Devil Jin (Tekken 6)
From Dark Upper Wiki
More actions
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
[[File:|center|link=]]
| 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
[[File:|center|link=]]
| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 26 | M,L | -20 | KND | KND |
f,n,d,df~2
[[File:|center|link=]]
| 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.
|
|
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 |
