Tekken 7 · Essentials

Jin

Punish. Break. Launch.

Jin official Tekken 7 artwork

Main Combos

Launchers

Up-forward+Right kick
Forward,Forward+Left kick
While standingRight punch

Follow-up

Back+Left kick,Hold forwardIntoZENLeft punchIntoBack,Forward+Right punch,Left kick,Hold forwardIntoZENLeft kickIntoScrew / spin extenderIntoBack+Left kick,Hold forwardZENLeft punch,Left kick

Launcher

Forward,Neutral,Down,Down-forward+Right kick

Follow-up

Back+Right punch,Left punchIntoRight kickIntoScrew / spin extenderIntoDown-back+Right punch,Right punch,Left kick

Launcher

Counter hitForward+Right kick,Hold forward

Follow-up

(hold ~df)IntoForward,Neutral,Down,Down-forward+Right punchIntoBack+Right punch,Left punchIntoLeft punch,(Right punch),Right kickIntoScrew / spin extenderIntoBack+Right punch,Left punch

Standing Punishers

i10vs −10 or worse
Right punch,Right kick
i12vs −12 or worse
Left punch + Right punch
i13vs −13 or worse
Down-forward+Left punch,Right kick
i14vs −14 or worse
Forward+Left punch + Right punch
i15vs −15 or worse
Up-forward+Right kick
i16vs −16 or worse
Forward+Right kick(range)

While Rising Punishers

i10vs −10 or worse
FCDown+Left punch
i11vs −11 or worse
While standingRight kick
i13vs −13 or worse
While standingLeft punch,Right punch
i14vs −14 or worse
While standingRight punch

i10 means 10-frame startup. Punish at the listed disadvantage or worse, provided the move reaches. Motion inputs and stance transitions also require their input timing.

Important Throws

Complicated Wire

DownDown-backBackLeft punch + Left kick
BreakLeft punch

Shun Ren Dan

Down-forwardRight punch + Left kick + Right kick
BreakRight punch

Tidal Wave

Up-forwardLeft punch + Right punch
BreakLeft punch + Right punch

Double Face Kick

Left punch + Left kick
BreakLeft punchorRight punch

Over the Shoulder Reverse

Right punch + Right kick
BreakLeft punchorRight punch

Wall Combos

Left punchIntoDown-back+Right punch,Left kick,Left kick
Input key & stance abbreviations

1 = left punch · 2 = right punch · 3 = left kick · 4 = right kick. + means together; ~ before a direction means hold; ~ between buttons means a quick slide input; : marks strict timing.

WS = while rising · FC = full crouch · CH = counter hit · Screw / spin extender = Tekken 7’s screw/spin extender · Into = next combo step. Notes in parentheses describe timing or conditions.

ZEN
Zenshin
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