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Devil Jin (Tekken 6): Difference between revisions

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<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>

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