yoshi, and to keep you out, he does DF4, you are now +8 and free to do as you please,
even attempt an EWHF, as they cannot step it. Situations like these are very common, and why
you need to learn to block immediately out of wavedash, because the first step to making EWHF
hit, is to make them guess when you will approach, forcing either a whiff or a CH hook fist.
In certain match ups, the move that keeps out hook fist, is a high. Good examples are Mishima
EWGF, Steve B1, Law Magic 4 (3,4) and Jack standing 2. Normally, you can actually wavedash
underneath these moves and EWHF right through them, provided you are quick enough, but
CDS is also good enough of an option to consider, namely because CDS 1+2 exists, and can be
used as a very hard call out (it deals a 75 damage combo, and 91 with Rage drive) that also
happens to be very hard to punish properly, due to pushback, it also has a sweep of its own,
and a heavily evasive knock down punch, which is -14, but similar to feng in how unexpected it
can be when used properly.
EWHF on block
Ewhf is +5 on block, and only pushes out slightly compared to traditional ewgf, approximately to
range 1, making it an excellent, offensive pitbull tool. Here are your options and what they can
do, what they lose to, and what you can mix them up with.
1. EWHF - follow up with another EWHF. Good for a turtling opponent who wants to block.
This will lose to stepping right, Jab, Flash, Rage art, and power crush. This will also lose
to a backdash in open space.
2. DF+1,4 - DF+1,4 is good if you sense a jab, but like the EWHF option, it will lose to the same
responses.
3. Standing 4 - This is the “Counter hit” fishing option. This also deals with side stepping.
Standing 4 on hit is massive advantage (possibly +15), to the point that if you do something like
F+4 and the opponent jabs, they can’t even get into CH state on time, they simply get hit, take
advantage of this. Of course, this being high, you can duck or crush this, if you sense this, do
the previous option.
4. DB+4: This is the option for breaking down turtles. Ideally, you want to do EWHF up close, so
if they try to backdash, DB+4 gets them at the tip end. Once the opponent starts to interrupt, or
duck this (it can’t be stepped at +5, but can be SWL), you can follow up with faster mids (or
highs, in standing 4s case).
Ff+3
Once the opponent is conditioned not to press buttons or step with ewhf timing mixups, you can
now mix Jin’s mid and low options from a wd. By pressing a single f after wd you can instantly
access dashing moves. Ff+3 is a powerful mid that combos on normal hit and gives Jin a small
advantage even on block. However it has a somewhat slow startup, and is open to SWR.
Ff+4
This offers even more advantage on block than ff+3, but doesn’t combo on hit and is susceptible
to SWR. Used mostly in oki situations since it jits grounded and catches tech to both sides.
ff+2
A safe on block mid with good range performed from a dash or wavedash. Jin can use this to
dart in and continually keep the opponent in check from surprising ranges, however the damage
potential is quite low. Vulnerable to SSR.
At max range this setups for whiff punishes with ewhf if they press buttons. Be careful however,
as ff+2 is terrible on whiff.
Cd+4
If you sense the opponent is going to just stand there and block, cd+4 will trip them for a
backturned combo. It tracks quite well to both sides, but is horribly punishable on block.
WS+3
Ws3 is now a safe homing CH launcher that can be used from his wd mixup, an option
mishimas don't have. If you try to step jin out of pressure tools or use high crushes while he
wavedashes to close distance, be ready to get hit by this.
Parry
Jin’s parry operates quite differently to other parries in the game. Instead of doing a precanned
move on a successful parry, it will simply pass through. As a result it is best used as a highly
unconventional keep out tool to stop opponents from pestering him with safe, long range
mids...coincidentally the very thing Jin excels at!
For example against Jin ff+2, Steve albatross 2, Bryan ff+4, 3+4, Lee f+3, Lars ff+1+2 and so
on. These all turn from being safe to launch punishable. Additionally it will magically turn plus on
block power mids like running 3s or 2s to launch punishable.
Jin can also turn most powerful, plus on block mids into launch opportunities with his parry.
Good examples are Law dragon hammer, bryan b+1, Jin ff+4. If the opponent is continually
pressuring you with these, a well timed parry will make them think twice.
However, you can’t always launch after parrying such mids, for example Dragunov b+1+2 and
Hwo ff+4, in which case you’ll have to use Jin’s 10 or 12 frame punishers. Some will merely net
you plus frames (kazuya f+4).
