Devil Jin strategy (Tekken 7)

From Wavu Wiki, the 🌊 wavy Tekken wiki


General Strategies

Round Start Options

Although Devil Jin Boasts one of the most well rounded movesets in the game, one of his few weaknesses is that he lacks a traditional magic four, and, thus his fastest Counter-Hit launcher has a relatively slow start up animation at 15 frames.

Neutral

Mid Range

Close Range

Although Devil Jin Boasts one of the most well rounded movesets in the game, one of his few weaknesses is that he lacks a traditional magic four, and, thus his fastest Counter-Hit launcher has a relatively slow start up animation at 15 frames. Because of this, he can have trouble outpoking characters with strong Counter-Hit game such as Steve or Lee at close range. With this in mind, it's usually best to be cautious during most exchanges, even when at a slight advantage when against such characters.


Malicious Mace (db+2)


border=1
border=1
Damage Guard Startup Hit On-Block Counter-Hit
15 Low 22-23 +3 -13 KND

db+2 is an excellent low to use at close range. Its crush property allows Devil Jin to slip under highs, allowing him to bypass jab pressure.

On hit Devil Jin is left at an advantage of +3, and the opponent is left in a crouching state, severly limiting their options. This allows him to follow up with an uninterruptible ws+4 or, if properly conditioned, more pressure.

In the occasion that db+2 Counter-Hits the opponent, it leads to a knockdown state from which a follow up is guaranteed.


Caption text
Header text Header text Header text
Example Example Example
Example Example Example
Example Example Example

Long Range

Defense

Counter Poking

Pressure

Mix-Ups

Throw Game

Wall Pressure

Okizeme

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1
Jab is good okay.
Tracks left


Tracks both
  • d+4
Tracks right