Devil Jin counterplay: Difference between revisions

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{{Navbox Devil Jin}}
{{Navbox Devil Jin}}
{{Navbox counterplay}}
{{Navbox counterplay}}
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=== General Counterplay ===
=== General Counterplay ===
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* Devil Jin has weak mids so crouching occasionally can throw off his game plan. Be careful not to crouch too long though since he might throw his demon paw (f,F+2) a lot.
* Devil Jin has weak mids so crouching occasionally can throw off his game plan. Be careful not to crouch too long though since he might throw his demon paw (f,F+2) a lot.


* Be careful when he's in heat, since his heat smash is one of the best in the game, due to its massive range and good tracking.  
* Devil Jin's heat smash is easily steppable to either direction. In heat, while Devil Jin is in MCR, he has access to an unblockable heat smash grab. If he is flying toward you in heat be aware of this option and consider ducking if your opponent is getting predictable.


* He is somewhat weak at range 0 since his df1's range got nerfed. His other pokes are also very slow compared to other characters, so try to get close as much as possible and set up a poke gameplan against him. Be careful of his power crushes and U+4 though.
* He is somewhat weak at range 0 since his df1's range got nerfed. His other pokes are also very slow compared to other characters, so try to get close as much as possible and set up a poke gameplan against him. Be careful of his power crushes and U+4 though.

Latest revision as of 20:47, 29 October 2024

This page is for Tekken 8. For Tekken 7, see Devil Jin counterplay (Tekken 7).

General Counterplay

  • Devil Jin has weak mids so crouching occasionally can throw off his game plan. Be careful not to crouch too long though since he might throw his demon paw (f,F+2) a lot.
  • Devil Jin's heat smash is easily steppable to either direction. In heat, while Devil Jin is in MCR, he has access to an unblockable heat smash grab. If he is flying toward you in heat be aware of this option and consider ducking if your opponent is getting predictable.
  • He is somewhat weak at range 0 since his df1's range got nerfed. His other pokes are also very slow compared to other characters, so try to get close as much as possible and set up a poke gameplan against him. Be careful of his power crushes and U+4 though.

MCR Stance

Entrances into MCR on block:

  • uf+1 - +11
  • (ws1),1 - +11
  • Heatsmash - +11

Entrances into MCR that guarentee a combo:

  • CH df+2 - +17
  • uf+1 - +16
  • (ws1),1 - +16
  • CH ws3 - +23

The options used after MCR are primarily: - MCR.1: Steppable & interruptible. +8 on block mid. - MCR.2,2: Punishable mid, but homing and fast enough to only leave a 4 frame gap. First hit is -13. Second hit is -14, but leaves you crouching. - MCR.3: Save, but negative ground hitting mid. - H.MCR.2+3: Untechabble throw, steppable.

The first two options are the most commonly used ones. Show that you are willing to interrupt or step and they will have to resort to MCR.2,2 which you can punish. However then the mindgame is whether or not they'll finish the string.