Jin — character information
Every Jin move in Tekken 8: 53 rows, 5 lows, 5 throws, 4 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.
On the numbers, Jin is fast and plus (3.8% of the movelist is plus on block at i15 or faster). Everything else about them sits inside the roster's normal range.
Neutral throws510th of 41
Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.
Jin: 5 throws from neutral — 10th of 41. The roster median is 4.
Plus on block11.5%16th of 41
How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.
Jin: 11.5% of the movelist is plus on block — 16th of 41. The roster median is 11%.
Lows13.8%20th of 41
How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.
Jin: 13.8% of the movelist is lows — 20th of 41. The roster median is 13.8%.
CH launchers1125th of 41
Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.
Jin: 11 moves launch on counter hit — 25th of 41. The roster median is 12.
Stances216th of 41
Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.
Jin: 2 stances: DVS, ZEN — 16th of 41. The roster median is 2.
Homing137th of 41
Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.
Jin: 1 homing strike — 37th of 41. The roster median is 3.
Wall / balcony26.9%10th of 41
How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.
Jin: 26.9% of the movelist carries a balcony break or wall crush — 10th of 41. The roster median is 24.8%.
Floor breakers031st of 41
Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.
Jin: 0 strikes break the floor — 31st of 41. The roster median is 2.
Side switches126th of 41
Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.
Jin: 1 move switch sides on hit — 26th of 41. The roster median is 2.
Chip damage19.2%8th of 41
How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.
Jin: 19.2% do chip damage on block — 8th of 41. The roster median is 14.5%.
Power crushes44th of 41
Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.
Jin: 4 power crushes — 4th of 41. The roster median is 3.
Fast mids38th of 41
Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.
Jin: 3 mids at i13 or faster — 8th of 41. The roster median is 2.
Parries / sabaki215th of 41
Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.
Jin: 2 parries or sabaki — 15th of 41. The roster median is 2.
Launchable lows33.3%28th of 41
How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.
Jin: 33.3% of their lows are -15 or worse — 28th of 41. The roster median is 37.5%.
Launchable mids/highs10.6%23rd of 41
How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.
Jin: 10.6% of their highs and mids are -15 or worse — 23rd of 41. The roster median is 10.9%.
Turn-keeping pokes29.7%33rd of 41
How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.
Jin: 29.7% of their pokes stay plus on hit and safe on block — 33rd of 41. The roster median is 35.5%.
Duckable highs22.3%17th of 41
How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.
Jin: 22.3% of the movelist is highs — 17th of 41. The roster median is 21.3%.
Low crushes13.1%20th of 41
How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.
Jin: 13.1% of the movelist jumps over lows — 20th of 41. The roster median is 12.8%.
High crushes6.2%35th of 41
How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.
Jin: 6.2% of the movelist ducks under highs — 35th of 41. The roster median is 9.7%.
Safe evasions40.9%29th of 41
How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.
Jin: 40.9% of their evasive moves are still safe when blocked — 29th of 41. The roster median is 45.5%.
Fast plus on block3.8%4th of 41
Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.
Jin: 3.8% of the movelist is plus on block at i15 or faster — 4th of 41. The roster median is 2%.
Safe poke damage14.111th of 41
What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.
Jin: their average safe poke does 14.1 damage — 11th of 41. The roster median is 13.2.
Follow-ups per move0.7117th of 41
Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.
Jin: 0.71 follow-ups per standalone move — 17th of 41. The roster median is 0.61.
Shading shows where Jin sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Jin reaches it on 1 of 23.
Your back to the wall
26.9% of their moves carry wall or balcony properties, a little above the roster middle.
Their back to the wall
1 move switches sides on hit, below the roster middle, so they have an out but not a reliable one.
Centre stage
1 homing strike, among the lowest on the roster — but every one of them is a high. Jin is not hard to step so much as hard to duck: crouching beats most of what punishes a sidestep.
On a breakable floor
Only the grab. No strike of Jin's breaks the floor, but 1 throw does — so on these stages the floor is a reason to respect the throw, not the buttons.
Plus on block
Plus you cannot ignore
Fastest mids
Lows, safest first
Special lows
Panic buttons
Launches on counter-hit
Homing
Parries and sabaki
Free launches for you
| You are | Standing punish | Damage | From crouch | Damage |
|---|---|---|---|---|
| −10 or worse | 1,2,4 | 43 launches | — | |
| −12 or worse | 1,2,4 | 43 launches | ws4,4 | 28 |
| −13 or worse | 1,2,4 | 43 launches | ws1,3,2,1,4,2 | 37 |
| −15 or worse | 1,2,4 | 43 launches | ws2 | 14 launches |
Fuzzy guard candidates
Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.
