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{{Navbox Devil Jin}} | {{Navbox Devil Jin}} | ||
{{Navbox strategy}} | {{Navbox strategy}} | ||
{{See other}} | |||
=== General Strategies === | === General Strategies === | ||
=== Key | === Key Moves === | ||
{{MoveDataHeader}} | |||
{{MoveQuery|Devil Jin-1}} | |||
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. | |||
{{MoveQuery|Devil Jin-1,1,2}} | |||
Incredible punish and hit-confirmable poke. Hard to step due to the second hit having good tracking. On hit, it allows for [[Devil_Jin_movelist#MCR_(Mourning_Crow)|MCR]] oki. | |||
{{MoveQuery|Devil Jin-b+4}} | |||
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. | |||
{{MoveQuery|Devil Jin-d+3}} | |||
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. | |||
{{MoveQuery|Devil Jin-df+4}} | |||
A mid check with good tracking. | |||
{{MoveQuery|Devil Jin-ws4}} | |||
Another good mid check, gives +8 on hit, allowing for pressure. | |||
{{MoveQuery|Devil Jin-db+2}} | |||
High crushing low. Gives b+4 or d+1+2 on CH. | |||
{{MoveQuery|Devil Jin-d+1}} | |||
Mid powercrush, good to tell mashy players to calm down. | |||
{{MoveQuery|Devil Jin-uf+1}} | |||
Insane midrange poke leading into MCR mix on block. On hit we get MCR.2,2 guaranteed. | |||
{{MoveQuery|Devil Jin-f,n,d,df#2}} | |||
[[Electric_Wind_God_Fist|EWGF]]. It's very good. | |||
{{MoveQuery|Devil Jin-f,n,d,DF+4,1+2}} | |||
A very strong [[Standard_move#Hellsweep|hellsweep]] that defines Devil Jin, and one of the only hellsweeps that gives a full combo. | |||
{{MoveQuery|Devil Jin-f,n,d,df+1+2,1+2}} | |||
Excellent large homing mid made plus and gives a combo during heat. | |||
=== Okizeme game === | === Okizeme game === |
Latest revision as of 19:24, 19 April 2024
Devil Jin |
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Strategy (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Devil Jin strategy (Tekken 7).
General Strategies
Key Moves
Input
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.
1,1,2
- 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.
b+4
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.
d+3
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.
A mid check with good tracking.
Another good mid check, gives +8 on hit, allowing for pressure.
db+2
- 4 Chip Damage on block
- 6 Chip Damage on block in heat
High crushing low. Gives b+4 or d+1+2 on CH.
d+1
- 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.
- u+1
- ub+1
uf+1
- Balcony break on airborne hit
- Transition to r20 MCR on hit or block only
- r47 opponent hitstun
- 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.
f,n,d,df#2
- 4 Chip Damage on block
- 8 Chip Damage on block while in heat
- Can also be performed with f,n,df#2 (i13~)
- EWGF
- Electric
- CD.df#2
EWGF. It's very good.
f,n,d,DF+4,1+2
- Available only on hit
- Opponent recovers FUFA on hit
A very strong hellsweep that defines Devil Jin, and one of the only hellsweeps that gives a full combo.
f,n,d,df+1+2,H.1+2
- 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.