Devil Jin strategy (Tekken 7): Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
Line 17: Line 17:




====Malicious Mace====
====Malicious Mace (db+2) ====
----
----


[[File:DJDB2.png|left|Devil Jin's main high crush tool|400px]] D/B2 is an excellent low to use at close range. It's crush property
[[File:DJDB2.png|left|Devil Jin's main high crush tool|400px]] db+2 is an excellent low to use at close range. Its crush property allows Devil Jin to slip under highs, thus allowing him to bypass jab pressure. On hit Devil Jin is left at an advantage of +3, which allows him to follow up with either an uninterruptable ws+4 or and in the occasion that you Counter-Hit the opponent, it leads to a knockdown state into a guaranteed follow up.
 
{| class="wikitable" style="text-align: center;"
|
|-
! Damage !! Guard !! Startup !! Hit !! On-Block !! Counter-Hit
|-
|15||Low||22-23||+3||-13||KND
|}
----
----



Revision as of 00:49, 16 August 2022


General Strategies

Round Start Options

Although Devil Jin Boasts one of the most well rounded movesets in the game, one of his few weaknesses is that he lacks a traditional magic four, and, thus his fastest Counter-Hit launcher has a relatively slow start up animation at 15 frames.

Neutral

Mid Range

Close Range

Although Devil Jin Boasts one of the most well rounded movesets in the game, one of his few weaknesses is that he lacks a traditional magic four, and, thus his fastest Counter-Hit launcher has a relatively slow start up animation at 15 frames. Because of this, he can have trouble outpoking characters with strong Counter-Hit game such as Steve or Lee at close range. With this in mind, it's usually best to be cautious during most exchanges, even when at a slight advantage when against such characters.


Malicious Mace (db+2)


Devil Jin's main high crush tool
Devil Jin's main high crush tool

db+2 is an excellent low to use at close range. Its crush property allows Devil Jin to slip under highs, thus allowing him to bypass jab pressure. On hit Devil Jin is left at an advantage of +3, which allows him to follow up with either an uninterruptable ws+4 or and in the occasion that you Counter-Hit the opponent, it leads to a knockdown state into a guaranteed follow up.

Damage Guard Startup Hit On-Block Counter-Hit
15 Low 22-23 +3 -13 KND

Long Range

Defense

Counter Poking

Pressure

Mix-Ups

Throw Game

Wall Pressure

Okizeme

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1
Jab is good okay.
Tracks left


Tracks both
  • d+4
Tracks right