Jinpachi Mishima — Tekken 5 / Dark Resurrection portrait

Tekken 5 / Dark Resurrection · Tekken 5 · Dark Resurrection archive

Jinpachi Mishima

Throws, moves and combos, in familiar notation.

Shared commands appear once. Differences show Tekken 5 above DR. Edition labels identify documented coverage; only “DR only” means exclusive.

Damage includes the full starter. Earlier hits in a launcher string may not be guaranteed; CH requires a counter hit. PS2 routes are not automatically confirmed for arcade 5.1 or DR.

Main Combos

Juggle follow-upTekken 5
Launcher (choose one)
  • Forward+Left punch
  • Back+Right punch
  • Down-back+Right punch
  • Up-forward,Neutral+Right kick
  • Back turnedUp-forward+Right kick
  • Counter hitRight kick
Follow-up
Down+Left punch + Right punch

Guide damage: 44–60 (varies by launcher)

Juggle follow-up
Launcher
  • Forward+Left punch
Follow-up
Tekken 5
Forward+Right punch,Left punch,Left punch + Right punchIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoForward+Right punchIntoForward,ForwardIntoDown+Left punch + Right punch

Guide damage: 128

DR
Down-back+Right punchIntoDown-back+Right punchIntoDown-back+Right punchIntoDown-back+Right punchIntoDown+Left kick

Guide damage: 77

Juggle follow-upTekken 5
Launcher
  • Back+Right punch
Follow-up
Down+Right kick

Guide damage: 36

Juggle follow-upTekken 5
Launcher (choose one)
  • Down+Left kick
  • Forward,Forward+Left kick
Follow-up
FCLeft kick

Guide damage: 38

Juggle follow-upTekken 5
Launcher (choose one)
  • Down+Left kick
  • Forward,Forward+Left kick
Follow-up
FCDown-forward+Left punchIntoForward,Forward+Left kick

Guide damage: 56

Juggle follow-upTekken 5
Launcher
  • Back+Left punch + Right punch
Follow-up
Left punch + Right punch + Left kick + Right kick,Right punch

Guide damage: 29

Juggle follow-upTekken 5
Launcher
  • Back+Left punch + Right punch
Follow-up
Forward+Left kick + Right kick,Left punch + Right punchIntoForward+Right punch,Left punch,Left punch + Right punchIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoDown+Left kick

Guide damage: 118

Juggle follow-upTekken 5
Launcher (choose one)
  • Back,Forward+Left punch
  • Up-forward+Right kick
Follow-up
Forward,ForwardIntoDown+Right punch

Guide damage: 46

Juggle follow-upTekken 5
Launcher
  • Back,Forward+Left punch
Follow-up
Forward,ForwardIntoDown-back+Right punchIntoForward+Right punch,Left punch,Left punch + Right punchIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoDown+Left punch + Right punch

Guide damage: 158

Juggle follow-upTekken 5
Launcher (choose one)
  • Down-back+Right punch
  • Down-back+Left punch + Right punch
Follow-up
Down+Left kick

Guide damage: 51–60 (varies by launcher)

Juggle follow-upTekken 5
Launcher
  • Down-back+Left punch + Right punch
Follow-up
Forward,ForwardIntoDown-back+Right punchIntoForward+Right punch,Left punch,Left punch + Right punchIntoBack+Right punchIntoDown+Left punch + Right punch

Guide damage: 138

Juggle follow-upTekken 5
Launcher
  • Down-back+Right kick
Follow-up
Down+Left punch

Guide damage: 55

Juggle follow-upTekken 5
Launcher
  • Down-back+Right kick
Follow-up
Forward+Left punch,Right punch

Guide damage: 90

Juggle follow-upTekken 5
Launcher
  • Up-forward+Right kick
Follow-up
Down-back+Right punchIntoForward+Right punch,Left punch,Left punch + Right punchIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoDown+Left kick

Guide damage: 156

Juggle follow-upTekken 5
Launcher (choose one)
  • Up-forward,Neutral+Right kick
  • Back turnedUp-forward+Right kick
Follow-up
Back+Right punchIntoBack+Right punchIntoBack+Right punchIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoDown+Left punch + Right punch

Guide damage: 112–116 (varies by launcher)

Juggle follow-upTekken 5
Launcher
  • Up-forward,Neutral+Left kick
Follow-up
Down-back+Left punchIntoFCRight kick

Guide damage: 37

Juggle follow-upTekken 5
Launcher
  • Up-forward,Neutral+Left kick
Follow-up
Down-back+Left punchIntoFCDown-forward+Left kick

Guide damage: 38

Juggle follow-upTekken 5
Launcher (choose one)
  • Forward+Left kick + Right kick,Left punch + Right punch
  • Left kick + Right kick,Left punch + Right punch
  • Down-back+Left kick + Right kick
Follow-up
Down-forward+Left punch

Guide damage: 48

Juggle follow-upTekken 5
Launcher (choose one)
  • Forward+Left kick + Right kick,Left punch + Right punch
  • Left kick + Right kick,Left punch + Right punch
  • Down-back+Left kick + Right kick
Follow-up
Forward+Left punchIntoForward+Right punch,Left punch,Left punch + Right punchIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoDown+Left punch + Right punch