Documented gaps you can hit
Do not try to duck these
Steps out of a string, in wavu’s words
Jailing is unrecorded on 87% of Jin’s string continuations, so a string missing from the last list was probably never checked.
The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Jin there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.
DVS — 6 moves out of it
ZEN — 9 moves out of it
2 of 2 stances in Jin’s movelist have a documented way in.
Jin has 5 throws that can start from neutral.
Default break: 1. It covers 3 of 5 breakable throws (60%).
What 1 does not cover, most damaging first:
df+2+4Shun Ren Dan — breaks with 2, 40 damageuf+1+2Tidal Wave — breaks with 1+2, 40 damage
From a stance:
- ZEN — df+2+4. Every throw documented from here breaks with 2.
| Throw | Name | Break | Damage | Leaves you | Likely used |
|---|---|---|---|---|---|
1+3 | Double Face Kick | 1 or 2 | 35 | — | Against sidestepping |
2+4 | Over the Shoulder Reverse | 1 or 2 | 35 | — | Against sidesteppingTo escape a corner |
df+2+4from ZEN | Shun Ren Dan | 2 | 40 | — | — |
qcb+1+3 | Complicated Wire | 1 | 40 | FUFA | — |
uf+1+2 | Tidal Wave | 1+2 | 40 | — | On a breakable floor |
Five questions from the vetted quiz corpus, scoped to this character.
What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.
Filters · 138 moves
138 moves
Search any column from its heading.
| Details | Properties | ||||||||
|---|---|---|---|---|---|---|---|---|---|
1 | Jab | High | 10 | +1 | +8 | — | 5 | — | |
1,2 | Left Right Combo | High | i10 rel | -3 | +6 | — | ,12 | — | |
1,2,1 | Left Right > Black Wing Rondo | Mid | i20~22 rel | -16 | +31a (+21) | — | ,20 | ||
1,2,3 | Left Right > Axe Kick | Mid | i24~26 rel | +0 | +31d | — | ,20 | ||
1,2,4 | Left Right > Spinning Hook Kick | High | i20~22 rel | -4 | +23a (+14) | — | ,26 | ||
1,3 | Left Jab > Single Low | Low | i16~17 rel | -12 | -1 | — | ,9 | — | |
1,3,4 | Left Jab > Double Low | Low | i23 rel | -13 | +3 | +29a | ,17 | — | |
1+2 | Median Line Destruction | Mid ⋯ | 13 | -14 HD | +12a (+3) | — | 4,4,16 | ||
1+2+3+4 | Ki Charge | — | — | — | — | — | — | — | |
1+3 | Double Face Kick | Throw | 12 | +0 | +2d | — | 35 | ||
1+3+4 | State of Zanshin, Mental Alertness | — | — | — | — | — | — | — | |
2 | Right Jab | High | 10 | +0 | +9 | — | 9 | — | |
2,1 | Double Thrust | Mid | i16~17 rel | -3 | +6 | — | ,9 | — | |
2,1,4 | Double Thrust > Roundhouse | Mid | i18~20 rel | -10 | +3 | +16a (+7) | ,18 | ||
2,1,4~4 | Double Thrust > Low Trick Kick | Low | i20~21 rel | -12 | +16a | — | ,20 | — | |
2,4 | Switchblade | High | i24~27 rel | -13 | +7 | — | ,20 | ||
2+3 | Heat Burst | Mid | 16 | +1 | +2c | — | [12;12] | ||
2+4 | Over the Shoulder Reverse | Throw | 12 | -3 | +0d | — | 35 | ||
