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= The Ultimate -=JIN=- FAQ =
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by MageLord
[email protected]
This FAQ may not be distributed for any financial gain or sold from
anyone, by anyone, or to anyone . . . this is FREE. Jin Kazama and
Tekken 3 are registered Trade Marks of Namco Ltd. The moves listed here
may or may not be the "official" moves listed by Namco as I call Jin's
moves what I feel best suit them, but there are some moves and or
combinations that are under the Namco names and these are also copyright
Namco Ltd. All strategy listed here is copyright Sean Kemp, 1998.
This FAQ is intended for use by *expert* level players and above. The
reason for this FAQ is the correction of errors and the flawed strategy
listed in Slikatel's Jin FAQ. The juggles, combos and strategy are
outdated, some are wrong, and the rest are of a flawed strategy. I aim
to correct these mistakes. Slikatel's strategy only extended so far.
Now . . . on to the good stuff.
Table of Contents
I. Why play Jin?
II. Useless character info.
III. Strengths and Weaknesses
IV. Throws
V. Moves List & Strategy
A. Jin's Punches
B. Jin's Kicks
VI. The Attack Reversal (a.k.a. "counter")
VII. The Dash Buffer
VIII. The Crouch Dash
IX. Juggling
X. Dive Juggling
XI. Instant WS Moves
XII. Okizeme
XIII. Strings
XIV. Vs. Characters
XV. Thanks to . . .
I. Why play Jin?
First of all, Jin is a stylin' character. He's a young buck martial
artist badass, and he has a great sense of style . . . except for that
street biker outfit. He's got a wide assortment of kick ass moves and
can be devastating in the hands of an expert player. However, he's one
of the most difficult characters around to play in terms of skill. The
only other character that takes nearly as much skill to devastate with
is probably that tricky little Ling Xiaoyu, or maybe Bryan Fury
(incidentally, my Bryan FAQ is coming out soon). Also, Jin's the
honorable warrior hero type, and if you're into the Tekken story and you
wanna see Heihachi dead as much as I do, then you're honor bound to play
Jin. I am Jin Kazama, and I *WILL* avenge my mother's death. =)
And for the record, if anyone shares a plight like mine then they HAVE
to play Jin. I'm 19, around the same weight and height as Jin and I'm
Japanese (well, half anyway). My fighting style is Kenpo, which is what
Jin's fighting style REALLY is, expect for moves like the white heron. I
AM JIN!
Jin is NOT CloudZuya!!!
II. Useless Character Info
Name: Jin Kazama
Soul Totem: Fatal Lightning
Fighting Style: Mishima style Karate, and Kazama Style Self-Defense
Age: 19
Height: 180cm
Weight 75kg
Blood Type: AB
Occupation Martial Artist
Hobby: Forest Bathing
Likes: Mother's precepts and honorable philosophy
Dislikes: Deceiving Others, Ogre (Toushin)
Outfits:
Selecting an outfit is very important. You should choose your outfit
based upon what effect you want to have upon your opponent. Also,
switching outfits during a long series of fights can give you an edge by
throwing off your opponent.
Punch:
Shirtless with black gi pants with a flame on the right leg. This is
Jin's most intimidating outfit.
Kick:
Jin's street bike racer outfit. This is kind of a silly one, and should
only be used to throw your opponent off or when you're playing silly.
Start (or right punch for the PS version):
Jin's schoolboy outfit! This is probably the goofiest outfit Jin has
and probably one of the goofiest ones in the game. Use it to get a
smirk or chuckle from your opponent to throw off his game then SMASH
HIM!!
Win Poses:
1) Jin does a set of punches and steps into a back stance. YAY!
2) Jin does Kazuya's three spearhand strikes and stance pose.
3) Jin does Devil's "you suck" pose and looks away from the screen.
4) Jin does a Wind God Fist, then a Thunder God Fist, then poses with
his fist out.
III. Strengths and Weaknesses
A. Jin's Strengths
Jin is a very technical character. To maximize the effectiveness
of Jin's play style, a Jin player is required to have perfect timing and
distancing. I cannot stress the importance of timing and range
distancing enough. Jin is a fast character with a number of versatile
and solid moves. His strategy is very advanced and gives many people
trouble, but in the right hands Jin is devastating. Jin's main
strengths are his ability to be tricky and his fast, damaging moves.
When timed, distanced, and comboed correctly his style is probably the
most devastating character, though he requires far more work than any
other character.
His versatility is another major strength. He has moves that
allow him to fight just about anyone in just about any situation.
Though his effectiveness is somewhat questionable in some situations, he
does have the tools to do the job. He's got a number of things to do
off the dash, he's got probably the best sidestep attack in the game,
he's got a crouch dash (that sucks unfortunately), and he's got speed
and power allowing him to mix it up with just about anyone. He's even
got an attack reversal, but I'd trade the attack reversal for a parry
(Mid Thrust Block) any day.
B. Jin's Weaknesses
Jin lacks a few obvious tools. For one, he doesn't have the
instant juggle starter, which makes Jin hurt in punishing open guards,
but he can still do the job efficiently. While his WS+2 is almost
instant, it's slow enough for a number of characters to block and easy
enough for good players to smack you after whiffing or blocking.
