Devil Jin: Difference between revisions

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{{See other}}
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'''Devil Jin''' is a versatile, mixup-oriented Mishima-style character. He has good tools to approach, pressure, mixup and keep out the opponent, a complete throw game, good block and whiff punishment tools and great combo damage. He has an answer for almost every situation, and it is up to the enterprising Devil Jin player to maximize his potential.
'''Devil Jin''' is a versatile, Mishima-style character with many gap-closing tools, excellent Okizeme, a complete throw game, good block and whiff punishment tools, good wall pressure, and great combo damage. He benefits heavily from Mishima-fundamental skills and reading the opponent. Devil Jin can be played aggressively in the opponent's face at all times thanks to his wavedash mixup, or more defensively with his wide array of whiff punishers. A well-timed read on a downed opponent can lead to extreme levels of damage from Okizeme.


Devil Jin's only real weakness are his poor generics - his jab has poor range, and his df+1 is quite bad on block. Otherwise, his weakness lies in his unforgiving nature; he requires good execution to make use of his key tools, the implementation of a complex game plan and high character knowledge to optimize him effectively.
Devil Jin's weaknesses are with his poor generic tools - his jab has poor range, and his df+1 is quite bad on block. He is the most demandingย  Mishima from an execution standpoint. You need to learn iWS2 (Alaya) to have a functional [[wave dash]] mixup, and you need to take advantage of a trick with WS3 (Organ Wrecker) in order to get good damage with his combos. He also lacks any power lows outside of his Hellsweep, meaning a patient opponent can often counter Devil Jin by just holding back.


