Devil Jin: Difference between revisions

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(As a Devil Jin enthusiast I'm trying to clean up this page. For now I've updated the positives and negatives to better reflect the current state of the game.)
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* Versatile and strong, with access to effective Mishima tools, stance mixups, punishment and pressure
* Access to the standard Mishima toolkit, including the EWGF (cd2), Flash Punch Combo (1,1,2), Hellsweep (cd4), and Demon Paw (f,f+2).
* His hellsweep combos on hit
* Demon's Spear (db+1+2) is 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.
* Above average 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.
* 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.
* Has access to a complete set of command throws (1,2, & 1+2 break).
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* Poor generic tools with less range or worse frames compared to the rest of the cast
* Lacks notable lows outside of his Hellsweep, meaning there is typically very little reason to crouch against him.
* Lackluster mids overall, especially outside of Heat
* Generally limited generic tools, including having potentially the worst 13f df+1 (Dark Twin Lancer) in the game, but one he must use anyways.
* Awkward hitboxes on his panic tools make them unreliable
* 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.
* Lacks a power low outside of hellsweep, which can make him predictable and risky
* 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.
* 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.
* 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 wavedash to alternate between the Hellsweep and WS2 (Alaya), which is -12 on block and tricky to pull off out of a wavedash.
* 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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Revision as of 18:34, 29 September 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
  • 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) is 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.
  • Above average 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.
  • 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.
  • Has access to a complete set of command throws (1,2, & 1+2 break).
Weaknesses
  • Lacks notable lows outside of his Hellsweep, meaning there is typically very little reason to crouch against him.
  • Generally limited generic tools, including having potentially the worst 13f df+1 (Dark Twin Lancer) in the game, but one he must use anyways.
  • 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.
  • 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.
  • 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.
  • 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 wavedash to alternate between the Hellsweep and WS2 (Alaya), which is -12 on block and tricky to pull off out of a wavedash.
  • 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.
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
★★★★☆