Devil Jin (Tekken 7) |
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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 a Counter-Hit game such as Steve or Lee at close range. With this in mind, it's usually best to be cautious during most close range exchanges, even when at a slight advantage when against such characters.
Malicious Mace (db+2)
Damage | Guard | Startup | Hit | On-Block | Counter-Hit |
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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 both characters are left in a crouching state, where Devil Jin has an advantage of +3, limiting the opponent's options. This allows Devil Jin 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.
Gut Upper (df+2)
Twin Lancer (df+1,2)
Header text | Header text | Header text |
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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 | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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1 |
- 1
- Jab is good okay.
- d+4