He's also missing a low parry (Low Thrust Block). If he had one
of those or even a high/mid parry, I'd gladly trade it for his attack
reversal.
The attack reversal (a.k.a. "counter") is a useful tool, no doubt
about it. However, against expert level players it is useless unless
used unexpectedly. Against expert players you will get "chickened"
every time you use the attack reversal so it's not a good idea to use it
too often. Against intermediate players and advanced players it's still
a good tool, but remember that it is by no means final. Any attack can
be counter broken ("chickened") that can be countered ("reversed") and
not all attacks can be countered (i.e. Heihachi’s B+2, "Demon Boar").
Jin's crouch dash unfortunately sucks. It still moves you in fast
and hard, but the attacks off it aren't so good. JIN IS NOT KAZUYA!!!!
First of all, BOTH of Jin's Wind God Fists (the normal and the "super"
or "electric" Wind God Fist) hit high, and high hitting moves are no
good for the most part, but they do have their uses, which I will
illustrate later in the FAQ. His Thunder God Fist is a Thunder God
Fist. It's a slow move that you can be hit out of after it had been
blocked (though it does hit mid) before either the side kick or the hell
sweep follow ups can come out. It's also too slow to hit an open guard.
Jin's Hell Sweep is a badass move though. See the crouch dash
description.
Note: the commands are listed in universal format (1=LP, 2=RP, etc. . .)
IV. Throws
ALL of Jin's throws leave you standing and your opponent on the ground
with floor stun.
1+3 Bitch Kicks Damage:30 Escape:1
This is Jin's basic left throw. He kicks you in the back of the head
then in the mouth. It's great and looks cool. It's probably his second
best throw. Also, you can do Jin's trademark d/f+4 front snap kick
right after the throw animation for a free hit of 10 damage, making the
throw's total damage 40 (that's 1/3 the life bar in the arcade).
2+4 You don't need that arm Damage:30 Escape:2
This is Jin's right throw. He breaks your arm in a couple of places and
slams you on the ground. I like it. It's a good mix up from the left
throw if you think your opponent is gonna counter your left throw.
f,F+1+2 Stonehead Damage:33 Escape:1+2
This is part of Jin's great dash mix up. It's done off the dash for the
MOST damage. Jin head-butts the opponent and leaves him on the ground.
You can also do the front snap kick right when you get out of the throw
animation for extra damage, making the damage total 43! This is Jin's
best throw.
d/f+2+3 Striking Shiho Rage Damage:38 Escape:2
This is Jin's third best throw. It's easy to do and it's probably the
best mix up for Jin's left throw. It's escaped with only one button,
but it does a lot of damage.
QCB+1+3 Complicated Wire Damage:35 Escape:1
I don't understand why people like this throw! I think it's all the
loser Jin's who just came from playing SFIII who like it because of the
QCB motion. It's even easy to escape!
RS Shoulder Joint Removal Damage:45 Escape:2
I like this throw. Jin runs the opponent around then flips his body
over using his arm as leverage keeping his arm still . . . hence
removing his shoulder joint from the rest of his torso. I wonder what
it looks like to have your tricep on top and bicep on bottom . . .
LS Eat Floor Damage:40 Escape:1
Jin arm bars his opponent, then tosses him/her face first onto the
ground Kenpo style. Eat it!
B Stay Down! (A.K.A. Arm Rapist) Damage:60 Escape: -
Too cool for words . . . has to be seen to be believed.
d+1+2 Ultimate Tackle (HITS MID!!!) Damage:5
Escape: Special
This is actually a very poor attack. If you manage not to get smacked
in the face while trying to tackle, then you can get thrown of just by
pressing b+2+4. If you get the opponent on the ground, then you can get
rolled over on by an opponent pressing 1+2. If you punch (which you can
do up to 5 times) the opponent can block and push you off by pressing
the punch opposite the punch you're using (i.e. if you punch with 1, your
opponent counters w/ 2). If you do Jin's Arm break, then the escape is
trickier, but still easy enough to do by experts.
|-----> Mounted punches (off Ultimate Tackle) 1,2,1,2,1 or 2,1,2,1,2
or 1,2,1,1,2, or 2,1,2,2,1
Note the ability to punch twice with the same hand on the 3rd and
4th punches.
Damage:5,5,5,5,5
|-----> Arm Break 1+2 - can be done straight off the Ultimate
Tackle, or after the 3rd punch.
Damage:15
V. Moves Listing and Strategic Application
A. Jin's punch combos:
Jin's main asset are his hands. He's got good hand speed and great
destructive potential with them. Jin has a number of great moves and
combos but his best are with his fists.
Jab combos:
Shining Fists Command: 1,1,2 Damage: 6,8,18 Range:
h,h,m
The Shining Fists are the ultimate quick knock down attack. When your
opponent whiffs an attack or they throw something with enough recovery
time, you can nail them for 32 points of damage (which usually comes out
to be about 37 on average on an open guard when full comboed). Also,
you can stick the jabs out for a good poking/interrupting attack and you
can even wait to see if the jabs connect and you can throw the mid out
for a guaranteed hit because if the DELAY property of the shining fists.
