********************* *Cheesin' Jin Kazama* ********************* Author: Kent Dela Pena Email: anus_maximus@hotmail.com Version 1.2 This FAQ is copyrighted (c) Kent Dela Pena 2001. All rights reserved. I can't really believe I have to say this, but this work is not to be used for profit and doing so bequeaths you the title of poor sad loser who must find a real job. Really, there's better ways to make money out there. Don't try to reproduce this and write it off as yours. You'll never amount to anything in life if you're out there copying FAQs and saying it's yours. There are better and more important things to plagiarize. Do not go out there claiming to be me either, or an FAQ writer for that matter. Although I know these moves, I am not the greatest player, nor should I recommend living my life. It's something you don't wanna do. If you knew me, you wouldn't wanna be me. This FAQ is in English and the only foreign language I can speak is French. I'm sorry if you can't understand it or get any of the jokes (there's jokes?) Also, do not email me in any languages other than French or English. They will be deleted if I can't read it. Also put "Jin FAQ" as the subject. This FAQ should be posted on www.gamefaqs.com unless you ask me for permission to post it on your site (chances are, I'll say yes, especially if you baked cookies). This FAQ can also be found on the following sites: www.tekkenzaibatsu.com www.tekkencab.150m.com www.tekkenfreak.com www.geocities.com/tekkentoronto ******************* *Table of Contents* ******************* 1. Version History 2. Introduction 3. Legend 4. Who is this "Mishima"? 5. Move list 6. In depth moves 7. The Game 9. Credits 10. Main Contributors 11. Final Words ***************** *Version History* ***************** 1.0 - Oct 22, 2001 - The birth of this sorry excuse for an FAQ. (If this FAQ was a real kid, I'd abandon it! j/k) 1.1 - Oct 30, 2001 - Corrected errors and falsified strats Added some juggles 1.2 - May 18, 2002 - Added the parry, more juggles, and major updates. Changed email ************** *Introduction* ************** This FAQ is for all those players want to learn to use Jin in my cheesy way. If you're expecting to play with honour, I suggest you stop reading, unless you're practicing your reading skills...you should stop reading for that too. If you're an expert Jin player, I suggest you press the Back button. There's nothing to see here... I wrote this FAQ due to the number of requests I've been receiving. I have no right to call myself a Jin player, nor do I aspire to become one. I find that Jin is really easy to learn and to win with once you've figured out that his game is based on string mixups rather than juggling. In other words, cheese. I know that Jin can be played with what people call skill and style. Don't bother trying to flame me because I'm teaching how to be cheap (Let's see you write a better FAQ!). I'm sure when you picked up your first Tekken character, you were a scrub yourself. Jin is really easy to learn and it only took Strider Yoshi 1 day to win consistently with the Kazama brand of dairy produce. I spent 2 days to learn it. This is an early version of the FAQ. There are many things still to sort out and a lot of aspects of the game that is still to be developed. If there are errors, holes, or strats to add, you are more than welcome to kindly send an email. ******** *Legend* ******** I'm assuming that you know the conventions such as 1_2 and so on. Here's just a rundown on all the buttons and directions. I think the illustration below insults your intelligence, but if ya stil need them... Facing Right Facing Left UB U UF UF U UB O O O O O O \|/ (1) (2) \|/ (1) (2) B O-N-O F F O-N-O B /|\ (3) (4) /|\ (3) (4) O O O O O O DB D DF DF D DB I'm guessing that you're aware of the PS2 buttons, so I won't use an illustration here. Plus, everyone has their own button layout. u,d,f,b: Tap direction U,D,F,B: Hold direction CD: Crouch Dash (f,N,d,df) N: Neutral(no joystick direction) WS: While Standing from crouch *: Hold the button SS: Side step (u_d) CH: Counter hit (interrupt an opp's move) ~: Input next command immediately 1: Left Punch 2: Right punch 3: Left Kick 4: Right Kick ************************ *Who is this "Mishima"?