Devil Jin

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Devil Jin
Heat
  • Allows Annihilation Beam followups after certain moves
  • Can perform EWGF without perfect input
Heat Smash H.2+3 mid - i18-28 - +11 (MCR)

H.MCR.2+3 throw - i20

Heat Engagers
  • b+2,3
  • b+3
  • uf+4
  • f,F+2
  • MCR.2,2
Stances
  • FLY – 3+4
  • CD (Crouch Dash) – f,n,d,df
  • MCR (Mourning Crow) – f+3
Fastest
Launch
  • i14 - f, n, d, d/f#2 (hard)
  • i15 - d+3+4 (standing)
  • i15 - ws2 (crouching)
CH launch {{{chLaunch}}}
Wall splat {{{splat}}}
Archetypal moves
Mid check {{{midCheck}}}
Generic moves
Remapped (none)
Missing (none)
External links
Lore Devil Jin
Twitter #T8_DevilJin
Discord Devil Jin

This page is for Tekken 8. For Tekken 7, see Devil Jin (Tekken 7).

Devil Jin is one of the most reworked legacy characters in Tekken 8, retaining his usual Mishima tool kit with moves like 1,1,2, EWGF, f,n,d,DF+4 (flash punch, electric and hellsweep, respectively) but he's also been granted the Mourning Crow (MCR) stance, which gives him another, extremely strong approach option along with his traditional Mishima wavedash.

MCR.1 is a power mid that combos into b+4 on hit, and is +8 on block, giving him an incredible approach option that he can mixup with MCR.2,2 if his opponent likes to step, which is a Heat Engager on hit, and MCR.3 is a special mid, counter hit launcher that hits grounded and is safe on block. Mourning Crow is an absolutely incredible approach option and forces Devil Jin's opponent to play around it very carefully to avoid being constantly oppressed.

uf+1, or Shackle, is a fairly fast, extremely long range high poke that natural hit combos into MCR.2,2 and obliterates attempts at keepout gameplay. While it is duckable, Devil Jin can mix this up by using f,F+4, a similarly long range mid that knocks down on hit and launches on counter hit. Shackle, alongside MCR and the usual Mishima wavedash, makes it functionally impossible to keep Devil Jin from blatantly rushing his opponent down.

Devil Jin, as with almost all Mishima style characters, has a high execution barrier, and getting the most out of him can require quite a bit of practice, much more than most characters. While he certainly isn't suffering, his mid keepout can be a little anemic, as his generic df+1 has somewhat poor range, but his f,F+2 mostly makes up for this, being a safe, mid Heat Engager that's only marginally slower than a traditional df+1.

Strengths
  • Mishima: Has all the standard Mishima benefits, including EWGF, hellsweep, and wave dash. As usual, this makes Devil Jin a versatile and strong character with many effective tools.
  • Mourning Crow: DJ's new stance gives him great mixup and pressure potential, especially when combined with uf1 and EWGF.
  • Excellent Pressure: EWGF, some great pressure strings, and the threat of Mourning Crow all stack together to give Devil Jin very strong pressure.
  • Devastating Punishment: Devil Jin has very high damage potential when optimized properly, and his punishment game is unreal. Corner-to-corner wallcarry into further mixups are a given when played effectively.
  • The Best Hellsweep: Devil Jin's hellsweep is notable in that it gives him a full combo on hit, giving him absurd damage potential. In Heat, the launch no longer consumes tornado, allowing Devil Jin to get possibly the highest reward off of a low in the entire game.
Weaknesses
  • Bad Generics: Devil Jin lacks effective generic tools for keeping people out, like df1 and df2.
  • Unsafe Mids: Notably, Devil Jin lacks any safe, launching mid tools. All of his mids are heat engagers, only lead to combos on counterhit, or are very unsafe.
  • Must Hellsweep: Due to a lack of powerful lows, Devil Jin is mostly centralized around using Hellsweep to get any real damage. This makes his gameplay both predictable and very risky, as Hellsweep can be heavily punished if it is blocked.
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EWGF in neutral
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iWS from crouch dash
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-15 EWGF block punish
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External links