3 | — | High | 14 | -7 | +4 | — | 17 | — | |
3,1 | — | High | i20 rel | -1 | +7 | — | ,7 | — | |
3,1,4 | Kishin Rekko | Low | i18 rel | -13 | +3 | +29a | ,18 | — | |
4 | High Right Roundhouse | High | 13~14 | -9 | +10g | +13c | 15 | ||
4~3 | Spinning Flare Kick | Mid | 24~34 | -11~-2 | +2a~+12a | — | 27 | ||
b,f+2 | — | Mid | 15 | -7 | +4 | — | 15 | — | |
b,f+2,1 | — | High | i21 rel | -5 | +6 | +9 | ,14 | — | |
b,f+2,1,2 | Evil Intent | Mid | i19~20 rel | -5 | +18a (+9) | +50a (+3) | ,20 | ||
b,f+2,1,df+2 | Geyser | Mid | i28~29 rel | -14 | +37a (+27) | — | ,22 | ||
b,f+2,3 | Keito | Mid | i25 rel | -9 | +6 | +59a | ,17 | — | |
b+1 | — | High | 12 | -9 | +2 | — | 11 | — | |
b+1,2 | Shun Maten | High | i22~24 rel | -10 | +32a (+17) | — | ,20 | ||
b+1+2 | Suigetsu Strike | Mid | 23~24 | -12 | +6 | — | 20 | ||
b+1+3 | Parry | — | — | — | — | — | — | ||
b+2 | — | Mid | 15~16 | -11 | +0 | — | 12 | — | |
b+2,1 | Shun Masatsu | Mid | i14~15 rel | -9 | +2 | — | ,10 | — | |
b+3 | Left Knee | Mid | 16 | -6 | +5 | — | 17 | ||
b+3,2 | Left Knee > Right Thrust | Mid | i19~20 rel | -9 | +9g +21w | — | ,20 | ||
b+3+4 | Zanshin, Crouching Demon Stance (CDS), Mental Alertness (2) | — | — | — | — | — | — | ||
b+4 | Spinning Sidekick | Mid | 17~18 | -7 | +15a | — | 21 | ||
Back throw | Pivoting Hip Throw | Throw | — | — | +1d | — | 50 | — | |
CD.df#1 | Electric Thrusting Uppercut | Mid | 16 | -13 | +36a (+26) | — | 22 | ||
CD.df#2 | Electric Wind Hook Fist | High | 11 | 5~+6 | +76a (+60) | — | 25 | ||
CD.df+1 | Thrusting Uppercut | Mid | 16 | -13 | +32a (+22) | — | 20 | ||
CD.df+2 | Wind Hook Fist | High | 11~12 | -10 | +74a (+58) | — | 20 | ||
CD.DF+4 | — | Low | 20 | -31 | +8c | — | 12 | — | |
CD.DF+4,2 | Depraved Savagery | Mid | i31~i32 rel | -16 | +21a | — | ,28 | ||
d+1 | Corpse Thrust > Black Wing Flash | Mid ⋯ | 21 | -13 | +0d | — | 21,10 | ||
d+2 | Scourge | Low | 22~23 | -14 | +4c | +25d | 22 | ||
d+3 | — | Low | 15~16 | -14 | -3 | — | 7 | — | |
d+3,4 | — | High | i20~21 rel | -11 | -3 | — | ,10 | — | |
d+3,4,3 | Kazama Style Three-Quarter Kick | Mid | i24~25 rel | -12 | +31d (+23) | — | ,21 | ||
d+3,4~4 | Knee Popper > Mid Sidekick | Mid | i20 rel | -12 | +10a (+1) | — | ,24 | ||
d+3+4 | Double Lift Kick | Mid ⋯ | 15 | -19 | +32a (+22) | — | 5,15 | ||
d+4 | Right Sweep | Low | 16~17 | -12 | -1 | — | 11 | ||
db+1 | Crouch Jab | Low sl | 10 | -5 | +6 | — | 5 | ||
db+1+2 | Power Stance | Mid | 19~34 | -11 to +4 | +17g~+32g | — | 0 | ||
db+2 | — | Mid | 16 | -10 | -4 | — | 12 | — | |
db+2,2 | — | High | i8 rel | -12 | -7 | +43a | ,11 | — | |
db+2,2,3 | Savage Sword | Mid | i35~i36 rel | -9 | +20a | — | ,21 | — | |
db+2,3 | Punch > Cascade Kick | Mid | i27~i29 rel | -8 | +7a | — | ,23 | ||
