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===Round Start Options=== | ===Round Start Options=== | ||
==Neutral== | ==Neutral== | ||
===Mid Range=== | ===Mid/Close Range=== | ||
Although Devil Jin Boasts one of the most well rounded movesets in the game, one of his few weaknesses is that he lacks a traditional [[magic four]], and, thus his [https://wavu.wiki/t/Devil_Jin_strategy#Gut_Upper_.28df.2B2.29 fastest Counter-Hit launcher] has a relatively slow start up animation at 15 frames. Because of this, he can have trouble outpoking characters with a strong Counter-Hit game such as {{fl|Steve}} or {{fl|Lee}}. With this in mind, it's usually best to be cautious during most close range exchanges, even when at a slight advantage. | |||
This weakness at the close range is compensated for in the mid range, where Devil Jin's amazing whiff punishment tools like [https://wavu.wiki/t/Devil_Jin_strategy#Pressure b+1,2] or [EWGF] come into play. | |||
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:::::::::::::::::::::::::On hit, both characters are left in a crouching state leaving Devil Jin at an advantage of +3, limiting the opponent's options. This allows Devil Jin to follow up with an uninterruptible ws+4. | :::::::::::::::::::::::::On hit, both characters are left in a crouching state leaving Devil Jin at an advantage of +3, limiting the opponent's options. This allows Devil Jin to follow up with an uninterruptible ws+4. | ||
In the occasion that db+2 Counter-Hits the opponent, it leads to a knockdown state from which a follow up is guaranteed. | |||
Be wary when using this attack on {{fl|Akuma}}, {{fl|Eddy}}, {{fl|Josie}} or {{fl|Kazuya}}, as they all have the ability to launch punish it on block. | |||
<br clear=all> | <br clear=all> | ||
---- | ---- | ||
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|15||Mid||15~16||+4~+5||-7~~6||Launch | |15||Mid||15~16||+4~+5||-7~~6||Launch | ||
|} | |} | ||
As his fastest Counter-Hit launcher, df+2 fills the role of discouraging the opponent from challenging Devil Jin when they are at a disadvantage. It will trade with jabs if done immediatly after a blocked [[EWGF]] and is uninteruptable when used after landing pokes like 1, df+1 or ws+4. | As his fastest Counter-Hit launcher, df+2 fills the role of discouraging the opponent from challenging Devil Jin when they are at a disadvantage. It will trade with jabs if done immediatly after a blocked [[EWGF]] and is uninteruptable when used after landing pokes like 1, [https://wavu.wiki/t/Devil_Jin_strategy#Twin_Lancer_.28df.2B1.2C2.29 df+1,2] or ws+4. | ||
<br clear=all> | <br clear=all> | ||
---- | ---- | ||
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|11, 15||Mid, Mid||13||+3~+4||-8~-7||+3~+4 | |11, 15||Mid, Mid||13||+3~+4||-8~-7||+3~+4 | ||
|} | |} | ||
One of the back bone of Devil Jin's poking. As Devil Jin's fastest mid poke, df+1 is exceptional in that it has a follow up mid that is guarranteed on [[counter hit]], whilst also | One of the back bone of Devil Jin's poking. As Devil Jin's fastest mid poke, df+1 is exceptional in that it has a follow up mid that is guarranteed on [[counter hit]], whilst also beeing safe on block, a rare occurence in Tekken 7. Use this to snuff out the opponent's attempts to duck or crush Devil Jin's high pokes. | ||
Hitting the df+1 on its own will put Devil Jin at an advantage of [+8], allowing him to pressure the opponent with a mix up. If the opponent has a tendency to try and interrupt Devil Jin after blocking the first hit, the string can be finished, stopping any retaliation. | Hitting the df+1 on its own will put Devil Jin at an advantage of [+8], allowing him to pressure the opponent with a mix up. If the opponent has a tendency to try and interrupt Devil Jin after blocking the first hit, the string can be finished, stopping any retaliation. | ||
