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
Jab

1

h
5
5?
6?
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 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
t76 r37
Balcony Break
on airborne hit
  • Combo from 1st hit with 11f delay

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
13(?)
13(?)
-8
+6
i17~18
t46 r28
Opponent recovers FDFA on grounded hit

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
27+?(Fully Tracking?)
18? or 25? (Fully Tracking?)
-12
-1
+7c
i18~19
t49 r30
Could be sidewalked left under specific circumstances.

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
6?
10?
-9
+2
i13~14
t41 r27

A mid check with good tracking.

ws4

m
10
-3
+8
i11~12
t33 r21

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

Malicious Mace

db+2

L
15
-13
+3c
i21~22
cs6~
t53 r31 FC
  • 4 Chip Damage on block
  • 6 Chip Damage on block in heat

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

Corpse Thrust

d+1

m
25
10(?)
10(?)
-14
+20a (+10)
i18~19
pc7~17
t54 r35
Balcony Break
  • Damage taken during power crush state is recoverable.
  • -9 on block if an attack is absorbed
  • 10 Chip Damage on block after absorbing an attack in power crush state
  • 11 Chip Damage on block while in heat after absorbing an attack in power crush state

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

Infernal Shackle
  • u+1
  • ub+1

uf+1

h
10
5?
7 or 15?
+11
+16
i21~23
t65 r42
Strong Aerial Tailspin
Weapon
  • Balcony break on airborne hit
  • Transition to r20 MCR on hit or block only
  • 2 Chip Damage on block
  • 3 Chip Damage on block while in heat

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,df#2

f,n,d,df#2

h
23
8?
7?
+5
+39a (+29)
i11~12 (i14~)
t36 r24
  • 4 Chip Damage on block
  • 8 Chip Damage on block while in heat
  • Can also be performed with f,n,df#2 (i13~)
Sometimes written
  • EWGF
  • Electric
  • CD.df#2

EWGF. It's very good.

Spinning Demon Hellfire Beam

f,​n,​d,​DF+4,1+2

L,​SM
7,​9
+58a (+42)
,i29~40
Tornado
  • Available only on hit
  • Opponent recovers FUFA on hit
Sometimes written CD.DF+4,1+2

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
t97? r33
Tornado
Weapon
  • 6 Chip Damage on block
  • Consumes 220F of remaining heat time

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