================================================ = = = The Ultimate -=JIN=- FAQ = = = ================================================ by MageLord magelord@mailcity.com 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 The juggles, combos and strategy are outdated, some are wrong, and the rest are of a flawed strategy.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.=-