TEKKEN 4: Character Guide to Jin Kazama Ver 0.2 For the Arcades and PlayStation 2 By Ingus a.k.a. Michael Wang Unpublished work Copyright 2001 Michael Wang ------------------------------------------------------------------------------- This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appear in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me. All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The maker of the Tekken series is (c) Namco. This FAQ can be found at: ------------------------------------------------------------------------------- GameFAQs www.gamefaqs.com My Home Page ingus.home.tripod.com Version 0.1 --------------------------------------------------------[9-14-2001] FAQ Created Version 0.2 --------------------------------------------------------[10-3-2001] Additions in Move Analyst Cleaned up the Format in the Move List New Introduction Added Character Background info added ======= FORWARD ======= This FAQ assumes you, the reader know the basics about the game play mechanics of the Tekken series in general (strings, side steps, etc), and some knowledge on the various 'improvements' Tekken 4 has (crouching being d/b instead of d now, air juggles causing a lot less damage, etc). If you have questions on how to play the game, please search GameFAQs' Tekken 4 section, many excellent general FAQ's are already there. This FAQ is aimed at those players that have already played Tekken 4 for a while and is looking for someone interesting to learn. Well, enough chitchat... on with the show! ============ INTRODUCTION ============ Why would you want to play Jin? Because his outfits are so cool! ^_^ Actually, Jin's a pretty powerful character. He has an above average defensive game, and a solid offense game. Speed wise Jin is good, but not great. Basically Jin won't be the 'most powerful' character in T4, but he's so different from his father Kazuya that it would be interesting to learn him. ============= CHANGES IN T4 ============= In Tekken4 (T4) Jin plays very differently from his Tekken3 counter part. While still keeping his Needle Shrine Cannon (b,f+2,1,2), Torso Thrust (f,f+2), and the Demon Lift Kick (d+3+4), Jin's other techniques have changed. The T4 Jin is a close range fighter. He's gotten faster, with more variations on the high / low game, and have a better set of attacks for attacking grounded opponents. However, Jin has lost a lot of his launchers, such as the Tooth Fairy (SS+2), and gained a few weird stings like the Kazama Fury (1,3,2,1,4). So the T4 Jin can't rely on air juggles as much as before. (Than again, most characters in T4 lost some juggling ability.) Also the T4 Jin has to be more aggressive, since his reversal has been downgraded to a parry. One unique advantage Jin gained in T4 is the ability to 'charge up'. Back in T3 everyone was able to 'charge up' by pressing all 4 buttons to make his/her hands glow and make the next hit a counter hit. In T4, so far Jin is the only one with that ability, with a few modifications. First of all, it's called a Lingering Soul (b+1+2) now, and it could be canceled into from a few moves (d+1+2 after Vertical Kick, Demon Hell Thrusts, Side Swipe, Kazama Fury, etc. see move list below for details). Second and more importantly, while the first hit in Lingering Soul will be a counter hit, Jin cannot block while his fists are glowing. The glow last for about 5 seconds, but charging up takes almost a second, so never do this with your opponent close to you, and don't go into this move too often. ==== BIOS ==== Name: Jin Kazama Father: Kazuya Mishima Mother: Jun Kazama Country of Origin : Japan Fighting Style : Traditional and Kazama Style Karate Age : 21 ========== BACKGROUND ========== Brisbane, Australia... a city crowded with buildings, new and old. Nestled amongst the towering buildings of this city was a small dojo. A young man trained there, his face covered by the hood of his jacket. This young man trained there quietly... ... The young man was Jin. Day after day, Jin trained in the traditional art of karate. Ever since Heihachi's betrayal, Jin loathed everything about himself - his Mishima bloodline, his fighting style, the Devil gene in his blood, everything. He unlearned the Mishima-ryu fighting style thanks to the dojo master's training and mastered traditional karate. Jin's thoughts burned with the desire to destroy the evil Mishima bloodline- the bloodline of his grandfather, Heihachi Mishima, and his father, Kazuya. One day, Jin heard rumors that The King of Iron Fist Tournament 4 was announced. A once in a lifetime opportunity to exterminate the Mishima clan... Without hesitation, Jin hardened his resolve to enter the tournament. Jin hit a sandbag with his sharply honed kick. The bag burst open violently, and sand poured out of the bag... - From the Official T4 Site (www.namcoarcade.com) ============ MOVE ANALYST ============ Here are some moves that are useful and deserve a closer look. The Usefulness rating goes from 1 to 5 stars, where 1 is useless, and 5 is a move that should be abused. 