Devil Jin strategy (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)

Devil Jin's main high crush tool
Devil Jin's main high crush tool
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 high 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)

Damage Guard Startup Hit On-Block Counter-Hit
15 Mid 15~16 +4~+5 -7~~6 Launch

As his fastest Counter-Hit launcher, df+2 fills the role of discouraging the opponent from challenging Devil Jin when they are at a disadvantage. It will trade with jabs if done immediatly after a blocked EWGF and is uninteruptable when used after hitting pokes like 1, df+1 or ws+4, moves that leave Devil Jin at a considerable advantage.


Twin Lancer (df+1,2)

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

Long Range

Defense

Counter Poking

Pressure

Once the opponent has been conditioned to not press buttons at disadvantage, Devil Jin turns into one of the most threatening characters in the game, through his perfect throw game, suffocating wall pressure and destructive wavedash fifty-fifty.

Mix-Ups

The wave dash is essential to any Mishima's pressure. This is no exception for Devil Jin as a large chunk of his key moves reside in the crouch dash state. What makes his mix up so powerful is his powerful Hellsweep

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