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=== Key moves === | === Key moves === | ||
* 1: Cornerstone of Devil Jins poking game. +1 on block +8 on hit. That +8 allows for an excellent frametrapping mixup following up with b+4 & d+3. Once they respect that, hitting one jab let's you go into your larger moves. | |||
* 1,1,2: Incredible punish and hit-confirmable poke. Hard to step due to the second tracking well. On hit it allows for MCR okizeme. | |||
* b+4: First part of his +8 mixup. It's safe on block and counterhits after a jab hit for a nice 62 damage launch. Additionally it's a core part of Devil Jins okizeme, it's his primary groundhitting move . | |||
* d+3: Second part of the +8 mixup, trades with jabs for a free df+4,4. It's useful to check whether or not they duck after your jabs. | |||
* df+4: Good tracking midcheck. | |||
* ws4: Another good midcheck, gives +8 on hit allowing for pressure. | |||
* db+2: High crushing low. Gives b+4 or d+1+2 on CH. | |||
* d+1: Mid powercrush, good to tell mashy players to calm down. | |||
* uf+1: Insane midrange poke leading into MCR mix on block. On hit we get MCR.2,2 guaranteed. | |||
* f,n,d,df#2: EWGF it's good | |||
* f,n,d,df+4,1+2: The launching powerlow that defines Devil Jin. | |||
=== Okizeme game === | === Okizeme game === |
Revision as of 14:05, 23 February 2024
Devil Jin |
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Strategy (Tekken 8) |
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General Strategies
Key moves
- 1: Cornerstone of Devil Jins poking game. +1 on block +8 on hit. That +8 allows for an excellent frametrapping mixup following up with b+4 & d+3. Once they respect that, hitting one jab let's you go into your larger moves.
- 1,1,2: Incredible punish and hit-confirmable poke. Hard to step due to the second tracking well. On hit it allows for MCR okizeme.
- b+4: First part of his +8 mixup. It's safe on block and counterhits after a jab hit for a nice 62 damage launch. Additionally it's a core part of Devil Jins okizeme, it's his primary groundhitting move .
- d+3: Second part of the +8 mixup, trades with jabs for a free df+4,4. It's useful to check whether or not they duck after your jabs.
- df+4: Good tracking midcheck.
- ws4: Another good midcheck, gives +8 on hit allowing for pressure.
- db+2: High crushing low. Gives b+4 or d+1+2 on CH.
- d+1: Mid powercrush, good to tell mashy players to calm down.
- uf+1: Insane midrange poke leading into MCR mix on block. On hit we get MCR.2,2 guaranteed.
- f,n,d,df#2: EWGF it's good
- f,n,d,df+4,1+2: The launching powerlow that defines Devil Jin.
Okizeme game
Neutral
Close range
Devil Jin has a very solid close range game due to his jab. Putting out one let's you confirm whether or not it hits to use the +1 or +8 to continue your pressure. Using 1,1 let's you hit-confirm into 1,1,2 which gives him MCR okizeme. The however his quick mid checks aren't amazing df+1 and df+2 are good, but don't give a lot of reward on hit. Therefore using his ws4 is a strong choice as it gives +8 on hit and allows him to frametrap with b+4 and d+3.