* ************************ If you think you're gonna be using the "old" Jin Kazama, you're all wrong. Chances are, you found that out the hard way. He "unlearned" his Mishima style karate and has gone back to traditional karate. You won't see him use moves like 112 or EWGF. That's all you need to know about him. Wanna know his story? What do you think this is? The Jin's Story FAQ?! Read that in some other FAQ or Tekken site. Since he's not a Mishima anymore. He's not about juggling. He can juggle just like any character, but don't expect damaging ones like Kazuya. Basically, you want to mix up high, mid, and low hit strings with him. *********** *Move list* *********** Okay, maybe not. There is no movelist on this FAQ. Honestly, if you need one that badly, check out www.tekkenzaibatsu.com; www.tekkencentral.com; and many other FAQs that lists Jin's moves (Specifically Catlord's. You do know Catlord, don't you?). Tekken websites also gives you frame rates, damage properties, and such detailed info as well. Please check there if you need it that badly. I'm just assuming you know all of Jin's moves and just want to know how to play him (or at least how I do). **************** *In depth moves* **************** The following are moves I use the majority of my matches. If some moves I find are pretty useless, I won't mention it, unless it's so bad I gotta say why. In no particular order, here are Jin's moves that I use a lot during his fights. Word of advice: These moves are what I consider to be good moves, but do not pick one move and stick with it the entire match a la deathfist. Jab String Setup (1,2...) Jabbing has become an essential part of Tekken 4. Every character has a string that is set up by 1,2. Jin is no different. After 1,2 Jin can do the following: - 3 - Nice guard breaking mid kick. If this is blocked, you can mix up with either a mid hitting 3, or a low hitting d+4. If this kick connects, you can follow it up with a mini juggle. - 4 - More powerful high hitting kick. Better use this in juggles. - uf+1+2 - Not listed in any movelist, but Jin's throw flow easily from the jab strings. Maybe not like King's, but just like everybody else. You are not limited to those moves after doing 1,2...use your imagination for better setups. Alternate Jab String Setup (2,1...) I find this to be the better setup. The 2nd hit hits mid and the kick followup is either mid or low. You can start with the mid hit by pressing df+1 and continue with the mixups as well. Here's what you can do from this setup: - 4 - Mid kick - 4~4 - Low kick. Try not to abuse this. When opponents see this coming, they may interrupt with a jab or SS this kick altogether. - uf+1+2_2+4 - Once again, though not listed, throws go into this string fairly well. This is the one sequence I abuse the most. - d+3+4 - Mix this in if people are defensive and are ducking the throw attempt. You are not limited to those moves after doing 2,1...use your imagination for better setups. Laser Series (b,f+2>1>...) People complain that this isn't effective anymore. That's because this can't be used in juggles...get over it. This still has it's uses in fights. Mix up this bad boy and you'll be starting juggles often. The first 2 hits begin the same, but you may use the following finishes (all moves except the Just Frame are delayable): - 2 - This punch knocks your opponent back whether it's blocked or not. Use this for breathing room. - d+2 - Best done delayed so you mix up between this and the Just Frame. You don't have to delay if your opponent tries SSing too early to avoid the Just Frame. - d+2* - Unblockable launcher. Try not to do this version since it's SSable and interruptable, but try the following version of this move. - JF d+2* - To execute this, you can't delay the b,f+2,1,d+2*. Release 2 when Jin's fist is about to glow. If done right, there won't be much of a windup time on his unblockable launcher. Good for mixing up this and 2. If ya wanna be really sneaky, sneak in a throw instead of a punch at any time during the series. Lead Thrust, Vertical Kick to Blade Kick (1,3~3,3) After press d+1+2 for Glowing Fists I don't really care if this move connects. I just use this as a custom string filler and a setup for the Alternate Jab String Setup. You don't have to do the last 3, but switch up with a d+4 for a low kick or restart your custom string. Watch out who you use this against. If you're playing a reversal capable character, prepare to buffer a Chicken...don't even bother completing this against King. If some reason, you successfully connected with the entire series, do the Glowing Fists for special FX. Quick uppercut (df+2) Hits mid, launches on a CH. Mix this within your Jab String Setups and maybe you'll get lucky to launch on a CH. Nothing wrong with this move. Rising uppercut (WS+2) If you duck a move, this will guarantee to launch. Nothing wrong with that! Electric Wind Hook Fist (EWHF) (CD~2) I hope you are familiar with the EWGF concept because I really don't wanna explain. If you don't do this properly, but CDed correctly, you'll get the WHF. This move has the same properties as Jin's old EWGF, but this move is used to knock away opponents rather than launch them into juggles. Foot Sweep (CD+4) ~3_3+4 for Spinning Heel kick. ~d+1+2 for Glowing Fists Range is kinda small, but causes knock down if this lands. You have the option of doing the Spinning Heel kick (guaranteed!) or Glowing Fists (special FX) once this move connects. Foot Slice (d+4) Quick low hitting move. Good in customs and mixing up highs and lows. Spinning Heel Kick (4~3) A move he's changed but kept from TTT. This doesn't have the range it used to have. This move causes a guard stun, so throw this out and roll back for some