Guide damage: 172

Juggle follow-upTekken 5
Launcher
  • Left punch + Right punch + Left kick + Right kick,Right punch
Follow-up
Left punch + Left kick

Guide damage: 72

Juggle follow-upTekken 5
Launcher
  • Left punch + Right punch + Left kick + Right kick,Right punch
Follow-up
Forward+Right punch,Left punch,Left punch + Right punchIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoDown+Left punch + Right punch

Guide damage: 150

Juggle follow-upTekken 5
Launcher
  • While standingLeft punch + Right punch
Follow-up
Back+Left punch + Right punchIntoForward,ForwardIntoLeft punch + Left kick

Guide damage: 70

Juggle follow-upTekken 5
Launcher
  • While standingLeft punch + Right punch
Follow-up
Back+Left punch + Right punchIntoForward,ForwardIntoForward+Right punch,Left punch,Left punch + Right punchIntoBack+Right punchIntoDown+Left kick

Guide damage: 114

Juggle follow-upTekken 5
Launcher
  • While standingRight punch
Follow-up
Down-back+Left punchIntoWhile standingRight punch

Guide damage: 52

Juggle follow-upTekken 5
Launcher (choose one)
  • While standingRight punch
  • Counter hitRight kick
Follow-up
Forward+Right punch,Left punch,Left punch + Right punchIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoDown+Left kick

Guide damage: 136–142 (varies by launcher)

Juggle follow-up
Launcher
  • While standingRight kick
Follow-up
Tekken 5
Left punch,Right punch

Guide damage: 50

DR
Left punchIntoForward+Right punch,Left punch,Left punch + Right punch

Guide damage: 64

Juggle follow-upTekken 5
Launcher
  • While standingRight kick
Follow-up
Left punchIntoForward+Right punch,Left punch,Left punch + Right punchIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoBack+Right punchIntoForward,ForwardIntoDown+Left kick

Guide damage: 140

Juggle follow-upDR
Launcher (choose one)
  • Forward+Left punch
  • Down-back+Right punch
Follow-up
Down-back+Left kick

Guide damage: 31–32 (varies by launcher)

Juggle follow-upDR
Launcher
  • Down+Left kick
Follow-up
FCDown-forward+Left kick

Guide damage: 32

Juggle follow-upDR
Launcher (choose one)
  • Down+Left kick
  • Down-forward+Left kick
  • Counter hitBack+Right punch
Follow-up
FCDown-forward+Left punchIntoFCDown-forward+Left punchIntoDown+Left kick

Guide damage: 52–61 (varies by launcher)

Juggle follow-upDR
Launcher
  • Down-forward+Left kick
Follow-up
CCIntoBack+Right punch

Guide damage: 42

Juggle follow-upDR
Launcher (choose one)
  • Down-forward+Right punch
  • Left punch + Right punch + Left kick + Right kick,Right punch
Follow-up
Down-forward+Left punchIntoRight kick

Guide damage: 46–62 (varies by launcher)

Juggle follow-upDR
Launcher (choose one)
  • Down-forward+Right punch
  • Left punch + Right punch + Left kick + Right kick,Right punch
Follow-up
Down-forward+Left punchIntoDown-forward+Left punchIntoForward+Right punch,Left punch,Left punch + Right punch

Guide damage: 68–84 (varies by launcher)

Juggle follow-upDR
Launcher
  • Down-back+Right punch
Follow-up
Down-forward+Left kick

Guide damage: 50

Juggle follow-upDR
Launcher (choose one)
  • Up-forward,Neutral+Right kick
  • Back turnedUp-forward+Right kick
  • Counter hitUp+Right kick
  • While standingRight kick
Follow-up
Down-forward+Left punchIntoDown-forward+Left punchIntoBack+Left punch + Right punch

Guide damage: 42–46 (varies by launcher)

Juggle follow-upDR
Launcher (choose one)
  • Up-forward,Neutral+Right kick
  • Back turnedUp-forward+Right kick
  • Counter hitUp+Right kick
Follow-up
Forward,ForwardIntoLeft punchIntoForward+Right punch,Left punch,Left punch + Right punch

Guide damage: 61–65 (varies by launcher)

Juggle follow-upDR
Launcher
  • Counter hitBack+Right punch
Follow-up
FCRight kick

Guide damage: 28

Juggle follow-upDR
Launcher
  • Down-forward+Right punch
Follow-up
Right punch,Forward+Right punch,Left punch,Left punch + Right punch
Juggle follow-upDR
Launcher (choose one)
  • Forward+Left punch
  • Counter hitRight kick
Follow-up
Sidestep right,Down-forward+Left punch,Left punch,Forward+Right punch,Left punch,Left punch + Right punch

f+2,1,1+2 knockdown can be teched midscreen (f, b, or 1/2/3/4), can get follow-ups if the opponent doesn't tech. Follow-up damage: 43.

Juggle follow-upDR
Launcher
  • Forward+Left punch
Follow-up
Forward+Right punch,Left punch,Left punch + Right punch

f+2,1,1+2 knockdown can be teched midscreen (f, b, or 1/2/3/4), can get follow-ups if the opponent doesn't tech. Follow-up damage: 37.

Juggle follow-upDR
Launcher (choose one)
  • Forward+Left punch
  • Counter hitRight kick
Follow-up
Down-forward+Left punch,Left punch,Left punch,(air throw)Forward+Left punch + Left kick

Follow-up damage: 37.

