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| JIN KAZAMA |
Tekken 7

| JIN KAZAMA |

Unlock Jin Kazama's full potential in Tekken 7! Dive into his grappling and combat techniques, understand move properties, and start dominating the competition with this comprehensive guide.

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Unlock Jin Kazama's full potential in Tekken 7! Dive into his grappling and combat techniques, understand move properties, and start dominating the competition with this comprehensive guide.

Alright, let's get you started with Jin Kazama in Tekken 7. He's a classic character with a solid mix of offense and defense, and once you get the hang of his moves, he feels really rewarding to play. We're going to break down his grappling and combat techniques so you can start putting pressure on your opponents.

Grappling Techniques

Jin has some useful throws that can catch opponents off guard, especially if they're blocking too much. Here's a quick rundown:

  • Front Throws: You've got a few options here. The Bitch Kicks and Arm Breaker Toss can be escaped with a '1' or '2'. The Shoulderlock Toss (u/f+1+2) can be escaped with a '1+2', and if you follow it up with u/b+3+4, it becomes the Extra Damager, still escaped with '1+2'. Don't forget the Wrist Takedown (QCB+1+3) which doesn't have a standard escape but leads to a good combo opportunity if you land it. The Shun Ren Dan (d/f+2+3) is escaped with a '1'.
  • Side Throws: From the left side, you can use the Shoulder Flip (1+3 or 2+4), escaped with '1'. From the right side, it's the Breaking Toss (1+3 or 2+4), escaped with '2'.
  • Back Throws: The Bear Hug Slam (1+3 or 2+4) from behind is a solid throw, but it doesn't have a standard escape, meaning if you grab them from behind, it's likely going to connect.

Combat Techniques

This is where Jin really shines. He's got a ton of moves, so don't feel overwhelmed. We'll focus on some key ones and what they do.

Basic Punches and Kicks:

  • Jin Jab (1): Your go-to quick poke. It's fast and safe.
  • 1-2 Punches (1,2): A standard two-hit string. Good for pressure.
  • 1,2,3 (Axekick): This string ends in a mid-kick that can knock the opponent down (KD).
  • 1,2>4 (ROUNDHOUSE KICK): This is a great string that ends in a high-hitting kick. Be careful, as it can be ducked, but it's safe on block (-4) and causes a screw (S!) which is amazing for extending combos.
  • d+1 (CORPSE THRUST): A mid-hitting thrust that launches for a juggle (JG). It's a bit slower but very rewarding.
  • d/f+1 (Side Punch): Another solid mid-hitting poke that can lead into a Roundhouse (d/f+1>4) or a Sidekick (d/f+1,4~4). The Sidekick string (d/f+1,4~4) is a bit tricky as it hits twice mid (mm) and can make opponents 'sticky' (ST), meaning they're stuck in an animation.
  • 1,3 (Frontal Assault): A two-hit string. It can be cancelled into a 'C. Demon Step' (CDS) by pressing F, or you can retreat by pressing B.
  • 1,3,2 (Aggressive Front): Extends the Frontal Assault into a three-hit string that ends in a mid.
  • 1,3,2,1 (Kazama String): A four-hit string that's pretty standard.
  • 1,3,2,1,4 (Kazama Fury): The full string, hitting four times and ending in a low (L).
  • 1,3~3 (Punch, Snapkick): This string hits high then mid and can knock down (KD).
  • 1,d+3 (Teaser Low): A high-punch into a low-kick. Good for mixing up your offense.

Special Moves and Advanced Options:

