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Normal Moves: (21)
Tekken 5

Normal Moves: (21)

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.

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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:

NAMECOMMANDHIT AREANOTES
One, Two Prima Combo*1,2,3hhh
Elbow Binta*df+1>2mm"Elbow Slap"
Dynamic Smash*f,F+2m
Animal Binta*df+2m"Animal Slap"
Diving Low Punch*d+2l
Long De Heel?*3~4mmI believe they are trying to say something in French, perhaps....
Promenade*f+3m
Kurukuru Kick*ub_u_uf+3,3mhJumping move. "Round and Round Kick"
Aeris Rock*f+4,3,2mmmThis is a huge rock, arguably the largest in the world, found in Australia.
Fin Kick*df+4m
Snapshot*b+4l
Rolling Torpedo*b,B+4m
Kangaroo Attack*db+1+2m-> Rocket Stance
Rocket Stance*b+1+2x
Spinning Smash*d+3+4,2 or fc DF+4, 2lm
Double Spin - Castanet*1+2,3+4hhm
Double Spin - Animal Sweep*1+2,u+3+4hhl
Castanet Kick*3+4m
Kangaroo Stomp*ub_u_uf+3+4mJumping move.
Spring Stomp*wr3,3mh
Charge Stomp*wr3,(3)mm
Shrimp Kick*back turned 3+4m
One, Two Punch1,2hh
One, Two, Uppercut1,2,1hhm
Animal Rush & Kurukuru Punch#f+1,2,1,2,1hhhhm"Animal Rush & Round and Round Punch"
Kurukuru Punchf,N,1h"Round and Round Punch"
Animal Uppercutf,N,d,DF+1m
Left Straight - Right Uppercutfc_d+1,N,2sm
Right Straight - Left Uppercut2,1hm
Tail Cutterdb+3l
Jail Kickf,F+4m
Animal Kick Rushdb+4,3,4,3,4mmmmmhits 1-3: ~ub -> Rolling Animal hit 3 or 5: ~b -> standing
Rising Toe Kickub_u_uf+4mJumping move.
Animal Megaton Punch#f+1+2m
Flying Cross Chopf,F+1+2hJumping move
Animal Smashfc 1+2m
Animal Head Buttdf+1+2m
Knuckle Bombuf+1+2mJumping move.
Alley Kicksd+3+4,4,4 or fc DF+4,4,4lll
Alley Kicks (counter)d+3+4,4,4,4,4 or fc DF+4,4,4,4,4lllllUpon counter hit
Drop Kick#f+3+4mJumping move.
Drop Kick & Animal Kick Rushf+3+4,3,4,3,4mmmmm
Satellite Drop Kickrun_f,f,F+3+4mJumping move.
Frankensteinerdf+3+4sIf hits properly, -> Animal Beat
Animal Drop Kickb+3+4mJumping move.
Animal Gigaton Punch#b+1+4!
Elbow Dropub_u_uf+2+4mJumping move.
Dynamite Uppercutfc DF+2m
Toe Smashwr4m
Animal Sweepss4l
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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