Juggle follow-upDR
Launcher
  • Forward+Right kick(opponent crouching)
Follow-up
Forward+Left punch,Sidestep right,Down-forward+Left punch,Left punch,Forward+Right punch,Left punch,Left punch + Right punch

f+2,1,1+2 knockdown can be teched midscreen (f, b, or 1/2/3/4), can get follow-ups if the opponent doesn't tech. Use f+1 combos on most characters. Use df+2 for larger characters (see notes on below df+2 combos). Use shorter b+1 combos on smaller characters that both f+1 and df+2 will whiff on. Easy combos are at the bottom for quick damage. Ability to connect f+4 (crouch) into df+2 for a full combo depends on the size of the opponent's character, as well as the Jinpachi costume the player is using. "Human" Jinpachi (selected with 2) can connect df+2 in this combo on Armor King, Dragunov, Feng, Jack-5, Jinpachi, King, Kuma and Marduk. However, the boss versions of Jinpachi, being "Demon" and "Fire" Jinpachi (from 5.0 and DR, selected with 3/4 and 1 respectively), can only connect df+2 to combo on Jack-5, Jinpachi, Kuma and Marduk (the largest characters). i.e. "Human" Jinpachi can get extra combos on Armor King, Dragunov, Feng and King, where the boss costumes can't. Follow-up damage: 64.

Juggle follow-upDR
Launcher
  • Forward+Right kick(opponent crouching)
Follow-up
Forward+Left punch,Forward+Right punch,Left punch,Left punch + Right punch

f+2,1,1+2 knockdown can be teched midscreen (f, b, or 1/2/3/4), can get follow-ups if the opponent doesn't tech. Use f+1 combos on most characters. Use df+2 for larger characters (see notes on below df+2 combos). Use shorter b+1 combos on smaller characters that both f+1 and df+2 will whiff on. Easy combos are at the bottom for quick damage. Ability to connect f+4 (crouch) into df+2 for a full combo depends on the size of the opponent's character, as well as the Jinpachi costume the player is using. "Human" Jinpachi (selected with 2) can connect df+2 in this combo on Armor King, Dragunov, Feng, Jack-5, Jinpachi, King, Kuma and Marduk. However, the boss versions of Jinpachi, being "Demon" and "Fire" Jinpachi (from 5.0 and DR, selected with 3/4 and 1 respectively), can only connect df+2 to combo on Jack-5, Jinpachi, Kuma and Marduk (the largest characters). i.e. "Human" Jinpachi can get extra combos on Armor King, Dragunov, Feng and King, where the boss costumes can't. Follow-up damage: 58.

Juggle follow-upDR
Launcher
  • Forward+Right kick(opponent crouching)
Follow-up
Forward+Left punch,Down-forward+Left punch,Left punch,Left punch,(air throw)Forward+Left punch + Left kick

Use f+1 combos on most characters. Use df+2 for larger characters (see notes on below df+2 combos). Use shorter b+1 combos on smaller characters that both f+1 and df+2 will whiff on. Easy combos are at the bottom for quick damage. Ability to connect f+4 (crouch) into df+2 for a full combo depends on the size of the opponent's character, as well as the Jinpachi costume the player is using. "Human" Jinpachi (selected with 2) can connect df+2 in this combo on Armor King, Dragunov, Feng, Jack-5, Jinpachi, King, Kuma and Marduk. However, the boss versions of Jinpachi, being "Demon" and "Fire" Jinpachi (from 5.0 and DR, selected with 3/4 and 1 respectively), can only connect df+2 to combo on Jack-5, Jinpachi, Kuma and Marduk (the largest characters). i.e. "Human" Jinpachi can get extra combos on Armor King, Dragunov, Feng and King, where the boss costumes can't. Follow-up damage: 58.

Juggle follow-upDR
Launcher (choose one)
  • Down-forward+Right punch
  • (Charged stance)Right punch
Follow-up
Forward,Left punch,Left punch,Forward+Right punch,Left punch,Left punch + Right punch

Inconsistent. Must hold f for a very brief amount of time for both hits of 1,1 to connect, while also not sending the opponent too far away for f+2,1,1+2 to whiff. f+2,1,1+2 knockdown can be teched midscreen (f, b, or 1/2/3/4), can get follow-ups if the opponent doesn't tech. Follow-up damage: 46.

Juggle follow-upDR
Launcher
  • (Charged stance)Right punch
Follow-up
Down-forward+Left punch,Down-forward+Left punch,Forward+Right punch,Left punch,Left punch + Right punch

Does not work on larger characters, such as Jinpachi, Jack-5 and Marduk (first df+1 doesn't juggle them high enough). f+2,1,1+2 knockdown can be teched midscreen (f, b, or 1/2/3/4), can get follow-ups if the opponent doesn't tech. Follow-up damage: 42.

Juggle follow-upDR
Launcher (choose one)
  • Down-forward+Right punch
  • (Charged stance)Right punch
  • Up-forward,Neutral+Right kick
  • Counter hitUp+Right kick
Follow-up
Down-forward+Right punch,Right punch,Down+Left punch + Right punch

Follow-up damage: 41.