1,2,3 Twin Thrusts - Inner Axe hhm ------------------------------------------------------------------------------- Simple, easy to do, this combo is fast, but the third hit has a small pause in front of it. If the kick is blocked it will stun the opponent for a bit, and both character will recover around the same time. This is a safe, short combo to pull out anytime you want, as long as the first two hits are not dodged. The pause between the 2nd and 3rd hit is big enough for a parry, but not quite enough for a reversal. If the 3rd hit lands with a clean hit, your opponent will bounce up from the floor a bit. Follow that with either a d+3+4 or a d/f+2,1. This combo also works well as an air juggling combo. After the launcher, go into this immediately, and follow by a d+4 to hit the floored opponent. Usefulness *** 1,2<4 Twin Thrusts - Roundhouse hhh ------------------------------------------------------------------------------- Three high attack in a roll is usually bad. But this move shines in an air juggle, because Jin actually moves forward slightly while doing the hits. After the launcher, jab once, and do this move. The kick will push the opponent flying far away, start a run after him/her. Usefulness *** 1,3,2,1,4 Kazama Fury hhmml ------------------------------------------------------------------------------- Signature move for Jin, this move is actually worse then Kazuya's 4 hit string because only the last hit hits low, and with 4 hits ahead of the final low, everybody will learn to block this string very fast. An advanced opponent can and will low parry the last hit, and you can be in real trouble. Try not to always complete this combo, a good idea is to go into the move till the 4th hit, then switch to some kind of mid hitting attack. Usefulness ** 2,1,4 or 2,1,4~4 Lancer - Side Crusher / Shin Kick hmm or hml ------------------------------------------------------------------------------- This move is fun to pull off, because it gives Jin a choice to hit either mid or low for the last hit. Beware the last hit has a small lag in the start up if you choose to do the Shin Kick (4~4). Still, great move simply because it hits all three level. Usefulness **** D/f+1<4 or d/f+1,4~4 Mid Thrust - Side Crusher / Shin Kick mm or ml ------------------------------------------------------------------------------- Similar to the Lancer string above, this move gives Jin a chance to confuse his opponent. The first hit of this move is a little slow. Usefulness *** d+1 Corpse Thrust m ------------------------------------------------------------------------------- Jin takes a step forward, crouches down (so high attack will miss him), and hits mid for good damage. Main problem with this attack is that it has lags both before and after execution, but because of its damage and juggling potential, it's still a good move to call upon. Also use this on people just getting up from the floor; this will usually overpower most of the wakeup attacks. In an air juggle, you can do up to 3 standing 1s until you end it with this move. Usefulness *** 1+2 Demon Hell Thrusts hh ------------------------------------------------------------------------------- Jin stands straight and hits twice, both time high. This move is very fast, and I think if the first hit connects the 2nd cannot be escaped. There is a bit of lag after this move, but it isn't bad. The 2nd hit of the move knocks the opponent far away and Jin can either run after them or go into the Lingering Soul by d+1+2 right after the 2nd hit. Usefulness *** d/f+2 Quick Upper m ------------------------------------------------------------------------------- This move only launches if it's a counter hit, and doesn't move Jin forward a lot. It does come out pretty fast, but still, not that useful. It's piority is pretty low, so don't try to 'trade hits' with this move. If you want to launch somebody into the air, don't bother with this move. Usefulness ** WS+2 Final Upper Thrust m ------------------------------------------------------------------------------- This move is a guaranteed launcher if it connects. Duck a high attack and go into this because it comes out pretty fast. Still, be aware that the range is still kind of short. Usefulness *** b+2,3 Backfist - Side Swipe hm ------------------------------------------------------------------------------- This is mostly a surprise attack. The first hit comes out slow and hits high, so most people will try to attack Jin right after, only to find out there's a fast mid attack waiting for them. But since this move has no other variations, don't do this too often. Usefulness ** f,f+2 Torso Thrust m ------------------------------------------------------------------------------- This is probably longest reaching move that Jin has. Simple, fast, and pretty safe after execution, Jin runs forward a step and does a mid section hit. You can use this move for an air juggle ender by using it after a few jabs. Usefulness **** f,f+3 Axe Kick m ------------------------------------------------------------------------------- Almost the same damage as the Torso Thrust, this move is slower, and doesn't cover as much ground. However the good thing about this movie is that it could chain into other moves afterwards. Variations are: 1,3,2,1,4 Kazama Fury hhmml 1,3 Lead Thrust - Jaw Kick hh 1,3~3 Lead Thrust - Vertical Kick hm Usefulness *** b,f+2 Demon Godfist m ------------------------------------------------------------------------------- This move stuns on counter hits. Simple to do, but it does lack in the range department. Damage isn't all that great either. After the stun go for the Demon Lift Kick d+3+4 to launch and go into air juggles. Usefulness ** b,f+2<1<2 or b,f+2<1