Devil Jin thread

devil jin discussion here!

below is a list of changes made to devil jin from T5DR -> T6BR… the information is from tz and credit goes to MCP and whoever else helped compile the list… thanks!.. link is also provided to the source of the info

http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=112575

more will be added soon!

Looking forward to playing this character come console time.

Why is this thread so dead? Devil Jin is awesome. To me he’s like the Akuma of the game. I mean he’s only character in the game that can fly and shoot lasers! And he’s got even more laser and flying and flying lasers attacks in Tekken 6 which is great.

Here are a couple of my personal bread and butters with Devil Jin:

D+3+4, 1+4, DF+1+2, B!, DF+3 2 4 (59 Damage)
D+3+4, DF+2, 1+4, DF+1+2, B!, DF+3 2 4 (65 Damage)

I go with these because they’re just easier for me to remember. You can use any launcher like Side Step+2, Counter Hit DF+2, Rising Uppercut (D, F, DF+2), whatever.

You can continue holding the Up direction after the DF+3 2 4 combo to stay airborne and go for like a laser mix-up (1+2 while in the air) or something if your opponent either decides to stay grounded, roll forward or roll backwards. If you got your opponent in the corner by the time you’re in the air, you can go for a dive kick (3), dive punch (1) or diving grab (2). If the diving grab connects while your opponent is getting up or is not facing directly at you, it’ll still do damage and knock the opponent away but the grab animation won’t occur.

I’ve just noticed the airborne attacks aren’t in Devil Jin’s command list or the strategy guide for some reason so I don’t know the exact names of these moves.

I don’t know, I’m a noob. I’m just trying to keep the Devil Jin thread alive. So let’s hear everyone else’s tactics and combos.

Ive hated devil jin in every iteration of tekken, then i tried him in this one and he is so ass beating, between his sidestep punish and his command grab im definitley maining this guy.

My own personal two cents, DJ isn’t as good as he used to be (in this version, anyway). If you wanna succeed with him, start practicing ewgf everywhere: ss ewgf, dash ewgf, backstep ewgf, you name it.

You’ll be using it everywhere, even in juggles. DJ is super execution-heavy. Good luck to you guys.

Revive this thread!

I just picked this guy up and coming from using Lili, Yoshimitsu, and Dragunov, I have to agree with CPhame in that execution is in much higher demand to get the most out of DJ.

I have to say I love his mid game though.

Anyone know how safe (df + 1,2). (f, f + 2), and (df + 4,4) are?

Anyone else have any pokes to recommend?

kaz can punish the second hit of d/f4,4 with an ewgf if that helps. which is why you are suppose to hit confirm with it. so you do d/f4, if it hits, press 4 again. d/f1,2 is safe afaik, also hit confirmable if d/f1 is counter hit. ff2 is safe afaik. its -11 on block with a pushback iirc.

d/f4 -15 on block, the second 4 is -14. the 2 from d/f1,2 is -8 on block. you good to go. while d/f4 is -15, mishimas may not punish due to an imminent 4, or so they think. if someone was gonna do d/f4 on me, im gonna do ewgf, they can hit me with the second hit for all i care, if i have enough life. d/f44 should really only be used if you know it’ll hit. d/f4 is 13 frames, so unless you are kaz, you replace this with ewgf, gotta use this on opponents who execute moves that leave them at -13 on block. with kaz, id try for his 13 frame ewgf which is really easy, f, n, d/f2, or maybe i speak for myself since i been doing ewgf since '00.

b1,2 poke is good, one of the best. you can also hit confirm this. if you hit with b1, press 2 which is a natural combo as long as you dont wait too long. you can also press b+1 and hold back and press 2. if you are holding b, then he’ll do a 360 turn but the 2 wont come out, psychological purposes.

my staple right now is ewgf ff31 d/f1,2 b! dash tgf~u/f 79 dmg, 84 on ch ewgf. plus at the start of the match, this juggle takes opp. straight to the walls. b+4 hits grounded after a tgf~u/f if the walls keep them close. ouch.

:rock:

Great post man.

Hardly any of Devil’s mid hitting moves are safe on block. f,f+2 is punishable against the wall now when it used to be safe. You literally have to outspace and punish with ewgf, and even then it loses to high-crushing moves now.

b,f+2,1 series aren’t safe either.

So if Devil Jin doesn’t have safe mid-hitters, he’s relegated to just punishing now, and as far as punishers go Kazuya is much more suited for that role.

thansk 7

yah CP, bf21 is shit imo. i only stick with bf2 now since opponent most likely wont attack after blocking it fearing the second hit. bf2 ch is alot like kaz’s d/f2 ch, only devil jin’s ewgf launcher is easier to do whereas kaz’s 13 frame ewgf is harder. you are looking at about 100 pts of damage when dj whips out bf2ch, ewgf ff31 d/f1,2 b! dash tgf~u/f plus wall pressuring tactics.
i used to whore out LC all the time until they made it whack in t6. plus they took away its buffering, we no longer can do b, ss, f+2 to start the LC. whack as fuck. in DR you were able to electric ss and only press f+2 to start the LC on opponent’s side or back, which was sick, imagine using the LC as a 3 hit launcher. it was good for 3/4 of opponent’s health bar since you tehn do ff31 d/f1,2~ff hellsweep. or set up into a duck jab~ws2 to finish off the game with just one launcher.

i think kaz is the greatest punisher of all time.