space. This is best used at walls, okizeme, or guaranteed hits. Can Can kicks (d+3+4) A move he's kept from his previous Tekken adventure. If the 2nd kick connects, it will launch...which is good at certain situations. Also a good stance buster like Relax stance and Ling's AOP. Regular throws (2+4_f+2+4) A throw is a throw and it's essential in every Tekken game. If you don't have enough time to use a command throw, go for one of these. Choke Slam (uf+1+2) This is your alternative to a regular throw. The damage is the same, but this has a double punch escape, longer range, better animation, and leaves you in better position for okizeme. Change Position (1+3+f_u_d_b) Something new added in Tekken 4. Get yourself out of a corner and put your opponent into one by forcing a side switch with this command. You may shove your opponent into a wall by pushing them into one. Your opponent is stunned briefly which can set you up for quick jabs or some throws. Parry (b+2+4) Jin throws his opponent's limb to the side giving him a slight frame advantage and putting your opponent off axis. Once you parry the first move in a string, you may have to parry some more or block the rest of the string. Think of this parry as the parry system in Street Fighter 3. ********** *The Game* ********** As you fight, you'll be put into various situations. Here are some moves that I've suggested during each scenario. Pre fight - What you do right off the bat can determine the outcome and flow of the match. Now that can move before throwing out moves, it's good to get some good positioning before duking it out. Before the announcer says fight: - SSing - A good idea to move yourself into open area and not close to a wall. - F dash - Show your aggressiveness before a fight. Also an indication that you'll go for a throw. Watch out for jabs or a throw when the fight begins. - B dash - Shows defensiveness and turtling. Watch out for throws. - Hop over - If you can time this right, just when the announcer shouts "Fight!" you can find yourself behind your opponent and with a free kick. When the announcer says "Fight": - Throw - Command throw or regular throw, if you've caught your opponent turtling at the start of the match, here's some good instant damage. - Pokes/Custom - Use some annoying but quick tick damage to start the match. Your opponent would've probably have done the same. Best way to start on offense. - Idle - Stand still, block, then retaliate. Starting on defense can be rewarding at times. There's no risk of receiving a CHed attack from your opponent and you have the opportunity to read some tendencies and patterns in one string or series. atch out for throws though. Pokes/Custom - Now that everybody fights without a partner, ticking and chipping away at your opponent's life is more important than ever. Poking and jabbing is a big part of Jin's game. This is the key part of my cheese game. Here are some of the things you can chain together to make cheese: - Jab String Setups - No explanation, is there? - Alternate Jab String Setups - See the move above this. - Laser Series - Setup and mix up launchers, throws, or push your opponent away. - Lead Thrust, Vertical Kick to Blade Kick(1,3~3,3) - Just a filler - Quick Uppercut (df+2) - If your opponent tries interrupting. Just remember that you do not have to complete each string before going into the next one. Be creative and your opponent will have many problems vs. your Jin fromage. Whiff punisher - If your opponent does a move from too far and completely misses, you've successfully dodged it, or you blocked a move with lots of recovery, try these: - Throws - Usually devastating and spirit breaking. Most opponents hold B on reaction, raising the chances of success 100%...unless they duck on reaction... which can be a blessing in disguise...if you don't always go for the throw. - Launchers - You're guaranteed some hits after knocking them in the air. - Pokes/Custom - Start your barrage of annoyances and cheese with this. - EWHF - Knock your opponent away from you and hopefully into a wall with this. Okizeme - Sure, hitting people when they're down is cheap (by scrubs), but it's legal. So, that should apply here. Jin shouldn't be depending on okizeme to deal a lot of damage, but he can still do it. These are the moves that I use in okizeme and their situations: - Foot Sweep (CD+4) - Good vs. opponents who remain lying down. - Foot Slice (d+4) - Good vs. opponents who remain lying down. - Spinning Heel Kick (4~3) - If you're real close and your opponent tries rolling back. Launchers - Jin has amazing launchers to initiate a juggle game. Unfortunately, he doesn't have good moves for high damaging juggles. Anyways, here are Jin's best launchers: - CH df+2 - WS 2 - Always do this after ducking a move - b,f+2>1>d+2* - Not as reliable as the next two. - b,f+2>1>d+2 - Make a deadly launcher game by mixing it up between this and the next move. - b,f+2,1,JF d+2* - See the previous move. - d+3+4 - Hey! A move he's