Devil Jin (Tekken 7)

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Revision as of 00:29, 18 November 2023 by Slippery (talk | contribs) (Undo revision 15693 by RKilla (talk))
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)
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.
  • Game plan is so complex people are scared to use his most important and timing strict moves such as complicated wire off of blocked EWGF for example


EWGF in neutral
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
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]