Devil Jin (Tekken 7): Difference between revisions

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|name=Devil Jin
|name=Devil Jin
|stances={{Plainlist|
|stances={{Plainlist|
* FLY โ€“ 3+4}}
* FLY โ€“ 3+4
|launch=i14 – [[Electric Wind God Fist|EWGF]]
* CD ''(Crouch Dash)'' – f,n,d,df}}
|launch={{Plainlist|
* i14 – [[Electric Wind God Fist|EWGF]] ''(high)''
* i15 – WS+2 ''(crouching)''}}
|splat={{Plainlist|
|splat={{Plainlist|
* WS i13 – ws1,4 ''(mid,high)''
* i12ย  – b+1,2 ''(high,mid)''
* i12ย  – b+1,2 ''(high,mid)''}}
* i13 – WS+1,4 ''(mid,high) (crouching)'' }}
|chLaunch={{Plainlist|
|chLaunch={{Plainlist|
* i15 – df+2 ''(mid)''}}
* i15 – df+2 ''(mid)''}}
|midCheck={{Plainlist|
* df+1 ''(standing)''
* WS+4 ''(crouching)''}}
|statureKick=db+2
|powerLow=CD.4
|slashKick=WR+3
|remappedGenerics= d+3 โ†’ db+3
|lore=[[fandom:Devil Jin|Devil Jin]]
}}
}}
{{Archetype|Devil Jin}}
{{Archetype|Devil Jin}}


'''Devil Jin''' is the most well-rounded [[mishima]]โ€”that is to say he has all of their strengths with none of their weaknesses. There is no tool he lacks, and on top of being a jack-of-all-trades his options are often best-in-class.
'''Devil Jin''' is the most well-rounded [[Mishima]]โ€”that 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.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 his mid [[poke]]s much stronger than they appear, since the opponent has to duck a lot more than usual.
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.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 [[poke]]s 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.


{{BlueRed
{{BlueRed
|blue=
|blue=
* Simple [[neutral]] plan: [[EWGF]] for keepout and whiff punishment, uf+4 and CD.4 for [[mixup]]
* Simple [[neutral]] plan: [[EWGF]] for keepout and whiff punishment, uf+4 and CD.4 for [[mixup]].
* Flexible toolbox that allows him to adapt to the opponent (deathmatch monster)
* Flexible toolbox that allows him to adapt to the opponent (deathmatch monster).
* Strong whiff and block punishment, standing and from crouch.
* Strong whiff and block punishment, standing and from crouch.
* Doesn't need to block punish -15 moves with EWGF (can do d+3+4)
* 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
* Strong panic move in u+4 which is also very hard to punish.
* Absurd wall pressure (f+1+2, f,F+2)
* Absurd wall pressure (f+1+2, f,F+2, etc.).
* Safe mid extensions on key mid pokes (ws1, df+1)
* Safe mid extensions on key mid pokes (ws1, df+1).
* Laser scraper (b,f+2) covers his weak side
* Laser Cannon (b,f+2) covers his weak side.
|red=
|red=
* Weak to SSL
* Weak to SSL.
* Execution barrier behind some key techniques
* Execution barrier behind some key techniques.
* ws2 gives a bad combo
* WS+2 gives a bad combo.
* No safe mid launcher
* No safe mid launcher.
* Slow/weak CH game
* Slow/weak CH game.
* Somewhat predictable gameplan.
}}
}}


{{KeyTechs|
{{KeyTechs|

Revision as of 13:58, 30 June 2023

Devil Jin
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • FLY โ€“ 3+4
  • CD (Crouch Dash) – f,n,d,df
Fastest
Launch
  • i14 – EWGF (high)
  • i15 – WS+2 (crouching)
CH launch
  • i15 – df+2 (mid)
Wall splat
  • i12 – b+1,2 (high,mid)
  • i13 – WS+1,4 (mid,high) (crouching)
Archetypal moves
Mid check
  • df+1 (standing)
  • WS+4 (crouching)
Stature kick db+2
Power low CD.4
Slash kick WR+3
Generic moves
Remapped d+3 โ†’ db+3
Missing (none)
External links
Lore Devil Jin
Twitter #{{{twitter}}}

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Devil Jin is the most well-rounded Mishimaโ€”that 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.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.

Strengths
  • Simple neutral plan: EWGF for keepout and whiff punishment, uf+4 and CD.4 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.
Weaknesses
  • Weak to SSL.
  • Execution barrier behind some key techniques.
  • WS+2 gives a bad combo.
  • No safe mid launcher.
  • Slow/weak CH game.
  • Somewhat predictable gameplan.


EWGF in neutral
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
Fast b,f+2 (Laser Scraper)
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
df+1,2 dash cancel
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜†โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
iWS from crouch dash
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†
Dash jab juggles
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
EWGF block punish -15
importance
โ˜…โ˜†โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†
EWGF block punish -14
importance
โ˜…โ˜†โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…
2xEWGF into f,f+4
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†

External links

  • Basics guide by Xiang Part 1, Part 2, Part 3
  • Full Guide on Devil Jin with in-depth discussion by Cassan [1]