kept from Tekken 3 & TTT. Good punisher and post parry launch. If you want to be successful with juggles, you have to have the mentality that all your launchers will connect. That way when you see your opponent in the air, you won't be caught off guard. Juggles - Even though it's not the same as in the previous Tekkens, Jin Kazama does possess some ability to juggle, even if it is toned down. All juggles have been toned down in T4. Here are a few simple juggles that I use: - Any launcher,1,1,2,4 - Any launcher,1,1,1,EWHF - Any launcher,1,1,1,f+4 - Any launcher,1,fdash,1,2,3,d+4 - WS+2,1,3,1,3~3,d+4 - WS+2,1,1,1,3~3,d+4 - ws+2,1,3,df+1,4 - ws+2, 2,1, cd+1 - be careful not to hit 1+2 bec. of 2,1 That's all I need since the majority of my game consists of mixups from custom/jab cheese, I mean strings. Guaranteed stuff - While these aren't juggles, the followups after the moves are guaranteed. Here they are: - uf+1+2,d+4 - 1,2,3,d+4 - If the 3 connects, the sweep is guaranteed. Be quick. - 1,2,3,df+2,1,f,f+2 - The 3 in the Jab String has to connect for this to work. - 1,2,3,d/f+2,d/f+1,4 - 1,2,3,d/f+2,CD+2 - Big Characters only Walls - With the addition of walls, Tekken has taken an interesting twist. Punishing your cornered opponent seems to be the focus of this Tekken. Catching somebody beside a wall or structured object can be so much fun. Slamming them into one is even more fun. Here are some useful moves given in certain situations: - Throws - Bust these out since the majority of players will opt for a standing block. - Can Can kicks (d+3+4) - Best launcher in this situation. Perhaps you can add more damage by juggling your opponent into a wall. Better yet, you may finally be able to land the Laser series as a wall juggle. - Laser series - Be fast and maybe each hit will connect. The first 2 will at least. - EWHF (CD~2) - Powerful and hopefully, you'll knock your opponent back into another wall. - Foot Sweep (CD+4) - Use when your opponent collapses or is blocking high. - Custom/jab strings - Continue your punishing cheese offense. Be careful of wall techs. ********* *Credits* ********* I would like to thank the following: Avex Honda NSX - Giving me those mercy rounds so I could practice TTT on campus. It's a real pity that you've "left" the Tekken scene. Well, life goes on. Every opponent - Challenging me. Nobody likes to play the CPU all the time. This is the only way we get better. Game sites - Posting this up. Korea - Having players who found out about this "cheapness" Me - Need I explain? Namco - Making a great game to a great series with a great character Pascal - See Avex Honda NSX and also for getting me into Tekken Strider Yoshi - Showing me the Kazama fromage first hand Tekkencentral - Having that forum for Canadian players and other useful info. Hilarious posts...you should read some crazy stuff I've posted. Tekkenzaibatsu - Information on move lists and such. Tekken_Toronto - Like Tekkencentral but with Canadians only. Funny yet useful stuff, well only for T.O. www.geocities.com/tekkentoronto T_T Crew - Showing me that there are many people better than me in Toronto. Video Amusements - For having this game and for being 15 minutes away from my house. York University - Having this game on campus so that I could find some time to play when I'm not studying or getting drunk on campus. But no thanks for charging us a loonie to play! You, the reader - Giving a purpose for this FAQ. ******************* *Main Contributors* ******************* These guys had some major input when it came to this FAQ. Although I started writing this, these people helped out on some strats regarding Jin Kazama: G B (i_luv_u_vrus@wanted.ph) - Suggested some Jin juggles and guaranteed stuff ************* *Final Words* ************* This FAQ wasn't that difficult to write, nor long. I just took my Craig FAQ and added Jin and his moves plus a few adjustments. Always feel free to write (email's at the top of the page) and you will receive credit for any worthwhile contributions. I am only teaching how to cheese and get started with Jin. I really hope that a real Jin player writes an FAQ on him soon. I am not the greatest Jin player in the world or even in Toronto for that matter. Nor do I intend to be. He's not my kinda guy. There should better be some readers out there who can beat me using Jin. In the Tekken Central, GameFAQs, Toronto_Tekken, Tekkenzaibatsu, or any Tekken related forums my screen name is Mini King. If you're from Toronto and you know Avex, Pascal, or the rest of the Tekken Crew, then they can tell you who I am. f I ever come across an establishment with this game, I'll be there playing. Currently, my source for Tekken 4 has been on Campus Cove at York University. You'll know you're playing me since I'm the only guy who uses Craig Marduk. I don't have internet access at home during the summer, so you may not get any replies right away. Remember, reading every FAQ will not substitute for experience. So go out there and play.