Jin was first introduced in Tekken 3 and while his fighting style still had unique features, he was mostly a representative of the usual Mishima karate. However, his identity as a mix of Mishima and Kazama styles only grew stronger over time. In Tekken 7, Jin is a relatively demanding character with a unique identity who rewards those who put in the time to learn.
To help you learn the character, we got the help of a seasoned Tekken player, DevilKazuya, don't let the name deceive you cause his Jin is more than good enough!
JIN KAZAMA guide by [ DevilKazuya ] | Tekken 7 | DashFight
Tap Notation
Hold Notation
Tekken Move
Playstation
Xbox
f
F
Forward
d/f
D/F
Down & Forward
d
D
Down
d/b
D/B
Down & Back
b
B
Back
u/b
U/B
Up & Back
u
U
Up
u/f
U/F
Up & Forward
N
No directional inputs
SS(L/R)
Side Step (Left/Right)
qcf
Quarter-circle forward
qcb
Quarter-circle back
hcf
Half-circle forward
hcb
Half-circle back
ch
Counter Hit
ws
While Standing
wr
While Running
1
Left Punch
Square
X
2
Right Punch
Triangle
Y
3
Left Kick
Cross
A
4
Right Kick
Circle
B
Swipe
Gameplan
Jin has a unique playstyle of mixing Mishima style with poking, similar to Kazumi. If you analyze Jin's moveset, you'll find that he has a wide array of tools that resemble the patented attacks from other characters.
His EWHF is similar to other Mishimas but has shorter range, making it less punishable, but when you add it to the rest of his kit, it makes him into a very strong character overall.
Best Buttons
2,1 - Exceptional approach move due to the second hit being a mid attack. It also tracks to Jin's weak side.
df1 - Important poke that is especially good when the opponent is low on life or tries to sidestep.
df1,4 - Can be hit-confirmed on CH and wallsplats opponents, allowing for a wall combo.
b2,1 - Amazing move, especially when you need to close out the round or crush high attacks.
f4 - One of the strongest moves Jin has, particularly thanks to being a CH launcher. You really want to try and land this whenever possible. To do that, you can make the opponent nervous with mixups and aggressive poking. However, your success rate will also depend on match-up knowledge and getting a feel for your opponent's playstyle.
magic 4 - The fast CH with homing and screw properties.
d4 - One of your strongest low pokes. It's a high crush and at -12 it's difficult to punish. The only weak point is that Jin recovers standing.
db4 - Not a bad low but becomes amazing when the opponent is under pressure.
Hellsweep - While you might see this move blocked by top tier players, it's very hard to do in most conditions. It's one of the reasons Knee considered S4 Jin to be one of the stronger tournament characters.
ff3 - Strong mid mixup option
d1 - Jin's wallbounce.
Punishment
WS2 - i14 punishment for many of the more dangerous lows.
WS4 - The go-to punishment for -12 lows. However, once you become really good at crouch cancelling you can go for crouch cancel 2,4 as a much stronger alternative.
2,4 - Your best i10 punish.
1+2 - Strong i12 punish.
df1,4 - i13 punishement.
f1+2 - i14 punishment.
d3+4 - i15 punishment.
f4 - Thanks to the large hitbox, this move can be used to punish -16 attacks with strong pushback.
Parry - Less reliable but very versatile move that can make many moves punishable.
Rage Art - Niche -13 punish.
Rage Drive - You're better off using RD in combos but it also has some applications as a punish due to being i11.