All-Rounder / Traditional KarateTekken 8
Good First Pick

Jin Kazama

The balanced karate master. Excellent fundamental pokes, versatile launchers, and reliable Heat attacks.

Execution Difficulty:
2/5
Role: All-Rounder / Traditional Karate
Jin Kazama
Image: Jin Kazama© Bandai Namco Entertainment — via Tekken Wiki (Fandom) (EDITORIAL)Source

Watch this first

Ten minutes here will save you an evening of guessing.

3 Key Starter Moves

The only 3 buttons you need to drill in Practice Mode to start winning matches.

Move 01
,+
→ then →+△. Classic Tekken notation: f,f+2.

Demon Paw

Fast long-range mid straight punch. Superb in neutral to catch advancing opponents.

Move 02
,,
□ then △ then ○. Classic Tekken notation: 1,2,4.

Left Right to Roundhouse

Fast 10-frame jab string. Great for interrupting enemy pressure.

Move 03
++
↓+✕+○. Classic Tekken notation: d+3+4.

Can-Can Kicks

Double-kick airborne launcher. Use as a whiff punish or after blocking a big low.

Reading the inputs

Each face button is one limb. Arrows are directions on the stick or D-pad — is toward your opponent, is away (which is also how you block).

Left punch

= 1

Right punch

= 2

Left kick

= 3

Right kick

= 4

The small grey code under each move is classic Tekken notation. It looks cryptic, but it is what every guide, frame-data site and player online uses — worth learning to read so you can follow any tutorial you find.

Ready for the full movelist?

Three moves win you matches; the full list is a few hundred. When you want the rest, these are the resources the Tekken community actually uses. They are independent sites, not ours.

Full movelist

All 107 of Jin Kazama's moves, in PlayStation buttons. Names and inputs only — no frame data.