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* '''Mishima''': Has all the standard Mishima benefits, including EWGF, hellsweep, and wave dash. As usual, this makes Devil Jin a versatile and strong character with many effective tools. ย 
* '''[[Mishima]]''': Access to the standard Mishima toolkit, including the [[EWGF]] (cd2), Flash Punch Combo (1,1,2), [[Standard_move#Hellsweep|Hellsweep]] (cd4), and Demon Paw (f,F+2).
* '''Mourning Crow''': DJ's new stance gives him great mixup and pressure potential, especially when combined with uf1 and EWGF. MCR also has good functionality in combos, including a unique tornado followup in MCR.3 and a high damage combo ender in MCR.4,2,1+2.
* '''Demon's Spear (db+1+2)''': Devil's Jin's best unique move. It is a chargeable mid that Guard Breaks on full charge for a guaranteed Flash Punch Combo, but also Wall Crushes on a partial charge giving Devil Jin's well above average wall pressure.
* '''Excellent Pressure''': EWGF, some great pressure strings, and the threat of Mourning Crow all stack together to give Devil Jin very strong pressure. He also has a full throw game to further threaten after plus frames.
* '''Okizeme''': Great Okizeme with Demon's Steel Pedal (b+4), Hellfire Incinerator (d+1+2), the previously mentioned Demon's Spear (db+1+2), which can catch rolls, but also be cancelled into Mourning Crow for Venomous Torment (MCR.3), a safe 26 damage if they stay on the ground.
* '''Devastating Punishment''': Devil Jin has very high damage potential when optimized properly, and he has a good suite of standing and crouching punishment options. Several of hisย  punishment options can also transition into MCR for immediate pressure.
* '''Block Punishing & Panic Tools''': Compared with Kazuya, he has access to a better Power Crush with Corpse Thrust (d+1), another functional panic tool in Imperial Wrath (b+1+3 or b+2+4), an easy standing normal hit 15f launcher with Double Lift Kicks (d+3+4), and has more moves that either high or low crush.
* '''Psycho Crusher''': Devil Jin's heat smash is one of the longest reaching moves in the game, allowing him to punish whiffed moves from a tremendous distance. As a hitgrab it will also punish some counterpokes.
* '''Fast Approach''': Between Demon's Shaft (f,F+4), Demon's Tail (cd3), Hisou (uf+3+4), Leaping Side Kick (f,f,F+3), and the entire Mourning Crow stance, Devil Jin does not lack in options to get to his opponent.
* '''The Best Hellsweep''': Devil Jin'sย  hellsweep is notable in that it gives him a combo on hit, giving him absurd damage potential. ย 
* '''Complete Throw Game''': Has access to a complete set of command throws (1,2, & 1+2 break).
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* '''Bad Generics''': While his df1 and df2 have great reward on hit, they are very slow and lacking compared to other keepout tools.
* '''Limited Lows''': Lacks notable lows outside of his Hellsweep, meaning there is typically very little reason to crouch against him.
* '''Unsafe Mids''': Notably, Devil Jin lacks any safe, launching mid tools. All of his big damage mids are heat engagers, only lead to combos on counterhit, or are very unsafe. He prefers to cycle between strong pressure highs/MCR resets and his hellsweep rather than mids and lows.
* '''Iffy Generic Tools''': Generally limited generic tools, including having potentially the worst 13f df+1 (Dark Twin Lancer) in the game, but one he must use anyways.
* '''Must Hellsweep''': Due to a lack of powerful lows, Devil Jin is mostly centralized around using Hellsweep to get any real damage. This makes his gameplay both predictable and very risky, as Hellsweep can be heavily punished if it is blocked.
* '''Mediocre Mids''': While Devil Jin has many great highs, his mids are generally lackluster and any that seem good are horrifically negative on block. If Devil Jin finishes any string odds are he is launch punishable.
* '''Can't Deal with Gray Health''': Most of Devil Jin's damage comes from combos. This means opponents are typically left with vast amounts of recoverable health, and he lacks the ability to easily remove that health unlike Nina, Dragunov, Kuma, etc.
* '''Unsafe Stance''': Unless entered with a hit uf+1 (Infernal Shackle) or a CH df+2 (Bloody Glaive) Mourning Crow stance is easily beaten by standing opponents with Power Crushes or Devil Jin can be floated out of it with jabs, leading to a full combo.
* '''Gimmicky''': Devil Jin's Tekken 8 additions are mostly gimmicky, and the more knowledgeable the opponent the worse they get. High level Devil Jin play often boils down to just whiff punishing with EWGF, block punishing with Flash Punch Combo, and otherwise using the Mishima wave dash to alternate between the Hellsweep and WS2 (Alaya), which is -12 on block and tricky to pull off out of a wavedash.
* '''Loses to Patience''': As long as opponents hold back, can break the occasional throw, and sometimes block a Hellsweep, Devil Jin has a very limited ability to open them up and relies on reads more than maybe any other character.
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Latest revision as of 19:27, 8 October 2024

Devil Jin
Heat
  • Allows Annihilation Beam followups after certain moves
  • Can perform EWGF without perfect input
Heat Smash H.2+3 mid - i18-28 - +11 (MCR)

H.MCR.2+3 throw - i20

Heat Engagers
  • b+2,3
  • b+3
  • uf+4
  • f,F+2
  • MCR.2,2
Stances
  • FLY – 3+4
  • CD (Crouch Dash) – f,n,d,df
  • MCR (Mourning Crow) – f+3
Fastest
Launch
  • i11(~14) – f,n,d,df#2 (hard)
  • i15 – d+3+4 (standing)
  • i15 – ws2 (crouching)
CH launch
  • i17 – b+4 (mid)
  • i21 – db+2 (low)
Wall splat
  • i12 – b+1,2 (high)
  • i13 – df+1,2 (mid)
Archetypal moves
Mid check
  • df+4 – (standing)
  • df+1 – (standing)
  • ws4 – (crouching)
Power low f,n,d,df+4,1+2
Shadow cutter db+2
Slash kick f,f,F+3
Generic moves
Remapped (none)
Missing d+1
External links
Lore Devil Jin
Twitter #T8_DevilJin
Discord Devil Jin

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

Devil Jin is a versatile, Mishima-style character with many gap-closing tools, excellent Okizeme, a complete throw game, good block and whiff punishment tools, good wall pressure, and great combo damage. He benefits heavily from Mishima-fundamental skills and reading the opponent. Devil Jin can be played aggressively in the opponent's face at all times thanks to his wavedash mixup, or more defensively with his wide array of whiff punishers. A well-timed read on a downed opponent can lead to extreme levels of damage from Okizeme.

