Tekken 8 Jin guide – move list and beginner combos

Tekken 8 Jin guide – move list and beginner combos
Alex Raisbeck Updated on by

Video Gamer is reader-supported. When you buy through links on our site, we may earn an affiliate commission. Prices subject to change. Learn more

Whether you’re looking to main him or not, Tekken 8 Jin is someone everyone will have to play, being the protagonist in the game’s story. He’s consistently one of the most popular characters in the series and one of Tekken 8’s top-tier fighters, making him a great choice if you’re looking for someone to main.

If you’re new to Tekken, make sure to familiarise yourself with some of the game’s main mechanics, like Tekken 8 Special Style and the Tekken 8 Heat system. For now though, let’s take a look at Jin’s full move list in Tekken 8, as well as a few bread-and-butter combos to help get you started.

Tekken 8 Jin: A close-up of Jin in the ruins of a city
Image provided by Bandai Namco

Tekken notation

Before you can start learning moves and combos, it’s important to know Tekken notation. This helps quickly explain specific inputs in one or two characters instead of having to write out the full thing every time. Our move list and combos use the notation below, so make sure to refer back to it to know exactly what to do.

NotationAction
1Left Punch (Square / X)
2Right Punch (Triangle / Y)
3Left Kick (Cross / A)
4Right Kick (Circle / B)
NNeutral (Pressing nothing)
fForward
bBack
uUp
dDown
d/f, d/b, u/f, u/bDown Forward, Down Back, Up Forward, Up Back
qcf / qcbQuarter Circle Forward / Quarter Circle Back
SS / SSR / SSLSidestep / Sidestep Right / Sidestep Left
FCFully Crouched
WSWhile Standing / While Rising
WRWhile Running
()Rapidly press one after the other
Tekken 8 Jin: Jin using hit Heat Burst on Kazuya
Image provided by Bandai Namco

Jin Kazama move list

If you’ve played Jin before, you’ll recognise a lot of his moveset, but there have been some tweaks with a few new moves and some old moves being removed. Here is Jin’s full move list in Tekken 8:

Heat System

  1. All moves will deal chip damage on block
  2. A Heat Dash can be used when a Heat Engager hits or is blocked (after activation, Heat will end)
  3. Heat Smash, a move that causes critical damage, can be activated (after activation, Heat will end)
  4. Allows the use of new moves using the devil’s power
  5. Allows the use of Electric Thrusting Uppercut and Electric Wind Hook Fist without Just input

Heat Moves

  1. Heat Burst: (When Heat activation available) 2+3
  2. Median Line Destruction: 1+2
  3. Tanden Nidan-uchi: f3, 2
  4. Right Spinning Axe Kick: d/f4
  5. Demon’s Paw: f,f2
  6. Fiendish Claw: (During Zanshin b3+4) 2
  7. Awakened Power Stance: (During Heat) d/b1+2
  8. Awakened Thunder God Fist: (During Heat) d/b1+2 on hit or block 1
  9. Awakened Wind God Fist: (During Heat) d/b1+2 on hit or block 2
  10. Awakened Demon’s Hoof: (During Heat) d/b1+2 on hit or block 3
  11. Awakened Demon’s Tail: (During Heat) d/b1+2 on hit or block FC d/f3
  12. Awakened Spinning Demon: (During heat) d/b1+2 on hit or block 4, 4
  13. Hellfire Trespass Slayer: (During Heat) 2+3
  14. Hellfire Darkside Slayer: (During Heat) 2+3, 4

Rage Moves

  1. Polar Demon Gouge: (During Rage) d/f1+2

Normal Moves

  1. Left Right Combo: 1, 2
  2. Left Right > Black Wing Rondo: 1, 2, 1
  3. Left Right > Axe Kick: 1, 2, 3
  4. Left Right > Spinning Hook Kick: 1, 2, 4
  5. Left Jab > Double Low: 1, 3, 4
  6. Double Thrust > Roundhouse: 2, 1, 4
  7. Double Thrust > Low Trick Kick: 2, 1, (3, 3)
  8. Switchblade: 2, 4
  9. Kishin Rekko: 3, 1, 4
  10. High Right Roundhouse: 4
  11. Spinning Flare Kick: (4, 3)
  12. Median Line Destruction: 1+2
  13. Tanden Nidan-uchi: f3, 2
  14. Left Sidekick > Stinger: f3, 3
  15. Front Thrust Kick: f4
  16. Double Chamber Punch: f1+2
  17. Zenshin: f3+4
  18. Mid Left Punch > High Roundhouse Kick: d/f1, 4
  19. Mid Left Punch > Mid Sidekick: d/f1, (4, 4)
  20. Fiendish Rend: d/f2
  21. Left Roundhouse: d/f3
  22. Brazilian Kick: d/f(3, 3)
  23. Right Spinning Axe Kick: d/f4
  24. Corpse Thrust > Black Wing Flash: d1
  25. Scourge: d2
  26. Kazama Style Three-Quarter Kick: d1, 4, 3
  27. Knee Popper > Mid Sidekick: d3, (4, 4)
  28. Right Sweep: d4
  29. Double Lift Kick: d3+4
  30. Savage Sword: d/b2, 2, 3
  31. Punch > Cascade Kick: d/b2, 3
  32. Left Spinning Back Kick: d/b3
  33. Right Low Roundhouse: d/b4
  34. Power Stance: d/b1+2
  35. Shun Maten: b1, 2
  36. Shun Masatsu: b2, 1
  37. Left Knee > Right Thrust: b3, 2
  38. Spinning Sidekick: b4
  39. Suigetsu Strike: b1+2
  40. Zanshin: b3+4
  41. Konshin Seikenzuki: u/b1+2
  42. Evading Middle Strike: u/f2
  43. Left Spinning Jump Kick: u/f3
  44. Front Jump Kick: u/f4
  45. Delayed Rising Toe Kick: u/f, N, 4
  46. Demon’s Paw: f, f2
  47. Left Axe Kick: f, f3
  48. Left Axe KIck > Left Jab: f, f3, 2
  49. Battery Sidekick: f, f4
  50. Evil Intent, b, f2, 1, 2
  51. Geyser: b, f2, 1, d/f2
  52. Keito: b, f2, 3
  53. Leaping Side Kick: WR3
  54. 10 Hit Combo: u/b2, 3, 3, 3, 2, 1, 2, 3, 4, 2