  • Jab
    . Classic Tekken notation: 1.
  • Left Right Combo
    ,
    □ then △. Classic Tekken notation: 1,2.
  • Left Right → Black Wing Rondo
    ,,
    □ then △ then □. Classic Tekken notation: 1,2,1.
  • Left Right → Axe Kick
    ,,
    □ then △ then ✕. Classic Tekken notation: 1,2,3.
  • Left Right → Spinning Hook Kick
    ,,
    □ then △ then ○. Classic Tekken notation: 1,2,4.
  • Left Jab → Single Low
    ,
    □ then ✕. Classic Tekken notation: 1,3.
  • Left Jab → Double Low
    ,,
    □ then ✕ then ○. Classic Tekken notation: 1,3,4.
  • Median Line Destruction
    +
    □+△. Classic Tekken notation: 1+2.
  • Ki Charge
    +++
    □+△+✕+○. Classic Tekken notation: 1+2+3+4.
  • Double Face Kick
    +
    □+✕. Classic Tekken notation: 1+3.
  • State of Zanshin Mental Alertness
    ++
    □+✕+○. Classic Tekken notation: 1+3+4.
  • Right Jab
    . Classic Tekken notation: 2.
  • Double Thrust
    ,
    △ then □. Classic Tekken notation: 2,1.
  • Double Thrust → Roundhouse
    ,,
    △ then □ then ○. Classic Tekken notation: 2,1,4.
  • Double Thrust → Low Trick Kick
    ,,~
    △ then □ then ○~○. Classic Tekken notation: 2,1,4~4.
  • Switchblade
    ,
    △ then ○. Classic Tekken notation: 2,4.
  • Heat Burst
    +
    △+✕. Classic Tekken notation: 2+3.
  • Over the Shoulder Reverse
    +
    △+○. Classic Tekken notation: 2+4.
  • Kishin Rekko
    ,,
    ✕ then □ then ○. Classic Tekken notation: 3,1,4.
  • High Right Roundhouse
    . Classic Tekken notation: 4.
  • Spinning Flare Kick
    ~
    ○~✕. Classic Tekken notation: 4~3.
  • Evil Intent
    ,+,,
    ← then →+△ then □ then △. Classic Tekken notation: b,f+2,1,2.
  • Geyser
    ,+,,+
    ← then →+△ then □ then ↘+△. Classic Tekken notation: b,f+2,1,df+2.
  • Keito
    ,+,
    ← then →+△ then ✕. Classic Tekken notation: b,f+2,3.
  • Shun Maten
    +,
    ←+□ then △. Classic Tekken notation: b+1,2.
  • Suigetsu Strike
    ++
    ←+□+△. Classic Tekken notation: b+1+2.
  • Parry
    ++
    ←+□+✕. Classic Tekken notation: b+1+3.
  • Shun Masatsu
    +,
    ←+△ then □. Classic Tekken notation: b+2,1.
  • Left Knee
    +
    ←+✕. Classic Tekken notation: b+3.
  • Left Knee → Right Thrust
    +,
    ←+✕ then △. Classic Tekken notation: b+3,2.
  • Zanshin Crouching Demon Stance (CDS) Mental Alertness (2)
    ++
    ←+✕+○. Classic Tekken notation: b+3+4.
  • Spinning Sidekick
    +
    ←+○. Classic Tekken notation: b+4.
  • Pivoting Hip Throw
    Back throw
    Back throw. Classic Tekken notation: Back throw.
  • Thrusting Uppercut
    Crouch dash+
    Crouch dash ↘+□. Classic Tekken notation: CD.df+1.
  • Wind Hook Fist
    Crouch dash+
    Crouch dash ↘+△. Classic Tekken notation: CD.df+2.
  • Depraved Savagery
    Crouch dash+,
    Crouch dash ↘+○ then △. Classic Tekken notation: CD.DF+4,2.
  • Electric Thrusting Uppercut
    Crouch dash${justFrame}
    Crouch dash ↘${justFrame}□. Classic Tekken notation: CD.df${justFrame}1.
  • Electric Wind Hook Fist
    Crouch dash${justFrame}
    Crouch dash ↘${justFrame}△. Classic Tekken notation: CD.df${justFrame}2.
  • Corpse Thrust → Black Wing Flash
    +
    ↓+□. Classic Tekken notation: d+1.
  • Scourge
    +
    ↓+△. Classic Tekken notation: d+2.
  • Kazama Style Three-Quarter Kick
    +,,
    ↓+✕ then ○ then ✕. Classic Tekken notation: d+3,4,3.
  • Knee Popper → Mid Sidekick
    +,~
    ↓+✕ then ○~○. Classic Tekken notation: d+3,4~4.
  • Double Lift Kick
    ++
    ↓+✕+○. Classic Tekken notation: d+3+4.
  • Right Sweep
    +
    ↓+○. Classic Tekken notation: d+4.
  • Crouch Jab
    +
    ↙+□. Classic Tekken notation: db+1.
  • Power Stance
    ++
    ↙+□+△. Classic Tekken notation: db+1+2.
  • Savage Sword
    +,,
    ↙+△ then △ then ✕. Classic Tekken notation: db+2,2,3.
  • Punch → Cascade Kick
    +,
    ↙+△ then ✕. Classic Tekken notation: db+2,3.
  • Left Spinning Back Kick
    +
    ↙+✕. Classic Tekken notation: db+3.
  • Right Low Roundhouse
    +
    ↙+○. Classic Tekken notation: db+4.
  • Mid Left Punch
    +
    ↘+□. Classic Tekken notation: df+1.
  • Mid Left Punch → High Roundhouse Kick
    +,
    ↘+□ then ○. Classic Tekken notation: df+1,4.
  • Mid Left Punch → Mid Sidekick
    +,~
    ↘+□ then ○~○. Classic Tekken notation: df+1,4~4.
  • Fiendish Rend
    +
    ↘+△. Classic Tekken notation: df+2.
  • Fiendish Talon Rend
    +,
    ↘+△ then ○. Classic Tekken notation: df+2,4.
  • Awakened Fiendish Claw
    +,In Heat+
    ↘+△ then In Heat □+△. Classic Tekken notation: df+2,H.1+2.
  • Shun Ren Dan
    ++
    ↘+△+○. Classic Tekken notation: df+2+4.
  • Left Roundhouse
    +
    ↘+✕. Classic Tekken notation: df+3.
  • Brazilian Kick
    +~
    ↘+✕~✕. Classic Tekken notation: df+3~3.
  • Right Spinning Axe Kick
    +
    ↘+○. Classic Tekken notation: df+4.

Movelist data from Wavu Wiki, an independent community wiki. Inputs are converted to PlayStation buttons by UGL.

Strengths
  • Safe mid pokes
  • Excellent whiff punish range
  • Strong Heat Smash
Weaknesses & Counter-Play
  • Requires good fundamental defense
  • No cheesy gimmicks to rely on

Jin Kazama combines traditional Kazama-style self-defense with powerful karate strikes. In Tekken 8, Jin has embraced his inner power, gaining aggressive forward-thrusting specials without sacrificing his world-class defensive toolkit.

Jin is the quintessential tournament pick: he has tools for every range, every matchup, and every situation.

Video Guides

Related Masterclasses