Beware though that the 1,1 jabs are not as fast as the 1,2, and also
beware of the shining fist range glitch. Sometimes, the third hit of
the shining fist will go THROUGH your opponent's head and not hit him.
Get used to this tool and find out EXACTLY what range this works from.
The 1,2 mix-up Command:1,2 . . . . Damage: 6,10 Range:
h,h
Properties:
Knockdown
This is Jin's fastest jab attack, and this is his best poker. It does a
measly amount of damage and both punches hit high, but it's fast and has
great priority. If used and planted correctly, the punches and their
follow-ups are deadly.
|-> The knee Command:1,2,4 Damage: 6,10,12 Range:
h,h,m
Properties: None
This is a good interrupter, and it's Jin's fastest combo. Also remember
that the knee cannot be reversed! The damage is not all that great, but
it's still an awesome combo.
|-> The devil fists Command:1,2,2 Damage: 6,10,18 Range:h,h,h
Properties: None
In my opinion, this combo sucks. True it does a little more damage than
the shining fists, but all three hits hit high. Additionally this combo
does NOT knock your opponent down. It is a better juggle than the
shining fists though, and it looks cooler juggling because Jin's fists
blaze with lightning.
|-> The Left Ax Command: 1,2,3 Damage: 6,8,23 Range: h,h,m
Properties:Block Stun(when blocked), Juggle(on hit)
This is Jin's best move off the 1,2 jab, straight right combo. If the
opponent blocks the kick then you have time for a free mix-up! You can
immediately f,f+2 (Demon Fist) for a guaranteed mid (if your opponent
blocks or attacks) or you can hell sweep immediately for a fat juggle!
If the kick hits, then you can juggle! See the juggle section for a
full description. Beware though, if you whiff the ax, you're in big
trouble.
|-> Shoot the Works Command:1,2,3,4 Damage:6,8,23,30 Range:
h,h,m, (j)m
Properties:
Juggle
Contrary to what most people think, the last hit CAN connect. It's not
there just to tap on the guard of a blocking opponent. If you smack
your opponent with the left ax, then you can juggle with the double ax
for a grand total of about 73 damage. You'll probably never nail anyone
with it except for a complete loser newbie, but it hurts a lot.
|-> Shoot the Works Upper Command:1,2,3,F+4 Damage:6,8,23,10
Range:h,h,m,m Properties:
Juggle
This is the guaranteed juggle version of the shoot the works combo. If
the left ax hits, then the front snap kick always hits. Remember
though, that the shoot the works combos are not very good overall and
using them against an advanved, expert, or master opponent will get you
nowhere.
|--> White Heron Combo (see kick combos)
The Low Jab Command:d+1 Damage:5 Range:sm Properties:none
This is one of Jin's key moxes for mixing it up on the inside. Use it
wisely, as it hits special mid.
Twin Pistons Command:WS+1,2 Damage:10,15 Range:m,m
Properties:
Chains on CH, Juggle
This not a good move. It's slow, has about NO range and has to be on
counter hit to chain and launch. Nevertheless, it launches for a fat
juggle. Advanced and above should not use this move.
Rising Lightning Command:WS+1 Damage: 18 Range:m Properties:
Juggle
This is without a doubt Jin's best launcher. It gets the most height
and therefore opens up for the best juggles. It's fast and has good
recovery time. Great move all around. See the instant WS moves for a
good strategy for this move.
Right Upper Command: d/f+2 Damage: 15 Range:m Properties:
Juggle on CH
A fast uppercut, not a terribly bad interrupter, and it launches on
counter hit. It's basically a waste of a move to do, though consodering
Jin has better launchers.
Twin Lancer Command: d/f+1,2 Damage: 10,16 Range:m,m
Properties:
none
This is one of Jin's best combos. It's a fast, long-reaching mid jab
that chains to a power hit (the overhand smash). This combo is one of
Jin's best interrupters and it is the key to the Demon Rush (a.k.a.
"Laser Cannon", "Stun Punch Combo/Rush", or "Ra-se-tsu-mon"). On CH it
does well over 30 points of damage and it puts you at the perfect range
and gives your opponent the perfect stun for the Demon Rush.
Lightning Smash Command: f+2 Damage: 18 Range: m
Properties: Kneel Stun
This is the second hit of the Twin Lancer. When used on its own it is a
good, fast mid with great hit detection area and 2 extra points of
damage. It's great for the get up game or for a slightly distanced
interrupter.
Demon Fist Command: f,f+2 Damage: 27 Range:m
Properties:
Knockdown
This is Jin's badass "deathfist" type move. It's a great, ranged, fast,
damaging mid. The best thing about it is the fact that it's off the
dash. This is the mid in Jin's dash mix up. Remember, since it is a
dash bufferable move, you can dash for extra range.
Demon Rush Command: b, F+2,1,[2_d+2] Damage:18,14,[24_15]
range:m,m,[m_m] Properties: stun, juggle w/ d+2
This is Jin's power combo. On CH the whole combo chains or either
massive damage or massive damage in a juggle. It takes perfect
distancing and timing to pull this move off, but the payoff is high.
Against master players, the combo is less effective, even on CH. A
master player will counter the stun on the second punch of the Demon
Rush (done by tapping forward) then harmlessly blocking the last attack.
