Devil Jin

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Devil Jin
Heat
  • Allows Annihilation Beam followups after certain moves
  • Can perform EWGF without perfect input
Heat Smash H.2+3 mid - i18-28 - +11 (MCR)

H.MCR.2+3 throw - i20

Heat Engagers
  • b+2,3
  • b+3
  • uf+4
  • f,F+2
  • MCR.2,2
Stances
  • FLY – 3+4
  • CD (Crouch Dash) – f,n,d,df
  • MCR (Mourning Crow) – f+3
Fastest
Launch
  • i14 - f, n, d, d/f#2 (hard)
  • i15 - d+3+4 (standing)
  • i15 - ws2 (crouching)
CH launch {{{chLaunch}}}
Wall splat {{{splat}}}
Archetypal moves
Mid check {{{midCheck}}}
Generic moves
Remapped (none)
Missing (none)
External links
Lore {{{lore}}}
Twitter #T8_DevilJin

This page is for Tekken 8. For Tekken 7, see Devil Jin (Tekken 7).

Devil Jin is one of the most reworked legacy characters in Tekken 8, retaining his usual Mishima tool kit with moves like 1,1,2, EWGF, f,n,d,DF+4 (flash punch, electric and hellsweep, respectively) but he's also been granted the Mourning Crow (MCR) stance, which gives him another, extremely strong approach option along with his traditional Mishima wavedash.

MCR.1 is a power mid that combos into b+4 on hit, and is +8 on block, giving him an incredible approach option that he can mixup with MCR.2,2 if his opponent likes to step, which is a Heat Engager on hit, and MCR.3 is a special mid, counter hit launcher that hits grounded and is safe on block. Mourning Crow is an absolutely incredible approach option and forces Devil Jin's opponent to play around it very carefully to avoid being constantly oppressed.

uf+1, or Shackle, is a fairly fast, extremely long range high poke that natural hit combos into MCR.2,2 and obliterates attempts at keepout gameplay. While it is duckable, Devil Jin can mix this up by using f,f+4, a similarly long range mid that knocks down on hit and launches on counter hit. Shackle, along with MCR and the usual Mishima wavedash, makes it functionally impossible to keep Devil Jin from blatantly rushing his opponent down.

Devil Jin, as with almost all Mishima style characters, has a decently high execution barrier, and getting the absolute most out of him can require quite a bit of practice, much more than most characters, and while he certainly isn't suffering, his mid keepout can be a little anemic, as his generic df+1 has somewhat poor range, but his f,f+2 mostly makes up for this, being a safe, mid Heat Engager that's only marginally slower than a traditional df+1.

Strengths
  • Insane space control with MCR, Shackle and EWGF
  • Great mobility with wavedash
  • Powerful mixups
  • Strong punishment
  • High damage output
  • Basically impossible to keep him out
  • Highest damage hellsweep, and is a full launch in Heat
Weaknesses
  • Generics are a bit on the poor side
  • Mid checks are somewhat lacking and committal
  • Mishimas always require more effort to optimize
  • Lows aren't very scary, aside from hellsweep
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EWGF in neutral
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iWS from crouch dash
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-15 EWGF block punish
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External links