Juggle follow-upDR
Launcher (choose one)
  • Down+Left kick
  • Down-forward+Left kick
Follow-up
Up,Back+Right punch(ground bounce),While standingLeft kick,Down+Left punch,Back+Right punch

Must crouch cancel out of d+3 with u. b+2 ground bounces for juggle if executed with correct timing (quickly for d+3, slight delay with df+3), otherwise will catch techs for lower damage. d+1 spike can be inconsistent. b+2 damage at end of combo depends if/how opponent techs. Follow-up damage: 61/67.

Juggle follow-upDR
Launcher (choose one)
  • Down+Left kick
  • Down-forward+Left kick
Follow-up
Up,Back+Right punch(ground bounce),While standingLeft kick,(grounded opponent)Down+Right kick

Must crouch cancel out of d+3 with u. b+2 ground bounces for juggle if executed fast enough, otherwise will catch techs for lower damage. Follow-up damage: 51.

Juggle follow-upDR
Launcher (choose one)
  • Down+Left kick
  • Down-forward+Left kick
  • Counter hitBack+Right punch
Follow-up
FCDown-forward+Left punch,While standingLeft kick

Follow-up damage: 26.

Juggle follow-upDR
Launcher
  • Back+Right punch(opponent FUFT/FDFA)
Follow-up
While standingLeft kick,Right punch,Down+Left punch + Right punch

Opponent is ground bounced off the ground for a juggle. If opponent is FUFT or FDFA, they will be launched in FUFT. Follow-up damage: 44.

Juggle follow-upDR
Launcher
  • Back+Right punch(opponent FUFT/FDFA)
Follow-up
While standingLeft kick,Down+Left punch,Back+Right punch

b+2 ground bounces for juggle if opponent doesn't tech, otherwise will catch techs for lower damage. This sequence can be looped with another b+2 at the end of this and other combos that end with b+2. b+2 damage at end of combo depends if/how opponent techs. Opponent is ground bounced off the ground for a juggle. If opponent is FUFT or FDFA, they will be launched in FUFT. Follow-up damage: 43/49.

Juggle follow-upDR
Launcher
  • Back+Right punch(opponent FUFT/FDFA)
Follow-up
While standingLeft punch,Forward+Right punch,Left punch,Left punch + Right punch

f+2,1,1+2 knockdown can be teched midscreen (f, b, or 1/2/3/4), can get follow-ups if the opponent doesn't tech. Opponent is ground bounced off the ground for a juggle. If opponent is FUFT or FDFA, they will be launched in FUFT. Follow-up damage: 38.

Juggle follow-upDR
Launcher
  • Back+Right punch(opponent FUFA/FDFT)
Follow-up
Up,Left punch,Forward+Right punch,Left punch,Left punch + Right punch

Must be crouch canceled with u. f+2,1,1+2 knockdown can be teched midscreen (f, b, or 1/2/3/4), can get follow-ups if the opponent doesn't tech. Opponent is ground bounced off the ground for a juggle. If opponent is FUFA or FDFT, they will be launched in FUFA. Follow-up damage: 40.

Juggle follow-upDR
Launcher
  • Back+Right punch(opponent FUFA/FDFT)
Follow-up
While standingLeft punch,Left punch,Left punch,Down+Left punch + Right punch

Opponent is ground bounced off the ground for a juggle. If opponent is FUFA or FDFT, they will be launched in FUFA. Follow-up damage: 33.

Juggle follow-upDR
Launcher
  • Back+Right punch(opponent FUFA/FDFT)
Follow-up
While standingLeft kick,Back+Right punch

Opponent is ground bounced off the ground for a juggle. If opponent is FUFA or FDFT, they will be launched in FUFA. Follow-up damage: 30.

Juggle follow-upDR
Launcher
  • Up-forward,Neutral+Left kick
Follow-up
Down-back+Left punch,FCDown-forward+Left punch

Follow-up damage: 13.

Juggle follow-upDR
Launcher (choose one)
  • Up-forward,Neutral+Right kick
  • Counter hitUp+Right kick
  • While standingRight kick
Follow-up
Right punch,Forward+Right punch,Left punch,Left punch + Right punch

f+2,1,1+2 knockdown can be teched midscreen (f, b, or 1/2/3/4), can get follow-ups if the opponent doesn't tech. Follow-up damage: 41.

Juggle follow-upDR
Launcher (choose one)
  • Up-forward,Neutral+Right kick
  • Counter hitUp+Right kick
Follow-up
Down-forward+Right punch,Left punch,Down+Left punch + Right punch

More consistent than 2, d+1+2. Follow-up damage: 40.

Juggle follow-upDR
Launcher
  • While standingRight kick
Follow-up
Down-forward+Left punch,Right punch,Forward,Forward+Right punch

Follow-up damage: 38.

Juggle follow-upDR
Launcher
  • While standingRight kick
Follow-up
Right punch,Down-forward+Left punch,Down+Left punch,Back+Right punch

b+2 ground bounces for juggle if opponent doesn't tech, otherwise will catch techs for lower damage. This sequence can be looped with another b+2 at the end of this and other combos that end with b+2. b+2 damage at end of combo depends if/how opponent techs. Follow-up damage: 34/40.

Juggle follow-upDR
Launcher
  • Counter hitRight kick
Follow-up
Forward+Right punch,Left punch,Left punch + Right punch

Follow-up damage: 37.

