The Son of Kazuya Mishima and Jun Kazama, and Grandson to Heihachi Mishima; Jin was introduced in Tekken 3 (1994) as the main protagonist. Jin is a man with very few words who has deep resentment for his father for the way he treated his mother; which later led to her disapperance. At birth, Jin inherited the Devil gene that kazuya had possessed and the early stages were shown in Jin's Tekken 3 ending. As the gene progressed, it later caused him to be consumed by it, spawning Devil Jin. As for Jin's playstyle, he is a character with a tremendous amount of good tools; allowing him initiate an attack and the pace of the match or stay on the defense. He has arguably the best parry in the game, if it is timed perfectly, even allowing him to parry projectiles. This parry presents opportunites for him to deal out massive damage to his opponents.
1. A launcher primarily used for long ranged whiff punishers and is one of two electrics that jin possess. The electric version is achieved when you precisely time the d/f input with the "1" at the same time.
2. This is his most used electric that can also be used a block and a whiff punisher leading to a good damaged combo. It can also be used for pressuring and a keepout tool to warn the incoming opponent much like tradition Mishimas. The electric version is achieved when you precisely time the d/f input with the "2" at the same time.
3. A very damaging low that's good for poking and leads to a combo on counter hit.
4. Arguably Jin's best move, f+4 is great for keepout and whiff punishing. This is a move that can transition into his "ZEN" stance allowing for mixup opportunities and can even cancelled by pressing d/f after entering stance then holding back to ensure you don't get hit. It also allows for a damaging combo on counter hit.
5. The fastest homing move in the game, which leads to a combo upon counter hit.
6. Much like traditional Mishimas, Jin has a f,F+3 that leads to a combo.
7. This move is good for whiff punishing and even better when used at the wall due to its wallsplat property.
8. One of his best string, it can be used to poke at the opponent and can be delayed to throw the opponent off guard. Although not used often due it being launch punishable on block, this string has a low extension that causes a knockdown if it successfully connects.
6. Arguably the best parry in the game, allows him to swiftly move the opponent's limbs out of the way to expand the recovery period of the opponent. His parry can be chained together, avoiding entire strings altogether. In some instances, you may even be able to launch punish a move depending on how "heavy" of a move that was parried. He also has a reversal, which only works on punches and allows for a f,F+2 follow-up for extra damage.
Player | Country |
---|---|
CherryBerryMango | South Korea |
Book | Thailand |
Runitblack | United States |
AceUnlimited | United States |
Chikurin | Japan |