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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| | ||
* | * 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 [[ | '''Devil Jin''' is the most well-rounded [[Mishima]]โthat 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]]. | 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 | * 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. | ||
* | * 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 (Tekken 7) |
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Devil Jin | |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances |
|
Fastest | |
Launch |
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CH launch |
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Wall splat |
|
Archetypal moves | |
Mid check |
|
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}}} |
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.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, 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.
- 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.
External links
- Basics guide by Xiang Part 1, Part 2, Part 3
- Full Guide on Devil Jin with in-depth discussion by Cassan [1]
Characters (Tekken 8) |
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