Juggle follow-upDR
Launcher
  • Counter hitForward+Right kick
Follow-up
Back+Right punch(ground bounce),While standingLeft kick,Right punch,Down+Left punch + Right punch

Follow-up damage: 62.

Juggle follow-upDR
Launcher
  • Counter hitForward+Right kick
Follow-up
Back+Right punch(ground bounce),While standingLeft kick,Down+Left punch,Back+Right punch

b+2 ground bounces for juggle if executed fast enough, otherwise will catch techs for lower damage. d+1 spike can be inconsistent. b+2 damage at end of combo depends if/how opponent techs. Follow-up damage: 61/67.

Juggle follow-upDR
Launcher
  • Counter hitForward+Right kick
Follow-up
Back+Right punch(ground bounce),While standingLeft kick,(grounded opponent)Down+Right kick

b+2 ground bounces for juggle if executed fast enough, otherwise will catch techs for lower damage. Follow-up damage: 51.

Juggle follow-upDR
Launcher
  • Counter hitBack+Right punch
Follow-up
While standingLeft punch,Down-forward+Left punch,Left punch,Left punch,Down+Left punch + Right punch

Follow-up damage: 37.

Juggle follow-upDR
Launcher
  • Counter hitBack+Right punch
Follow-up
While standingLeft punch,Down-forward+Left punch,Right punch,Down+Left punch,Back+Right punch

b+2 ground bounces for juggle if opponent doesn't tech, otherwise will catch techs for lower damage. This sequence can be looped with another b+2 at the end of this and other combos that end with b+2. b+2 damage at end of combo depends if/how opponent techs. Follow-up damage: 37/43.

Juggle follow-upDR
Launcher
  • Counter hitBack+Left punch + Left kick(parry success)
Follow-up
Left punch + Right punch

Highest damage option, but no oki or wall carry. Follow-up damage: 60.

Juggle follow-upDR
Launcher
  • Counter hitBack+Left punch + Left kick(parry success)
Follow-up
Forward,ForwardIntoRight punch,Forward+Right punch,Left punch,Left punch + Right punch

f+2,1,1+2 knockdown can be teched midscreen (f, b, or 1/2/3/4), can get follow-ups if the opponent doesn't tech. Follow-up damage: 41.

Juggle follow-upDR
Launcher
  • Counter hitBack+Left punch + Left kick(parry success)
Follow-up
Forward,ForwardIntoRight punch,Down-forward+Left punch,Left punch,Left punch,Down+Left punch + Right punch

Follow-up damage: 40.

Juggle follow-upDR
Launcher
  • Left punch + Right punch(wall combo)
Follow-up
Down+Left punch + Right punch

Combo off of unblockable move near the wall. Must be point blank to the wall, otherwise the opponent won't be wall splat. Follow-up damage: 25.

Juggle follow-upDR
Launcher
  • Left punch + Right punch(wall combo)
Follow-up
Down-forward+Left kick

Combo off of unblockable move near the wall. Must be point blank to the wall, otherwise the opponent won't be wall splat. Follow-up damage: 22.

Standing Punishers

i10Startup
Left punch,Left punch
DR
Left punch,Right punch
DR

Wallsplat combo near wall.

Right punch,Right punch
DR
i13Startup
Down-forward+Left punch
DR
i14Startup
Back+Left punch + Right punch
DR

Wallsplat combo near wall.

Down-forward+Right punch
DRLauncher
Forward+Left punch
DRLauncher
Forward+Left punch,Right punch
DR

Wallsplat combo near wall.

i18Startup
Down-forward+Right kick
DR

Best used on moves with large pushback.

Down+Left punch + Right punch
DR

Best used on moves with large pushback. Wallsplat combo near wall.

i23Startup
Up-forward,Neutral+Right kick
DRLauncher+ command entry

While Rising / Crouching Punishers

i10Startup
FCLeft punch
DR
i11Startup
FCRight punch
DR
i13Startup
While standingLeft kick
DR
i14Startup
While standingRight punch
DR

Wallsplat combo near wall.

i18Startup
While standingRight kick
DRLauncher
i23Startup
Up-forward,Neutral+Right kick
DRLauncher+ command entry

Check range and recovery position. Motion launchers need additional command-entry time.

Wall Combos

Wall follow-upDR
Forward+Right kick,Down-forward+Left kick

Regular combo (scaled) Damage changes depending on if/how opponent tech rolls. Use 1 for high wall splat hit, then continue with normal combo. Follow-up damage: 39/48.

Wall follow-upDR
Forward+Left punch,Right punch

Regular combo (scaled) Does not combo at normal wall splat height, use as high wall splat combo. Follow-up damage: 38.

Wall follow-upDR
Down+Left punch,Down-forward+Left kick

Regular combo (scaled) Damage changes depending on if/how opponent tech rolls. Use 1,1 , 2 or df+1 for high wall splat hit, then continue with normal combo. Follow-up damage: 35/44.

Wall follow-upDR
Forward+Right kick,(grounded opponent)Down+Right kick

Regular combo (scaled) Damage changes depending on if/how opponent tech rolls. Use 1 for high wall splat hit, then continue with normal combo. Follow-up damage: 34/42.

Wall follow-upDR
Down-forward+Left kick

Low wall hit (near ground, after wall carry etc.) Follow-up damage: 21.

Wall follow-upDR
Forward+Left punch + Right punch

Low wall hit (near ground, after wall carry etc.) Follow-up damage: 21.