Against these players it is best to hit with just the FIRST Demon Smash
(b,F+2) and then D+3+4,1+4,2,[d/f+4,4_f,N,d,d/f,N,44] for a total of
about 69-71_71-73 damage!! Alternatively, you can f,N,d,d/f+1,3 for
about 71 points of damage, but this is not Jin’s most damaging combo off
the stun. If this combo is blocked, it's best to use the Demon Fist
instead of the Demon Rage (d+2, launcher) because if you use the
uppercut and the opponent blocks it, you are vulnerable. Contrary to
Slikatel's FAQ, the Demon Rush does not need to be the center of Jin's
offense, since against a master the combo only goes so far. Make sure
you only throw the forst punch against these types.
Wind God Fist Command: f,N,d,d/f+2 Damage:25 Range:h
Properties: Juggle(no CH)
This is a good move for hitting an open guard. Unfortunately, this is
all it is good for. If your opponent whiffs a move or throws something
with lots of recovery time, let him have it with the Wind God Fist and
launch him for a fat juggle. Do NOT use this move for any purpose other
than smacking your opponent's open guard. It hits high and if it hits
CH then it launches your opponent far away.
Electric Wind God Fist Command: f,N,d,D/F+2 Damage:30 Range:h
Properties:Juggle
This move is good as an interrupter. It does 5 more damage than the
Wind God Fist and it juggles on ANY hit. This move has limited
effectiveness, however, because it hits high. Try not to use this too
much against an expert player and above because you will pay for it.
Dashing Shiho Upper Command:SS+2 Damage:16 Range:m
Properties:Juggle
Everyone calls this move the Tooth Fairy, but that name is
HETEROSEXUALLY-CHALLENGED!! This is without a doubt Jin's second most
useful launcher and the best side step attack in the game. It's very
fast, has great range, and launches on ANY hit.
Thunder God Fist Command: f,N,d,d/f+1 Damage:35, 52 on clean hit
Range:m Properties:Knockdown
This is Supposed to be the mid in Jin's Crouch dash mix up (see Crouch
Dash for the Real mix-up). It's really too slow to be of any major
effectiveness from expert level on, with the exception of its juggle
usefulness (see juggle section). Jin can be hit before either of the
follow-up attacks can hit if this move is blocked.
|--> Side kick follow-up Command:3 Damage:20 Range:m
Properties: none
|-->Hell sweep follow-up Command:4 Damage:12 Range:l
Properties: juggle
The hell sweep follow up can juggle sometimes if you whiff the Thunder
God Fist and nail them with the hell sweep.
Soul Force Command:b+1+2 Damage:- Range: -
Properties:invincibility
This move has 2 main uses. When you find yourself in a position with a
charging opponent rushing at you with enough room to charge up for the
unblockable soulder rush, you can use this move to give your opponent a
good thwacking. With until your charging opponent is about half a
screen away and then activate the move. Your opponent will go through
you (but still stay in front of you) harmlessly. You can then shining
fist or throw. This also doubles as Jin's taunt. For REAL taunt uses,
see the Juggling section.
Lightning God Fist Command:b+1+4 Damage:40 Range:m
Properties: !
This is Jin's better unblockable. Nevertheless it's still an
unblockable and shouldn't be used against an advanced and above player
because of its slow speed and the fact that it telegraphs too much.
Super Lightning God Fist Command:B+1+4 Damage:80 Range:m
Properties: !
If you hit someone with this, you either completely fooled them, mind-
screwed them, or they really suck.
Pounce Command:U+2 Damage:18 Range:m/g
Properties:none
This ground hit is NEVER guaranteed.
Earthquake Smash Command:U+2+4 Damage:30 Range:m/g
Properties:none
USELESS!! DO NOT USE THIS MOVE!
B. Jin's Kick Combos:
Jin's main strengths are his punches, but his kicks (if used properly)
can be just as deadly.
White Heron Command:1+4,2,[4_d+4] Damage:5,10,10[21_14]
Range: sm,h,h,[m_l] Properties:Knockdown_Juggle
This is Jin's mother's old combo, except Jin's version sucks. It is
best suited for juggling pruposes. However, it can be chained off the
1,2 jab, straight right combo. The first hit if this combo hits specail
mid, and the next two hit hit high. This means any experienced player
will duck and hit you. As I said, this combo is best used in juggles,
and this *IS* one of Jin's very key juggles. Use it ONLY as a juggle
to maximize its effectiveness. (This combo is listed under kick combos
since the first hit is a kick)
Hell Sweep Command:f,N,d,D/F+4 Damage:18 Range:l
Properties:juggle
This is Jin's bread and butter low attack. While Jin has other useful
low attacks, the Hell Sweep is his best. This is the big f*ck you to
Paul's Sweep-Elbow. While the Sweep-Elbow does 35 damage invariably,
the Hell Sweep does upwards of 45 points on a good solid juggle. This
is far more difficult to do, but it is far better than the Sweep-Elbow.
|--> Spin Kick Follow-up Command:4 Damage:15 Range:m
This is Jin's weakest juggle off the Hell Sweep, no doubt about it.
