Ironfist Insights
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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.

How they play

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.

Key Jin moves

Plus on block

  • H.2+3,4Hellfire Darkside Slayersituationali15, mid, +9 on block, needs Heat
  • ZEN.4Corpse Crusherstancei27, mid, +8 on block at best
  • CD.df#2Electric Wind Hook Fistsituationali11, high, +6 on block at best
  • f,f,F+3Leaping Side Kicki22, mid, +6 on block

Plus you cannot ignore

  • DVS.2Awakened Wind God Fiststancei11, mid, +4 on block

Fastest mids

  • df+3Left Roundhousei12, mid, -8 on block
  • 1+2Median Line Destructioni13, mid, -14 on block
  • df+1Mid Left Punchi13, mid, -3 on block

Lows, safest first

  • d+4Right Sweepi16, low, -12 on block, too fast to see coming
  • DVS.4stancei16, low, -12 on block, too fast to see coming
  • 1,3Left Jab > Single Lowfrom 1 (i10), low ending a string that opens high, -12 on block
  • 2,1,4~4Double Thrust > Low Trick Kickfrom 2 (i10), low ending a string that opens high, -12 on block

Special lows

  • db+1Crouch Jabi10, special low, -5 on block, too fast to see coming

Panic buttons

  • d+1Corpse Thrust > Black Wing Flashi21, absorbs a hit, -13 on block
  • b+1+3Parryparries, block frames unpublished
  • b+1+2Suigetsu Strikei23, parries, -12 on block
  • ub+4i15, jumps lows, -13 on block

Launches on counter-hit

  • FC.df+4Right Sweep (2)situationali21, counter-hit +69a (+53)
  • uf+3Left Spinning Jump Kicki22, counter-hit +59a
  • b,f+2,3Keitofrom b,f+2 (i15), counter-hit +59a
  • b,f+2,1,2Evil Intentfrom b,f+2 (i15), counter-hit +50a (+3)

Homing

  • ZEN.2Fiendish Clawstancei18, homing, -5 on block
  • 4High Right Roundhousei13, homing, -9 on block
  • ws3Bamboo Splittersituationali16, homing, -9 on block
  • ZEN.3Halberd Heelstancei17, homing, -9 on block

Parries and sabaki

  • b+1+2Suigetsu Strikei23, Punch sabaki: balcony break and +34d (+26) on hit
  • b+1+3ParryStrong parry: parries all highs or mids except throws, unblockables and charge moves

Free launches for you

  • f+3Left Sidekicki14, -16 on block
  • ZEN.u+1Black Wing Rondostancei14, -16 on block
  • 1,2,1Left Right > Black Wing Rondofrom 1 (i10), -16 on block
  • CD.DF+4,2Depraved Savagerysituationalfrom CD.DF+4 (i20), -16 on block
What Jin punishes you with
Jin’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,2,443 launches—
−12 or worse1,2,443 launchesws4,428
−13 or worse1,2,443 launchesws1,3,2,1,4,237
−15 or worse1,2,443 launchesws214 launches
What you get to do about Jin’s strings

Fuzzy guard candidates

  • b,f+2,1high, 4f before b,f+2,3

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

  • 1,2,3interrupt with i10
  • 2,1,4~4interrupt with i16

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 2,1jails — you stay in blockstun
  • b+2,1jails — you stay in blockstun
  • db+2,2jails — you stay in blockstun
  • ws1,3jails — you stay in blockstun
  • …and 2 more

Steps out of a string, in wavu’s words

  • ZEN.1,3“Whiffs vs SSR from 1st block”

Jailing is unrecorded on 87% of Jin’s string continuations, so a string missing from the last list was probably never checked.

Getting into Jin’s stances

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

  • H.db+1+2Awakened Power Stancesituationali19~34, +4 on block
  • H.f,F+1+2Awakened Black Wingsituationali21, +5 on block

ZEN — 9 moves out of it

  • f,f,F+3Leaping Side Kicki22, +6 on block
  • FC.df+4Right Sweep (2)situationali21, -26 on block

2 of 2 stances in Jin’s movelist have a documented way in.

Throws and breaks

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+4 Shun Ren Dan — breaks with 2, 40 damage
  • uf+1+2 Tidal Wave — breaks with 1+2, 40 damage

From a stance:

  • ZEN — df+2+4. Every throw documented from here breaks with 2.
Jin neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Double Face Kick1 or 235—Against sidestepping
2+4Over the Shoulder Reverse1 or 235—Against sidesteppingTo escape a corner
df+2+4from ZENShun Ren Dan240——
qcb+1+3Complicated Wire140FUFA—
uf+1+2Tidal Wave1+240—On a breakable floor

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

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
Level
Properties

138 moves

Search any column from its heading.

