Devil Jin (Tekken 7) |
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Enemy | Move | Damage | Frames |
---|---|---|---|
-10 | 1,1,2 | 25 | KND |
1,2,2 | 27 | +4 | |
2,2 | 29 | -2 | |
-12 | b1,2[1] | 30 | KND |
-13 | d/f4,4 | 26 | -4c |
-14 | f,n,d,d/f+2[2] | 23 (launcher) | KND |
-15 | d3+4 | 25 (launcher) | KND |
Enemy | Move | Damage | Frames |
---|---|---|---|
-10 | FC.1 | 5 | +6 |
-11 | ws4,4 | 29 | -4c |
-13 | ws1,4 | 35 | KND |
-15 | ws2 | 20 (launcher) | KND |
Enemy | Move | Damage | Frames | Can reach |
---|---|---|---|---|
-16 | f3+4 | 28 | KND |
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Enemy | Move | Damage | Frames |
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Enemy | Move | Damage | Frames |
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Move | Damage | Frames | Risk |
---|---|---|---|
1,1,2 [3] | 25 | KND | Safe |
b1,2 [4] | 30 | KND | Cancel OK |
EWGF [5] | Combo | Launch | +5 |
- ↑ Wallsplats. Reaches FUFT4.
- ↑ Requires a perfect input to connect at -14, very difficult.
- ↑ 1,1 into hitconfirm 2. Great whiff punish for smaller whiff, particularly after sidestepping!
- ↑ This is especially useful near the wall as it leads to a wallsplat. Also it can be canceled for shenanigans.
- ↑ You go-to whiffpunisher. Especially useful in combination with dashing.