Tekken Tag Tournament 2/Jin

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Tekken Tag Tournament 2 Character Select




Fighting Style: Karate

Nationality: Japanese

Background: Jin Kazama defeated Jinpachi Mishima and took over the Mishima Zaibatsu. He utilized precision attacks from his special Tekken military unit to engulf the world in a maelstrom of chaos. Once he had rendered most countries' military power useless, he took over space colonies and energy sources such as oil fields. He declared independence from, and war against the countries of the world. The Mishima Zaibatsu swept through, taking over nation after nation. But as the war continued, new opposing forces slowly began to show their presence. Jin learned that Kazuya Mishima was controlling the first and most powerful of the opposition, the G Corporation. When the G Corporation put a price on his head, Jin announced The King of Iron Fist Tournament 6, as if he had been waiting for the opportunity.

Character Data

Strategy Guides

Gameplay Summary

Strengths and Weaknesses


  • Strong poking mids and zoning tools
  • Pretty strong CH game
  • Parry potentially the best move in the game


  • Wallcarry and juggle damage quite weak
  • No safe launchers
  • Wavedash mixup and whiff punish game weaker than other Mishimas

Top Moves

  • 2,1_2,1,4
  • d/f+1,4_d/f+1,4~4
  • b+2,1
  • EWHF
  • f,f+2
  • d+4
  • d/b+4
  • cd+4
  • f+4
  • eCD+1
  • f,f+3
  • f,f+4


Italicized punishers are the ones with maximum damage.


  • i10 -> 1,2; 2,1; 2,4
  • i12 -> f+3; 1+2
  • i13 -> df+1,4
  • i14 -> f+1+2 (does not work if the opponent recovers in crouching)
  • i15 -> uf+4; d+3+4
  • i19 and above -> eCD+1


  • i11 -> ws+4
  • i13 -> ws+1,2
  • i14 -> ws+2
  • i16 and above -> cc~d+3+4
  • i20 and above -> cc~eCD+1

Overall Strategy

Written by lilleboff

General playstyle and overview

Jin is usually played defensively as a spacing/zoning character. His playstyle is sort of intermediate between a Mishima (looking for whiff punishment and wavedash pressure) and a character using moves to space with and for keepout. He has tools to pressure with his wavedash, EWHF giving a full juggle on CH, hellsweep which gives a mini juggle on normal hit but is quite slow, d/b+4 for positive frames on hit and mids like f,f+3, f,f+2 and ws+2 to stop people from ducking. He also have great defensive moves like standing 4 (fastest homing move in the game), EWHF and his unique parry. Where he really shines is with his long reaching mids, some of them which have excellent hitboxes and tracking, making it hard for opponents to move and get in. You usually want to stay at about range 2 where you can hit them with b+2,1, f+4 and f,f+2, whiff punish with eCD+1 and quickly move in and out to use your pokes and wavedash mixups.

Poking, spacing and zoning

Up close he has his 2,1 and 2,1,4 10f strings. Not only is 2,1 high, mid, it also has a safe, delayable mid extension with 2,1,4 which stops opponents from attacking you after 2,1 both on block and hit. 1,2, 1,2,3 and 1,2,4 are other 10f pokes, with 1,2,3 giving a small advantage on block (but being sidesteppable) and 1,2,4 which is not sidesteppable, but duckable. For mids close up, he has d/f+1, which is a good generic mid with d/f+1,4 and d/f+1,4~4 extensions. d/f+1,4 is a new NC knockdown move, which is duckable on block, but still pretty good. Quite easily hit confirmable on counterhit. Other poking mids close up are b+2,1, f,f+2, f,f+4, f,f+3, cd+3, u/f+2 and so on. For lows he has two main pokes, d/b+4 and d+4. d/b+4 is slow, but gives frames on hit and juggles on counterhit. d+4 is fast but negative on hit, thus stopping most of your offensive options after it. b+1~CDS 4 is another low for using up close, giving a guaranteed d+2 in hit. In general though, you want to be a bit further away like I wrote above. f+4 is his most notable mid that is quite abusable from the right range. In T6 it used to give a mini juggle on CH, but with the new f+4~f CDS transition, you get a full juggle on counterhit. If correctly canceled on block (f+4~f, d/f,b) it is completely safe and even allows for the occasional CDS mixup. b+2,1 is still amazing and very annoying. So is f,f+2. The occasional dash EWHF also keeps opponents from wanting to move in and attack you from range 2. This is where Jin's strength lie. Keeping opponents at range 2, poking with safe mids, looking for counterhits and whiff punishes and occasionally moving in for some close up pokes or a wavedash mixup.

Frame advantage and pressure game

Jin's moves for keeping pressure on are not nearly as great as many other characters, which is the main reason he isn't played aggressively. However, he does have some tools for lockdown and frame advantage. EWHF is probably his main one, being +5 on block like a Mishima EWGF. It pushes back quite a bit, and puts you at a really good range for your zoning mids and whiff punishers. One backdash after a EWHF on block will cause most moves to whiff, and f+4 or b+2,1 after it will CH most stuff. Other moves for frame advantage is f+3~3, f,f+4 and iWR+3. f,f+4 is my favorite of those, but due to it's speed it's mainly useful after knockdowns to keep pressure up. Don't forget about d/b+4, both as a follow up after your pressure moves and as a move to keep your offense going.

Wall game

Jin's wallgame is significantly stronger in TTT2 than in T6, mainly because of two changes. ws+1,2 now being a B! move (allowing a juggle after CDS 4 at the wall) and d/f+1,4 being a semi hitconfirmable 13f mid natural combo that wallsplats. Just going for a basic 50/50 from CDS is now decent strategy with Jin at the wall, with CDS 1,2 being a mid, mid, hitconfirmable NC and CDS 4 as your low which also gives a full combo with ws+1,2 at the wall. d/f+1,4 is what you will be looking for if you're not planning on using a 50/50. Either setting it up with +frame moves like f,f+4 or looking for a small sidestep or CH by movement and pokes. d/b+4 is still excellent at the wall, allowing more pressure. f,f+2 is another great wall move with long range.


Jin has a very unique parry that theoretically makes him the best character in the game if used to perfection. In real life however, it is very hard to effectively use, but still a good move. It's done by either b+2+4 or b+1+3. It works by pushing the opponents move away, thus giving them a recovery where they can't block based on how slow the move recovers. This allows you to attack them after parrying while they're still recovering from the move. With very quickly recovering moves, you will get nothing guaranteed, but with slower recovering moves, you can punch them in the face. For relatively fast recovering moves, 2,1, 1+2 or d/f+1,4 are good follow ups. For slow recovering moves, you get d+3+4 for a full launch. A very interesting feature of TTT2 Jin's parry is his ability to parry an incoming tag crash for a d+3+4 full launch. With strings, you have to input the parry for each move of the string, which is extremely difficult. However, if you parry the first hit of the string, you can block the remaining hits and be safe. There are basically 3 situations where you want to look for parries. The first is if your opponent hit you and is on frame advantage and you think he's going to attack you more. An example is your opponent hitting you with a d/f+1. The second is if you attacked him, but he blocked, so he's at frame advantage again and you expect him to attack you back. For example him blocking your d/f+1. A related situation is if your opponent attacks you with a move that's positive on block, like a WR+3, and you expect him to attack after it. The third is parrying the last hit of strings, which is the most difficult one, because it's not possible for all strings and requires timing, but can screw up their offense significantly if they rely on strings.

For more information, visit the Jin TTT2 forums.

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