Special Move

  1. State of Zanshin: 1+3+4
  2. Ki Charge: 1+2+3+4

Moves While Crouching

  1. Twin Lancer: WS1, 2
  2. Kazama Style 6 Hit Combo Redux: WS1, 3, 2, 1, 4, 2
  3. Solar Plexus Strike > Brazilian Kick: WS1, (3, 3)
  4. Crouching Uppercut: WS2
  5. Bamboo Splitter: WS3
  6. Double Cross Kicks: WS4, 4
  7. Right Sweep (2): FC d/f4

Moves during Breaking Step

  1. Breaking Step: f, N, d, d/f
  2. Thrusting Uppercut: f, N, d, d/f1
  3. Electric Thrusting Uppercut: f, N, d, d/f1 (press d/f + 1 simultaneously)
  4. Wind Hook Fist: f, N, d, d/f2
  5. Electric Wind Hook Fist (EWHF): f, N, d, d/f2 (press d/f + 2 simultaneously)
  6. Depraved Savagery: f, N, d, d/f4, 2

Moves during Zanshin

  1. Zanshin: b1+2
  2. Brimstone Bite: (During Zanshin) 1, 2
  3. Kazama Style Leg Strike Flurry: (During Zanshin) 1, 3
  4. Fiendish Claw: (During Zanshin) 2
  5. Halberd Heel: (During Zanshin) 3
  6. Corpse Crusher: (During Zanshin) 4
  7. Low Chop > Karmic Epicenter: (During Zanshin) 1+2
  8. Black Wing Bolt: (During Zanshin) 3+4
  9. Black Wing Rondo: (During Zanshin) u1

Throws

  1. Double Face Kick: (Approach opponent) 1+3
  2. Over the Shoulder Reverse: (Approach opponent) 2+4
  3. Shoulder Flip: (Approach opponent from left side) 1+3 (or 2+4)
  4. Over the Limit: (Approach opponent from right side) 1+3 (or 2+4)
  5. Pivoting Hip Throw: (Approach opponent from behind) 1+3 (or 2+4)
  6. Shun Ren Dan: (Approach opponent) d/f2+3
  7. Tidal Wave: (Approach opponent) u/f1+2
  8. Complicated Wire: (Approach opponent) d, d/b, b1+3

Attack Reversal

  1. Parry: (Time with opponent attack) b1+3 (or b2+4)
  2. Low Parry: (Time with opponent low attack) d/f

Moves While Opponent is Down

  1. Black Out: (While opponent is down) d1+2
Tekken 8 Jin: Jin preparing to use his Rage Art
Image provided by Bandai Namco

Jin combos

As you improve, you’ll be able to pull off bigger and better combos, but we’ve put together a few solid combos to get you started with Jin. Here are a few simple bread and butter Jin combos to get you started:

  • Combo 1: f, f3, b3f, (during Zenshin) 1, b3f, (during Zenshin) u1, b3f, (during Zenshin) 1, 3 (67 Damage, can replace f, f3 with u/f4 or WS2 for lower damage)
  • Combo 2: EWHF, EWHF, b3f, (during Zenshin) 1, b3f, (during Zenshin), 1, 3 (72 Damage with perfect inputs, 64 Damage with imperfect inputs, can replace first EWHF with d/f2, 2)
  • Combo 3: 1, 2, 1, b3f, (during Zenshin) 1, b3f, (during Zenshin) u1, b3f, (during Zenshin) 1, 3 (67 Damage)
✓

Alex’s Advice

If your opponent is near a wall, you can end your combos with 1, 2 instead of 1, 3 to get a wall splat, potentially extending your combos.

As you can tell, Jin’s Zenshin stance is key to extending his combos and getting the most damage out of his kit. Being able to reliably use b3f to enter Zenshin during your combos is key, and once you have that down, you’re well on your way to picking up his combo game.

Hopefully, that helps you get started with Jin in Tekken 8. For more beginner tips, check out how to block in Tekken 8 and how to break throws in Tekken 8. And if you’re wondering is Tekken 8 the last Tekken, we’ve got a guide on that too.

Tekken 8 Jin FAQs

Is Jin a good character for beginners in Tekken 8?

While not the hardest, Jin has some difficult execution requirements that may make him difficult for new players to pick up.

Is Jin good in Tekken 8?

Jin is one of the best characters in Tekken 8 thanks to strong fundamentals, high-damage combos, and good movement tools.