Unlock the secrets of Jin Kazama's normal moves in Tekken 5! Learn combos, special attacks, and effective strategies to dominate your opponents on the battlefield.
Alright, let's dive into Jin Kazama's normal moveset in Tekken 5. These are your bread-and-butter attacks, the ones you'll be using constantly. Mastering these is key to getting good, so pay attention!
Here's a breakdown of Jin's normal moves:
| NAME | COMMAND | HIT AREA | NOTES |
| One, Two Prima Combo* | 1,2,3 | hhh | |
| Elbow Binta* | df+1>2 | mm | "Elbow Slap" |
| Dynamic Smash* | f,F+2 | m | |
| Animal Binta* | df+2 | m | "Animal Slap" |
| Diving Low Punch* | d+2 | l | |
| Long De Heel?* | 3~4 | mm | I believe they are trying to say something in French, perhaps.... |
| Promenade* | f+3 | m | |
| Kurukuru Kick* | ub_u_uf+3,3 | mh | Jumping move. "Round and Round Kick" |
| Aeris Rock* | f+4,3,2 | mmm | This is a huge rock, arguably the largest in the world, found in Australia. |
| Fin Kick* | df+4 | m | |
| Snapshot* | b+4 | l | |
| Rolling Torpedo* | b,B+4 | m | |
| Kangaroo Attack* | db+1+2 | m | -> Rocket Stance |
| Rocket Stance* | b+1+2 | x | |
| Spinning Smash* | d+3+4,2 or fc DF+4, 2 | lm | |
| Double Spin - Castanet* | 1+2,3+4 | hhm | |
| Double Spin - Animal Sweep* | 1+2,u+3+4 | hhl | |
| Castanet Kick* | 3+4 | m | |
| Kangaroo Stomp* | ub_u_uf+3+4 | m | Jumping move. |
| Spring Stomp* | wr3,3 | mh | |
| Charge Stomp* | wr3,(3) | mm | |
| Shrimp Kick* | back turned 3+4 | m | |
| One, Two Punch | 1,2 | hh | |
| One, Two, Uppercut | 1,2,1 | hhm | |
| Animal Rush & Kurukuru Punch# | f+1,2,1,2,1 | hhhhm | "Animal Rush & Round and Round Punch" |
| Kurukuru Punch | f,N,1 | h | "Round and Round Punch" |
| Animal Uppercut | f,N,d,DF+1 | m | |
| Left Straight - Right Uppercut | fc_d+1,N,2 | sm | |
| Right Straight - Left Uppercut | 2,1 | hm | |
| Tail Cutter | db+3 | l | |
| Jail Kick | f,F+4 | m | |
| Animal Kick Rush | db+4,3,4,3,4 | mmmmm | hits 1-3: ~ub -> Rolling Animal hit 3 or 5: ~b -> standing |
| Rising Toe Kick | ub_u_uf+4 | m | Jumping move. |
| Animal Megaton Punch# | f+1+2 | m | |
| Flying Cross Chop | f,F+1+2 | h | Jumping move |
| Animal Smash | fc 1+2 | m | |
| Animal Head Butt | df+1+2 | m | |
| Knuckle Bomb | uf+1+2 | m | Jumping move. |
| Alley Kicks | d+3+4,4,4 or fc DF+4,4,4 | lll | |
| Alley Kicks (counter) | d+3+4,4,4,4,4 or fc DF+4,4,4,4,4 | lllll | Upon counter hit |
| Drop Kick# | f+3+4 | m | Jumping move. |
| Drop Kick & Animal Kick Rush | f+3+4,3,4,3,4 | mmmmm | |
| Satellite Drop Kick | run_f,f,F+3+4 | m | Jumping move. |
| Frankensteiner | df+3+4 | s | If hits properly, -> Animal Beat |
| Animal Drop Kick | b+3+4 | m | Jumping move. |
| Animal Gigaton Punch# | b+1+4 | ! | |
| Elbow Drop | ub_u_uf+2+4 | m | Jumping move. |
| Dynamite Uppercut | fc DF+2 | m | |
| Toe Smash | wr4 | m | |
| Animal Sweep | ss4 | l |
Tips
- Don't be afraid to experiment with these moves in practice mode. Get a feel for their range and speed.
- Some moves have special follow-ups or properties (like counter hits or stance transitions). Keep an eye on the 'NOTES' column!
- Moves marked with a '#' often have unique properties or are part of special strings.
- The '*' symbol usually indicates a move that's part of a longer combo or has a specific purpose.
- Pay attention to the 'HIT AREA' (h=high, m=mid, l=low, s=special, x=stance, !=unblockable). This tells you what kind of attacks they are and how to defend against them.
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