Hurricane Kick Command:u/f+4,4,4,4 Damage:25,15,12,25
Range:m,l,l,m
Properties:special
This kick is mostly for beginner and intermediate level use, but it can
come in handy as a "bag of tricks" kind of move. The move has two
interesting features. The third hit (hell sweep #2) juggles to the
fourth hit if only the third hit connects. In the earlier versions of
Tekken 3, if the first hit would connect, then the third and fourth
would connect. Also, if the second hit would connect, then the third
and fourth would also follow. The second feature is its cross-up
ability. If you shoot past an opponent, you can turn back towards the
opponent boy holding toward him/her while pressing the kicks, and since
the opponent is probably still turned the wrong way you can nail
him/her. Beware using this move, because the second and third hit tend
to get low parried (low thrust blocked) and the last hit tends to get
mid parried (mid thrust blocked) or reversed (countered). If you use
this move on a countering character, make sure you buffer a "chicken"
(counter-break or reversal break) . . . see the attack reversal section.
Knee Command: f+4 Damage:12 Range:m
Properties:none
This is a fast move with good inside range. It's a great interrupter
and the damage isn't too shabby for a poking attack. It's main asset,
however, is it's PHAT speed.
Left Ax Command: f,f+3 Damage: 23 Range:m
Properties: Block Stun (when blocked), Juggle (when hit)
This is the same move that come out of the 1,2,3 combo. However, when
used on its own, it is no good. It's too slow to hit anyone with any
skills, but it does juggle if it hits.
Double Ax Command: d/f+4,4 Damage:10,16 Range:m,m
Properties:none
This is one of Jin's KEY moves. It's fast, has good range and priority,
and it's hit detection is great. Let's not forget that the damage is
pretty hefty.
Rising Double Ax Command:WS+4,4 Damage:13,21 Range:m,m
Properties:none
This is just like the Double Ax except for the fact that it does more
damage! Use it whenever you can.
(See The Crouch Dash, juggling, and Okizeme for details)
Front Snap Kick Command: d/f+4 Damage:10 Range:m
Properties:none
This is one of Jin's best attacks. When used at its maximum range, it
is one of the best attacks in the game because if its speed and range.
The d/f+4 is usually the fastest kick a character has, and Jin's d/f+4
has the best speed (except for Yoshi's d/f+4 which is NOT a front snap
kick) and definitely has the best range and hit detection. It's faster
than the Double Ax, and that's why it is listed separately. This is one
of Jin's key brawling moves, and it's great for the job. It's great not
only for mixing it up, but it's also great for keeping your opponent at
bay.
Lightning Rage Kicks Command:d+3+4 Damage:5,20 Range:sm,h
Properties:juggle
This move sucks for open use, but it can launch your opponent if he/she
has an open guard. It's better if you can pull off a Wind God Fist or a
WS+2, but if you don't think you have the time, then let them fly for a
painful White Heron juggle. (The name "Can-Can Kicks" SUCKS!!!)
Shin Kick Command:d+4 Damage:7 Range:l
Properties:none
This is a good fast low hit, and it is a good poking attack.
Sweep Command:(FC)d+3 Damage:12 Range:l/g
Properties:none
This is a good fast kick for hitting grounded opponents.
Low Side Kick Command:d+3 Damage:5 Range:l
Properties:Kneel Stun(CH)
A good fast low attack with good range, but not as good as the shin
kick. The kneel stun on CH adds a nice feature to the kick and its
range is deceptively good.
Side Kick Command:3_d/f+3 Damage:25_17 Range:h_m
Properties:none
This is another good, medium speed brawling move. It's got good range
and damage, and the best thing about this kick is that you lean back and
avoid high hits (like jabs) and boot the other guy in the mouth! A good
move for mixing it up when used right.
Spinning Hook Kick Command:4 Damage:30 Range:h
Properties:knockdown
A good, fast, long-range attack. It hits high so it's best used for
opponents that are open for a hit (open guard) and are just barely out
of range for any of Jin's launchers. The damage is NASTY!! Not to be
sued against expert and above.
Sidestepping Hook Kick Command:F+3 Damage:35 Range:h
Properties:knockdown
This is a somewhat effective defensive move. Jin sidesteps and boots
his opponent, sending him spinning. On CH Jin's opponent flips over at
about 138mph, giving a cool spinning effect (reminds me of smacking
someone w/ an Alpha Counter from SFAlpha). The damage is gruesome. Not
to be used against advanced and above.
Demon Scissors Command:4~3 Damage:25 Range:m/g
Properties:knockdown
This is Jin's power ground hit. You can get a guaranteed hit if the
opponent has enough floor stun, and it's very useful for punishing an
idle opponent. See Okizeme . . .
Running Side Kick Command:f,f,f+3 Damage:30 Range:m
Properties:knockdown
A good mix up for the running slide if your opponent is standing. See
Okizeme . . .
VI. The Attack Reversal (a.k.a. "counter")
The Attack Reversal is a cherished, skillful, and sophisticated
technique. It is useful from intermediate level to about expert level
(rarely in master level play). Countering is done with b+1+3 or b+2+4.
To break a counter, you press f+1+3 if the attack you executed is a left
punch/kick or f+2+4 if the attack is a right punch/kick.
In intermediate level play, nobody breaks attack reversals ("chickens"),
but doing a counter ("attack reversal") isn't exactly an easy task.