Wall follow-upDR
Back+Left kick

Low wall hit (near ground, after wall carry etc.) Follow-up damage: 17.

Wall follow-upDR
(grounded opponent)Down+Right kick

Low wall hit (near ground, after wall carry etc.) Follow-up damage: 16.

Throws

Neck BreakerDR
Left punch + Left kick
OrHold forward+Left punch + Left kick

Damage: 35 · Throw

Startup
12f
On hit
KND

Throw break: Left punch

Throw break 1. Side switch on hit

Twisted MandalaDR
Right punch + Right kick
OrHold forward+Right punch + Right kick

Damage: 35 · Throw

Startup
12f
On hit
KND / (FDFA)

Throw break: Right punch

Throw break 2

Condemned EffigyDR
Forward,Forward+Left punch + Right punch

Damage: 40 · Throw

Startup
12f
On hit
KND / (FDFT)

Throw break: Left punch + Right punch

Throw break 1+2. Can block the 1st hit of the throw animation by pressing b with correct timing (avoids all throw damage)

Foot LaunchDR
(crouch throw)Down+Left punch + Left kick
Or(crouch throw)Down+Right punch + Right kick
Raging TempestDR
(air throw)Left punch + Left kick
Or(air throw)Right punch + Right kick

Damage: 21 · Throw

Startup
12f
On hit
KND

Unbreakable

Dragon ScrewDR
(left throw)Left punch + Left kick
Or(left throw)Right punch + Right kick

Throw break: Left punch

Fall AwayDR
(right throw)Left punch + Left kick
Or(right throw)Right punch + Right kick

Throw break: Right punch

Branded InfidelDR
(back throw)Left punch + Left kick
Or(back throw)Right punch + Right kick

Unbreakable

Foot LaunchDR
Down+Left punch + Left kick

Damage: 40 · Throw

Startup
13f
On hit
KND / (FUFA)

Throw break 1 or 2. Side switch on hit

Recovery Setups

Guaranteed follow-upDR
Launcher
  • Down-back+Right punch
Follow-up
Back+Left punch + Right punch

b+1+2 knockdown can be teched midscreen (f, b), can get follow-ups if the opponent doesn't tech. Use d+3 for a follow-up if the opponent doesn't tech. Follow-up damage: 17/25.

Guaranteed follow-upDR
Launcher (choose one)
  • Down-back+Right punch
  • Back+Right kick
Follow-up
(grounded opponent)Down+Right kick

Damage changes depending on if/how opponent tech rolls. Follow-up damage: 16/24.

Guaranteed follow-upDR
Launcher
  • Back+Left punch
Follow-up
Back+Left kick

Damage changes depending on if/how opponent tech rolls. Follow-up damage: 17/25.

Guaranteed follow-upDR
Launcher
  • Back+Left punch
Follow-up
Down+Left kick

Damage changes depending on if/how opponent tech rolls. Follow-up damage: 16/24.

Guaranteed follow-upDR
Launcher
  • Back+Left kick
Follow-up
Down-forward+Left kick

Damage changes depending on if/how opponent tech rolls. Follow-up damage: 21/30.

Guaranteed follow-upDR
Launcher
  • Back+Left kick
Follow-up
Sidestep right,Back+Left punch + Right punch

b+1+2 knockdown can be teched midscreen (f, b), can get follow-ups if the opponent doesn't tech. Use d+3 for a follow-up if the opponent doesn't tech. Follow-up damage: 17/25.

Guaranteed follow-upDR
Launcher
  • Back+Right kick
Follow-up
(grounded opponent)Down+Right punch

Damage changes depending on if/how opponent tech rolls. Follow-up damage: 12/18.

Guaranteed follow-upDR
Launcher
  • Counter hitForward,Forward+Left punch
Follow-up
Forward,ForwardIntoDown-forward+Left kick

Damage changes depending on if/how opponent tech rolls. Follow-up damage: 21/30.

Guaranteed follow-upDR
Launcher
  • Counter hitForward,Forward+Left punch
Follow-up
Forward,ForwardIntoBack+Left punch + Right punch

b+1+2 knockdown mid-combo can be teched with f, b, or 1/2/3/4. If the opponent doesn't tech, b+1+2 will not set up for a follow-up, whereas they'll be put into a techable knockdown if they quick roll on the ground. Follow-up damage: 17/25.

Unblockable Attacks

Demon InfernoDR
Left punch + Right punch~Left punch + Right punch~Left punch + Right punch~Left punch + Right punch~Left punch + Right punch

Damage: 60... · Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid

Startup
100~f
On block
!
On hit
KND

Shoots 9 close range fireballs, with the final one being similar to normal 1+2. Number of fireballs isn't controllable, always shoots 10

Dark PurificationDR
Down-back+Left punch + Right punch
OrForward+Left kick + Right kick~Left punch + Right punch
OrBack+Left kick + Right kick~Left punch + Right punch

Damage: 25 · Unblockable mid

Startup
65~66f
On block
+40g
On hit
+40g
Sanjiva NagaDR
(Face up feet towards)Left punch + Right punch

Damage: 40 · Unblockable low

Startup
50~90f
On block
!
On hit
KND
Sanjiva NagaDR
(Face up feet away)Left punch + Right punch