One unique attribute about Jin’s parry is that it also works against knees and elbows, which are
usually unparryable.
As with all parries, it leaves Jin wide open and can be a considerable risk. However, if you have
scoped out some tendencies on a predictable opponent, the risk / reward is in Jin’s favour.
By the way, don’t bother trying to parry ewgf, unless you’re going for style points. It’s too fast, it’s
too risky, and you only get jabs in return.
DF+1 (4)
Jin’s df+1 string has long been a staple of the character’s powerful poking ability. Df+1,4 is a
high, mid natural combo that deals good damage and walls splats. The main difference in
Tekken 7 is that the 4 does a spin around animation, which leaves Jin at a big advantage, but at
about a backdash distance away. This means that if you try to pressure the opponent with a low,
they can easily backdash and whiff punish. However a f+4 cannot be interrupted, sidestepped,
or backdashed, so it is an effective lockdown option.
Defensively, this spin is important, because of the space you are left at. Certain characters, like
Josie, steve, want to be up close, this move can be used to reset the positioning between you
with ease, and also set up for whiff punishes. Take a look at all of the moves with josie that will
miss with one back dash, from DF+1,4 hitting you.
D+4
DF+1
DF+4
DB+4
DB+3
F+1+2
F+3+4
Here is what can be dodged with either an additional side step or backdash
As you can see here, these are a VERY large amount of options, near enough her entire
movelist, this important for both Jin and his opponent to consider, as this type of space control
makes this move akin to a sonic boom type projectile, your progress at beating jin or winning as
jin depends on how well this move is utilized.
This string doesn’t jail, so if the opponent sees df+1 they may try to duck the high for a launch
punish. In this case try throwing multiple df+1s out.
The 44 extension ends in a safe, uninterruptible, comboing mid, however it is very linear and if
predicted can be stepped and launched.
2,1 (4)
Jin’s infamous jab string has been a top move since Tekken 4. Simply put, this move is amazing.
It is very safe, having surprisingly decent tracking and being, High - mid, stops any random
duck to WS2 shenanigans (and guaranteeing the 4 extension on ch). It is i10, meaning you can
poke AND bait out power crushes. It also has slight tracking to jin’s right, meaning no mashing
out SS DF2’s vs him (this is a very prominent theme with Jin).
On hit it is +6, meaning that an instant EWHF will beat anything that isn’t an instant high crush,
and F4 will also trade with jabs (note, this doesn’t mean he doesn’t get the combo). On the
offense this is one of his best moves. EWHF, DB+4, FF+4, FF+3, whilst all incredible moves,
suffer from the same drawback, they’re CH bait. 2,1 doesn’t have this issue, so you can mix up
2,1 with these moves to score easy taps, and force them to block and start guessing.
On block, this move is -3, meaning a follow up 2,1 will lose to jabs and magic 4’s and trade with
df+1. However, you can still comfortably step after. If your opponents love to jab after this,
simply end the string with 2,1,4, and scare them away from retaliating. Do note, that should you
fish for this, and delay it, this can be side stepped and launched very easily.
The 44 low extension is seeable, launch punishable on block and doesn’t even guarantee a
combo anymore. Not recommended.
DB+4
Whilst not much of “power low” like a hell sweep or a demo man, DB+4 is a low with good range
that gives a decent advantage on hit, and combos on counterhit. Whilst it is punishable on
block, and can be stepped to the right, if used correctly with wavedash timing mixups, it can be
tricky to step.
2,1 = beats all moves other than high crushes. Use this versus people that like to mash. Be
wary of moves such Lili’s D3+4 and steppers. You can also use this to cancel out rage arts and
powercrush, as it will beat it out before the armor activates.
DF+1 (4) = beats out players that want to duck, and will come out at i13, this also beats out SSR
(it will do this at even +1, even vs Lili) which is his weak side. The opponent has to step THE
OTHER WAY, this is very important, because DB4 tracks to his right, as does EWHF.
Standing 4 = many players are going to try to step jins pressure, this move will deal with this.
This also comes out at i13, and trades with jabs, and also give you either a mini combo (with
D2, D4, FF4, etc) or a full combo (B+2,1 Standing 4, DB223).
Db+4 = If the opponent turtles up then continue to pressure and chip away at their health with
repeated db+4s. This is vulnerable to any move faster than 13frames however, and also
sidestep right. So as ever, be sure to mixup all your options after db+4 on hit, to keep the
opponent guessing.
