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Tekken 8: How to Play Jin Kazama | Best Moves, Combat Guide Tekken 8: How to Play Jin Kazama | Best Moves, Combat Guide

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Tekken 8: How to Play Jin Kazama | Best Moves, Combat Guide

Ultimate guide on how to play Jin Kazama in Tekken 8!

Nedim Fetahovic

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With Tekken 8 set to release in January 2024, we are enthusiastic to learn more about the combat mechanics, new moves, and overall quality of the game. Will Jin Kazama change? And will his iconic jabs stay the same?

In this article, we’ll explore all of these questions whilst giving you a guide on the best moves and combat guide for Jin Kazama in Tekken 8! Let’s begin.

Tekken 8

Jin Kazama

Jin Kazama hails as one of the iconic Tekken characters. He is best known as one of the strongest and easiest characters to play with, combining simple yet effective combos that deliver significant amounts of damage. We will cover some of them.

Basic Tekken Moves Guide

Most commands in Tekken are considered to be universal. When players say 1-1-2 for example, it is clear to both PlayStation and PC users what is the move about. However, we feel obliged to give you a guide on these moves so you can follow along whether you are on PC, Xbox, or PlayStation. The list can be found below and the commands are in this order: PC, PlayStation, Xbox.

1 – USquareX – Left Punch

ITriangleY– Right Punch

3 – JXA – Left Kick

4 – KOB – Right Kick

Jabs

As is customary, jabs are one of Jin’s iconic base moves. They give you a +1 frame advantage over your opponents. The idea is that you want to be jabbing at your opponents as much as possible. This will give them a false idea of your next move forcing them to duck under the jab.

Once they do, you need to down + forward to deliver a middle jab and catch your opponent off guard.

The difference between Tekken 7 and Tekken 8 can be summed up in Jin’s jabs. Most of you who remember Tekken 7 know that Jin’s jabs were nowhere near as effective as they are now in forcing your opponents to block and avoid your hits.

Roundhouse Kick

In addition to the jab, you can also throw in a few roundhouse kicks into the mix to try and deal even more damage and hope to catch your opponent off guard.

The downside to this is the fact that it leaves you vulnerable to a counter-attack. If you time it wrong you are left exposed and at risk of an opponent combo.

Tekken 8 on Steam

Forward Kick

Players who played Tekken 7 most probably remember the forward kick in Jin’s arsenal being broken and overpowered as it does not allow your opponents to counter it effectively. It also allowed players who use Jin to keep at a safe distance from their opponents spamming those forward kicks forcing their opponents to rage and quit the game.

Down-Two

Speaking of broken combos, the down-two move, performed in the same way as the name suggests, is one of those hits that will catch your opponents off guard and be unable to block it effectively. It would seem as if the devs of the Tekken franchise have no intention to nerf this move as it is overpowered due to it being so unpredictable and unblockable.

Hell Sweep

In comparison to Tekken 7, Hell Sweep has been nerfed quite a bit, no longer dealing 50 damage per hit and not allowing for more combos after this attack. The Hell Sweep now will allow you to deal some damage and do only 1 follow-up move on your opponents instead of many different ones.

Do remember that if your opponent successfully blocks this move, you will be extremely vulnerable to counter-attacks.

Electric Wind Hook Fist

One of the moves that got buffed compared to Tekken 7 is the Electric Wind Hook Fist. It deals a bit more damage now and allows you to chain more hits together in devastating combos.

Tekken 8 on Steam

Strings

Back 2-1

Pressing Back 2-1 is a good way to close the gap between your opponent and you. It is safe on block and it is unchanged from Tekken 7.

A good thing to use this combo is when you are in Heat Mode. This will deal more chip damage over time allowing for more effective combat.

2-1-4

Another high-middle-middle hit, this combo is arguably one of the safest ones in the game. Spam it to close the gap and force your opponent into trying to counter it.

Down-forward-2

Down-forward-2 has changed quite a bit from Tekken 7. It serves as your main tracking move, dealing lower amounts of damage.

Jin Kazama

Punishments

2-4

Punishment moves in this game remain for the most part unchanged from Tekken 7. When it comes to the 2-4 combo, it deals 29 damage.

Do note that all punishments in Tekken 8 can now be canceled into Zen. For those who are not familiar with the terminology, Zen is Jin’s main stance.

Automatic Electricity

If you do a dash and then cancel into a crouching stance, you will see Jin’s eyes glow up in red. This means that for your next hit, you don’t have to time it perfectly to gain electricity, you simply have to land the hit and it will automatically activate.

A good tool in your arsenal to have and use when you’re up close and personal with your opponents.

ALSO READ: The Universim: How to Pick the Perfect Location for Your Civilization

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