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Part 73
Tekken 3

Part 73

Unlock Jin Kazama's full potential in Tekken 3! Discover essential combos, counterattacks, and strategies to dominate your opponents with this comprehensive guide.

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Unlock Jin Kazama's full potential in Tekken 3! Discover essential combos, counterattacks, and strategies to dominate your opponents with this comprehensive guide.

This section details Jin Kazama's advanced moves, counterattacks, and combo strategies in Tekken 3.

Counterattacks

  • b+1+2: Force block (special area of effect countermove that knocks an opponent out of any attack or maneuver if they collide with Jin). This move also knocks the opponent backwards if it connects. It provides brief protection from Ogre II's flame attacks.
  • b+1+3: Reversal.
  • b+2+4: Reversal.

Combinations

Starters and Followups

  • ws2 (normal): Followup with b~f+2{1{d+2.f~F{2
  • ss{2 (mjrc - high): No listed followups.
  • f~n~d~DF{2 (mjrc - normal): Followup with 1.b~f+2{1{2
  • f~n~d~df+2 (lightning - normal): Followup with 1.b~f+2{1{2
  • ss{2 (not mjrc - normal): No listed followups.
  • 1+4~2~d+4: Followup with 1+4~2.(dshf)df+4~4
  • f~n~d~DF{4 (flight): No listed followups.
  • (grdt)3 (flight): No listed followups.

Strategy

Attacking

  • Jin has a wide arsenal of attacks with high damage potential.
  • B{F{2 mjrc causes an unrecoverable stun that can be followed with nasty combinations and is a fairly low-risk maneuver.
  • f~F{2 is a powerful move that allows for okizeme (wake-up game) on any connect, but should be used sparingly or when guaranteed.
  • f~n~d~DF{2 is excellent against recovering opponents. The faster version, f~n~d~df+2, allows for a normal combo opportunity on any connect and prevents countermoves if blocked.
  • The df+2+3 throw allows for an almost guaranteed 4~3 sequence, unless the opponent anticipates it.
  • Jin has a decent mid/throw mixup with df+4~4 or any throw.
  • Jin's ss{2 can be delayed to trick opponents, allowing for better juggle opportunities (e.g., 2p attacks into a ss{2).
  • df+1~2 is an effective custom string starter, which can be followed with d+1 to interrupt an opponent attempting to interrupt your string.

Defending

  • d+1.ws4.df+4 works very well against pressure tactics. Both ws4 and df+4 are string starters that combo on connect.
  • ws2 is a vicious counter to low attacks due to its range, swift startup, and execution, allowing for damaging combinations. It is guaranteed after blocking any character's grounded 3 and many other slow-recovering low attacks.
  • Jin has a reversal, but like most reversals (excepting King's), it must be used sparingly to be effective.

Timing Note: The armbreaker (1+2) utilizes the same timing as punches. Jin Kazama, King, Nina Williams, and Paul Phoenix may reverse with the input 1+2~2~2~2~2 (escape_rev*); other characters simply escape.

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