Jin frame data — 138 moves
DetailsProperties
1JabHigh10+1+8—5—
1,2Left Right ComboHighi10 rel-3+6—,12—
1,2,1Left Right > Black Wing RondoMidi20~22 rel-16+31a (+21)—,20
1,2,3Left Right > Axe KickMidi24~26 rel+0+31d—,20
1,2,4Left Right > Spinning Hook KickHighi20~22 rel-4+23a (+14)—,26
1,3Left Jab > Single LowLowi16~17 rel-12-1—,9—
1,3,4Left Jab > Double LowLowi23 rel-13+3+29a,17—
1+2Median Line DestructionMid ⋯13-14 HD+12a (+3)—4,4,16
1+2+3+4Ki Charge———————
1+3Double Face KickThrow12+0+2d—35
1+3+4State of Zanshin, Mental Alertness———————
2Right JabHigh10+0+9—9—
2,1Double ThrustMidi16~17 rel-3+6—,9—
2,1,4Double Thrust > RoundhouseMidi18~20 rel-10+3+16a (+7),18
2,1,4~4Double Thrust > Low Trick KickLowi20~21 rel-12+16a—,20—
2,4SwitchbladeHighi24~27 rel-13+7—,20
2+3Heat BurstMid16+1+2c—[12;12]
2+4Over the Shoulder ReverseThrow12-3+0d—35
3—High14-7+4—17—
3,1—Highi20 rel-1+7—,7—
3,1,4Kishin RekkoLowi18 rel-13+3+29a,18—
4High Right RoundhouseHigh13~14-9+10g+13c15
4~3Spinning Flare KickMid24~34-11~-2+2a~+12a—27
b,f+2—Mid15-7+4—15—
b,f+2,1—Highi21 rel-5+6+9,14—
b,f+2,1,2Evil IntentMidi19~20 rel-5+18a (+9)+50a (+3),20
b,f+2,1,df+2GeyserMidi28~29 rel-14+37a (+27)—,22
b,f+2,3KeitoMidi25 rel-9+6+59a,17—
b+1—High12-9+2—11—
b+1,2Shun MatenHighi22~24 rel-10+32a (+17)—,20
b+1+2Suigetsu StrikeMid23~24-12+6—20
b+1+3Parry——————
b+2—Mid15~16-11+0—12—
b+2,1Shun MasatsuMidi14~15 rel-9+2—,10—
b+3Left KneeMid16-6+5—17
b+3,2Left Knee > Right ThrustMidi19~20 rel-9+9g +21w—,20
b+3+4Zanshin, Crouching Demon Stance (CDS), Mental Alertness (2)——————
b+4Spinning SidekickMid17~18-7+15a—21
Back throwPivoting Hip ThrowThrow——+1d—50—
CD.df#1Electric Thrusting UppercutMid16-13+36a (+26)—22
CD.df#2Electric Wind Hook FistHigh115~+6+76a (+60)—25
CD.df+1Thrusting UppercutMid16-13+32a (+22)—20
CD.df+2Wind Hook FistHigh11~12-10+74a (+58)—20
CD.DF+4—Low20-31+8c—12—
CD.DF+4,2Depraved SavageryMidi31~i32 rel-16+21a—,28
d+1Corpse Thrust > Black Wing FlashMid ⋯21-13+0d—21,10
d+2ScourgeLow22~23-14+4c+25d22
d+3—Low15~16-14-3—7—
d+3,4—Highi20~21 rel-11-3—,10—
d+3,4,3Kazama Style Three-Quarter KickMidi24~25 rel-12+31d (+23)—,21
d+3,4~4Knee Popper > Mid SidekickMidi20 rel-12+10a (+1)—,24
d+3+4Double Lift KickMid ⋯15-19+32a (+22)—5,15
d+4Right SweepLow16~17-12-1—11
db+1Crouch JabLow sl10-5+6—5
db+1+2Power StanceMid19~34-11 to +4+17g~+32g—0
db+2—Mid16-10-4—12—
db+2,2—Highi8 rel-12-7+43a,11—
db+2,2,3Savage SwordMidi35~i36 rel-9+20a—,21—
db+2,3Punch > Cascade KickMidi27~i29 rel-8+7a—,23
db+3Left Spinning Back KickHigh19-10~-8+17a—28
db+4Right Low RoundhouseLow20~21-13+3+13g18—
df+1Mid Left PunchMid13~14-3+4+610—
df+1,4Mid Left Punch > High Roundhouse KickHighi18~21 rel-9+10g+17a (+8),18
df+1,4~4Mid Left Punch > Mid SidekickMidi20 rel-12+10a (+1)—,24