Special note
Yoshi Flash
Yoshi flash will beat ALL of these above options. Clean. To deal with this, you have a few ways.
These all involve messing with yoshimitsu’s timing, as that is the key thing to dealing with flash,
other than frame trapping him out (which ill talk about later).
DB+4 = DB+4 is actually too slow for the flash to immediately hit, yoshi has to vary his timing, so
it will work like a whiff punish.
FF+3 = another very slow launcher, that works to your advantage to screw over Yoshi’s timing.
3+4 = his power crush, if you simply want to get rid of the flash, and don’t mind resetting the
situation neutral wise, you can just power through flash.
Uf+2
Jin takes a small step to the left while attacking. A very strong tool in his poking game,
sequences like df+1 to uf+2 are very powerful. Useful against opponents who continually
pressure with df+1 like Lee, Nina or Shaheen. On ch this will knockdown the opponent.
Ws+2
Jin’s ws+2 is particularly good since it’s a fast, ws launcher that is only slightly punishable on
block (-12), meaning you can sometimes throw it out predictively against highs without too much
risk.
D+4
This low is negative on hit and behaves the same on ch, however it is very fast, tracks well and
goes under jabs. Useful to quickly slip some damage in, or when at a minor disadvantage and
you feel the opponent may jab you.
Situational Moves
One of the fastest tracking moves in the game, this is used to both stop opponents pressing
buttons when they’re at disadvantage and also stop them stepping. This leads to a combo on
counterhit, and usually Jin can only get a d+2 grounded attack on the opponent. This will whiff if
you landed standing 4 at tip range, in which cases go for d+4. However if Jin is slightly to the
opponent’s right side, for example if he follows up standing 4 from a SSL, he can get a full
combo since he can now pick up with b+2,1.
F+3
An underrated tool. Jin’s equivalent to a generic df+4, but faster, making it one of the fastest
mids in the game. This doesn’t do much damage, but is used to keep opponents in check and
end rounds. Also catches SSR, Jin’s weak side. Beware that it has a poor vertical hitbox, so will
often go over evasive moves such as sweeps.
1,2, 3 / 4
From a 10fr jab Jin can also choose from these two strings for pressure. 1,2,3 ends in a mid,
and a mini combo on hit, however it can be jabbed in between or sidestepped. 1,2,4 ends in a
tracking high that pushes the opponent away. There are no gaps in this string. On a solid read
the opponent can heavily punish either option, but the strings cover each other’s weaknesses.
Cd1
Jin’s primary range whiff punisher. Has enormous range and is mid, but unsafe on block.
Bf+2,1,2
A fast, delayable string with the first two hits being a natural combo. Although every hit is safe
on block, the 2nd hit can be ducked and launched and the 3rd hit is highly steppable to the right.
Many Jin players like to throw out the first 2, and then the last if it’s blocked. This can be heavily
punished if predicted.
B+2,1
Not the best damage, but has good range, is mid and goes very low to the ground, which means
it has the added benefit of going under jabs after a certain point. Useful for ranged whiffs where
you don’t feel confident it will connect, particularly against opponents who like to fake a whiff
then high crush or jab. While you can delay the hits, it natural combos only when undelayed, so
it’s usually best not to.
B+3
A fast mid knee that combos on counterhit. Safe on block but lacks range and easily punishable
on whiff. Best used on the defensive to catch opponents who utilise high crush moves.
Punch Parry
When Jin is at a heavy but not punishable disadvantage, for example after whf, b+2,1 or 4, he
doesn’t have much option other than to predict a mixup. However if you believe that the
opponents will try to jab or df+1 you to keep you in check, the punch parry will catch them.
Beware however as this is death on whiff.
Uf+4
One of the weaker hopkicks in the game due to it’s poor range, this is still a great option to take
if the opponent goes for a predictable low or crouchjab. Fortunately in T7 it’s back to regular
launching status. As with all hopkicks it is punishable on block.
Uf+3
Jin’s safe low crush option, but only combos on counterhit. It has surprisingly decent range.
1+2
One of the fastest mids in the game, does a healthy chunk of damage and blows the opponent
away. Useful in matchups against opponents who like to duck in, but punishable on block.
3,1,4
Not really a staple of Jin’s repertoire since it’s slower than his other high strings and super
linear, but can be useful when used sparingly. The string always ends in a low, which will catch
beginner players by surprise. Against players who know better, don’t complete the string and
instead test their reactions with df+1,4. The delay at the end will also make them hesitant to
press buttons, since it leads to a combo on ch, so you may be able to connect with another low
during their moment of confusion.
