Devil Jin (Tekken 7) |
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Devil Jin | |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances |
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Fastest | |
Launch |
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CH launch |
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Wall splat |
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Archetypal moves | |
Mid check |
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Power low | CD.df+4 |
Slash kick | wr3 |
Generic moves | |
Remapped | d+3 โ db+3 |
Missing | (none) |
External links | |
Lore | Devil Jin |
#{{{twitter}}} |
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 Mishimaโhe 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.
- 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.
- Weak to SSL.
- Execution barrier behind some key techniques.
- ws2 gives a bad combo.
- No safe mid launcher.
- Slow/weak CH game.
- Game plan is so complex people are scared to use his most important and timing strict moves such as complicated wire off of blocked EWGF for example
External links
- Basics guide by Xiang Part 1, Part 2, Part 3
- Full Guide on Devil Jin with in-depth discussion by Cassan [1]
Characters (Tekken 8) |
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