Jin Main Techniques Season2

Tekken8 Jin Kazama Main Techniques Season2

Here’s a beginner-friendly guide to Jin Kazama’s key moves in Tekken 8. These essential attacks are reliable, easy to use, and perfect for learning spacing, pressure, and the basics of his gameplay. A great place to start for new players!

Main Techniques Video

Main Techniques Commands

Heat activation / Heat Dash can be activated / Can approach from a distance

Command Note
ff2
Heat activation / Heat Dash can be activated / Can approach from a distance

Heat activation / Heat Dash can be activated / Few openings

Command Note
f3,1
Heat activation / Heat Dash can be activated / Few openings

Heat activation / Heat Dash can be activated / Quick attack

Command Note
1+2
Heat activation / Heat Dash can be activated / Quick attack

Combo starter / Can move first on block

Command Note
During Heat ff2,F Increased chip damage on block as effect of Heat Dash
Combo starter / Can move first on block

Recommended combo

Command Note
During Heat ff2,F[HD] → b1,2 T! → db2,2,3 Combos that use Heat Dash
Recommended combo

Heavy damage / Can move first on block

Command Note
During Heat 2+3 Heat Smash
Heavy damage / Can move first on block

Effective on opponents using Standing Block

Command Note
During Heat 2+3[Block] → during Breaking Step DF4,2 Heat Smash / Attack sequence using Breaking Step
Effective on opponents using Standing Block

Good for getting a counter hit on block

Command Note
During Heat 2+3[Block] → during Breaking Step 2 Heat Smash / Attack sequence using Breaking Step
Good for getting a counter hit on block

Effective on opponents using Standing Block

Command Note
During Heat db1+2[Block] → during Wind God Step 4,4 Effects during Heat[unique] / Attack sequence using Wind God Step
Effective on opponents using Standing Block

Good for getting a counter hit on block

Command Note
During Heat db1+2[Block] → during Wind God Step 2 Effects during Heat[unique] / Attack sequence using Wind God Step
Good for getting a counter hit on block

Combo starter / Effective on crouching opponents

Command Note
uf4 Jump Status
Combo starter / Effective on crouching opponents

Recommended combo

Command Note
uf4 → b1,2 T! → db2,2,3
Recommended combo

Combo starter / Few openings

Command Note
ff3
Combo starter / Few openings

Recommended combo

Command Note
ff3 → b3,F → during Zenshin u1 T! → db2,2,3
Recommended combo

Effective on opponents using Standing Block / Heavy damage on counter hit

Command Note
d2
Effective on opponents using Standing Block / Heavy damage on counter hit

Effective on opponents using a high or mid attack

Command Note
d1
Effective on opponents using a high or mid attack

Effective on opponents using sidestep

Command Note
4
Effective on opponents using sidestep

Effective on opponents using a high or mid attack after blocking

Command Note
f4,F[Block] → during Zenshin 2 Attack sequence using Zenshin
Effective on opponents using a high or mid attack after blocking

Effective on opponents using Standing Block / Can move first on block

Command Note
f4,F[Block] → during Zenshin 3+4 Attack sequence using Zenshin
Effective on opponents using Standing Block / Can move first on block

Effective on crouching opponents after blocking

Command Note
f4,F[Block] → during Zenshin 1,2 Attack sequence using Zenshin
Effective on crouching opponents after blocking
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