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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 i14 – ws1,4 ''(mid,high)'' | ||
* i12ย – b+1,2 ''(high,mid)''}} | * i12ย – b+1,2 ''(high,mid)''}} | ||
|chLaunch={{Plainlist| | |chLaunch={{Plainlist| | ||
* i15 – | * i15 – df+2 ''(mid)''}} | ||
}} | |||
{{Archetype|Devil Jin}} | |||
ย | |||
'''Devil Jin''' is the most well-rounded [[mishima]]โthat 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 (Tekken 7) |
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Devil Jin | |
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Key techniques | Wave dash |
Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances | {{{stances}}} |
Fastest | |
Launch | i14 – EWGF |
CH launch |
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Wall splat |
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Archetypal moves | |
Mid check | {{{midCheck}}} |
Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | {{{lore}}} |
#{{{twitter}}} |
Devil Jin is the most well-rounded mishimaโthat 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
Weaknesses
- Execution barrier behind some key techniques
- Mediocre jab hitbox
- ws2 gives a bad combo
EWGF in neutral
importance
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value
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โโโโโFast b,f+2 (Laser Scraper)
importance
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value
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โโโdexterity
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โโโโโdf+1,2 dash cancel
importance
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value
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โโโโโiWS from crouch dash
importance
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โDash jab juggles
importance
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โโWave dash
importance
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โโโEWGF block punish -15
importance
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rhythm
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โEWGF block punish -14
importance
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dexterity
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rhythm
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External links
- Basics guide by Xiang Part 1, Part 2, Part 3
- Full Guide on Devil Jin with in-deep-discussion by Cassan [1]
Characters (Tekken 8) |
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