Devil Jin strategy

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Revision as of 12:42, 7 April 2024 by Tricksyfroggy (talk | contribs) (→‎Key moves: added movequery to each key move)

General Strategies

Key Moves

Name
Alt

Input

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

1

h
5
5?
6?
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 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
t76 r37
Balcony Break
on airborne hit
  • Combo from 1st hit with 11f delay

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
t46 r28
Opponent recovers FDFA on grounded hit

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
-12
-1
+7c
i18~19
t49 r30

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
6?
10?
-9
+2
i13~14
t41 r27

A mid check with good tracking.

ws4

m
10
-3
+8
i11~12
t33 r21

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

Malicious Mace

db+2

L
15
-13
+3c
i21~22
cs6~
t53 r31 FC
  • 4 Chip Damage on block
  • 6 Chip Damage on block in heat

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

Corpse Thrust

d+1

m
25
-14
+20a (+10)
i18~19
pc7~17
t54 r35
Balcony Break
  • 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

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

Infernal Shackle
  • u+1
  • ub+1

uf+1

h
10
+11
+16
i21~23
t65 r42
Strong Aerial Tailspin
Weapon
  • 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

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,df#2

f,n,d,df#2

h
23
+5
+39a (+29)
i11~12 (i14~)
t36 r24
  • 4 Chip Damage on block
  • 8 Chip Damage on block while in heat
  • Can also be performed with f,n,df#2 (i13~)
Sometimes written
  • EWGF
  • Electric
  • CD.df#2

EWGF. It's very good.

Spinning Demon Hellfire Beam

f,​n,​d,​DF+4,1+2

L,​SM
7,​9
+58a (+42)
,i29~40
Tornado
  • Available only on hit
  • Opponent recovers FUFA on hit
Sometimes written CD.DF+4,1+2

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
t97? r33
Tornado
Weapon
  • 6 Chip Damage on block
  • Consumes 220F of remaining heat time

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