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Devil Jin (Tekken 6)

From Dark Upper Wiki

Devil Jin

Overview here

Legend

edit
  • cd: Crouch Dash
  • FLY: Fly

Starter Guide

Key Moves

These are the main moves you will want to use in a match.

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter

Stance Moves

This is what you can do out of your stances.

f,n,d,df 1

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Startup Hit Level On Block On Hit On Counter
26 M -15 KND KND

f,n,d,df 1,3

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
26 M,M -14 KND KND

f,n,d,df 1,4

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Startup Hit Level On Block On Hit On Counter
26 M,L -20 KND KND

f,n,d,df~2

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Startup Hit Level On Block On Hit On Counter
15 H -10 KND KND

Standard Mishima launcher

f,n,d,df+2

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
14 H +5 KND KND

Perfect input version of cd 2 referred commonly as EWGF (Electric Wind God Fist) or Electric

f,n,d,df+3

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
29 M -3 KND KND

f,n,d,df+3~

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
37 L -18 KND KND

Low variation

f,n,d,df+4

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
19 L -23 +1 KND

Fast low knockdown on counter hit

f,n,d,df+4,4

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
19 L,M -16 +2 KND

Fast low knockdown and bound on counter hit

FLY 1

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
N/A -16 KND KND

Fastest option out of FLY

FLY 2

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
H N/A KND KND

Unblockable high grab out of FLY

FLY 3

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
M -15 KND KND

FLY 1+2

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
60 N/A KND KND KND

Linear can be sidestepped in both directions

FLY f~1+2

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
120 N/A KND KND KND

Sideswaps then does the move but is still linear can be sidestepped in both directions

Combos

Combo resources can be found here.

Stance Transitions

How to get into stance.

Input Transitions To
3+4 FLY
u+4,u~ FLY
df+3,2,4,u~ FLY
f+4,3,u~ FLY
Input Transitions To
f,n,d,df cd

Punishers

Use these moves when you have at least a +10 frame advantage to punish your opponent.

Frames Standing Crouching
10 1,1,2 d+1
11 1,1,2 ws 4
12 b+1,2 ws 4
13 df+4,4 ws 1,2
14 f,n,d,df+2 (perfect input) ws 1,2
15 d+3+4 ws 2