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It is possible to decrease the moves recovery by 2 frames by [[input buffer|buffering]] a dash as the string finishes. This makes df+1,2 safer on block [-6] and more advantageous on hit [+5], expanding his options in terms of defense and pressure. | It is possible to decrease the moves recovery by 2 frames by [[input buffer|buffering]] a dash as the string finishes. This makes df+1,2 safer on block [-6] and more advantageous on hit [+5], expanding his options in terms of defense and pressure. | ||
<br clear=all> | |||
---- | |||
====Broken Plate (d+3)==== | |||
[[File:Devil Jin d+3.png|380px|left]] | |||
{|border=2 style="text-align: center; | |||
|- | |||
!style="width: 15%;"|Damage | |||
!style="width: 15%;"|Guard | |||
!style="width: 15%;"|Startup | |||
!style="width: 15%;"|Hit | |||
!style="width: 15%;"|On-Block | |||
!style="width: 17%;"|Counter-Hit | |||
|- | |||
|14||Low||18~19||-1~0||-12~-11||+7~+8 | |||
|} | |||
A solid low with decent range and is practically homing. d+3 is used to pester the opponent, catching them on their side-steps and side-roll recoveries, making them want to block low. On hit, it leads to a slight disadvantage for Devil Jin [-1], but not enough to shut down his defensive options, like a well timed side-step. On counter-hit, however, it leads to a highly advantageous situation [+8], making a counter-hit poke like [https://wavu.wiki/t/Devil_Jin_strategy#Gut_Upper_.28df.2B2.29 df+2] or [https://wavu.wiki/t/Devil_Jin_strategy#Demon_Steel_Pedal_.28b.2B4.29 b+4] uninteruptable. | |||
<br clear=all> | |||
---- | |||
====Demon Steel Pedal (b+4)==== | |||
[[File:Devil Jin B+4.png|380px|left]] | |||
{|border=2 style="text-align: center; | |||
|- | |||
!style="width: 15%;"|Damage | |||
!style="width: 15%;"|Guard | |||
!style="width: 15%;"|Startup | |||
!style="width: 15%;"|Hit | |||
!style="width: 15%;"|On-Block | |||
!style="width: 17%;"|Counter-Hit | |||
|- | |||
|20||Mid||17~18||+6~+7||-8~-7||+7~+8 | |||
|} | |||
To be continued... | |||
<br clear=all> | <br clear=all> | ||
---- | ---- | ||
===Long Range=== | ===Long Range=== | ||
Far range neutral plays a relatively small role compared to the mid and close range, and therefore Devil Jin's goal is to instead close the distance back to the mid range, where most of his best pokes are used. | |||
---- | ---- | ||
====Demon's Paw (f,f+2)==== | ====Demon's Paw (f,f+2)==== | ||
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Being a attack performed from a dash, f,f+2 inherently has a lot of range. | Being a attack performed from a dash, f,f+2 inherently has a lot of range. | ||
This range can be amplified when performed from a [[wave dash]], making f,f+2 an effective tool to close distance with. | This range can be amplified when performed from a [[wave dash]], making f,f+2 an effective tool to close the distance with. | ||
On hit, f,f+2 will knock the opponent to the floor, allowing Devil Jin to dash in and apply pressure. | On hit, f,f+2 will knock the opponent to the floor, allowing Devil Jin to dash in and apply pressure. |
Latest revision as of 15:52, 25 January 2024
Devil Jin (Tekken 7) |
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General Strategies
Round Start Options
Neutral
Mid/Close Range
Although Devil Jin Boasts one of the most well rounded movesets in the game, one of his few weaknesses is that he lacks a traditional magic four, and, thus his fastest Counter-Hit launcher has a relatively slow start up animation at 15 frames. Because of this, he can have trouble outpoking characters with a strong Counter-Hit game such as Steve or Lee. With this in mind, it's usually best to be cautious during most close range exchanges, even when at a slight advantage.
This weakness at the close range is compensated for in the mid range, where Devil Jin's amazing whiff punishment tools like b+1,2 or [EWGF] come into play.
Malicious Mace (db+2)
Damage | Guard | Startup | Hit | On-Block | Counter-Hit |
---|---|---|---|---|---|
15 | Low | 22~23 | +3 | -13 | KND |
db+2 is an excellent low to use at close range. Its high crush property allows Devil Jin to slip under high attacks, allowing him to bypass jab pressure.