db+3 | Left Spinning Back Kick | High | 19 | -10~-8 | +17a | — | 28 | ||
db+4 | Right Low Roundhouse | Low | 20~21 | -13 | +3 | +13g | 18 | — | |
df+1 | Mid Left Punch | Mid | 13~14 | -3 | +4 | +6 | 10 | — | |
df+1,4 | Mid Left Punch > High Roundhouse Kick | High | i18~21 rel | -9 | +10g | +17a (+8) | ,18 | ||
df+1,4~4 | Mid Left Punch > Mid Sidekick | Mid | i20 rel | -12 | +10a (+1) | — | ,24 | ||
df+2 | Fiendish Rend | Mid | 16~17 | -9 | +6 | — | 12 | ||
df+2,4 | Fiendish Talon Rend | Mid | i26~27 rel | -12 | +9 | — | ,19 | ||
df+2,H.1+2 | Awakened Fiendish Claw | Mid | i24~25 rel | +2 | +30a (+4) | — | ,25 | ||
df+2+4 | Shun Ren Dan | Throw | 12 | -2 | -4d | — | 40 | ||
df+3 | Left Roundhouse | Mid | 12 | -8 | +3 | — | 16 | — | |
df+3~3 | Brazilian Kick | Mid | 23 | +6 | +13c | — | 20 | ||
df+4 | Right Spinning Axe Kick | Mid | 20 | +0 | +8c | — | 22 | ||
DVS.1 | Awakened Thunder God Fist | Mid | 20~22 | -9 | +36d | — | 25 | ||
DVS.2 | Awakened Wind God Fist | Mid sm | 11~12 | +4 | +38a (+28) | — | 23 | ||
DVS.3 | Awakened Demon's Hoof | Mid | 26~28 | +2 | +22a | — | 25 | ||
DVS.4 | — | Low | 16 | -12 | -2c | — | 10 | ||
DVS.4,4 | Awakened Spinning Demon | Mid | i25~26 rel | -14 | +3c | — | ,25 | ||
DVS.DF+3 | Awakened Demon's Tail | Low | 33~34 | -23 | -2a | — | 24 | ||
f,f,F+3 | Leaping Side Kick | Mid | 22 | +6 | +13a~+14a (+3~+4) | — | 30 | ||
f,F+2 | Demon's Paw | Mid | 14~15 | -8 | +15a (+6) | — | 22 | ||
f,F+3 | Left Axe Kick | Mid | 23 | -4 | +24a | — | 20 | ||
f,F+3,1 | Left Axe Kick > Left Jab | High | i15 rel | +1 | +7 | — | ,5 | — | |
f,F+4 | Battery Sidekick | Mid | 17 | -7 | +22a (+12) | — | 32 | ||
f,n,d,df | Crouch Dash, Breaking Step | — | — | — | — | — | — | — | |
f,n,d,df,UF | — | — | — rel | — | — | — | — | ||
f+1+2 | Double Chamber Punch | High ⋯ | 14 | -6 | +21a (+11) | — | 14,24 | ||
f+3 | Left Sidekick | Mid | 14 | -16 | -5 | — | 12 | — | |
f+3,1 | Tanden Nidan-uchi | Mid | i22 rel | -12 HD | +4 | — | ,17 | ||
f+3,3 | Left Sidekick > Stinger | High | i20 rel | -8 | +8 | — | ,14 | — | |
f+3+4 | Zenshin | — | — | — | — | — | — | ||
f+4 | Front Thrust Kick | Mid | 16 | -8 | +4 | +42a | 21 | — | |
FC.df+4 | Right Sweep (2) | Low | 21 | -26 | +2c | +69a (+53) | 20 | ||
H.2+3 | Hellfire Trespass Slayer | Mid | 15~16 | +3 | +0d | — | 57 | ||
H.2+3,4 | Hellfire Darkside Slayer | Mid | 15~16 | +9 | +32a (-4) | — | 50 | ||
H.db+1+2 | Awakened Power Stance | Mid | 19~34 | +4 | +23g~+38g | — | 0 | ||
H.f,F+1+2 | Awakened Black Wing | Mid | 21~23 | +5 | +24cg | — | 20 | ||
Left throw | Shoulder Flip | Throw | — | -3 | +0 | — | 43 | — | |
OTG.d+1+2 | Black Out | Low | 19~20 | -13 | -2 (-10) | — | 24 | ||
qcb+1+3 | Complicated Wire | Throw | 12 | -2 | 0 | — | 40 | ||
