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TK7_Jin_300

Jin T7 Frames

Tekken Docs Showcase 02

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CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESSPECIAL MOVES
#1CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESin rage b+1+2h5513 pc8~-9KNDKNDRage art
SPECIAL MOVESin rage f, n, d, d/f+1+2hm25,3511~12 ,41~42 (14~)-7~-6Launch(Launch (JG?))Launch(Launch (JG?))Rage drive
SPECIAL MOVESin rage f, n, d, d/f+1+2, D/Fhm, (Crouch dash)25,3511~12 ,41~42 (14~)+14~+15gLaunch(Launch (JG?))Launch(Launch (JG?))Rage drive
SPECIAL MOVESin rage f, n, d, d/f+1+2, 3hm, h (TJ)25,35,25js10~+8~+13gKNDKNDRage drive
SPECIAL MOVESin rage f, n, d, d/f+1+2, 3, 1hm, h (TJ), m (TC)25,35,25,24cs15~21+9(wl+15g)KNDKNDRage drive
SPECIAL MOVES1h710+1+8+8
SPECIAL MOVES1, 2h, h7,1210-2+3+7
SPECIAL MOVES1, 2, 3h, h, m7,12,20100~+2KNDKND
SPECIAL MOVES1, 2, 4h, h, h7,12,2610-4~-2KNDLaunchTail spin
SPECIAL MOVES1, 3h, h7,1010-6+4+4
SPECIAL MOVES1, 3, Fh, h, (CDS)7,1010-7+3+3
SPECIAL MOVES1, 3, Bh, h, (Special)7,1010-6+4+4
SPECIAL MOVES1, 3, 2h, h, m7,10,1010-1+4+4
SPECIAL MOVES1, 3, 2, 1h, h, m, m7,10,10,1010-7+7+7
SPECIAL MOVES1, 3, 2, 1, 4h, h, m, m, l7,10,10,10,1010-13~-12+3~+4+3~+4
SPECIAL MOVES1, 3~3h, m7,2010+6~+8KNDKND
SPECIAL MOVES1, 3~3, d/f+3h, m, m7,20,2010-14KNDKND
SPECIAL MOVES1, d+3h, l9,710-12~-11-1~0-1~0
SPECIAL MOVES1, d+3, 4h, l, l7,9,1710-13+3Launch
SPECIAL MOVES2h9100+9+9
SPECIAL MOVES2, 1h, m9,910-3~-2+6~+7+6~+7
SPECIAL MOVES2, 1, 4h, m, m9,9,1810-9~-7+4+4
SPECIAL MOVES2, 1, 4~4h, m, l9,9,2010-31KNDKND
SPECIAL MOVES2, 4h, h9,2010-9~-6KNDKNDTail spin
SPECIAL MOVES3h1914-7+4+4
SPECIAL MOVES3, 1h, h19,714-1+7+7
SPECIAL MOVES3, 1, F (to ZEN)h, h (ZEN)19,714+4+12+12
SPECIAL MOVES3, 1, 4h, h, l19,7,1814-13+3Launch
SPECIAL MOVES4h1813~14-9~-8+16~+17kgLaunchHoming, Tail spin
SPECIAL MOVES4~3 or WS+4~3m (TJ)2724~34d (25~) js12~-14~-4KNDKND
SPECIAL MOVES1+2mmh5,5,2012,20,32-14KNDKND
SPECIAL MOVES3+4h (throw)10(,24)20 pc8~19-9Throw(KND)Throw(KND)Power crush
SPECIAL MOVESf+2h1216~17-5~-4+4~+5+4~+5
SPECIAL MOVESf+3m1612-8+3+3
SPECIAL MOVESf+3~3m2023~26+6~+9KNDKND
SPECIAL MOVESf+3~3, d/f+3m, m20,2023~26-14KNDKND
SPECIAL MOVESf+4m2116~17-8~-7+4~+5KND/LaunchRange dependent
SPECIAL MOVESf+4, Fm, (CDS)2116~17-1~0+11~+12Launch
SPECIAL MOVESf+1+2hh14,2414,23~24-9~-8KNDKNDWall bounce
SPECIAL MOVESf+1+2 (Second hit whiff)h1414-27-16-16
SPECIAL MOVESd/f+1m1013~14-3~-2+4~+5+6~+7
SPECIAL MOVESd/f+1, 4m, h10,1813~14-9~-6+10~+13kgKNDTail spin
SPECIAL MOVESd/f+1, 4~4m, m10,2413~14-12CSCS
SPECIAL MOVESd/f+2m1515~16-7~-6+4~+5aLaunch
SPECIAL MOVESd/f+3m1214-16-5-5
SPECIAL MOVESd/f+3, 3m, h12,1414-8+8+8
SPECIAL MOVESd/f+3, 3, fm, h, (CDS)12,1414-7+9+9
SPECIAL MOVESd/f+3, 3, bm, h, (Special)12,1414-8+8+8
SPECIAL MOVESd/f+4m2220~21-3~-2+8~+9sLaunch
SPECIAL MOVESd/f+1+2m(Absorbs 1 h/m hit)2023~24 (3~10)-12~-11+6~+7 (KND)+6~+7 (KND)
