Devil Jin (Tekken 7)

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Devil Jin
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • FLY โ€“ 3+4
  • CD (Crouch Dash) – f,n,d,df
Fastest
Launch
  • i14 – EWGF (high)
  • i15 – ws2 (crouching)
CH launch
  • i15 – df+2 (mid)
Wall splat
  • i12 – b+1,2 (high,mid)
  • i13 – ws1,4 (mid,high) (crouching)
Archetypal moves
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Stature kick db+2
Power low CD.df+4
Slash kick wr3
Generic moves
Remapped d+3 โ†’ db+3
Missing (none)
External links
Lore Devil Jin
Twitter #{{{twitter}}}

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Devil Jin is the most well-rounded Mishimaโ€”that is to say he has many of their strengths with few of their weaknesses. There is no tool he lacks in theory, and on top of being a jack-of-all-trades his options are often best-in-class.

He's unique in having an unreactable low launcher from standing that leads to a full juggle. The only other comparable moves are Jin's CD.df+4 which can't get a wall combo and is borderline reactable, and Anna's FC.df+2~1 which is done from crouch. This makes all of Devil Jin's mid pokes much stronger than they appear, since the opponent has to duck a lot more than usual. His opponents are further encouraged to duck because of the threat of his excellent and versatile highs; particularly Electric Wind God Fist and Flash Punch Combo.

Strengths
  • Simple neutral plan: EWGF for keepout and whiff punishment, CD.df+4 and various mids for mixup.
  • Flexible toolbox that allows him to adapt to the opponent (deathmatch monster).
  • Strong whiff and block punishment, standing and from crouch.
  • Doesn't need to block punish -15 moves with EWGF (can do d+3+4).
  • Strong panic move in u+4 which is also very hard to punish.
  • Absurd wall pressure (f+1+2, f,F+2, etc.).
  • Safe mid extensions on key mid pokes (ws1, df+1).
  • Laser Cannon (b,f+2) covers his weak side.
Weaknesses
  • Weak to SSL.
  • Execution barrier behind some key techniques.
  • ws2 gives a bad combo.
  • No safe mid launcher.
  • Slow/weak CH game.
  • Somewhat predictable gameplan.


EWGF in neutral
importance
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value
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dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
Fast b,f+2 (Laser Scraper)
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
df+1,2 dash cancel
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜†โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
iWS from crouch dash
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†
Dash jab juggles
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
EWGF block punish -15
importance
โ˜…โ˜†โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†
EWGF block punish -14
importance
โ˜…โ˜†โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…
2xEWGF into f,f+4
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†

External links

  • Basics guide by Xiang Part 1, Part 2, Part 3
  • Full Guide on Devil Jin with in-depth discussion by Cassan [1]