Learning to do so will give you a great advantage in intermediate level
play.
In advanced level play, attack reversals should start to show up on
obvious moves (i.e. Jin's Hurricane Kick) and so perhaps you should
avoid the kick altogether and block if you must. The answer to the
counter-breaking of obvious moves is to counter moves that are not so
obvious.
In expert level play, counter-breaks happen a lot more often but do not
usually happen on every attempt. However, reversing a move that more
often than not will get you smacked in the face will drain your life
bar. Try to catch your opponent off guard, countering him when he will
not expect it.
In master level play, counter-break will happen EVERY time you try to
counter an opponent with very few exceptions. The best things to
counter are Yoshi's sword strikes (which cannot be counter-broken),
jumping ground strikes (like Jin/Heihachi's Demon Scissors - which
cannot be counter-broken), and moves that the opponent will not expect
and/or will have a hard time figuring out what side to counter-break
with (i.e. Lei's Punch Rush, because he is switching hands and punching
so fast.).
VII. The Dash Buffer
This is probably one of Jin's best offensive series. Off the dash you
can do a number of things. The main mix up is between 2 moves (for up
to advanced play) and 3 moves (for expert and above). The main two are
between Jin's Demon Fist (f,f+2) and the Stonehead (f,F+1+2). If the
opponent tries to duck the throw (which is difficult to break as it is 2
buttons) then they eat the Demon Fist. If they try to block the Demon
Fist then they eat the Stonehead, Front Snap Kick for 43 damage. From
expert play on up the good Jin players like to mix in the Hell Sweep w/
juggle for extra damage (Note that this is dangerous as the crouch dash
offensive philosophy is built upon its range first and speed second, and
thought he Hell Sweep is fast, the range is not so great, so there is a
possibility of eating a counter attack. This is irrelevant, however,
because hitting someone with a Hell Sweep can only happen if that are
standing, and that means that they are going to be fearing the Demon
Fist so they probably won't be counter attacking because the Demon Fist
will override all counter attacks if used with the proper timing and
range). Make sure you buffer a counter-break with the Demon Fist at all
times, and make sure you have a good read on your opponent so you know
what to throw. Vary your attacks and make sure you don't take
unnecessary risks. The goal here is to take your opponent by surprise,
so out think them!
VIII. The Crouch Dash
The Crouch Dash is a good way to get in you opponent's face from a
range. Jin's attacks off the crouch dash aren't so good though. The
Wind God Fist (an Electric version) both hit high, so they basically
suck. The Thunder God Fist basically sucks on expert level play and
above because it's too slow to catch anyone. The Hell Sweep is a great
attack that lets you juggle your opponent, but it has to have a good mid
attack to mix up with. Here's the answer. You can f,N,d,d/f,N,4,4
(Rising Double Ax!!!) for a total of 34 damage (but hits crouchers for
about 31)! The Rising Double Ax works great here because of its ease of
counter-breaking (both hits are right side) and for its speed and
recovery time. When you've implemented the crouch dashing rising double
ax, you can try to implement another attack for variety . . . the throw. =)
IX. Juggling
The juggles Jin has are probably his main damage dealing capability.
His launchers are good and quick, and his juggles are devastating.
Here are some of Jin's best and coolest juggles (and his most advanced)
listed by launcher:
(If I see anyone do that stupid f,N,d,D/F+4,1+4,1+4,4~3 juggle with the
last NOT guaranteed hit, or the WS+2, U\F,4,1+4,2,f,F+2 heterosexually-
challenged juggle I will personally pop in my two quarters and kill
them.)
Launcher: Juggle: (damage varies by launcher)
d/f+2 on CH 2,b,F+2,1,(delayed)2
or
f,N,d,d/f+2
or
SS+2
Launcher: Juggle: (damage varies by launcher)
f,N,d,D/F+2 f,N,d,d/f+1,3 or
or
WS+2 b,F+2,1,(delayed)2,f,F+2
Launcher: Juggle: (damage varies by launcher)
f,N,d,D/F+4 1+4,2,f,N,d,d/f+2
or or
f,f+3 (or1,2,3) 1+4,2,d/f+4,4
or or
1+4,2,d+4 1+4,2,f,N,d,d/f,N,4,4
or
or
1+4,D+3+4 - Looks cool! =)
Taunt Juggles (These are juggles using Jin's Soul Force to bounce your
opponent. You may want to make sure to laugh at them so that they know
what they've been taunted, but expert players will know.):
Launcher: Juggle:
f,N,d,D/F+2 b+1+2
or
WS+2 (CH)
or
SS+2 (CH)
X. Dive Juggles
Off the floor, Jin's dive (roll forward or back, then F+1+2) has a great
juggle off the block stun. The old juggle in Slikatel's guide -
d+1,WS+4,4~3 - does not work! The last hit is NOT guaranteed! The best
juggle off the dive goes something like this: 2,b,F+2,1,2. Straight
Right, Laser Cannon BABY!!!
XI. Instant WS moves
This is not an "Official" technique, but it is a very effective one. If
you tap d/f or d/b and let the controller go to neutral for a split
second then execute the move. This takes some practice but a small
price to pay to do the Rising Double Ax instead of the Double Ax every
time and being able to bring out the Rising Lightning (WS+2) instantly.
d/f_d/b,N, . . . Practice it. Make sure not to tap down and sidestep.