Throws
With strong command throws for left , right and both punches, Jin can continually mix up his
throws. They all have strong oki afterwards (more detail needed). Against an opponent who
can’t break them, these should be used liberally.
Jin 1+2 throw when teched switches sides with opponent, used to escape when your back is
against the wall, either they take the throw or they get cornered, the choice is theirs.
Jin can access his CDS stance by pressing forward from the following moves.
1,3~f
Df+3,3,f~ (not recommended unless confirmed on hit)
B+3,f~
Bf+2,3,f~ (not recommended unless confirmed on hit)
F+4,f~
WS+1,2 f~
1,2 is your main pressure tool from CDS. 1 is a mid attack with a heavily delayable mid follow
up. These are natural hit if there is no delay, and on counter hit there is enough time to hit
confirm. The 2nd hit is punishable on block. You can perform the first hit, and then sneak in a
low for fear of the delayed 2nd hit.
2 goes into a punch with an inbuilt sidestep to the right. Unfortunately this only reliably evades
standing jabs and moves with poor tracking to the right, such df+2 and hopkicks. It is punishable
on block.
3 is a new safe tracking S! Mid. The startup is quite slow, mainly used only in combos and at the
wall.
4 goes into a low sweep that will go under highs, certain mids and grants Jin a free ff+4 or 3~4.
If performed after SSR you can also pick up the opponent with ws+4 for a combo. Beware
however that this is slow enough to be reactable if the opponent is watching out for it, and
massively punishable on block. Although this will often work against low level players who often
mash jab and may be caught by surprise, at a decent level of play it is a poor choice as an
offensive tool.
1+2 is a safe, tracking, launching high. While this does sound great, beware that as a high it can
be ducked and heavily punished. However as mentioned before it can be useful when used in
conjunction with wavedash.
3+4 is a flying kick that leaves Jin plus on block. Apparently his Akuma anti-fireball option, but
not very useful since the startup is a bit slow and the range isn’t great. Generally only used in
combos.
Jin can manually enter CDS in 2 ways. B+1 is a retreating option that can be canceled into
crouch dash with df. Some fancy Jin players like to do a little dance to intimidate the opponent
by continually cancelling b+1 into df. It also constitutes one forward input, so Jin can also press
f+2 or ff+3 at any time to do his ff+2 and running 3 for example.
D+1+2 is the more offensive manual entry as it advances Jin forward and can be used to extend
the range of his stance moves. It also goes under jabs, but isn’t as evasive as B+1
As an offensive tool CDS is not the most intimidating stance in the game due to the transitions
into it being at disadvantage on block, and the only low is seeable and punishable, but it can be
useful when used sparingly to catch opponent’s off their guard.
However when used in conjunction with b+1’s evasiveness it It is also quite powerful at the wall,
with CDS 1,2 in particular being very scary to deal with.
MA is arguably best used as a defense stance, since b+1 goes under all highs. So it is a great
option to use damaging whiff punishers like 1+2. A higher risk but even more evasive option is
B+1, 4, which will continue to slip under jab strings and even some mids.
Wall game
Jin has a powerful set of highs and mids to pressure with at the wall.
EWHF: at +5, this is already threatening enough at mid range, but with no push back, and
backdash no longer an option, this move becomes even more intimidating. Refer to the
Wavedash Mixups section regarding your options on block.
2,4 is a 10 frame high that wallsplats and is safe on block. This can be stepped in either
direction, but make sure the follow up is fast otherwise the 4 will interrupt your attack.
F+1+2 is a more damaging 14 frame high that also wallsplats and is safe on block. This is very
hard to step to the right, Jin’s weak side, since the second punch will often catch you.
Df+1,4 is Jin’s fastest mid wallsplat. It will also catch SSR, which is Jin’s weakside. Safe on
block but can be ducked.
B+4 is another safe on block mid option. It’s a little slower than df+1,4 but has better range. It
can be stepped to the right, but cannot be stepped after ewhf on block or db+4 on hit.
D+1: Another safe mid. This is slow but goes under jabs, not immediately though, so along with
df+1,4 a good option if you think the opponent will jab after a blocked ewhf. It is very linear
though.
Db+4 can be used to continually apply pressure on the opponent. Only steppable to the right by
characters with better than average sidestep, such as Lili or Alisa.