SPECIAL MOVESd+1m2421-7KNDKNDWall bounce
SPECIAL MOVESd+3l715~16-13~-12-2~-1-2~-1
SPECIAL MOVESd+3, 3l, m7,1015~16-14-1-1
SPECIAL MOVESd+4l (TC)1116~17 cs6~-12~-11-1~0-1~0
SPECIAL MOVESd+3+4mm5,2015,25~27 js16~-19~-17LaunchLaunch
SPECIAL MOVESd+3+4 (Second hit miss)m515 js16~-30-19-19
SPECIAL MOVESd/b+2m1216-10-4FS(+3) 16
SPECIAL MOVESd/b+2, 2m, h12,1116-12-7 (CS)-7
SPECIAL MOVESd/b+2, 2, 3m, h, m12,11,2116-9~-8CSCS
SPECIAL MOVESd/b+2, 3m, m12,2316-8~-6KNDKND
SPECIAL MOVESd/b+3h (TC)2819~21 cs4~-11~-9KNDKNDTail spin
SPECIAL MOVESd/b+4l1820~21-13~-12+3~+4KND
SPECIAL MOVESd/b+1+2m((Special))025~55-25~+5-10~+30-10~+30
SPECIAL MOVESb+2m1215~16-11~-100~+10~+1
SPECIAL MOVESb+2, 1m, m12,1015~16-9~-8+2~+3+2~+3
SPECIAL MOVESb+3m1716-6+5CS
SPECIAL MOVESb+3, fm, (CDS)1715~16-2~-1+9~+10CS
SPECIAL MOVESb+4m2117~18-7~-6KNDKND
SPECIAL MOVESu/b+1+2!7075KNDKNDKND
SPECIAL MOVESu/f+2m1815~16-7~-6+6~+7KND
SPECIAL MOVESu/b+3m (TJ)1322~23 js9~-11~-10+4~+5CS
SPECIAL MOVESu or u/f+3m (TJ)1722~23 js9~-9~-8+6~+7CS (10~+11)
SPECIAL MOVESu+4m (TJ)1515~17 js9~-13~-11KNDLaunch
SPECIAL MOVESu/f+4m (TJ)1315~17 js9~-13~-11LaunchLaunch
SPECIAL MOVESf, F+2m2414~15 (15~)-8~-7KNDKND
SPECIAL MOVESf, F+3m2023~25 (24~)0~+2LaunchLaunch
SPECIAL MOVESf, F+3, 1m, h20,523~25 (24~)+1+7+7
SPECIAL MOVESf, F+3, 1, 3m, h, h20,5,1023~25 (24~)-6+4+4
SPECIAL MOVESf, F+3, 1, 3, 2m, h, h, m20,5,10,1023~25 (24~)-1+4+4
SPECIAL MOVESf, F+3, 1, 3 , 2, 1m, h, h, m, m20,5,10,101023~25 (24~)-7+7+7
SPECIAL MOVESf, F+3, 1, 3 , 2, 1, 4m, h, h, m, m, l20,5,10,1010,1023~25 (24~)-13~-12+3~+4+3~+4
SPECIAL MOVESf, F+4m1921~24 (22~)+0~+3s+8~+11sKND
SPECIAL MOVESb, f+2m1515~16 (15~)-7~-6+4~+5FS (+11~+12g) 24~25
SPECIAL MOVESb, f+2, 1m, h15,1415~16 (15~)-5+6+9
SPECIAL MOVESb, f+2, 1, 2m, h, m15,10,2015~16 (15~)-5~-4KNDKND
SPECIAL MOVESb, f+2, 1, d/f+2m, h, m15,10,28~2928 (15~)-14LaunchLaunch
SPECIAL MOVESb, f+2, 3m, m15,1715~16 (15~)-12+6CS
SPECIAL MOVESb, f+2, 3, fm, m, (CDS)15,1715~16 (15~)-1+17gCS
SPECIAL MOVESWS+1m1013~14-6~-5+5~+6+5~+6
SPECIAL MOVESWS+1, 2m, m10,1613~14-8~-7+3~+4s+3~+4s
SPECIAL MOVESWS+1, 2, fm, m, (CDS)10,1613~14-9~-8+2~+3s+2~+3s
SPECIAL MOVESWS+2m1414~15-12~-11LaunchLaunch
SPECIAL MOVESWS+3m2016~18-9~-7+7~+9 (+19g wc)+7~+9 (+19g wc)Homing, Tail spin, wall crush
SPECIAL MOVESWS+4m1611~12-3~-2+8~+9+8~+9
SPECIAL MOVESOpponent Down d+2l(On grounded opponent)19(24)19~20-13~-12+3~+4+3~+4
SPECIAL MOVES1+3+4(Special)19~20
SPECIAL MOVESd+1+2 (to ZEN)(Special) (TC)(CDS)(10~)
SPECIAL MOVESb+1 (to CDS)(Special) (TC)(CDS)(5~)
SPECIAL MOVESCDS F(Special)(5~)
SPECIAL MOVESZEN or CDS D/F(Crouch dash) RC
SPECIAL MOVESZEN or CDS 1m1416~17 (21~)-3~-2+8~+9+8~+9
SPECIAL MOVESZEN or CDS 1, 2m, m14,2116~17 (21~)-14~-13KNDKND
SPECIAL MOVESZEN or CDS 1, 3m, h14,1816~17 (21~)-9KNDKND
SPECIAL MOVESZEN or CDS 2m2722~23 (27~)-14~-13KNDKND
SPECIAL MOVESZEN or CDS 3m2017~18 (22~)-9~-8+10~+11kgLaunchTail spin, Homing