Move List

Demon FuryDR
Left punch + Right punch

Damage: 60 · Unblockable mid

Startup
50~90f
On block
!
On hit
KND
FireballVersion unverified
DownDown-forwardForward+Left punch + Right punch
Spinning DemonVersion unverified
Forward,Neutral,Down,Down-forward+Right kick
Hell SweepVersion unverified
Forward,Neutral,Down,Down-forward+Left kick
Twin JabsDR
Left punch,Left punch

Damage: 10,12 · High / High

Follow-up only

Startup
15f
On block
+1
On hit
+9

Combos from 1st hit

Shining FistsDR
Left punch,Right punch

Damage: 10,20 · High / Mid

Follow-up only

Startup
13f
On block
-17
On hit
KND

Combos from 1st hit

Heaven RiftDR
Forward+Left punch,Right punch

Damage: 21,30 · High / Mid

Follow-up only

Startup
20~22f
On block
-18
On hit
KND
Tengu HammerDR
Forward,Forward+Left punch

Damage: 30 · Mid

Startup
22~23f
On block
-13
On hit
KND
Nebula StrikeDR
Forward,Back+Left punch

Damage: 30 · High

Startup
28~31f
On block
-12
On hit
KND

Knockdown can be teched with f or b

False IdolDR
Down+Left punch

Damage: 21 · Mid

Startup
14~15f
On block
-8
On hit
-8c
Counter hit
+3c
Orochi BiteDR
Back+Left punch

Damage: 20 · High

Startup
16~17f
On block
-10
On hit
KND / (FUFA)
Demon SnareDR
FCDown-forward+Left punch

Damage: 16 · Low

Startup
19~21f
On block
-8c
On hit
+2c
Quick UpperDR
While standingLeft punch

Damage: 8 · Mid

Startup
13~14f
On block
-2~-3
On hit
+6~+7
PurificationDR
Forward+Left punch + Right punch

Damage: 30 · Mid

Startup
30~33f
On block
±0
On hit
KND / (FDFT)
ElkeidDR
Down-forward+Left punch + Right punch

Damage: 30 · High

Startup
22~23f
On block
+27g
On hit
KND
Fallen KingdomDR
Down+Left punch + Right punch

Damage: 35 · Mid

Startup
18~19f
On block
-17
On hit
KND
Skull CrackDR
Back+Left punch + Right punch

Damage: 25 · Mid

Startup
14~15f
On block
-22
On hit
KND

Knockdown can be teched with f or b

Demon Backhand SpinDR
Right punch,Right punch

Damage: 12,20 · High / High

Follow-up only

Startup
17f
On block
-13
On hit
-2

Combos from 1st hit

Susano WrathDR
Forward+Right punch,Left punch,Left punch + Right punch

Damage: 22,21,25 · Mid / Mid / Mid

Follow-up only

Startup
31~32f
On block
-17
On hit
KND

Knockdown can be teched with f or b

Scorching ImpaleDR
Forward,Forward+Right punch

Damage: 25(,15) · Mid

Startup
17~19f
On block
-13
On hit
Throw

Transitions to throw on front hit

Wind GodfistDR
Down-forward+Right punch

Damage: 26 · High

Startup
14f
On block
-10
On hit
+37a / (+27)

Launches on hit.

Ground PounceDR
Down+Right punch

Damage: 13 · Special mid

Startup
11f
On block
-4
On hit
+7
Violent UndertowDR
Down-back+Right punch

Damage: 20 · Low

Startup
20~21f
On block
-25
On hit
KND / (FUFA)
Dark ResurrectionDR
Back+Right punch

Damage: 18 · Mid

Startup
17~18f
On block
-6c
On hit
+7c
Counter hit
KND / (FUFA)

Launches on counter hit.

Serpent LashDR
While standingRight punch

Damage: 30 · Mid

Startup
14~15f
On block
-16
On hit
KND
Tamon KickDR
Down-forward+Left kick

Damage: 30 · Low

Startup
20~21f
On block
-19
On hit
KND
Oni ClawDR
Down+Left kick

Damage: 24 · Low

Startup
24~25f
On block
-25
On hit
KND
Cursed LandDR
Back+Left kick

Damage: 25 · Mid

Startup
24~27f
On block
+7c
On hit
KND / (FDFA)
Vajra KickDR
Up-forward+Left kick

Damage: 25 · Mid

Startup
28~29f
On block
-6
On hit
KND
Leaping Slash KickDR
Forward,Forward,Forward+Left kick
OrWhile running+Left kick

Damage: 30 · Mid

Startup
22~23f
On block
+17
On hit
KND
Kendatsu KickDR
While standingLeft kick

Damage: 30 · Mid

Startup
13~14f
On block
-7
On hit
+7
Astral ProjectionDR
Forward+Left kick + Right kick
OrBack+Left kick + Right kick

Special

Transitions to AP stance. Alternate input with b+3+4 to move backwards

Axe KickDR
Forward+Right kick

Damage: 27 · Mid

Startup
21~24f
On block
+4c
On hit
+8c / (+20)
Counter hit
KND / (FDFA)
Ryumyaku ThrustDR
Forward,Forward+Right kick

Damage: 35 · High

Startup
20~21f
On block
-21
On hit
KND
Rakan KickDR
Down-forward+Right kick

Damage: 15 · Mid

Startup
18~19f
On block
-6
On hit
+5
Geta StompDR
Down+Right kick

Damage: 7 · Low

Startup
12f
On block
-13
On hit
-2
Koumoku KickDR
Down-back+Right kick

Damage: 21 · Low

Startup
18~19f
On block
-18
On hit
+17g
Zoushou KickDR
Back+Right kick

Damage: 30 · High

Startup
20f
On block
-8
On hit
KND / (FUFA)
Demon Rakan KickDR
Up-forward+Right kick

Damage: 30 · Mid

Startup
28~29f
On block
-15
On hit
KND

Knockdown can be teched with f or b

Jikoku KickDR
While standingRight kick

Damage: 24 · Mid

Startup
18~19f
On block
-14
On hit
+27a / (+17)

Launches on hit.

