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{{Header Nav|game=Tekken 6}}
{{needcontrols|arcade}}
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{{Header Nav|game=Tekken}}
[[File:Tekken_Devil_Jin.png|right|250px]]
 
As the Devil-gene within Jin Kazama still inside of him, Devil Jin manifests from Jin himself, with power beyond anything imaginable.
As the Devil-gene within Jin Kazama still inside of him, Devil Jin manifests from Jin himself, with power beyond anything imaginable.


Still retaining his Mishima-style, Devil Jin will still be a favorite for those who have loved to play as Tekken 3/Tekken Tag Jin, but with more devastating attacks and features!
Still retaining his Mishima-style, Devil Jin will still be a favorite for those who have loved to play as Tekken 3/Tekken Tag Jin, but with more devastating attacks and features!


Strengths and Weaknesses
==Strengths and weaknesses==
 
;Strengths
 
Devil Jin is ideal for players who want a balanced game out of a Mishima style character. He still has one of the best launchers in the game (Rising Uppercut/Electric Wind God Fist/EWGF) as well as one of the best low attacks on the game (Spinning Demon). His overall damage is above average
 
;Weaknesses


Strengths
Like Heihachi, he can use another low attack, not many tracking moves.


Devil Jin is ideal for players who want a balanced out Mishima style character
==Combos/Air Juggles==
Still has one of the best launchers in the game (Rising Uppercut/Electric Wind God Fist/EWGF) as well as one of the best low attacks on the game (Spinning Demon)
His overall damage is above average
Weaknesses


Like Heihachi, he can use another low attack
*'''Counter Hit''': +RK, +LP,RP, (Bound), (dash forward), +LP,RP
Not many tracking moves
*'''Beginner Juggle''': While Rising RP, +LK,LP, +LP,RP, (Bound), (dash forward), +LP,RP +RK~ (hold ), FLY LK, (Bound), (Sidestep Left) LP+RK, ,+RP,LP,RP
*'''Staple Juggle''': Crouch Dash () RP (EWGF), (dash forward), Crouch Dash () RP (EWGF), +LP+RP, (Bound), +LK,LP,, +RK,RK
*'''Wall Combo''': +LP, (Wall Splat), +LK, (Bound), ,+RP,LP,RP (delay the last RP)


Combos/Air Juggles
==Top 10 moves==


Counter Hit +RK, +LP,RP, (Bound), (dash forward), +LP,RP
*'''Rising Uppercut''': Crouch Dash () RP
Beginner Juggle: While Rising RP, +LK,LP, +LP,RP, (Bound), (dash forward), +LP,RP
*'''Demon’s Paw''': +RP
+RK~ (hold ), FLY LK, (Bound), (Sidestep Left) LP+RK, ,+RP,LP,RP
*'''Uppercut''': While Rising RP
Staple Juggle: Crouch Dash () RP (EWGF), (dash forward), Crouch Dash () RP (EWGF), +LP+RP, (Bound), +LK,LP,, +RK,RK
*'''Flash Punch Combo''': LP,LP,RP
Wall Combo: +LP, (Wall Splat), +LK, (Bound), ,+RP,LP,RP (delay the last RP)
*'''Laser Cannon''': ,+RP,LP,RP
*'''Spinning Demon''': Crouch Dash () RK,RK
*'''Twin Lancer''': +LP,RP
*'''Demon Steel Pedal''': +RK
*'''Tsunami Kick''': +RK,RK
*'''Samsara''': +RK


Top 10 Moves
==Strategies==


Rising Uppercut: Crouch Dash () RP
Devil Jin is good for players who want a Mishima character with some sense of equilibrium. Devil Jin is fortunate enough to have signature Mishima attacks such as Rising Uppercut (Crouch Dash () RP) as his main pressure and launching tool and Spinning Demon (Crouch Dash () RK,RK) as his main low attack, which will leave him at an advantage on hit. His Laser Cannon (,+RP,LP,RP) is one of his key mid attacks to poke with as it is safe and can catch sidesteppers, as well as his Twin Lancer (+LP,RP) which is also a great mid poking attack (usually with the first hit only) that is also safe and will combo on a Counter Hit.
Demon’s Paw: +RP
Uppercut: While Rising RP
Flash Punch Combo: LP,LP,RP
Laser Cannon: ,+RP,LP,RP
Spinning Demon: Crouch Dash () RK,RK
Twin Lancer: +LP,RP
Demon Steel Pedal: +RK
Tsunami Kick: +RK,RK
Samsara: +RK


