RogerDodger (talk | contribs) No edit summary |
mNo edit summary ย |
||
(12 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{Devil Jin}} | {{Devil Jin}} | ||
{{Infobox fighter | {{Infobox fighter (Tekken 7) | ||
|name=Devil Jin | |name=Devil Jin | ||
|stances={{Plainlist| | |stances={{Plainlist| | ||
Line 17: | Line 17: | ||
* df+1 ''(standing)'' | * df+1 ''(standing)'' | ||
* ws4 ''(crouching)''}} | * ws4 ''(crouching)''}} | ||
|powerLow=CD.df+4 | |powerLow=CD.df+4 | ||
|slashKick=wr3 | |slashKick=wr3 | ||
Line 23: | Line 22: | ||
|lore=[[fandom:Devil Jin|Devil Jin]] | |lore=[[fandom:Devil Jin|Devil Jin]] | ||
}} | }} | ||
{{See other}} | |||
{{Archetype|Devil Jin}} | {{Archetype|Devil Jin}} | ||
Line 75: | Line 75: | ||
*Full Guide on Devil Jin with in-depth discussion by Cassan [https://www.youtube.com/watch?v=ZrvXFbZeCS4&t=4507s&ab_channel=Cassan] | *Full Guide on Devil Jin with in-depth discussion by Cassan [https://www.youtube.com/watch?v=ZrvXFbZeCS4&t=4507s&ab_channel=Cassan] | ||
{{Navbox fighters}} | {{Navbox fighters (Tekken 7)}} | ||
[[Category:Mishima|7]] |
Latest revision as of 04:23, 12 February 2024
Devil Jin (Tekken 7) |
---|
Devil Jin | |
---|---|
Stances |
|
Fastest launch |
|
Fastest CH launch |
|
Fastest wall splat |
|
Archetypal moves | |
Mid check |
|
Power low | CD.df+4 |
Slash kick | wr3 |
Generic moves | |
Remapped | d+3 โ db+3 |
Missing | (none) |
External links | |
Lore | Devil Jin |
This page is for Tekken 7. For Tekken 8, see Devil Jin.
Devil Jin is the most well-rounded Mishimaโthat is to say he has many of their strengths with few of their weaknesses. There is no tool he lacks in theory, and on top of being a jack-of-all-trades his options are often best-in-class.
He's unique in having an unreactable low launcher from standing that leads to a full juggle. The only other comparable moves are Jin's CD.df+4 which can't get a wall combo and is borderline reactable, and Anna's FC.df+2~1 which is done from crouch. This makes all of Devil Jin's mid pokes much stronger than they appear, since the opponent has to duck a lot more than usual. His opponents are further encouraged to duck because of the threat of his excellent and versatile highs; particularly Electric Wind God Fist and Flash Punch Combo.
- Simple neutral plan: EWGF for keepout and whiff punishment, CD.df+4 and various mids for mixup.
- Flexible toolbox that allows him to adapt to the opponent (deathmatch monster).
- Strong whiff and block punishment, standing and from crouch.
- Doesn't need to block punish -15 moves with EWGF (can do d+3+4).
- Strong panic move in u+4 which is also very hard to punish.
- Absurd wall pressure (f+1+2, f,F+2, etc.).
- Safe mid extensions on key mid pokes (ws1, df+1).
- Laser Cannon (b,f+2) covers his weak side.
- Weak to SSL.
- Execution barrier behind some key techniques.
- ws2 gives a bad combo.
- No safe mid launcher.
- Slow/weak CH game.
- Somewhat predictable gameplan.
External links
- Basics guide by Xiang Part 1, Part 2, Part 3
- Full Guide on Devil Jin with in-depth discussion by Cassan [1]