df+2Fiendish RendMid16~17-9+6—12
df+2,4Fiendish Talon RendMidi26~27 rel-12+9—,19
df+2,H.1+2Awakened Fiendish ClawMidi24~25 rel+2+30a (+4)—,25
df+2+4Shun Ren DanThrow12-2-4d—40
df+3Left RoundhouseMid12-8+3—16—
df+3~3Brazilian KickMid23+6+13c—20
df+4Right Spinning Axe KickMid20+0+8c—22
DVS.1Awakened Thunder God FistMid20~22-9+36d—25
DVS.2Awakened Wind God FistMid sm11~12+4+38a (+28)—23
DVS.3Awakened Demon's HoofMid26~28+2+22a—25
DVS.4—Low16-12-2c—10
DVS.4,4Awakened Spinning DemonMidi25~26 rel-14+3c—,25
DVS.DF+3Awakened Demon's TailLow33~34-23-2a—24
f,f,F+3Leaping Side KickMid22+6+13a~+14a (+3~+4)—30
f,F+2Demon's PawMid14~15-8+15a (+6)—22
f,F+3Left Axe KickMid23-4+24a—20
f,F+3,1Left Axe Kick > Left JabHighi15 rel+1+7—,5—
f,F+4Battery SidekickMid17-7+22a (+12)—32
f,n,d,dfCrouch Dash, Breaking Step———————
f,n,d,df,UF——— rel————
f+1+2Double Chamber PunchHigh ⋯14-6+21a (+11)—14,24
f+3Left SidekickMid14-16-5—12—
f+3,1Tanden Nidan-uchiMidi22 rel-12 HD+4—,17
f+3,3Left Sidekick > StingerHighi20 rel-8+8—,14—
f+3+4Zenshin——————
f+4Front Thrust KickMid16-8+4+42a21—
FC.df+4Right Sweep (2)Low21-26+2c+69a (+53)20
H.2+3Hellfire Trespass SlayerMid15~16+3+0d—57
H.2+3,4Hellfire Darkside SlayerMid15~16+9+32a (-4)—50
H.db+1+2Awakened Power StanceMid19~34+4+23g~+38g—0
H.f,F+1+2Awakened Black WingMid21~23+5+24cg—20
Left throwShoulder FlipThrow—-3+0—43—
OTG.d+1+2Black OutLow19~20-13-2 (-10)—24
qcb+1+3Complicated WireThrow12-20—40
R.df+1+2Polar Demon GougeMid20-18+0d—55+
Right throwOver the LimitThrow—-3+0d—40—
ub+1+2Avenger, Konshin SeikenzukiMid75—+9a (+0)—50
ub+2—High16~17-5+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—Mid15~17-13+19a (+9)+33a (+23a)15
uf,n,4Delayed Rising Toe KickMid23-13+32a (+22a)—20
uf+1+2Tidal WaveThrow12+0+0d—40
uf+2Evading Middle StrikeMid15-10~-9+6~+7+19a (+10)18—
uf+3Left Spinning Jump KickMid22~23-9+6+59a17
uf+4Front Jump KickMid15~17-13+33a (+23a)—13
ws1—Mid13-6+5—7—
ws1,2Twin LancerMidi19~20 rel-8+3c—,19
ws1,3—Highi14 rel-6+4—,8—
ws1,3,2—Midi18 rel-11-6—,4—
ws1,3,2,1—Midi10 rel-11+3—,3—
ws1,3,2,1,4—Lowi20~21 rel-31+8—,5—
ws1,3,2,1,4,2Kazama Style 6 Hit Combo ReduxMidi31~32 rel-16-8—,10
ws1,3~3Solar Plexus Strike > Brazilian KickMidi23~i24 rel+6+13c—,20
ws2Crouching UppercutMid14~15-12+39a (+29)—14—
ws3Bamboo SplitterMid16~18-9+10g+22a20
ws4—Mid11~12-3+8—13—
ws4,4Double Cross KicksHighi19~20 rel-7+4—,15—
ZEN.1—Mid16-3+8—14—
ZEN.1,2Brimstone BiteMidi23~24 rel-14+32a (+6)—,21
ZEN.1,3Kazama Style Leg Strike FlurryHigh ⋯i24~25 rel-9+0d—,14,14—
ZEN.1+2Low Chop > Karmic EpicenterLow ⋯21-14+4—10,20
ZEN.2Fiendish ClawHigh18-5+17a (+8)—20
ZEN.3Halberd HeelMid17-9+10g+22a20
ZEN.3+4Black Wing BoltHigh21~279~+15 g+19a (+9)—25
ZEN.4Corpse CrusherMid272~+8+17d~+23d—25
ZEN.u+1Black Wing RondoMid14-16+31a (+21)—20