Gameplay Strategies
Tsunami Kick (+RK,RK) works exactly like Kazuya’s and is ideal for keeping opponents out and for a long range poke. Demon’s Paw (+RP) is one of his best mid attacks, as it has decent range, fairly quick and is safe which is very good for a dashing mid poke attack. It will also wall splat against the wall. You can also use Demon Steel Pedal (+RK) to wall splat as well or to mix up with Spinning Demon if you are able to perform his Wavedash. Demon Steel Pedal will also stun the opponent on Counter Hit and is safe as well. Devil Jin still has his Flash Punch Combo (LP,LP,RP) for counterattacking or he can use Brimstone Strike (+LP,RP) instead which has longer range.


Devil Jin is good for players who want a Mishima character with some sense of equilibrium. Devil Jin is fortunate enough to have signature Mishima attacks such as Rising Uppercut (Crouch Dash () RP) as his main pressure and launching tool and Spinning Demon (Crouch Dash () RK,RK) as his main low attack, which will leave him at an advantage on hit. His Laser Cannon (,+RP,LP,RP) is one of his key mid attacks to poke with as it is safe and can catch sidesteppers, as well as his Twin Lancer (+LP,RP) which is also a great mid poking attack (usually with the first hit only) that is also safe and will combo on a Counter Hit. Tsunami Kick (+RK,RK) works exactly like Kazuya’s and is ideal for keeping opponents out and for a long range poke. Demon’s Paw (+RP) is one of his best mid attacks, as it has decent range, fairly quick and is safe which is very good for a dashing mid poke attack. It will also wall splat against the wall. You can also use Demon Steel Pedal (+RK) to wall splat as well or to mix up with Spinning Demon if you are able to perform his Wavedash. Demon Steel Pedal will also stun the opponent on Counter Hit and is safe as well. Devil Jin still has his Flash Punch Combo (LP,LP,RP) for counterattacking or he can use Brimstone Strike (+LP,RP) instead which has longer range. Uppercut (While Rising RP) is mainly used after crouching high attacks or blocking an unsafe low from your opponent for a juggle starter, just like Kazuya’s Twin Pistons, or you can use Devil Jin’s own Twin Pistons (While Rising LP,RP) if you want to play it safe. If you aren’t in a crouching position and can anticipate an opponent’s high attack or string, his new move, Samsara (+RK) will crush highs and can go into Fly (LK+RK) by holding , and can start a juggle by bounding your opponent with Amara (During Fly, LK). It’s also a great move to use when you are in a panic.
Uppercut (While Rising RP) is mainly used after crouching high attacks or blocking an unsafe low from your opponent for a juggle starter, just like Kazuya’s Twin Pistons, or you can use Devil Jin’s own Twin Pistons (While Rising LP,RP) if you want to play it safe. If you aren’t in a crouching position and can anticipate an opponent’s high attack or string, his new move, Samsara (+RK) will crush highs and can go into Fly (LK+RK) by holding , and can start a juggle by bounding your opponent with Amara (During Fly, LK). It’s also a great move to use when you are in a panic.