  • f,N,d,d/f+1 (Twilight Godfist) / f,N,d~d/f+1 (Electric T. Godfist): These are Jin's signature moves. The 'Electric' version is faster and launches for a juggle (JG). Mastering the Electric Godfist is crucial for Jin players. The input can be tricky, but practice makes perfect.
  • WS+1 (Rising Punch): A standard uppercut from a standing position. Good for punishing or starting juggles.
  • 1+2 (Straight Face Strike): A two-hit string that ends in a high-hitting strike and knocks down (KD).
  • f+1+2 (Dual Lancers): A quick two-hit string that also knocks down (KD).
  • b+1+2 (17-HOOK FLURRY): A rapid flurry of punches that can knock down (KD).
  • d/f+1+2 (Suigetsu Strike): A solid mid-hitting move that's good for pressure.
  • d/b+1+2 (DAEMON SOUL): A powerful mid-hitting move that has significant pushback on block.
  • f,N,d,d/f+1+2 (DEMON PISTONS): This is a string that can lead into a powerful follow-up. It can be cancelled into a 'Crouchdash' (D/F).
  • f,N,d,d/f+1+2,3 (JUMPING AXLE): The first follow-up to Demon Pistons, hitting mid-high and knocking down (RD).
  • f,N,d,d/f+1+2,3,1 (CORPSE THRUST): The full string, ending in a mid-mid-high-mid combo that knocks down (RD).
  • 2 (Puncher): Another basic punch, good for frame traps.
  • 2,1 (Gutpunch): A mid-punch into a mid-kick.
  • 2,4 (PUNCH ROUNDHOUSE KICK): A fast two-hit string that causes a screw (S!) for combos.
  • f+2 (Right Elbow): A solid mid-hitting elbow.
  • d+2 (Ground Chase Punch): A low-hitting move that's great for catching opponents off guard.
  • WS+2 (Rising Uppercut): Another great uppercut from a standing position, good for juggles.
  • d/f+2 (Short Uppercut): A quick mid-hitting uppercut that can cause a 'juggle cancel' (JGc).
  • f,N,d~d/f+2 (Electric Wind Hook): The electric version of the Wind Hookfist, it hits fast and causes a screw (SS!).
  • b,f+2 (Laser Fist): A mid-hitting move that can lead into several follow-ups like Laser Runner (b,f+2>1) or Laser Rush (b,f+2>1>2), which knocks down (KD).
  • b,f+2,3 (Laser Twist): Hits mid then mid and can make opponents 'sticky' (STc).
  • d/b+2 (Soul Backhand): A mid-hitting move that can also make opponents 'sticky' (STc).
  • d/b+2,3 (TENSHO RAKULU): A mid-high string that knocks down (KD).
  • (u_u/b)+2 (Donkey Slap): A high-hitting move.
  • f,f+2 (Demon Paw): A mid-hitting move that knocks down (KD).
  • u/f+2 (Torso Thrust): A mid-hitting move.
  • 3 (Face Snap): A quick mid-hitting kick.
  • 3,1 (Advancing Straight): A two-hit string.
  • 3,1>4 (Kishin Rekko): Extends the string into a mid-mid-low combo.
  • d+3 (Lowkick): A basic low kick.
  • d+3,3 (Midkick): A low-kick into a mid-kick.
  • (WS)_(f,N,d,d/f)+3 (Bamboo Splitter): A great mid-hitting move from a crouch dash that causes a screw (S!) and can make opponents 'sticky' (SS!c).
  • b+3 (Outside Face Crescent): A mid-hitting kick that can make opponents 'sticky' (STc).
  • f+3 (Sidekick): A quick mid-hitting kick.
  • f+3~3 (Snapkick): This string hits mid twice and knocks down (KD).
  • f,f+3 (Axekick): A strong mid-hitting kick that launches for a juggle (JG).
  • f,f+3,1 (Chaser Jab): A two-hit string that leads into a juggle.
  • f,f+3,1,3 (Frontal Assault): The full string, hitting mid-high-mid.

Key Move Properties:

  • h: High attack
  • m: Mid attack
  • l: Low attack
  • L: Low attack that can be cancelled
  • KD: Knockdown
  • JG: Juggle starter
  • S!: Screw attack (extends combos)
  • SS!: Screw attack (extended)
  • ST: Sticky (opponent is briefly stuck in animation)
  • STc: Sticky (cancellable)
  • WB: Wall Bounce
  • RD: Rage Drive
  • RA: Rage Art
  • JGc: Juggle Cancel
  • CDS: C. Demon Step (a stance or movement option)

This covers the basics of Jin's move list. The real magic happens when you start combining these moves into effective strings and juggles. Focus on learning the Electric Godfist and some of your go-to combo starters like the Bamboo Splitter or d+1. Good luck out there!

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