Devil Jin: Difference between revisions

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'''Devil Jin''' is a mixup-oriented Mishima-style character who can nevertheless be played in almost any way. 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, 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'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 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.

Revision as of 22:51, 21 August 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, 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'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.

Strengths
  • 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.
  • 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.
  • 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.
  • 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 his punishment options can also transition into MCR for immediate pressure.
  • 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.
  • The Best Hellsweep: Devil Jin's hellsweep is notable in that it gives him a combo on hit, giving him absurd damage potential.
Weaknesses
  • Bad Generics: While his df1 and df2 have great reward on hit, they are very slow and lacking compared to other keepout tools.
  • 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.
  • 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.
importance
★★★★★
value
☆☆☆☆☆
dexterity
★★★★☆
rhythm
★★☆☆☆
EWGF in neutral
importance
★★★★☆
value
★★★★★
dexterity
★★★★★
rhythm
★☆☆☆☆
iWS from crouch dash
importance
★★★☆☆
value
★★★★☆
dexterity
★★☆☆☆
rhythm
★★★★☆
-15 EWGF block punish
importance
★★☆☆☆
value
★★★☆☆
dexterity
★★★★☆
rhythm
★★★★☆