Make sure you knock anyone out of the dive before they hit you or
sidestep out of harm's way.
XII. Okizeme
Jin has a great ground game. For idle opponents or after moves that
leave you on the floor, Jin has the Demon Scissors (4~3). He has the
sweep (FC, d+3) to hit grounded opponents, and the Hell Sweep also hits
grounded opponents for a lot more damage than the sweep. The Hurricane
Kick's sweeps also hit ground, and it can juggle your opponent with the
last two hits if he/she tries to get up. To smash a side rolling
opponent, use the Double Ax (d/f+4,4_d/f,N,4,4) or the Lightning Smash
(f+2). To smash a back or forward rolling opponent. If you think your
opponent is going to rising lightning kick or do a rising attack: dash
in, dash out when the attack is coming, and LET THEM HAVE IT!! Make
sure you smash a diving opponent.
XIII. Strings (10 hit strings are for WEENIES! Know how to break
them. "*" s are break points.)
Cmd: Command Rng: Range Dmg: Damage
Cmd: b+2 4 2 1 2
Rng: h h m m m
Dmg: 12 10 10 10 24
Cmd: b+2 4 4* 4 4 2 1+4 2 1
Rng: h h m l m m l,h h m
Dmg: 12 10 10 8 6 6 5,5 5 21
Cmd: b+2 4 4* 4 4 3 1+4 2 1
Rng: h h m l m m l,h h l,h
Dmg: 12 10 10 8 6 6 5,5 5 21
Cmd: 3* 2* 4 3* 1+4 2 2 1 2
Rng: h h m h l,h h m m m
Dmg: 25 6 10 10 7,5 7 10 15 30
Cmd: 3* 2* 4 3* 1+4 2 1
Rng: h h m h l,h h m
Dmg: 25 6 10 10 7,5 7 21
Cmd: f,f,2 1 2 2 3 4* 4 1 2 1
Rng: h h h h m m l h m m
Dmg: 7 8 6 7 6 11 5 5 8 30
Cmd: f,f,2 2 2 2 3 4* 3 1 2 1
Rng: h h h h m m l l m m!
Dmg: 7 8 6 7 6 11 5 5 25 30
Cmd: f,f,2 2 1 4 2 4 3 2 1
Rng: h h m m l m l m m!
Dmg: 7 8 6 7 6 11 5 5 30
XIV. Vs. Characters
I will not post strategy vs. Gon or Dr. Boskinovich as they are the very
characters that change Tekken 3 from a great fighting game to a
Heterosexually-Challenged mockery of a fighting game. I have not played
enough good Anna players to post strategy vs. Anna, so I will not
comment upon Anna. However, I will say that she has just about the
speed that Nina has minus the horrendous amount of juggles and plus a
low counter and a couple of new chain throws.
Vs. Ling Xiaoyu
She's a tricky little one. She's really good at evading your attacks
and launching and throwing you from strange places. Stay on the inside,
and use your fists. Most of her evasive maneuvers have a little
recovery time, so if either you can juke her into doing one of them or
you can get a good enough read on them to know what’s coming next you
can punish her. Don’t let her get the better of you!
Vs. Yoshimitsu
There are a number of moves that Yoshi has that are a danger to Jin.
His d/f+4 kick is probably one of the best attacks in the game. His jab
is one of the fastest around. The Fubuki knee is another dangerous move
as it slashes through just about anything. Make sure you keep his
offense locked down, and if you can’t keep him suppressed then make sure
your defense is tight. Make 100% sure to counter all sword slashes, as
they cannot be counter-broken. Don’t be too obvious about when you’re
going to attack, and don’t throw too many moves with bad recovery time
or you’ll find yourself being juggled (by that damn Yoshi dashing
uppercut d/f+2).
Vs. Nina Williams
Make sure you are in tune with all of her ultra fast combos to make sure
you don’t get juggled into oblivion. If someone pulls out a 10-hitter,
make sure you know the break for it. If she tries to throw you, duck
and WS+2 for a fat juggle. If she tries to counter you, then counter-
break her. Since she has the speed advantage, make sure you keep your
offense to a well-calculated counter-offense.
Vs. Forrest Law
This guy is really fast. Since you don’t have the speed advantage here,
play on the defensive and use the front snap and the double ax for
footsie games. Try to juke him out and make him flinch. If he does,
then you can probably land a couple of Dashing Shiho Uppers for big
damage. Keep your offense to a well-calculated, lethal, counter-
offense.
Vs. Hwoarang
Stay on the inside and put your fists in his mouth. If he tries to keep
you out and combo you, use the double ax and the front snap kick
(especially the front snap kick, since it’s a little faster than the
double ax). Don’t telegraph any low attacks or you’ll eat big damage
when he low parries (low thrust blocks) you. Make sure to keep the
pressure on so he won’t be able to throw you.
Vs. Eddy Gordo
Overall, Eddy isn’t such a great character except in the hands of a
button masher. He can be tricky and a somewhat effective character, but
Jin’s fists mess him up pretty bad. Jin’s faster than Eddy for the most
part and just has to keep the pressure on.
