Devil Jin strategy

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

General Strategies

Key Moves

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1

h
5
+1
+8
i10
r17

The cornerstone of Devil Jin's poking game. +1 on block +8 on hit. That +8 allows for an excellent frametrapping mixup following up with b+4 & d+3. Once they respect that, hitting one jab let's you go into your larger moves.

Flash Punch Combo

1,​1,2

h,​h,​m
5,​6,​14
-17
+18a(+13)
,i13
Balcony Break
on air hit
  • Combo from 1st hit

Incredible punish and hit-confirmable poke. Hard to step due to the second hit having good tracking. On hit, it allows for MCR oki.

Demon Steel Pedal

b+4

m
20
-8
+6
i17~18

First part of his +8 mixup. It's safe on block and counterhits after a jab hit for a nice 62 damage launch. Additionally it's a core part of Devil Jin's okizeme, it's his primary groundhitting move.

Broken Plate

d+3

L
12
-12c
-1
+7c
i18~19

Second part of the +8 mixup, trades with jabs for a free df+4,4. It's useful to check whether or not they duck after your jabs.

df+4

m
10
-9
+2
i13~14

A mid check with good tracking.

ws4

m
10
-3
+8
i11~12

Another good mid check, gives +8 on hit, allowing for pressure.

Malicious Mace

db+2

L
15
-13c
+3c
i21~22
Chip damage on block

High crushing low. Gives b+4 or d+1+2 on CH.

Corpse Thrust

d+1

m
25
-14
+20(+10)
i18~19
ps8~
Balcony Break
  • Absorb an attack to power up
  • Add chip damage when guarded

Mid powercrush, good to tell mashy players to calm down.

Infernal Shackle
  • u+1
  • ub+1

uf+1

h
10
+11
+16
i21~23
Balcony Break
on air hit
Weapon
  • Shifts to MCR on hit or block
  • 2 Chip damage on block

Insane midrange poke leading into MCR mix on block. On hit we get MCR.2,2 guaranteed.

[[#Devil Jin-f,n,d,df${justFrame}2]]
Electric Wind God Fist

f,n,d,df#2

h
23
+5
+39a(+29)
i14
Chip Damage on block (4)
Sometimes written ewgf

EWGF. It's very good.

Spinning Demon Hellfire Beam

f,​n,​d,​DF+4,1+2

L,​sm
7,​9
+58(+42)
,i29~40
Tornado
  • Only on hit
  • Turns the back to you, limiting combos
Sometimes written hellsweep

A very strong hellsweep that defines Devil Jin, and one of the only hellsweeps that gives a full combo.

Spiral of Madness > Annihilation Beam

f,​n,​d,​df+1+2,H.1+2

m,​sm
25,​20
+2
i25~36
Tornado
  • Chip damage on block (6)

Excellent large homing mid made plus and gives a combo during heat.

Okizeme game

Neutral

Close range

Devil Jin has a very solid close range game due to his jab. Putting out one let's you confirm whether or not it hits to use the +1 or +8 to continue your pressure. Using 1,1 let's you hit-confirm into 1,1,2 which gives him MCR okizeme. The however his quick mid checks aren't amazing df+1 and df+2 are good, but don't give a lot of reward on hit. Therefore using his ws4 is a strong choice as it gives +8 on hit and allows him to frametrap with b+4 and d+3.

Mid range

Long range

Using Heat