One of Devil Jin’s weak points is that he does not have any real good low attack besides Spinning Demon. Malicious Mace (+RP) is a decent low attack, but does not lead into anything on hit or on Counter Hit and you can be launched when blocked. He does not have many tracking attacks either and both of his actual Homing Attacks, Last Rites (+RK) and Decapitating Sword (+RP) are both high. Like Kazuya, being able to wavedash will help with his game play as he has safer mid attacks he can use along with it, but wavedashing is not needed at all to win with Devil Jin. Using Devil Jin’s safe mid attacks to chip away at your opponent’s health and taking advantage of your Rising Uppercut for pressure or to launch when you have the chance along with Spinning Demon after your pokes is key to winning with Devil Jin.
One of Devil Jin’s weak points is that he does not have any real good low attack besides Spinning Demon. Malicious Mace (+RP) is a decent low attack, but does not lead into anything on hit or on Counter Hit and you can be launched when blocked. He does not have many tracking attacks either and both of his actual Homing Attacks, Last Rites (+RK) and Decapitating Sword (+RP) are both high. Like Kazuya, being able to wavedash will help with his game play as he has safer mid attacks he can use along with it, but wavedashing is not needed at all to win with Devil Jin. Using Devil Jin’s safe mid attacks to chip away at your opponent’s health and taking advantage of your Rising Uppercut for pressure or to launch when you have the chance along with Spinning Demon after your pokes is key to winning with Devil Jin.


==Moves==
==Moves==
{{:Tekken 6/Devil Jin}}
===[[Tekken 5]]===
{{Movelist|Tekken 5|Moves|[[Tekken/Devil Jin|Devil Jin]]}}
===[[Tekken 5: Dark Resurrection]]===
{{Movelist|Tekken 5: Dark Resurrection|Moves|[[Tekken/Devil Jin|Devil Jin]]}}
===[[Tekken 6]]===
{{Movelist|Tekken 6|Moves|[[Tekken/Devil Jin|Devil Jin]]}}
===[[Tekken 6: Bloodline Rebellion]]===
{{Movelist|Tekken 6: Bloodline Rebellion|Moves|[[Tekken/Devil Jin|Devil Jin]]}}
===[[Tekken Tag Tournament 2]]===
{{Movelist|Tekken Tag Tournament 2|Moves|[[Tekken/Devil Jin|Devil Jin]]}}
===[[Tekken 3D Prime Edition]]===
{{Movelist|Tekken 3D Prime Edition|Moves|[[Tekken/Devil Jin|Devil Jin]]}}
===[[Tekken 7]]===
{{Movelist|Tekken 7|Moves|[[Tekken/Devil Jin|Devil Jin]]}}
===[[Tekken 8]]===
{{Movelist|Tekken 8|Moves|[[Tekken/Devil Jin|Devil Jin]]}}


{{Footer Nav|game=Tekken 6|prevpage=Characters/Craig Marduk|nextpage=Characters/Eddy Gordo|nextname=Eddy Gordo|prevname=Craig Marduk}}
{{Footer Nav|game=Tekken|prevpage=Devil|nextpage=Dr. Bosconovitch}}
[[Category:Character move lists]]

Latest revision as of 16:29, 2 November 2023

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File:Tekken Devil Jin.png

As the Devil-gene within Jin Kazama still inside of him, Devil Jin manifests from Jin himself, with power beyond anything imaginable.

Still retaining his Mishima-style, Devil Jin will still be a favorite for those who have loved to play as Tekken 3/Tekken Tag Jin, but with more devastating attacks and features!

Strengths and weaknesses[edit]

Strengths

Devil Jin is ideal for players who want a balanced game out of a Mishima style character. He still has one of the best launchers in the game (Rising Uppercut/Electric Wind God Fist/EWGF) as well as one of the best low attacks on the game (Spinning Demon). His overall damage is above average

Weaknesses

Like Heihachi, he can use another low attack, not many tracking moves.