- On hit, both characters are left in a crouching state leaving Devil Jin at an advantage of +3, limiting the opponent's options. This allows Devil Jin to follow up with an uninterruptible ws+4.
In the occasion that db+2 Counter-Hits the opponent, it leads to a knockdown state from which a follow up is guaranteed.
Be wary when using this attack on Akuma, Eddy, Josie or Kazuya, as they all have the ability to launch punish it on block.
Gut Upper (df+2)
Damage | Guard | Startup | Hit | On-Block | Counter-Hit |
---|---|---|---|---|---|
15 | Mid | 15~16 | +4~+5 | -7~~6 | Launch |
As his fastest Counter-Hit launcher, df+2 fills the role of discouraging the opponent from challenging Devil Jin when they are at a disadvantage. It will trade with jabs if done immediatly after a blocked EWGF and is uninteruptable when used after landing pokes like 1, df+1,2 or ws+4.
Twin Lancer (df+1,2)
Damage | Guard | Startup | Hit | On-Block | Counter-Hit |
---|---|---|---|---|---|
11, 15 | Mid, Mid | 13 | +3~+4 | -8~-7 | +3~+4 |
One of the back bone of Devil Jin's poking. As Devil Jin's fastest mid poke, df+1 is exceptional in that it has a follow up mid that is guarranteed on counter hit, whilst also beeing safe on block, a rare occurence in Tekken 7. Use this to snuff out the opponent's attempts to duck or crush Devil Jin's high pokes.
Hitting the df+1 on its own will put Devil Jin at an advantage of [+8], allowing him to pressure the opponent with a mix up. If the opponent has a tendency to try and interrupt Devil Jin after blocking the first hit, the string can be finished, stopping any retaliation.
It is possible to decrease the moves recovery by 2 frames by buffering a dash as the string finishes. This makes df+1,2 safer on block [-6] and more advantageous on hit [+5], expanding his options in terms of defense and pressure.
Broken Plate (d+3)
Damage | Guard | Startup | Hit | On-Block | Counter-Hit |
---|---|---|---|---|---|
14 | Low | 18~19 | -1~0 | -12~-11 | +7~+8 |
A solid low with decent range and is practically homing. d+3 is used to pester the opponent, catching them on their side-steps and side-roll recoveries, making them want to block low. On hit, it leads to a slight disadvantage for Devil Jin [-1], but not enough to shut down his defensive options, like a well timed side-step. On counter-hit, however, it leads to a highly advantageous situation [+8], making a counter-hit poke like df+2 or b+4 uninteruptable.
Demon Steel Pedal (b+4)
Damage | Guard | Startup | Hit | On-Block | Counter-Hit |
---|---|---|---|---|---|
20 | Mid | 17~18 | +6~+7 | -8~-7 | +7~+8 |
To be continued...
Long Range
Far range neutral plays a relatively small role compared to the mid and close range, and therefore Devil Jin's goal is to instead close the distance back to the mid range, where most of his best pokes are used.
Demon's Paw (f,f+2)
Damage | Guard | Startup | Hit | On-Block | Counter-Hit |
---|---|---|---|---|---|
24 | Mid | 15 | Knockdown | -8~-7 | Knockdown |
Being a attack performed from a dash, f,f+2 inherently has a lot of range.
This range can be amplified when performed from a wave dash, making f,f+2 an effective tool to close the distance with.
On hit, f,f+2 will knock the opponent to the floor, allowing Devil Jin to dash in and apply pressure.
When blocked, the push back leaves Devil Jin within perfect range for the opponent to whiff an attack, potentially leaving them open to a whiff punish.
Defense
Counter Poking
Pressure
Once the opponent has been conditioned to not press buttons at disadvantage, Devil Jin turns into one of the most threatening characters in the game, through his perfect throw game, suffocating wall pressure and destructive wavedash fifty-fifty.
Mix-Ups
The wave dash is essential to any Mishima style pressure. This is no exception for Devil Jin as a large chunk of his key moves reside in the crouch dash state. What makes his mix up so powerful is his powerful Hellsweep
Throw Game
Wall Pressure
Okizeme
Key moves
Function | |
---|---|
Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
---|---|---|---|---|---|---|---|
1 |
- 1
- Jab is good okay.
- d+4