Devil Jin (Tekken 7): Difference between revisions

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|lore=[[fandom:Devil Jin|Devil Jin]]
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{{Archetype|Devil Jin}}
{{Archetype|Devil Jin}} Edit request: tricky should be at max as his most difficult combos both defy combo counter and have extremely difficult timing with timings follow ups and movements varying heavily upon stage style.ย 


'''Devil Jin''' is the most well-rounded [[Mishima]]โ€”that is to say he has many of their strengths with few of their weaknesses. There is no tool he lacks in theory, and on top of being a jack-of-all-trades his options are often best-in-class.
'''Devil Jin''' is the most technically demanding [[Mishima]]โ€”he has many of no weaknesses aside from the extreme level of execution required to achieve true immortality. There is no tool he lacks in theory, and on top of being a jack-of-all-trades and better than a master at every single one his options are often best-in-game.


He's unique in having a low launcher from standing that leads to a full [[juggle]]. The only other comparable moves are Jin's CD.df+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 Devil Jin's mid [[poke]]s much stronger than they appear, since the opponent has to duck a lot more than usual. His opponents are further encouraged to duck because of the threat of his excellent and versatile highs; particularly Electric Wind God Fist and Flash Punch Combo.
He's unique in having a low launcher from standing that leads to a full [[juggle]]. The only other comparable moves are Jin's CD.df+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 Devil Jin's mid [[poke]]s much stronger than they appear, since the opponent has to duck a lot more than usual. His opponents are further encouraged to duck because of the threat of his excellent and versatile highs; particularly Electric Wind God Fist and Flash Punch Combo.
The strongest combo strings in his kit ignores the combo counter and the moves required are based on location upon activation making him both one of the strongest yet most difficult characters in the game.
having multiple moves that are severely plus on block creates on block combo opportunities as well as making all of his command grabs very strong options and giving windows where he can do un-low parry able lows.


{{BlueRed
{{BlueRed

Revision as of 17:47, 21 July 2023

Devil Jin
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • FLY โ€“ 3+4
  • CD (Crouch Dash) – f,n,d,df
Fastest
Launch
  • i14 – EWGF (high)
  • i15 – ws2 (crouching)
CH launch
  • i15 – df+2 (mid)
Wall splat
  • i12 – b+1,2 (high,mid)
  • i13 – ws1,4 (mid,high) (crouching)
Archetypal moves
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Power low CD.df+4
Slash kick wr3
Generic moves
Remapped d+3 โ†’ db+3
Missing (none)
External links
Lore Devil Jin
Twitter #{{{twitter}}}

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Edit request: tricky should be at max as his most difficult combos both defy combo counter and have extremely difficult timing with timings follow ups and movements varying heavily upon stage style.

Devil Jin is the most technically demanding Mishimaโ€”he has many of no weaknesses aside from the extreme level of execution required to achieve true immortality. There is no tool he lacks in theory, and on top of being a jack-of-all-trades and better than a master at every single one his options are often best-in-game.

He's unique in having a low launcher from standing that leads to a full juggle. The only other comparable moves are Jin's CD.df+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 Devil Jin's mid pokes much stronger than they appear, since the opponent has to duck a lot more than usual. His opponents are further encouraged to duck because of the threat of his excellent and versatile highs; particularly Electric Wind God Fist and Flash Punch Combo.

The strongest combo strings in his kit ignores the combo counter and the moves required are based on location upon activation making him both one of the strongest yet most difficult characters in the game.

having multiple moves that are severely plus on block creates on block combo opportunities as well as making all of his command grabs very strong options and giving windows where he can do un-low parry able lows.

Strengths
  • Simple neutral plan: EWGF for keepout and whiff punishment, CD.df+4 and various mids for mixup.
  • Flexible toolbox that allows him to adapt to the opponent (deathmatch monster).
  • Strong whiff and block punishment, standing and from crouch.
  • Doesn't need to block punish -15 moves with EWGF (can do d+3+4).
  • Strong panic move in u+4 which is also very hard to punish.
  • Absurd wall pressure (f+1+2, f,F+2, etc.).
  • Safe mid extensions on key mid pokes (ws1, df+1).
  • Laser Cannon (b,f+2) covers his weak side.
Weaknesses
  • Weak to SSL.
  • Execution barrier behind some key techniques.
  • ws2 gives a bad combo.
  • No safe mid launcher.
  • Slow/weak CH game.
  • Somewhat predictable gameplan.


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˜†
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˜…
2xEWGF into f,f+4
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-depth discussion by Cassan [1]