Devil Jin |
---|
Movelist & frame data (Tekken 8) |
---|
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
- js15~52
- fs53~55
- Jail from 1st attack
- Transition to attack throw on hit
- Transition to MCR on block only
- Can cancel transition to MCR on block with B at +2~+12
- 8 Chip Damage on block
H.MCR.2+3
- Transition to attack throw on standing or airborne hit
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
- Available only as combo from 1st hit
- Unavailable on whiff
- Transition to attack 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
1,1,2
- 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
- Combo from 2nd CH
- 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 4?f delay
- Input can be delayed 16?f
- 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 with F on hit
- Enter MCR +17 with F 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
- Jails for 3?F from 2nd hit
- 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
d+3
- db+4
- hFC.4
d+4
d+3+4
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 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
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
- r47 opponent hitsun on hit
- 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
- 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
f,F+4
- i23 startup when unbuffered, and i21 startup when buffered
- Opponent recovers crouching on hit
uf+1+2
- Throw break 1+2
- Side switch on throw break
- Can be done from FC
b,f+2
- Input bufferable
- Homing at +3 and above
- Can be sidestepped to the right at -2 to +2
b,f+2,1
- Combo from 1st hit with 15f delay
- Jail from 1st attack with no delay
- Move can be delayed 7f
b,f+2,1,2
- Combo on 2nd CH with 8f delay
- Input can be delayed 20f
- Move can be delayed 15f
- 7 Chip Damage on block
- 10 Chip Damage on block
b,f+2,1,df+2
- Balcony Break on grounded hit only
- Combo on 2nd CH with 11f delay
- Input can be delayed 20f
- Input can be delayed 14f
- Opponent recovers FDFA on hit
b,f+2,1,4
- ,js12~20
- ,fs21~23
b,f+2,3
b,f+1+2
- js24~80
- fs81~83
- 17 damage on hit with scaling
- 6 Chip Damage on block
- 12 Chip Damage on block while in heat
b,f+1+2,2
- ,js28~69
- ,fs70~72
- Balcony break on standing hit only
- Combo from 1st hit
f,f,F+3
- js3~25
- fs26~28
- 9 Chip Damage on block
- 12 Chip Damage on block while in heat
WS
Input
ws1,1
- Combo from 1st CH with 1f delay
- Transition to MCR on hit or block only
- 2 Chip Damage on block
- 3 Chip Damage on block while in heat
ws1,2
- Enter MCR +14 with F on hit
- Enter MCR +17 with F on CH
- Combos from 1st hit with 7f delay
- Input can be delayed 10f
- Move can be delayed 9f
ws2
- 6 Chip Damage on block
- 8 Chip Damage on block while in heat
ws3
- Enter MCR +14 with F on hit
- Enter MCR +23 with F on CH
WGS (Wind God Step)
Input
f,n,d,df
- Cannot be buffered
- Stance moves can be buffered out of heat dash
- Recovers in WS for 6 frames starting at frame 20
- Cancel to sidestep with u
- Cancel to block with b
f,n,d,df,UF
- js1~20
- fs21~23
- Can access wr3 by inputting 3 on frames 1~2
- Unable to act from frames 3~26
f,n,d,df+1
- js22~43
- fs44~46
f,n,d,df+1,UF
- Transition to attack throw on hit
- Available only on hit
- Opponent recovers FDFA 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
- WGF
- CD.df+2
f,n,d,df#2
- 4 Chip Damage on block
- 8 Chip Damage on block while in heat
- Can also be performed with f,n,df#2 (i13~)
- EWGF
- Electric
- CD.df#2
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
- Combo from 1st hit
f,n,d,DF+4,1+2
- Available only on hit
- Opponent recovers FUFA on hit
f,n,d,df+1+2
- 7 Chip Damage on block
- 10 Chip Damage on block while in heat
- Opponent recovers FUFA on CH
FLY (Fly)
Input
FLY.2
- js1~60
- fs61~63
- Transition to attack throw on front standing or airborne hit
- +1a (-8) on BT hit
FLY.4,2,1+2
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
- Opponent recovers FDFA on hit
- 6 Chip Damage on block
- 8 Chip Damage on block while in heat
MCR.2,2
- ,js1~17
- ,fs18~20
- 16 Chip Damage on blocked Heat Dash
- Combo from 1st hit
- Opponent recovers FDFA on hit
MCR.3
- js1~19
- fs20~22
- Opponent recovers FDFA on hit
- 7 Chip Damage on block
- 10 Chip Damage on block while in heat
MCR.4,2,1+2
Others
Input
R.df+1+2
- Base damage: 55
- Damage increases with lower health, maximum 80 damage
- Opponent recovers FDFA on hit
SS.2
SS.2,U
- Only available as combo from 1st hit
- 48 damage with scaling
- b+2+4
- ws.b+1+3
- ws.b+2+4
b+1+3
- 50% damage reduction when absorbing attacks
- Damage taken during power crush is recoverable
- 12 Chip Damage on block after absorbing an attack
- 13 Chip Damage on block while in heat after absorbing an attack
- r34 on hit
FUFT.u+3+4
OTG.d+1+2
- Balcony break on CH
- Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a)
1+2+3+4
- js6~47
- fs48~50
- CH state for 5 seconds
- Can't block for 5 seconds
(back to wall).b,b,ub
Throws
Input
1+3
- Throw break: 1 or 2
- Can be done from FC
2+4
- Throw break 1 or 2
- Side switch on hit
- Opponent recovers FUFA on hit
- Can be done from FC
Left Throw
- Throw break 1
- Opponent recovers FUFA on hit
Right Throw
- Throw break 2
- Side switch on hit
- Opponent recovers FDFA on hit
df+2+3
- Throw break 2
- Can be done from FC
uf+1+2
- Throw break 1+2
- Side switch on throw break
- Can be done from FC
qcb+1+3
- Throw break 1
- Opponent recovers FUFA on hit
- Can be done from FC
f,hcf+1+2
- Throw break 1+2
- Side switch 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 FC
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 |