4 is your tracking option. If you feel the opponent will step in either direction, use this.
B+1~f+2: A very powerful tool to use at the wall since it is now completely safe on block and has
huge range. Beware opponents who try to sidestep right however.
B+1, 1,2: A hit confirmable, damaging, wall splatting mid-mid string from a stance that high
crushes, so this is a very scary option. Easily steppable to the left, which opponents shouldn’t
really do against Jin, but can be sidewalked right. This is uninterruptible if the 2nd hit isn’t
delayed, but is unsafe on block, so make sure you confirm. The 2nd hit, if delayed, can be
stepped to the right, which generally only higher level opponents will try. In which case df+1,4 or
4 will catch them.
B+1, 3: Another strong mid wall-splatting option. This is slower than the previous CDS option,
but is safe on block and fully tracks in both directions.
2, d/b+2,2,3 recommended since it’s the most damaging and gives you the most time to set up
okizeme
1,2,3 to a guaranteed d+4. Slightly easier to land than the first combo. Does 1 point less
damage. Slightly less time to set up okizeme.
Backdash d+3+4 to resplat, d/b+2,2,3. Slightly more damaging (1 point). Quite inconsistent
unless you’re directly flush against a wall, so it’s just not worth it.
After a wallsplat ff+4 or B+1, f+4 is a good option to continue mid pressure and also catches
opponents who stay on the floor, tech rolls to both sides and if performed immediately after the
db+223 will also beat quick spring. If the opponent stays on the floor and does a get up kick
however it will beat this out. In which case just block and punish.
F3:3 (3): Another slow mid which is +6 on block, meaning DF+1, or 4 can stuff rage art attempts,
though if the opponent techs to the right this will miss. As with ff+4, if you do this immediately
after the wall combo, a get up kick it will beat this out. This also doesn’t hit grounded, but you
can use this to your advantage. If the opponent stays on the floor and tries to wait this out to hit
you with a get up kick, you can simply complete the string, and get an easy wall splat. Be wary
though the extension is -14 on block.
Punishment
Jin has some of the best block punishment tools in the game from both standing and crouching.
Standing
Jin’s 10 frame punishers are particularly strong. His 2,4 is damaging and leads to a knockdown
or wall splat, while his 2,1 gives you +6 on hit which is huge. Unfortunately Jin has something of
a T-Rex arm problem with his strings stemming from 2. Basically the range is very short, so
sometimes you might miss completely
In which case you should go for his jab strings stemming from 1. 1,2 is his generic string, and on
hit the 3 extensions can’t be jabbed or sidestepped anymore.
1,3 is an interesting string in that you have two options by either holding forward or back.
Forward takes him into CDS stance, and even on hit most of his options can be jabbed out, in
which case yeah you could go for CDS 2 or the riskier CDS 4, but as mentioned before CDS
isn’t the best offensive stance so I don’t really recommend this transition.
1,3~B however is a decent option against players who tend to throw out big panic moves or if
you just want to create space. After hitting the opponent with this string, do a backdash while
looking for any big whiffs, in which case just launch punish.
Jin doesn’t have anything for -11, but at -12 he has 1+2, which is only 1 point less damaging
than 2,4, has even worse range and is unsafe on block in case you mess up so I don’t really
recommend it other than for moves which recover crouching. For long range -12 punishment
use f+3.
-13: df+1,4 / 4 / RA
At -13 Jin can punish with df+1, 4, standing 4, and if he has rage his Rage Art.
Again if you’re in range you might just want to stick to 2,4, but df+1,4 and standing 4 both lead
to the new spin state animation, which gives Jin a huge amount of frame advantage, +10 and
+16 respectively although there are no guaranteed follow ups since the opponent can still block.
At +16 you have so much advantage with standing 4 that even if you throw out f+4 afterwards
and the opponent is mashing jab, they won’t get CH because the jab doesn’t even have enough
time to start up. In which case just ch fish with db+4. Having said that, the majority of players
won’t be pressing buttons after the spin state, so it’s a good time to go in for a crouchdash
mixup.
At -14 Jin can launch with EWHF, but the execution is insanely difficult, especially in a real
match.
F+1+2 is an underrated punishment tool, it’s damaging, leads to a kd or splat, and has decent
range.