R.df+1+2 | Polar Demon Gouge | Mid | 20 | -18 | +0d | — | 55+ | ||
Right throw | Over the Limit | Throw | — | -3 | +0d | — | 40 | — | |
ub+1+2 | Avenger, Konshin Seikenzuki | Mid | 75 | — | +9a (+0) | — | 50 | ||
ub+2 | — | High | 16~17 | -5 | +4 | — | 12 | — | |
ub+2,3 | — | Low | — rel | -21 | -10 | — | ,7 | — | |
ub+2,3,3 | — | Mid | — rel | -27 | -12 | — | ,7 | — | |
ub+2,3,3,3 | — | High | — rel | -20 | -14 | — | ,10 | — | |
ub+2,3,3,3,2 | — | Mid | — rel | -19 | -8 | — | ,8 | — | |
ub+2,3,3,3,2,1 | — | Mid | — rel | -20 | -9 | — | ,8 | — | |
ub+2,3,3,3,2,1,2 | — | Mid | — rel | -10 | +1 | — | ,8 | — | |
ub+2,3,3,3,2,1,2,3 | — | High | — rel | -8 | -13 | — | ,10 | — | |
ub+2,3,3,3,2,1,2,3,4 | — | Low | — rel | -23 | +18d | — | ,18 | — | |
ub+2,3,3,3,2,1,2,3,4,2 | — | High | — rel | -14 | +12a (+3) | — | ,25 | — | |
ub+4 | — | Mid | 15~17 | -13 | +19a (+9) | +33a (+23a) | 15 | ||
uf,n,4 | Delayed Rising Toe Kick | Mid | 23 | -13 | +32a (+22a) | — | 20 | ||
uf+1+2 | Tidal Wave | Throw | 12 | +0 | +0d | — | 40 | ||
uf+2 | Evading Middle Strike | Mid | 15 | -10~-9 | +6~+7 | +19a (+10) | 18 | — | |
uf+3 | Left Spinning Jump Kick | Mid | 22~23 | -9 | +6 | +59a | 17 | ||
uf+4 | Front Jump Kick | Mid | 15~17 | -13 | +33a (+23a) | — | 13 | ||
ws1 | — | Mid | 13 | -6 | +5 | — | 7 | — | |
ws1,2 | Twin Lancer | Mid | i19~20 rel | -8 | +3c | — | ,19 | ||
ws1,3 | — | High | i14 rel | -6 | +4 | — | ,8 | — | |
ws1,3,2 | — | Mid | i18 rel | -11 | -6 | — | ,4 | — | |
ws1,3,2,1 | — | Mid | i10 rel | -11 | +3 | — | ,3 | — | |
ws1,3,2,1,4 | — | Low | i20~21 rel | -31 | +8 | — | ,5 | — | |
ws1,3,2,1,4,2 | Kazama Style 6 Hit Combo Redux | Mid | i31~32 rel | -16 | -8 | — | ,10 | ||
ws1,3~3 | Solar Plexus Strike > Brazilian Kick | Mid | i23~i24 rel | +6 | +13c | — | ,20 | ||
ws2 | Crouching Uppercut | Mid | 14~15 | -12 | +39a (+29) | — | 14 | — | |
ws3 | Bamboo Splitter | Mid | 16~18 | -9 | +10g | +22a | 20 | ||
ws4 | — | Mid | 11~12 | -3 | +8 | — | 13 | — | |
ws4,4 | Double Cross Kicks | High | i19~20 rel | -7 | +4 | — | ,15 | — | |
ZEN.1 | — | Mid | 16 | -3 | +8 | — | 14 | — | |
ZEN.1,2 | Brimstone Bite | Mid | i23~24 rel | -14 | +32a (+6) | — | ,21 | ||
ZEN.1,3 | Kazama Style Leg Strike Flurry | High ⋯ | i24~25 rel | -9 | +0d | — | ,14,14 | — | |
ZEN.1+2 | Low Chop > Karmic Epicenter | Low ⋯ | 21 | -14 | +4 | — | 10,20 | ||
ZEN.2 | Fiendish Claw | High | 18 | -5 | +17a (+8) | — | 20 | ||
ZEN.3 | Halberd Heel | Mid | 17 | -9 | +10g | +22a | 20 | ||
ZEN.3+4 | Black Wing Bolt | High | 21~27 | 9~+15 g | +19a (+9) | — | 25 | ||
ZEN.4 | Corpse Crusher | Mid | 27 | 2~+8 | +17d~+23d | — | 25 | ||
ZEN.u+1 | Black Wing Rondo | Mid | 14 | -16 | +31a (+21) | — | 20 |