SPECIAL MOVESZEN or CDS 4l (TC)2025~26s (30~) cs1~-26KNDKND
SPECIAL MOVESZEN or CDS 1+2hh8,2013,29~30 (18~)-13~-12LaunchLaunch
SPECIAL MOVESZEN or CDS 3+4h (TJ)2522~27 (27~) js10~+8~+13gKNDKND
SPECIAL MOVESf, n, d, d/f(Crouch dash)22~27 (27~) 10~
SPECIAL MOVESf, n, d, d/f, u/f(Special) (TJ)(Crouch dash)22~27 (27~) 10~
SPECIAL MOVESf, n, d, D/F+1m2016~17 (20~)-13~-12LaunchLaunch
SPECIAL MOVESf, n, d, d/f+1m2216~17 (19~)-13~-12LaunchLaunch
SPECIAL MOVESf, n, d, D/F+2h2011~12 (15~)-10~-9KNDKND
SPECIAL MOVESf, n, d, d/f+2h2511~12 (14~)+5~+6Tail spinTail spin
SPECIAL MOVESf, n, d, d/f+3m2016~18 (19~)-9~-7+10~+12kgLaunchHoming, Tail spin
SPECIAL MOVESf, n, d, d/f+4l1020~21 (23~)-31LaunchLaunch
SPECIAL MOVESf, n, d, d/f+4, 3+4l, m (TJ)10,27d js26~-14~-4KNDKND
SPECIAL MOVESf, n, d, d/f, 26~
BASIC MOVESBASIC MOVES
#2CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
BASIC MOVES1h710+1+8+8
BASIC MOVES2h9100+9+9
BASIC MOVES3h1914-7+4+4
BASIC MOVES4h1813~14-9~-8+16~+17kgKNDHoming, Tail spin
BASIC MOVESf+1h710+1+8+8
BASIC MOVESf+2h1216~17-5~-4+4~+5+4~+5
BASIC MOVESf+3m1612-8+3+3
BASIC MOVESf+4m2116~17-8~-7+4~+5KND
BASIC MOVESd/f+1m1013~14-3~-2+4~+5+6~+7
BASIC MOVESd/f+2m1515~16-7~-6+4~+5aLaunch
BASIC MOVESd/f+3m1214-16-5-5
BASIC MOVESd/f+4m2220~21-3~-2+8~+9sLaunch
BASIC MOVESd+1m2421-7KNDKNDWall bounce
BASIC MOVESd+2Sm (TC)811s cs4~-4+7+7
BASIC MOVESd+3l715~16-13~-12-2~-1-2~-1
BASIC MOVESd+4l (TC)1316~17 cs6~-12~-11-1~0-1~0
BASIC MOVESd/b+1Sm (TC)510s cs4~-5+6+6
BASIC MOVESd/b+2m1216-10-4FS(+3) 16
BASIC MOVESd/b+3h (TC)2819~21 cs4~-13~-11KNDKNDTail spin
BASIC MOVESd/b+4l1820~21-13~-12+3~+4KND
BASIC MOVESb+1 (to CDS)(Special) (TC)(CDS)20~21
BASIC MOVESb+2m1215~16-11~-100~+10~+1
BASIC MOVESb+3m1716-6+5CS
BASIC MOVESb+4m2117~18-7~-6KNDKND
BASIC MOVESu/b or u or u/f+1m (TJ)1218 js9~-8+3+3
BASIC MOVESu/b or u+2h1715~16-12~-11+9~+10g+9~+10g
BASIC MOVESu/f+2m1815~16-7~-6+6~+7KND
BASIC MOVESu/b+3m (TJ)1322~23 js9~-11~-10+4~+5CS
BASIC MOVESu or u/f+3m (TJ)1722~23 js9~-9~-8+6~+7CS (10~+11)
BASIC MOVESu/b+4m (TJ)1115~17 js9~-20~-18-8~-6-8~-6
BASIC MOVESu+4m (TJ)1515~17 js9~-13~-11KNDLaunch (JG?)
BASIC MOVESu/f+4m (TJ)1315~17 js9~-13~-11Launch (JG?)Launch (JG?)
BASIC MOVESu/f, n+4m2523(29,35) js9~33-11(-13)Launch (JG?)Launch (JG?)
BASIC MOVESWS+1m1013~14-6~-5+5~+6+5~+6
BASIC MOVESWS+2m1414~15-12~-11Launch (JG?)Launch (JG?)
BASIC MOVESWS+3m2016~18-9~-7+10~+12kgLaunchHoming, Tail spin
BASIC MOVESWS+4m1611~12-3~-2+8~+9+8~+9
BASIC MOVESFC+1Sm (TC)510s cs1~-5+6+6
BASIC MOVESFC+2Sm (TC)811s cs1~-4+7+7
BASIC MOVESFC+3l (TC)1216s cs1~-17-3-3
BASIC MOVESFC+4l (TC)1012s cs1~-15-4-4
BASIC MOVESSS+1h710(11~)+1+8+8
BASIC MOVESSS+2h910(11~)0+9+9
BASIC MOVESSS+3h1914(15~)-7+4+4
BASIC MOVESSS+4h1813~14 (14~)-9~-8+16~+17kgCSHoming, Tail spin
BASIC MOVESBT 1 or 2h158-8+3+3
BASIC MOVESBT 3 or 4h2510-8KNDKND
BASIC MOVESBT d+1 or 2Sm1010s cs1~-2+9+9
BASIC MOVESBT d+3 or 4l1210s cs1~-11+3+3