Combos/Air Juggles[edit]

  • Counter Hit: +RK, +LP,RP, (Bound), (dash forward), +LP,RP
  • Beginner Juggle: While Rising RP, +LK,LP, +LP,RP, (Bound), (dash forward), +LP,RP +RK~ (hold ), FLY LK, (Bound), (Sidestep Left) LP+RK, ,+RP,LP,RP
  • Staple Juggle: Crouch Dash () RP (EWGF), (dash forward), Crouch Dash () RP (EWGF), +LP+RP, (Bound), +LK,LP,, +RK,RK
  • Wall Combo: +LP, (Wall Splat), +LK, (Bound), ,+RP,LP,RP (delay the last RP)

Top 10 moves[edit]

  • Rising Uppercut: Crouch Dash () RP
  • Demon’s Paw: +RP
  • Uppercut: While Rising RP
  • Flash Punch Combo: LP,LP,RP
  • Laser Cannon: ,+RP,LP,RP
  • Spinning Demon: Crouch Dash () RK,RK
  • Twin Lancer: +LP,RP
  • Demon Steel Pedal: +RK
  • Tsunami Kick: +RK,RK
  • Samsara: +RK

Strategies[edit]

Devil Jin is good for players who want a Mishima character with some sense of equilibrium. Devil Jin is fortunate enough to have signature Mishima attacks such as Rising Uppercut (Crouch Dash () RP) as his main pressure and launching tool and Spinning Demon (Crouch Dash () RK,RK) as his main low attack, which will leave him at an advantage on hit. His Laser Cannon (,+RP,LP,RP) is one of his key mid attacks to poke with as it is safe and can catch sidesteppers, as well as his Twin Lancer (+LP,RP) which is also a great mid poking attack (usually with the first hit only) that is also safe and will combo on a Counter Hit.

Tsunami Kick (+RK,RK) works exactly like Kazuya’s and is ideal for keeping opponents out and for a long range poke. Demon’s Paw (+RP) is one of his best mid attacks, as it has decent range, fairly quick and is safe which is very good for a dashing mid poke attack. It will also wall splat against the wall. You can also use Demon Steel Pedal (+RK) to wall splat as well or to mix up with Spinning Demon if you are able to perform his Wavedash. Demon Steel Pedal will also stun the opponent on Counter Hit and is safe as well. Devil Jin still has his Flash Punch Combo (LP,LP,RP) for counterattacking or he can use Brimstone Strike (+LP,RP) instead which has longer range.

Uppercut (While Rising RP) is mainly used after crouching high attacks or blocking an unsafe low from your opponent for a juggle starter, just like Kazuya’s Twin Pistons, or you can use Devil Jin’s own Twin Pistons (While Rising LP,RP) if you want to play it safe. If you aren’t in a crouching position and can anticipate an opponent’s high attack or string, his new move, Samsara (+RK) will crush highs and can go into Fly (LK+RK) by holding , and can start a juggle by bounding your opponent with Amara (During Fly, LK). It’s also a great move to use when you are in a panic.

One of Devil Jin’s weak points is that he does not have any real good low attack besides Spinning Demon. Malicious Mace (+RP) is a decent low attack, but does not lead into anything on hit or on Counter Hit and you can be launched when blocked. He does not have many tracking attacks either and both of his actual Homing Attacks, Last Rites (+RK) and Decapitating Sword (+RP) are both high. Like Kazuya, being able to wavedash will help with his game play as he has safer mid attacks he can use along with it, but wavedashing is not needed at all to win with Devil Jin. Using Devil Jin’s safe mid attacks to chip away at your opponent’s health and taking advantage of your Rising Uppercut for pressure or to launch when you have the chance along with Spinning Demon after your pokes is key to winning with Devil Jin.

Moves[edit]

Tekken 5[edit]

Tekken 5: Dark Resurrection[edit]

Tekken 6[edit]

Tekken 6: Bloodline Rebellion[edit]

Tekken Tag Tournament 2[edit]

Tekken 3D Prime Edition[edit]

Tekken 7[edit]

Tekken 8[edit]

Heat Engager
Heat Burst (Heat Activation) or R1 button
Rakshasa's Fury
Wicked Jambu Spear
Wraith Kick
Demon's Paw
Mourning Crow
└►Dark Arachnid Twister
Heat Smash
Vindictive Helix (Heat) or R1 button
Rage Art
Devil Dimension:
Tainted Chains
(Rage) or R2 button
Power Crush
Corpse Thrust