Vs. Paul Phoenix
Paul’s got the edge on speed on some things and Jin does on others.
Jin’s range is better on some moves and Paul’s is on others. Use the
front snap and the double ax, and make sure to counter-break this guy.
Use Jin’s inside brawling moves and combos, and watch for that sweep-
elbow. Show him what a low juggle is all about with the Hell Sweep -
White Heron Juggle.
Vs. King the Second
This guy should be no problem for Jin. Keep applying the pressure and
make sure to cover all the openings is your offense and defense. Don’t
throw too many kicks or King will reverse you sooner or later, and
King’s reversal is unbreakable. Use Jin’s fist and give it to him.
Vs. Lei Wulong
This guy is tricky. When he does moves off the floor, try to evade them
and give him a Demon Scissors (4~3). Remember that the Demon Scissors
is not very fast, so he’ll have to be recovering from moves or *just*
lying down. Jin can out-box Lei, but most of Lei’s inside moves have
little to no recovery time. Keep on the defensive and take advantage of
every damage dealing opportunity. You can block some of Lei’s sweeps
and then nail him with the WS+2 for a fat juggle. If Lei gets on the
ground, make sure you punish him when he gets up on his feet or he does
any sort of move.
Vs. Jin Kazama
This is the mirror match. This is where you really find out what your
Jin is made of. Keep your defense tight and stay on the offensive if
you have the chance. Make sure to COUNTER-BREAK!!
Vs. Bryan Fury
When used correctly, this guy got mad skills! He’s got a good inside
game and he has some (however slow) outside power moves. Don’t throw
ANYTHING with a lot of recovery time unless you KNOW you’re going to
land it, because Bryan’s got the Mach Breaker (f,f+2) and it is FAST!
Don’t telegraph your low attacks or low jabs because he’s got nasty
stuff off his low parry (Low Thrust Block). Fight smart and out-brawl
him.
Vs. Kuma(Panda)
This happens to be one of the characters that ruins Tekken. Anyway,
don’t throw attacks with long recovery time because you’ll eat thadamned
double claw counter attack. Beware of Kuma/Panda’s throw range.
Keep the pressure on, don’t slip, and make sure your offense is tight
and you shouldn’t have a problem.
Vs. Heihachi Mishima
This old guy basically has it all. Watch out for that hammer (the
ULTIMATE footsie attack) that links to the DeathFist. Jin is prey to
the Hell Sweep mix-up because he has no low parry, but as long as you
stay on top of it you should be able to block everything. When fighting
inside, make sure you’re on top of your range and timing or you’ll eat
Demon’s Breath. Watch out for his jump-dash mid/low kick mix-up. Make
sure that when you block him you take advantage of EVERY opportunity
that you can and launch him for fat juggles.
Vs. Ogre (Toushin)
Ogre killed your mom!! SMASH HIM!! Ogre happens to be one of the more
powerful characters in Tekken3. He does have weaknesses, however. His
moves are fast, powerful, and have TONS of range. However, if you make
sure and play defensive you can make him hurt really bad. When you
juggle Ogre, remember that he’s oversized. Take advantage of this and
do all the extra damage you can. Keep your offense to a solid counter
offense and keep your defense tight.
Vs. True Ogre
This guy sucks. It is true that he has all the moves and unblockables
that Ogre has, but he loses the speed and range. Keep on the pressure
and SMASH HIM!!
Vs. Julia Chang
She’s actually a tough cookie, contrary to what most people believe.
Her speed is deceptive and she’s got a ton of good mix-ups. She has
nasty stuff off the low parry, so keep your offense tight. You can stay
on the offensive and still beat her down as long as you don’t slip. Jin
outclasses Julia, so don’t let yourself be mixed-up to oblivion. Take
the fight to her and you should be ok. Mix up your mids w/ throws and
throw a hell sweep every now and then when you see the opening.
Vs. Gun Jack
This guy is another damn joke. Keep the pressure on and you’ll be ok.
As soon as he does anything and it bounces off your defense, punish him.
If he tries to attack you, interrupt him with your offense. Smack him
DOWN!!
Thanks to:
First of all, NAMCO for making the game. Thanks to Marcial Pelayo and
Mike Aquino for smashing me at SF Alpha, and making me want to spank you
at Tekken 3. Thanks to Nathan Oback (Lei Wulong ROCKS!) for all the
training, and of course to Reverend Scott for lots of games. Thanks to
Jason Arney for the games, and Dustin (yeah, you cheap ass!) for the
games =). To Son (my Jin protégé): drop Nina and play more Jin!!! To
Chris: Keep it up and you’ll whoop ass! To Josh: Next time you tell
someone you’re gonna work ‘em like Chinese Hookers, you better back it
up! =) To Bryan: Play Bryan Fury! To Yoshinori: Keep practicing
that Bryan! To Nate: Lay down the LAW! =) To Morgan: Devote your
life to Tekken, you KNOW you want to. If I missed anyone out there in
Tekken land, I’ll get you when I release my Bryan FAQ.
Live PLURity. Seek the advancement of knowledge, for knowledge is
power. Seek the truth.
Remember that it is better to die on your feet than live on your knees.
Live Honor.
-=I'’m not afraid of the price I pay.=-