Df+3,3 leaves Jin at a massive +8 right in the opponent’s face. As with 1,3 you can choose to
hop back or transition to CDS, but it’s recommended you go in and take advantage of those plus
frames. The CDS transition is quite useful here since the hit confirmable, highly delayable mid
mid 1,2 string cannot be stepped or jabbed after df+3,3 hit, so it’s good way to apply pressure.
You can also punish with 3,1 but it’s kind of pointless.
At -15 Jin can launch with d+3+4, which is his most damaging option. It is very unsafe though,
so if you’re not confident in your punish try uf+4, which is still punishable but at least it’s not
launch punishable. For long range punishes, go for b+2,1.
At -16 Jin can also punish long range with f+4. After a transition to CDS, 1, 2 again can’t be
interrupted or stepped here.
Crouching
-11: ws+4
At -11 crouching Jin just has your generic ws+4, so nothing special here.
-13: ws+1,2
At -13 he get access to ws+1,2 which does a decent bit of damage, leaves the opponent in
crouching and can also transition to CDS. Unfortunately most options can be beat out if the
opponent is mashing on ws+4, in which case just SS and launch punish with EWHF. You’re now
free to pressure with CDS 1,2.
-14: ws+2
At -14 Jin’s ws+2 is one of the best crouching punishment tools in the game. Fast, has a reliable
hitbox and leads to more damaging combos than usual. This can really turn the tide in Jin’s
favour in certain matchups.
-25: uf,n+4
For when you block hugely unsafe sweeps, Jin’s most damaging launcher is generic jumping 4.
Combos
Screw moves:
4
Df+1,4
1,2,4
MA 3
Staple combos
Ewhf:
Hard: d+1+2, 3+4, b+3, B+3~f MA 1,2
Easy: cd+2, b+2,1, db+2,2,3
F+4~f
Easy: 3 S! dash b+3, B+3~f MA 1,2
Medium: df~b, B+3~f MA 1, 4 S! Dash B+3~f MA 1,2
Hard: WS2, UFn4 B3 f MA, 1, 4 S! Dash B+3~f MA 1,2 (doesn’t work on King)
medium: WS2, ewhf, 4 S! Dash b+3, B+3~f MA 1,2
Easy: B+3, b+3~f MA 1, 4 S! Dash B+3~f MA 1,2
1,2,3 d+4
WS4 1+2 (If the opponent is too low down for right jab into DB+2,2,3)
Resplat, any wall splatting move, back dash twice, 1+2, any wall combo listed above.
Rage
Rage art: b+1+2: high and safe on block, but just duck on activation to launch punish. At i13 one
of the fastest rage arts in the game. Can block punish moves like hopkick.
Rage drive: cd+1+2, (3), (1): Turns Jin’s whf into a jailing high mid string. The second hit comes
out quite slowly though, so the whf can still be ducked and launched, or SSR. This considerably
buffs Jin’s combo damage, giving him close to half life combos even without walls. On block the
first 2 hits are safe, but leave Jin at a heavy disadvantage. He can try to interrupt retaliation by
finishing the string, in which case SSL and launch punish.
Overall with Rage Jin’s block punishment and combo damage go way up, so what you
effectively have, is a mini kazuya, with incredible pokes right at the end of the round. This
means that even when the chips are down with Jin, he is an even bigger threat than before.
Round-Up
As one of the most flexible characters in the game, Jin has strong tools in nearly every area.
His wavedash grants him excellent mobility, allowing him to quickly dart in. EWHF is an all in
one incredible whiff punisher, keep out tool and pressure tool from wavedash, supplemented
with mids like ff+3, ff+2 and a comboing low in CD4, meaning he has a scary mixup game on
par with Mishimas.
At close range Jin can also apply pressure with his excellent poking tools, such as 2,1 / df+1,4 /
uf+2, d+4 and db+4.
Perhaps his greatest strength though is in controlling the mid range. F+4 is one of the best
moves in the game, boasting both range and speed, as well as being mid, safe on block and
comboing on counter hit.
Jin’s punishment is also amongst the best in the game. His 2,4 is one of the most damaging 10
frame punishers, however it does have range issues. His ws+2 is undisputedly the best 14
frame punish from crouch.
On top of all this he can be hard to pressure due to his parry and evasive moves, such as his
options from CDS.
Jin has a few weaknesses however. Being a jack of all trades means being the master of none.
There’s nothing he does that another character can’t in some way do better.
His range issue with 2,4 also extends to his 2,1, which is one of his primary poking tools,
meaning his pressure can often whiff at close range which is very dangerous.
