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Tekken 8 — Characters

Jin Kazama – Frame Data

Jin Kazama is Tekken 8's all-rounder, blending relentless offense with a deep defensive toolkit. He thrives on comeback potential through his floor-breaking Hellsweep, ZEN pressure, and enhanced heat game, but mastering his strict parry and stance transitions is key to unlocking his full potential.

150 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

ZEN Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

DVS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

OTG Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions
Fighter Profile
All-Rounder Advanced
Offense
8
Defense
9
Execution
7

Weak to: Step Right

Overview

Versatile fundamentals, one of the best parries, lows and punishment; slower backdash and big lows.

Heat System

Jin has one of the best heat smashes: H.2+3 auto-transitions into ZEN for mixups on block, and H.2+3,4 can wallsplat if used in a combo or break walls from distance. His heat-only FF1+2 unlocks all OMEN moves, while heat dashes and new tornado moves drastically extend combo wall carry.

Strengths

Poking: moves like df+1; d+4; db+4; f+4; b,f+2 and f+3 are great for controlling the pace of the game.Strong mids: f,F+2, ZEN+4, f+4, f,f,F+3, and FF1+2 in heatLots of mixups to abuseZEN moves offer insane wall pressure, high chip damage, and many mixup opportunities, with many moves transitioning into ZENCan be played very offensively without necessarily risking a lotMishima: he has EWHF with some other good option to make mindgames.Throw Game: Jin has a complete Throw game

Weaknesses & Counterplay

Movement: Backdash cancel is comparatively sluggish.Mixups: Bigger low threats could be reacted to.Execution: Optimal electric use demands technical consistency.
Game Plan
Pressure with strong mids, then mix in stance transitions and lows to open up your opponent.Take opponents to the wall and use ZEN moves for chip damage and mixups.Use your parry (b2+4 or b1+3) as a defensive answer, but respect its strict timing and limitations.In heat, use FF1+2 to access OMEN moves and spend heat dashes to maximize wall carry.Watch out for sidesteps and crouches—your neutral can be exploited, so stay unpredictable.
Stances
ZENSHIN — enter: b+3+4 — Best manual ZEN entry; it can be cancelled with f to access moves requiring double-f inputs like FF+2. It also lets you avoid highs, causing whiffs you can punish with a ZEN move.ZANSHIN — enter: F+3+4 — Manual ZEN entry that cannot be cancelled with f. It covers distance and ensures combo consistency, notably allowing another electric after an electric during the ZEN transition.