Devil Jin

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Devil Jin
Heat
  • Allows Annihilation Beam followups after certain moves
  • Can perform EWGF without perfect input
  • Allows the use of Spinning Demon Leviathan and Inner Purgatory
Heat Smash H.2+3 mid - i18-28 - +11 (MCR) +2~+12 (standing)
Heat Engagers
  • b+2,3
  • b+3
  • uf+4
  • f,F+2
  • MCR.2,2
Stances
  • FLY – 3+4
  • CD (Crouch Dash) – f,n,d,df
  • MCR (Mourning Crow) – f+3
Fastest
Launch
  • i11(~13) – f,n,df#2 (hard)
  • i11(~14) – f,n,d,df#2 (hard)
  • i15 – d+3+4 (standing)
  • i15 – ws2 (crouching)
CH launch
  • i17 – b+4 (mid)
Wall splat
  • i12 – b+1,2 (high)
  • i13 – df+1,2 (mid, combo)
  • i16 – uf+3+4 (mid, crouching)
Archetypal moves
Mid check
  • df+4 – (standing)
  • df+1 – (standing)
  • ws4 – (crouching)
Power low f,n,d,df+4,1+2; f,n,d,df+4,H.3
Slash kick f,f,F+3
Generic moves
Remapped (none)
Missing d+1
External links
Lore Devil Jin
Twitter #T8_DevilJin
Discord Devil Jin

This page is for Tekken 8. For Tekken 7, see Devil Jin (Tekken 7).

Devil Jin is a versatile, Mishima-style character with many gap-closing tools, excellent Okizeme, a complete throw game, good block and whiff punishment tools, good wall pressure, and great combo damage. He benefits heavily from Mishima-fundamental skills and reading the opponent. Devil Jin can be played aggressively in the opponent's face at all times thanks to his wavedash mixup, or more defensively with his wide array of whiff punishers. A well-timed read on a downed opponent can lead to extreme levels of damage from Okizeme.

Devil Jin's weaknesses lie in his poor generic tools - his jab has poor range, and his df+1 is quite bad on block. He is the most demanding Mishima from an execution standpoint. You need to learn iWS2 (Alaya) to have a functional wave dash mixup, and you need to take advantage of a trick with WS3 (Organ Wrecker) in order to optimize his combos. He also lacks any threatening low outside of his Hellsweep, forcing him to risk getting launched at all times.

Strengths
  • Mishima: Access to the standard Mishima toolkit, including the EWGF (cd2), Flash Punch Combo (1,1,2), the best Hellsweep (cd4) in the game, the Demon Paw (f,F+2), and the Demon Steel Pedal (b+4).
  • Strong Combos & Okizeme: Very good combo damage and utility along with decent wall carry and wall comboes that lead into his amazing okizeme, most notably his signature Demon's Spear (db+1+2) and Demon Steel Pedal.
  • Block & Whiff Punishment: All-around very solid punishment, with some of the best whiff punishers in EWGF and Infernal Shackle (uf+1), a very good i10 punish in Flash Punch Combo, and one of the best i11 WS punishers in Wretched Heel (ws4,4).
  • Panic Tools: Devil Jin is equipped with a series of rewarding albeit unsafe panic buttons that allow him to punish his opponents for attempting to take their turn, such as his highly evasive Samsara (u+4) or his notorious Wicked Jambu Spear (b+3).
  • Robust Approach: Between Demon's Shaft (f,F+4), Demon's Tail (cd3), Hisou (uf+3+4), Leaping Side Kick (f,f,F+3), Demon Paw (f,F+2), and his Mourning Crow stance, Devil Jin is very good at closing the distance.
  • Complete Throw Game: Devil Jin has access to a complete set of command throws (1,2, & 1+2 break).
Weaknesses
  • I Must Hellsweep: Outside of Hellsweep, the rest of Devil Jin's lows are rather weak, meaning he has to commit to a stagger low and risk getting launched if he wants to get his opponents to crouch.
  • Overall Unsafe: Devil Jin's very good tools are overall very unsafe too. His Mourning Crow stance is highly susceptible to being floated, most of his string extensions are launch punishable, his wave dash mixup consists of two unsafe main options, and his aforementioned panic tools are all very unsafe on block or whiff, making Devil Jin difficult to beat aware opponents with.
  • Weak Generic Tools: Generally limited generic tools with underwhelming mid checks in df+1 (Dark Twin Lancer) and df+2 (Bloody Glaive), stubby jab range, and bad poking lows.
  • Lackluster Mids: While Devil Jin has good highs, his mids are mostly lacking and any that seem good either flat-out end his turn (uf+4), or are plain unsafe on block (1+2, ws2).
  • Subpar Heat: While a lot of characters either get a very strong Heat Smash or strong enhancements on their moves, Devil Jin gets neither and generally has to play with comparatively worse options in Heat.
  • Recoverable Health Generator: Most of Devil Jin's damage comes from comboes (most notably Hellsweep). This means opponents are typically left with considerable amounts of recoverable health, which gives them the possibility of getting a comeback.
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EWGF in neutral
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iWS from crouch dash
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-15 EWGF block punish
importance
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value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
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rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†

External links