Devil Jin (Tekken 7): Difference between revisions

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|tech=[[Wave dash]]
|tech=[[Wave dash]]
|launch=i14 – [[Electric Wind God Fist|EWGF]]
|launch=i14 – [[Electric Wind God Fist|EWGF]]
|splat={{Plainlist|
|splat={{Plainlist|
* WS i14 – ws+1,4 ''(mid,high)''
* WS i14 – ws1,4 ''(mid,high)''
* i12ย  – b+1,2 ''(high,mid)''}}
* i12ย  – b+1,2 ''(high,mid)''}}
|chLaunch={{Plainlist|
|chLaunch={{Plainlist|
* i15 – d/f+2 ''(mid)''}}
* i15 – df+2 ''(mid)''}}
}}
{{Archetype|Devil Jin}}
ย 
'''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.
ย 
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.


{{BlueRed
|blue=
* Simple [[neutral]] plan: [[EWGF]] for keepout and whiff punishment, uf+4 and CD.4 for [[mixup]]
* Doesn't need to block punish -15 moves with EWGF (can do d+3+4)
* Strong panic moves (u+4, b+1+3)
* Absurd wall pressure (f+1+2, f,F+2)
* Safe mid extensions on key mid pokes (ws1, df+1)
* Fast mid homing option (b,f+2)
|red=
* Execution barrier behind some key techniques
* Mediocre jab hitbox
* ws2 gives a bad combo
}}
}}


ย 
{{KeyTechs|
{{KeyTech|EWGF in neutral
|importance=5|dexterity=3|rhythm=0|value=5}}
{{KeyTech|Fast b,f+2 (Laser Scraper)
|importance=5|dexterity=2|rhythm=0|value=2}}
{{KeyTech|df+1,2 dash cancel
|importance=5|dexterity=1|rhythm=0|value=1}}
{{KeyTech|iWS from crouch dash
|importance=4|dexterity=2|rhythm=4|value=4}}
{{KeyTech|Dash jab juggles
|importance=4|dexterity=1|rhythm=3|value=3}}
{{KeyTech|Wave dash
|importance=3|dexterity=4|rhythm=2|value=3}}
{{KeyTech|EWGF block punish -15
|importance=1|dexterity=5|rhythm=4|value=3}}
{{KeyTech|EWGF block punish -14
|importance=1|dexterity=5|rhythm=5|value=5}}
}}


== External links ==
== External links ==

Revision as of 02:15, 10 March 2022

Devil Jin
Key techniques Wave dash
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch i14 – EWGF
CH launch
  • i15 – df+2 (mid)
Wall splat
  • WS i14 – ws1,4 (mid,high)
  • i12 – b+1,2 (high,mid)
Archetypal moves
Mid check {{{midCheck}}}
Generic moves
Remapped (none)
Missing (none)
External links
Lore {{{lore}}}
Twitter #{{{twitter}}}

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Devil Jin is the most well-rounded mishimaโ€”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.

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 pokes much stronger than they appear, since the opponent has to duck a lot more than usual.

Strengths
  • Simple neutral plan: EWGF for keepout and whiff punishment, uf+4 and CD.4 for mixup
  • Doesn't need to block punish -15 moves with EWGF (can do d+3+4)
  • Strong panic moves (u+4, b+1+3)
  • Absurd wall pressure (f+1+2, f,F+2)
  • Safe mid extensions on key mid pokes (ws1, df+1)
  • Fast mid homing option (b,f+2)
Weaknesses
  • Execution barrier behind some key techniques
  • Mediocre jab hitbox
  • ws2 gives a bad combo
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˜†
Wave 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˜†
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˜…

External links

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