Jin is also weak to sidestep right, however to counter this he has some of the best homing
moves in the game with CD3 and standing 4, which are both fast, safe on block and combo on
counter hit.
Pros
- Great mobility with wavedash allowing him to quickly dart in
- Strong mixups and poking game
- Excellent mid range space control
- Some of the best punishment tools in the game
- Can be hard to pressure offensively due to his parry and evasive moves
- One of the best homing moves in the game
- Very flexible character
Cons
- Doesn’t specialise in any one area
- Many of his key moves can be stepped to the right, however he has good options to
discourage this
- Lacks range on some of his punishment, particularly his strings starting with 2, which can
can also result in whiffs while he tries to pressure the opponent
Jin is a hybrid character design, who mixes a simple poking style, with many safe and easy to
use long range mids, and a more technical Mishima style based on his wavedash mixup.
As far as technical requirements go, since Jin’s whf launches on normal hit only from the just
frame electric version, it’s essential that you practice this along with a smooth and fluid
wavedash. Some of his stance cancels and combo conversions can be quite tricky. Also,
maximising his punishment and parry opportunities requires a lot of knowledge and experience.
Jin is well described as easy to pick up, but hard to master, with a high skill ceiling to make the
most of him.
Anti Strats
1. Sidestep Right
A lot of Jin’s best moves like can be stepped to the right and punished. These include ewhf, f+4,
ff+3 and ff+2. Be careful for the wavedash timing mixups however, and CD3, which is one of the
best homing moves in the game, being fast, safe, mid and comboing on counterhit. Jin’s df+1,4
can also be used to stop sidestep right, however if he is too reliant on this, bait it out by blocking
the df+1, then ducking the 4 for a launch.
This is where Jin excels. Instead try to either suffocate him at range 0 or make him come to you,
depending on which character you play. Steve will rush, Bryan will turtle.
A lot of Jin’s best options from a wavedash mixup can be easily counterhit with a fast high like
magic 4. He does have solutions to this, but it means he has to sacrifice pressure.
Jin can apply a more airtight poking game, but this also has holes. His 2,1 string which is his
main 10 frame pressure tool, has severe range issues. Also his standing lows leave him wide
open to ch. The exceptions are d+4 which only does chip damage and leaves him negative on
hit, and CDS 4, which is highly telegraphed since it comes from a stance, is quite slow, and also
massively punishable on block. If you notice Jin is often db+4ing or cd+4ing you, be more liberal
with a fast ch interruptor.
4. Punish CDS
CDS is not really an offensive stance, and a Jin that recklessly cancels into it should be
punished. His main tool to enter it his f+4. On block a simple df+1 will beat every single option
he has. On hit Jin is at a big advantage so don’t press buttons or randomly duck as has a
powerful hit confirmable mid string in CDS 1, 2. However his only low from CDS is 25 frames, so
if you’re looking out for this you can block it on reaction, and punish heavily.
1,3,2,1,4
An annoying string since it goes on for so long. Parry the low at the end or block punish at -13.
2,1, 4~4
1,d+3,4
The 1st low can be a sneaky round ender, 2nd should be blocked and punished.
3,1,4
Df+1,4
Df+1, 4~4
SW in either direction or interrupt. Beware that both options will be caught if Jin just does
undelayed df+1,4.
Bf+2,1
Another mid high string that can be ducked. Beware the 2 at the end of the string if undelayed,
though you can still interrupt if you’re fast enough. This string can be covered by b,f+2,3 which
is mid, mid, but -12 on block.
B,f+2,1 (delayed) 2
Rage drive
If Jin tries to finish the string, sidestep left and launch with a mid, not high, otherwise your
launcher may whiff on the last hit of the string. Beware that a better Jin player will usually cancel
this on block to a CD mixup, which you can’t step.
Unsafe Moves
Whf: -10
Db+2: -10
B+2: -11
WS+2: -12
B,f+2,3: -12
d/b+3: -12~
d/f+1+2:-12
Db+22: -12
1,d+3: -12
uf+4: -13
CD1: -13
D+4: -13
d/b+4: -13
Opponent down d+2: -13
1,3,2,1,4: -13
1,d+3,4: -13
3, 1, 4: -13
CDS 1, 2: -14
1+2: -14
1, 3~3d/f+3: -14
d+3, 3: -15
D+3+4: -19
CDS4: -26
CD4: -31
2, 1, 4~4: -31
4~3: Free low poke