(→u: Added recovery and total frames. Jack-8 and Alisa can no longer heal from laser attacks in T8.) |
m (→WGS (Wind God Step): Note that cd stance moves can be buffered out of heat dash) |
||
Line 2,010: | Line 2,010: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Cannot be buffered | * Cannot be buffered | ||
* Stance moves can be buffered out of heat dash | |||
* Cancel to sidestep with u | * Cancel to sidestep with u | ||
* Cancel to block with b | * Cancel to block with b | ||
Line 2,241: | Line 2,242: | ||
}} | }} | ||
{{MoveQuery|Devil Jin-f,f,F+3}} | {{MoveQuery|Devil Jin-f,f,F+3}} | ||
== FLY (''Fly'') == | == FLY (''Fly'') == | ||
{{MoveDataHeader}} | {{MoveDataHeader}} |
Revision as of 05:28, 29 August 2024
Devil Jin |
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Movelist & frame data (Tekken 8) |
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Heat
Input
2+3
- Cancel to r45 with b,b
- 3 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
H.2+3
- Alternate input: R1
- 8 Chip Damage on block
4~3,H.1+2
- 4 Chip Damage on block.
- Consumes 220F of remaining heat time
uf+3+4,H.1+2
- 6 Chip Damage on block
- Transitions into throw on hit
- Consumes 250F of remaining heat time
b,f+2,1,4,H.1+2
- 4 Chip Damage on block
- Consumes 220F of remaining heat time
f,n,d,df+1+2,H.1+2
- 6 Chip Damage on block
- Consumes 220F of remaining heat time
b+2,3
- ,js25~47
- ,fs48~50
- 16 Chip Damage on Heat Dash
- Combo from 1st hit with 5f delay
- Move can be delayed 3f
b+3
- js8~33
- fs34~36
- 17 Chip Damage on Heat Dash
f,F+2
- i18 startup when unbuffered, and i16 startup when buffered
- 7 Chip Damage on block
- 10 Chip Damage on block while in heat
- 20 Chip Damage on Heat Dash
MCR.2,2
- ,js1~17
- ,fs18~20
- 16 Chip Damage on blocked Heat Dash
- Combo from 1st hit
- Opponent recovers FDFA on hit
n
Input
1,1,2
- Combo from 1st hit with 11f delay
1,2,2
- Combo from 1st hit with 11f delay
- Jail from 2nd attack with 2f delay
- Move can be delayed 9f
1,2,3
- Move can be delayed 1f
- Interrupt with i10 from 2nd block
1,2,3,4
- Interrupt with i7 from 3rd block
2,2
- Jail from 1st attack with 2f delay
3,1,2
- Input can be delayed 12f
- Move can be delayed 4f
- Interrupt with i9 from 2nd block
3,1,4
- Input can be delayed 12f
- Move can be delayed 4f
- Interrupt with i7 from 2nd block
4
- 7 chip Damage on block
- 10 chip Damage on block in heat
1+2
- Interrupt with i1 from 1st block
1+4,2
- 6 chip damage on block
f
Input
f+2,4
- Combo from 1st hit with 14f delay
- Move can be delayed 13f
f+3
- js18~32
- fs33~35
- Stance moves can be delayed by 10f
f+4,3
- ,js27~51
- ,fs52~54
- Combo on 1st CH with 3f delay
- Input can be delayed 15f
- Enter FLY +36a (+26) with ub_u_uf on hit
df
Input
df+1,2
- Combo on 1st CH with 10f delay
- Move can be delayed 4f
df+2
- Enter MCR +14 on hit
- Enter MCR +17 on CH
- Transition to MCR on standing hit only
df+3,2,4
- ,js27~50
- ,fs51~53
- Combo from 2nd CH with 4f delay
- Input can be delayed 16f
- Enter MCR +36a (+26) with ub_u_uf on hit
df+4,4
- Combo from 1st hit with 10f delay
- Move can be delayed 9f
d
Input
d+1
- Damage taken during power crush state is recoverable.
- -9 on block if an attack is absorbed
- 10 Chip Damage on block after absorbing an attack in power crush state
- 11 Chip Damage on block while in heat after absorbing an attack in power crush state
db
Input
db+2
- 4 Chip Damage on block
- 6 Chip Damage on block in heat
db+1+2
- Cancel to r27 MCR with F (js27~)
db+1+2*
- Cancel to r27 MCR with F (js27~)
- 10 Chip Damage on block
- 11 Chip Damage on block while in heat
db+1+2**
- Cancel to r27 MCR with F (js27~)
- 16 Chip Damage on block
- 19 Chip Damage on block while in heat
b
Input
b+1,2
- Combo from 1st hit with 7f delay
- Input can be delayed by 15f
- Move can be delayed by 10f
- Cancel to r15 -18 -7 with B
b+2,1
- ,js30~51
- ,fs52~54
- Interrupt with i13 from 1st block
- Can evade some jabs
b+2,3
- ,js25~47
- ,fs48~50
- 16 Chip Damage on block
- Combo from 1st hit with 5f delay
- Move can be delayed 3f
b+3
- js8~33
- fs34~36
- 17 Chip Damage on block
b+4
b+1+2
- Opponent recovers FDFA on CH
- 6 Chip Damage on block
- 8 Chip Damage on block while in heat
u
Input
u+4
- js9~44
- fs45~47
- Enter FLY +35a (+25) with ub_u_uf on hit
- u+1
- ub+1
uf+1
- Balcony break on airborne hit
- Transition to r20 MCR on hit or block only
- 2 Chip Damage on block
- 3 Chip Damage on block while in heat
- u+2
- ub+2
uf+2
- Balcony break on airborne hit
