NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
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.
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.
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.