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Devil Jin (Tekken 6): Difference between revisions

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<div id="audiences" class="mainpage_row">
<div id="audiences" class="mainpage_row">
     <div class="mainpage_box">
     <div class="mainpage_box">
<h1>Devil Jin)</h1>
<h1>Devil Jin</h1>


<div aria-hidden="true" role="presentation">[[File:deviljint6portrait.png|{{dir|{{{1|{{PAGELANGUAGE}}}}}|left|right}}|thumb|320px|Devil Jin]]</div>
<div aria-hidden="true" role="presentation">[[File:deviljint6portrait.png|{{dir|{{{1|{{PAGELANGUAGE}}}}}|left|right}}|thumb|320px|Devil Jin]]</div>
Overview here
Despite Mishimas being notably weaker in Tekken 6, Devil Jin remains a top tier with most of the tools would want in a character.


== Legend ==
== Legend ==
* '''f,n,d,df''': Crouch Dash
* '''cd''': Crouch Dash
* '''FLY''': Fly
* '''FLY''': Fly


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


{{MoveCardSimple
{{MoveCard
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|title=
|image=
|startup=
|startup=
|startup-color=white
|startup-color=
|hitlevel=
|hitlevel=
|properties=
|properties=
Line 29: Line 30:
|oncounter=
|oncounter=
|oncounter-color=
|oncounter-color=
|description=
}}
}}


<h1>Stance Moves</h1>
<h1>Stance Moves</h1>
This is what you can do out of your stances.
This is what you can do out of your stances.
{{MoveCard
|title=f,n,d,df 1
|image=
|startup=26
|startup-color=white
|hitlevel=M
|properties=Can be extended with u~ on hit
|onblock=-15
|onblock-color=red
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=
}}
{{MoveCard
|title=f,n,d,df 1,3
|image=
|startup=26
|startup-color=white
|hitlevel=M,M
|properties=
|onblock=-14
|onblock-color=orange
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=
}}
{{MoveCard
|title=f,n,d,df 1,4
|image=
|startup=26
|startup-color=white
|hitlevel=M,L
|properties=
|onblock=-20
|onblock-color=red
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=
}}
{{MoveCard
|title=f,n,d,df~2
|image=
|startup=15
|startup-color=white
|hitlevel=H
|properties=
|onblock=-10
|onblock-color=orange
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=Standard Mishima launcher
}}
{{MoveCard
|title=f,n,d,df+2
|image=
|startup=14
|startup-color=white
|hitlevel=H
|properties=Pushback on block
|onblock=+5
|onblock-color=green
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=Perfect input version of cd 2 referred commonly as EWGF (Electric Wind God Fist) or Electric
}}
{{MoveCard
|title=f,n,d,df+3
|image=
|startup=29
|startup-color=white
|hitlevel=M
|properties=
|onblock=-3
|onblock-color=white
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=
}}
{{MoveCard
|title=f,n,d,df+3~
|image=
|startup=37
|startup-color=white
|hitlevel=L
|properties=
|onblock=-18
|onblock-color=red
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=Low variation
}}
{{MoveCard
|title=f,n,d,df+4
|image=
|startup=19
|startup-color=white
|hitlevel=L
|properties=
|onblock=-23
|onblock-color=red
|onhit=+1
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=Fast low knockdown on counter hit
}}
{{MoveCard
|title=f,n,d,df+4,4
|image=
|startup=19
|startup-color=white
|hitlevel=L,M
|properties=Pushback on block
|onblock=-16
|onblock-color=red
|onhit=+2
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=Fast low knockdown and bound on counter hit
}}
{{MoveCard
|title=FLY 1
|image=
|startup=
|startup-color=white
|hitlevel=N/A
|properties=
|onblock=-16
|onblock-color=red
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=Fastest option out of FLY
}}
{{MoveCard
|title=FLY 2
|image=
|startup=
|startup-color=white
|hitlevel=H
|properties=Unblockable
|onblock=N/A
|onblock-color=white
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=Unblockable high grab out of FLY
}}
{{MoveCard
|title=FLY 3
|image=
|startup=
|startup-color=white
|hitlevel=M
|properties=Bounds
|onblock=-15
|onblock-color=red
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=
}}
{{MoveCard
|title=FLY 1+2
|image=
|startup=60
|startup-color=white
|hitlevel=N/A
|properties=Unblockable
|onblock=KND
|onblock-color=green
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=Linear can be sidestepped in both directions
}}
{{MoveCard
|title=FLY f~1+2
|image=
|startup=120
|startup-color=white
|hitlevel=N/A
|properties=Unblockable
|onblock=KND
|onblock-color=green
|onhit=KND
|onhit-color=green
|oncounter=KND
|oncounter-color=green
|description=Sideswaps then does the move but is still linear can be sidestepped in both directions
}}


<h1>Combos</h1>
<h1>Combos</h1>
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{{PunishRow | frames = 15 | standing = d+3+4 | crouching = ws 2}}
{{PunishRow | frames = 15 | standing = d+3+4 | crouching = ws 2}}
}}
}}
<h1>Plus on block moves</h1>
{{MoveCardSimple
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|startup=
|startup-color=white
|hitlevel=
|properties=
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|onblock-color=
|onhit=
|onhit-color=
|oncounter=
|oncounter-color=
}}
<h1>Neutral on block moves</h1>
{{MoveCardSimple
|title=
|startup=
|startup-color=white
|hitlevel=
|properties=
|onblock=
|onblock-color=
|onhit=
|onhit-color=
|oncounter=
|oncounter-color=
}}
<h1>Safe on block moves</h1>
{{MoveCardSimple
|title=
|startup=
|startup-color=white
|hitlevel=
|properties=
|onblock=
|onblock-color=
|onhit=
|onhit-color=
|oncounter=
|oncounter-color=
}}
<h1>Unsafe on block moves</h1>
These are moves that can be punished by your opponent if blocked.
<h1>Launch punishable moves</h1>
These are moves where you can be launched by your opponent if blocked.

Latest revision as of 10:54, 25 December 2025

Devil Jin

Despite Mishimas being notably weaker in Tekken 6, Devil Jin remains a top tier with most of the tools would want in a character.

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.

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