TauntDR
Left punch + Right punch + Left kick

Special

KiDR
Left punch + Right punch + Left kick + Right kick

Special

Allows to access certain moves. Counter-hit state for 5 seconds. Cannnot block for 5 seconds

Electric Thunder GodfistDR
Left punch + Right punch + Left kick + Right kick,Left punch

Damage: ,

Electric Wind GodfistDR
Left punch + Right punch + Left kick + Right kick,Right punch

Damage: ,

Launches on hit.

Attack ReversalDR
Back+Left punch + Left kick
OrBack+Right punch + Right kick

Damage: 8 · Special

CH reversal tool. Only triggers on interrupting an opponent's move startup, no hitbox otherwise

Wall JumpDR
Back,Back,Up-back

Mid

Basic UppercutDR only
Down-forward+Left punch

Damage: 8 · Mid

Startup
13~15f
On block
-2
On hit
+8
Power Jump Kick LauncherDR only
Up-forward,Neutral+Left kick
OrUp-forward,Neutral+Right kick
Right Jump KickDR only
Up+Right kick
OrUp-back+Right kick
Right Vertical Jump Kick LauncherDR only
Counter hitUp+Right kick
RoundhouseDR only
Right kick

Damage: 30 · High

Startup
16f
On block
-5
On hit
KND
Side KickDR only
Left kick

Damage: 35 · High

Startup
20~21f
On block
-14
On hit
KND
Weighted PunchDR only
Up-back+Right punch
OrUp+Right punch
OrUp-forward+Right punch
JabDR
Left punch

Damage: 10 · High

Startup
10f
On block
+1
On hit
+9
2DR
Right punch

Damage: 12 · High

Startup
10f
On block
±0
On hit
+9
f+1DR
Forward+Left punch

Damage: 21 · High

Startup
14~16f
On block
-16
On hit
+45a
f+2DR
Forward+Right punch

Damage: 22 · Mid

Startup
16~17f
On block
-10
On hit
-9
f+2,1DR
Forward+Right punch,Left punch

Damage: 22,21 · Mid / Mid

Follow-up only

Startup
29~31f
On block
-12
On hit
-1
d/b+3DR
Down-back+Left kick

Damage: 17 · Low

Startup
15~17f
On block
-18
On hit
-4
FC 1DR
FCLeft punch

Damage: 8 · Special mid

Startup
10f
On block
-5
On hit
+6
FC 2DR
FCRight punch

Damage: 13 · Special mid

Startup
11f
On block
-4
On hit
+5
FC 3DR
FCLeft kick

Damage: 14 · Low

Startup
16f
On block
-17
On hit
-3
FC 4DR
FCRight kick

Damage: 10 · Low

Startup
12f
On block
-15
On hit
-4
Dark PurificationDR
(Astral projection)Left punch + Right punch

Damage: 25 · Unblockable mid

Startup
39f
On block
!
On hit
+40g

Alternate input with AP.db+1+2

Dragon UppercutDR
(Charged stance)Left punch

Damage: 54 · Mid

Startup
19~21f
On block
-15
On hit
KND
Rising UppercutDR
(Charged stance)Right punch

Damage: 42 · Mid

Startup
11~12f
On block
-9
On hit
+37a / (+27)
Enma's FuryDR
(Charged stance)Left punch + Right punch

Damage: 72 · Unblockable mid

On block
!
On hit
KND
Enma's InfernoDR
(Charged stance)Left punch + Right punch~Left punch + Right punch~Left punch + Right punch~Left punch + Right punch~Left punch + Right punch

Damage: 72,60... · Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid

On block
!
On hit
KND

Shoots 9 close range fireballs, with the final one being similar to normal 1+2. Number of fireballs isn't controllable, always shoots 10

Down StrikeDR
(grounded opponent)Down+Right punch

Damage: 18 · Low

Startup
18f
On block
-12c
On hit
-1
Geta StompDR
(grounded opponent)Down+Right kick

Damage: 24 · Low

Startup
17~18f
On block
-16c
On hit
-6

Jinpachi is playable in Dark Resurrection on PlayStation 3; he is a boss opponent in vanilla Tekken 5 and the arcade/PSP versions of DR.

← Choose another fighter

Tekken 5 / Dark Resurrection move and combo archive. Version labels identify documented coverage, not exclusivity. DR only marks confirmed additions. Vanilla frames are not DR measurements. PS2 combo damage comes from the guides; some routes differ in arcade 5.1. Preset 10-hit strings are not guaranteed juggles.

Original character artwork: Namco / Bandai Namco. Portrait source