Create an account and login to remove all advertising.

Jin Kazama/Tekken 5 Movelist

From Tekkenpedia

< Jin Kazama
Revision as of 19:56, 14 May 2008 by Serian (Talk | contribs)
(diff) ← Older revision | Current revision (diff) | Newer revision → (diff)
Jump to: navigation, search
If you are unfamiliar with this type of setup, read the legend first.

Jin Kazama/Tekken 5 Movelist is a list of all the moves that Jin Kazama can perform in Tekken 5.

Contents

[edit] Throws

Throw Name Command Type Damage Escape Properties
Double Face Kick (1+3_f+1+3) Front 35 1
Over the Shoulder Reverse (2+4_f+2+4) Front 35 2
Shoulder Flip [f+] (1+3_2+4) Left 43 1
Over the Limit [f+] (1+3_2+4) Right 40 2
Pivoting Hip Throw [f+] (1+3_2+4) Behind 50 None
Tidal Wave u/f+1+2 Front 40 1+2 #1
Complicated Wire qcb+1+3 Front 35 1

#1 Throw does 2 points more of damage when inputting u/f+1+2~u/b+3+4

[edit] Moves

Move Name Command Stance Damage Hit Range Properties
Left Right Combo 1,2 7,12 hh
Left Right Axe Kick 1,2,3 7,11,25 hhm KND
Left Right to Spinning Hook Kick 1,2,4 7,12,22 hhh KND
Kazama Style 5 Hit Combo1 1,3,2,1,4 6,10,10,10,10 hhmml MS
From 1Lingering Soul d+1+2 0 None #3
Feint Kick Combo1 1,3~3,d/f+3 6,22,? hmm KND,CSc
From 1Lingering Soul d+1+2 0 None #2
Left Jab to Left Low Kick 1,d+3 7,7 hL
Double Thrust Roundhouse 2,1,4 9,10,18 hmm
Double Thrust Low Trick Kick 2,1,4~4 9,10,15 hml BS, KND
Switch Blade 2,4(or 2~4) 9,14 hh KND,GB
Spinning Flare Kick 4~3 28 M KND
Median Line Destruction 1+2 5,5,5,7 mmmm MS
Right Elbow f+2 12 h
Left Roundhouse f+3 16 m
Stinger f+3~3 22 m KND,GB
Heat Seeker f+3~3,d/f+3 (22_13) hmm KND,Csc
Front Thrust Kick1 f+4 21 m KSc
From 1Lingering Soul d+1+2 0 None #2
Double Chamber Punch1 f+1+2 10,21 hh KND
From 1Lingering Soul d+1+2 0 None #2
Thrust to Roundhouse d/f+1,4 12,18 mm
Thrust to Low Trick Kick d/f+1,4~4 12,15 ml BS,KND
Uppercut d/f+2 15 m JGc
Left Sidekick4 d/f+3 15 m MSc
From 1Lingering Soul d+1+2 0 None #2
Blade Kick1 d/f+4 33 m KND
From 1Lingering Soul d+1+2 0 None #2
Corpse Thrust d+1 24 m KND
Knee Popper to Sidekick d+3,3 7,10 lm MSc
Right Sweep d+4 15 L
Double Lift Kick d+3+4 5,15 Mh JG
Savage Sword d/b+2,2,3 12,15,21 mhm KS
Right Low Roundhouse d/b+4 15 l KNDc
Left Spinning Back Kick (2) d/b+3 21 h KND
Mental Alertness (2)6 b+1 0 None
From 2Left Drill Punch 1 Mental Alertness (2) 22 m MS
From 2Suigetsu Strike 2 Mental Alertness (2) 24 m CF
From 2Spinning High Kick 3 Mental Alertness (2) 30 h KND
From 2Right Sweep (2) 4 Mental Alertness (2) 15 l KND
Right Backfist to Left Roundhouse b+2,3 12,21 hm KND
Left Crescent to Low Roundhouse1 b+3,4 15,15 hl MS,KNDc
From 1Lingering Soul d+1+2 0 None #2
Spinning Sidekick b+4 18 m KND
Power Stance b+1+2 0 None GB
Front Jump Kick u+4(or u/f+4) (15_13)#1 m (KND_JG)#1
Evading Middle Strike u/f+2 18 m MS
Spinning High Kick u/f+3(or u+3 30 h KND
Demon's Paw f,F+2 24 m KND
Right Axe Kick f,F+4 19 M MS
Left Axe Kick f,F+3 25 m KND
Kazama Style 6 Hit Combo f,F+3,1,3,2,1,4 25,4,5,?,?,? mhhmml KND
Evil Intent b,f+2,1,2 18,10,24 mhm KND
Thrusting Uppercut f,N,d,d/f+1 22 m JG
Electric Thrust Godfist f,N,d~d/f:1 22 m JG
Right Roundhouse Punch f,N,d,d/f+2 25 h KND
Electric Wind Hook Fist f,N,d~d/f:2 30 h KND,GB
Lunging Low Roundhouse Kick (L.L.R.K.) f,N,d,d/f+4 18 l KND,BS
L.L.R.K. to Spinning Flare Kick f,N,d,d/f+4,3+4 18,14 lM KND,BS
Crouching Uppercut WS+2 15 m JG
Left Spinning Back Kick WS+3 28 h KND
Twin Lancer WS+1,2 10,16 mm
Mental Alertness 1+3+4 0 None
Lingering Soul Omen1 1+2,d,u,b,f 0 None
From 1Soul Omen Right Roundhouse Punch f,N,d,d/f+2o 36 h KND,GB
From 1Soul Omen Left Right Axe Kick to Kazama Style 5 Hit Combo 1,2,3,1,4,2,1,4 8,11,25,7,6,?,?,? hhmhhmml KND
From 1Soul Omen Left Right Axe Kick to Feint Kick Combo 1,2,3,1,3~3,3 8,11,25,7,15,? hhmhmm KND
From 1Soul Omen Lunging Low Right Kick f,N,d,d/f+4o 26 l KND
From 1Soul Omen L.L.R.K. to Spinning Flare Kick f,N,d,d/f+4o,3+4 26,14 lM KND,GB
  1. Pressing u+4 results in KND with 15 damage, while u/f+4 results in a JG with 13 damage
  2. Preceding attack must connect or Lingering Soul cannot be performed. Lingering Soul has all the characteristics of a ki charge; all moves are counter hits and the user cannot block until the charge ends.
  3. In the case of the Kazama style 5 hit combo, none of the hits need to connect to perform Lingering Soul at the end. Also, Lingering Soul can still be performed afterwards if all of the hits are blocked.

[edit] String Hits

Command Hits Damage Hit Range
f+2,3,3,3,2,1,2,3,4,2 10 12,7,7,10,8,8,8,10,18,25 hlmhmmmhlh

[edit] Unblockables

Move Name Command Stance Damage Hit Range Properties
Avenger u/b+1+2 (b,b to cancel) 100  ! KND

[edit] See Also

Create an account and login to remove all advertising.

Personal tools