To character select | Jack-7 / Josie

25 Responses

  1. I’m confused here, Jin’s f,F+3 is listed as, 23~25(24). If it has 23 startup frames and is active frames on i23. Which means the fastest it can be inputted is on i25 because it takes 2 frames of input from the f,F. It’s listed that it can be inputted on i24 which is confusing me (I’m still kinda new to reading frame data).

    1. you can buffer the first F during recovery frames, ergo only the n input is accounted for in this case. (see King ff1 spin combo route tutorials, they can explain it better than i can)

  2. The patch notes said ff3 was now definitively 0 on block now so having it still say “0~+2” might be a little misleading.

    1. Yes, but I think it still has 3 active frames. So if you manage to get it guarded at the last active frame, then it’s +2

  3. Hi folks,

    I have taken the season 2 Jin data and put it in a spreadsheet which makes it easier to calculate combo damage and shows frame data.
    I’m happy to share this with others and have made it editable to allow everyone to add to it (valuably please) 🙂

    I’m not a Jin player so don’t really know his moves well so there may be errors and there is scope for more content.

    Here’s the link:
    https://docs.google.com/spreadsheets/d/1m2mKDt0DaEbDHcaoRT-rjr3SXyk4JIEfnR_9R_s0HZw/edit?usp=sharing

    The same thing could be done for other characters and I encourage you all to do this if you want but I won’t be adding these myself.

    Thanks,
    Patrick

    1. @Patrick, very clean and detailed spreadsheet. I will make use of this daily. Thanks my friend.

  4. 1,2,3 can be +2? How? It’s always 0 for me. A 1 followup always trades with opponents’ 1.

  5. It says here that on grounded d+2 has 19 damage, while that’s the scaled value it has on the ground. You can hit a standing opponent with it for full 24 damage.

  6. Hello! I tested this out yesterday; WS4 is more than +6 on hit. Care to check it out? Thanks for keeping us updated!

  7. What are”d/f+3 When hit , d+1+2 m, (Special)” and “b+1 (to CDS) (Special)”

    1. When hit means something that does not happen if opponent blocks it. (Special) usually means move transitions to a stance

    2. They removed that df3 on hit, d1+2 ability on t7 anyways. It shor the fact of my life loca

    3. tion uldn’t be here as they possibly never has it in t7 vanilla.
    1. That’s just wave dash cancel to u/f+3 all frames would be input frames so could be -1~-6 (ROUGHLY) Plus the start-up frames of u/f+3 -9~-8.. Depends how well you can execute a wave dash and where you want the cancel to perform the attack.

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