Devil Jin strategy: Difference between revisions

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(→‎Key moves: added movequery to each key move)
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=== General Strategies ===
=== General Strategies ===


=== 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.
{{MoveDataHeader}}
* 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.
{{MoveQuery|Devil Jin-1}}
* 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 .
The cornerstone of Devil Jin's 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.
* 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.
{{MoveQuery|Devil Jin-1,1,2}}
* df+4: Good tracking midcheck.
Incredible punish and hit-confirmable poke. Hard to step due to the second hit having good tracking. On hit, it allows for [[Devil_Jin_movelist#MCR_(Mourning_Crow)|MCR]] oki.
* ws4: Another good midcheck, gives +8 on hit allowing for pressure.
{{MoveQuery|Devil Jin-b+4}}
* db+2: High crushing low. Gives b+4 or d+1+2 on CH.
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 Jin's okizeme, it's his primary groundhitting move.
* d+1: Mid powercrush, good to tell mashy players to calm down.
{{MoveQuery|Devil Jin-d+3}}
* uf+1: Insane midrange poke leading into MCR mix on block. On hit we get MCR.2,2 guaranteed.  
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.
* f,n,d,df#2: EWGF it's good
{{MoveQuery|Devil Jin-df+4}}
* f,n,d,df+4,1+2: The launching powerlow that defines Devil Jin.
A mid check with good tracking.
* H.f,n,d,df+1+2,1+2: Excellent large homing mid made plus and gives a combo during heat.
{{MoveQuery|Devil Jin-ws4}}
Another good mid check, gives +8 on hit, allowing for pressure.
{{MoveQuery|Devil Jin-db+2}}
High crushing low. Gives b+4 or d+1+2 on CH.
{{MoveQuery|Devil Jin-d+1}}
Mid powercrush, good to tell mashy players to calm down.
{{MoveQuery|Devil Jin-uf+1}}
Insane midrange poke leading into MCR mix on block. On hit we get MCR.2,2 guaranteed.  
{{MoveQuery|Devil Jin-f,n,d,df#2}}
[[Electric_Wind_God_Fist|EWGF]]. It's very good.
{{MoveQuery|Devil Jin-f,n,d,DF+4,1+2}}
A very strong [[Standard_move#Hellsweep|hellsweep]] that defines Devil Jin, and one of the only hellsweeps that gives a full combo.
{{MoveQuery|Devil Jin-f,n,d,df+1+2,1+2}}
Excellent large homing mid made plus and gives a combo during heat.


=== Okizeme game ===
=== Okizeme game ===

Revision as of 12:42, 7 April 2024

General Strategies

Key Moves

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1

h
5
+1
+8
i10
r17

The cornerstone of Devil Jin's 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.

Flash Punch Combo

1,​1,2

h,​h,​m
5,​6,​14
-17
+18a(+13)
,i13
Balcony Break
on air hit
  • Combo from 1st hit

Incredible punish and hit-confirmable poke. Hard to step due to the second hit having good tracking. On hit, it allows for MCR oki.

Demon Steel Pedal

b+4

m
20
-8
+6
i17~18

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 Jin's okizeme, it's his primary groundhitting move.

Broken Plate

d+3

L
12
-12c
-1
+7c
i18~19

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

m
10
-9
+2
i13~14

A mid check with good tracking.

ws4

m
10
-3
+8
i11~12

Another good mid check, gives +8 on hit, allowing for pressure.

Malicious Mace

db+2

L
15
-13c
+3c
i21~22
Chip damage on block

High crushing low. Gives b+4 or d+1+2 on CH.

Corpse Thrust

d+1

m
25
-14
+20(+10)
i18~19
ps8~
Balcony Break
  • Absorb an attack to power up
  • Add chip damage when guarded

Mid powercrush, good to tell mashy players to calm down.

Infernal Shackle
  • u+1
  • ub+1

uf+1

h
10
+11
+16
i21~23
Balcony Break
on air hit
Weapon
  • Shifts to MCR on hit or block
  • 2 Chip damage on block

Insane midrange poke leading into MCR mix on block. On hit we get MCR.2,2 guaranteed.

[[#Devil Jin-f,n,d,df${justFrame}2]]
Electric Wind God Fist

f,n,d,df#2

h
23
+5
+39a(+29)
i14
Chip Damage on block (4)
Sometimes written ewgf

EWGF. It's very good.

Spinning Demon Hellfire Beam

f,​n,​d,​DF+4,1+2

L,​sm
7,​9
+58(+42)
,i29~40
Tornado
  • Only on hit
  • Turns the back to you, limiting combos
Sometimes written hellsweep

A very strong hellsweep that defines Devil Jin, and one of the only hellsweeps that gives a full combo.

Spiral of Madness > Annihilation Beam

f,​n,​d,​df+1+2,H.1+2

m,​sm
25,​20
+2
i25~36
Tornado
  • Chip damage on block (6)

Excellent large homing mid made plus and gives a combo during heat.

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.

Mid range

Long range

Using Heat