Motion Input
Input
f,F+2
- Heat Dash +36a(+26) on hit, +5 on block, 20 Chip Damage on block
- 7 Chip Damage on block
- 10 Chip Damage on block while in heat
uf+1+2
- Throw break 1+2
- Side switch on throw break
- Can be done from FC
b,f+2,1,2
- Combo on 2nd CH
- 7 Chip Damage on block
- 10 Chip Damage on block
b,f+2,1,df+2
- Combo on 2nd CH
- Leaves opponent in FDFA state on hit
b,f+2,3
b,f+1+2
- 6 Chip Damage on block
- 12 Chip Damage on block while in heat
b,f+1+2,2
Running
Input
f,f,F+3
- 9 Chip Damage on block
- 12 Chip Damage on block while in heat
WS
Input
ws1,1
- Combo on 1st CH
- Shifts to MCR on hit or block
- 2 Chip Damage on block
- 3 Chip Damage on block while in heat
ws1,2
- Hold F to enter MCR on hit at +14 or +17 on CH
- Combos from first hit
ws2
- 6 Chip Damage on block
- 8 Chip Damage on block while in heat
SS (Side Step)
Input
SS.2
SS.2,U
WGS (Wind God Step)
Input
f,n,d,df
- Cannot be buffered
- Stance moves can be buffered out of heat dash
- Cancel to sidestep with u
- Cancel to block with b
f,n,d,df+1,UF
- Throw on hit
- Leaves opponent in FDFA state on hit
f,n,d,df+2
- Turns into EWGF (f,n,d,df#2) while in heat
- Consumes 70F of remaining heat time while in heat
- 8 Chip Damage on block while in heat
f,n,d,df#2
- 4 Chip Damage on block
- 8 Chip Damage on block while in heat
f,n,d,df+3
- 7 Chip Damage on block
- 10 Chip Damage on block while in heat
f,n,d,DF+3
f,n,d,DF+4,4
f,n,d,DF+4,1+2
- Only on hit
- Leaves opponent in FUFA state on hit
f,n,d,df+1+2
- 7 Chip Damage on block
- 10 Chip Damage on block while in heat
- Leaves opponent in FUFA state on CH
f,f,F+3
- js3~25
- fs26~28
- 9 Chip Damage on block
- 12 Chip Damage on block while in heat
FLY (Fly)
Input
FLY.f+1+2
- Recovers front-facing when done from BT FLY
MCR (Mourning Crow)
Input
f+3
- js18~32
- fs33~35
- Stance moves can be delayed by 10f
MCR.1
- Leaves opponent in FDFA state on hit
- 6 Chip Damage on block
- 8 Chip Damage on block while in heat
MCR.2,2
- Heat Dash +67a(+50) on hit, +5 on block, 16 Chip Damage on block
- Leaves opponent in FDFA state on normal hit
MCR.3
- Leaves opponent in FDFA state on hit
- 7 Chip Damage on block
- 10 Chip Damage on block while in heat
Other
Input
R.df+1+2
- Rage Art
- Damage increases as health approaches 0
- Base Damage: 55
- Maximum Damage: 80
- Removes recoverable health on hit
- Leaves opponent in FDFA state on hit
- b+2+4
- ws.b+1+3
- ws.b+2+4
b+1+3
- 50% damage reduction when absorbing attacks in power crush state.
- Damage taken during power crush state is recoverable.
- 12 Chip Damage on block after absorbing an attack in power crush state
- 13 Chip Damage on block while in heat after absorbing an attack in power crush state
- Can be done from While Standing state
FUFT.u+3+4
(back to wall).b,b,ub
Throws
Input
1+3
- Throw break: 1 or 2
- Can be done from crouch state
2+4
- Throw break: 1 or 2
- Sideswap on hit
- Leaves opponent in FUFA state on hit
- Can be done from crouch state
Left Throw
- Throw break: 1
- Startup i12~14 with input 1+3 or 2+4
- Leaves opponent in FUFA state on hit
- Can be done from crouch state
Right Throw
- Throw break: 2
- Startup i12~14 with input 1+3 or 2+4
- Sideswap on hit
- Leaves opponent in FDFA state on hit
- Can be done from crouch state
Back Throw
- Throw break: None
- Startup i12~14 with input 1+3 or 2+4
- Sideswap on hit
- Can be done from crouch state
df+2+3
- Throw break: 2
- Can be done from crouch state
uf+1+2
- Throw break: 1+2
- Sideswap on throw break
- Can be done from crouch state
qcb+1+3
- Throw break: 1
- Leaves opponent in FUFA state on hit
- Can be done from crouch state
f,hcf+1+2
- Throw break: 1+2
- Sideswap on hit when done on opponent's front and left sides from P1 side
- Sideswap on hit when done on opponent's left side from P2 side
- Can be done from crouch state
10 Strings
10 Hit Combo | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Notes |
---|---|---|---|---|---|---|
f+2 | m | 14 | i17-18 | -8 | +3 | |
4 | m | 17 | i15 | -11 | 0 | Combo from 1st |
3 | h | 10 | i20~21 | -14 | -3~-2 | |
1+4 | l | 7 | i12-13 | -21c | -10(?) | Interruptible after 3rd on block |
h | 5 | i15 | -6 | -5 | Combo from 4th. Interruptible after 4th on block | |
1 | h | 7 | i19 | -10 | +1 | Combo from 4th |
2 | m | 10 | i10-12 | -18 | -7~-5 | |
1 | m | 15 | i13-15 | -21 | -8~-6 | Combo from 7th |
4 | m | 21 | i26-29 | -7 | +14a | Interruptible after 8th on block |
1+2 | sm | 15 | i24-35 | -23 | +30a(-28) | Combo from 9th |