Devil Jin's weaknesses are with his poor generic tools - his jab has poor range, and his df+1 is quite bad on block. He is the most demanding Mishima from an execution standpoint. You need to learn iWS2 (Alaya) to have a functional wave dash mixup, and you need to take advantage of a trick with WS3 (Organ Wrecker) in order to get good damage with his combos. He also lacks any power lows outside of his Hellsweep, meaning a patient opponent can often counter Devil Jin by just holding back.

Strengths
  • Mishima: Access to the standard Mishima toolkit, including the EWGF (cd2), Flash Punch Combo (1,1,2), Hellsweep (cd4), and Demon Paw (f,F+2).
  • Demon's Spear (db+1+2): Devil's Jin's best unique move. It is a chargeable mid that Guard Breaks on full charge for a guaranteed Flash Punch Combo, but also Wall Crushes on a partial charge giving Devil Jin's well above average wall pressure.
  • Okizeme: Great Okizeme with Demon's Steel Pedal (b+4), Hellfire Incinerator (d+1+2), the previously mentioned Demon's Spear (db+1+2), which can catch rolls, but also be cancelled into Mourning Crow for Venomous Torment (MCR.3), a safe 26 damage if they stay on the ground.
  • Block Punishing & Panic Tools: Compared with Kazuya, he has access to a better Power Crush with Corpse Thrust (d+1), another functional panic tool in Imperial Wrath (b+1+3 or b+2+4), an easy standing normal hit 15f launcher with Double Lift Kicks (d+3+4), and has more moves that either high or low crush.
  • Fast Approach: Between Demon's Shaft (f,F+4), Demon's Tail (cd3), Hisou (uf+3+4), Leaping Side Kick (f,f,F+3), and the entire Mourning Crow stance, Devil Jin does not lack in options to get to his opponent.
  • Complete Throw Game: Has access to a complete set of command throws (1,2, & 1+2 break).
Weaknesses
  • Limited Lows: Lacks notable lows outside of his Hellsweep, meaning there is typically very little reason to crouch against him.
  • Iffy Generic Tools: Generally limited generic tools, including having potentially the worst 13f df+1 (Dark Twin Lancer) in the game, but one he must use anyways.
  • Mediocre Mids: While Devil Jin has many great highs, his mids are generally lackluster and any that seem good are horrifically negative on block. If Devil Jin finishes any string odds are he is launch punishable.
  • Can't Deal with Gray Health: Most of Devil Jin's damage comes from combos. This means opponents are typically left with vast amounts of recoverable health, and he lacks the ability to easily remove that health unlike Nina, Dragunov, Kuma, etc.
  • Unsafe Stance: Unless entered with a hit uf+1 (Infernal Shackle) or a CH df+2 (Bloody Glaive) Mourning Crow stance is easily beaten by standing opponents with Power Crushes or Devil Jin can be floated out of it with jabs, leading to a full combo.
  • Gimmicky: Devil Jin's Tekken 8 additions are mostly gimmicky, and the more knowledgeable the opponent the worse they get. High level Devil Jin play often boils down to just whiff punishing with EWGF, block punishing with Flash Punch Combo, and otherwise using the Mishima wave dash to alternate between the Hellsweep and WS2 (Alaya), which is -12 on block and tricky to pull off out of a wavedash.
  • Loses to Patience: As long as opponents hold back, can break the occasional throw, and sometimes block a Hellsweep, Devil Jin has a very limited ability to open them up and relies on reads more than maybe any other character.
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-15 EWGF block punish
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