

Having multiple moves that are severely plus on block creates on block combo opportunities as well as making all of his command grabs very strong options and giving windows where he can do un-low parry able lows. The strongest combo strings in his kit ignores the combo counter and the moves required are based on location upon activation making him both one of the strongest yet most difficult characters in the game. His opponents are further encouraged to duck because of the threat of his excellent and versatile highs particularly Electric Wind God Fist and Flash Punch Combo. This makes all of Devil Jin's mid pokes much stronger than they appear, since the opponent has to duck a lot more than usual. The only other comparable moves are Jin's CD.df+4 which can't get a wall combo and is borderline reactable, and Anna's FC.df+2~1 which is done from crouch. He's unique in having a low launcher from standing that leads to a full juggle. In Tekken Revolution, it acted as the invincible attack of both Jin and Devil Jin, while in Tekken 7, it acts as one of Devil Jin's Power. Devil Jin can also use this move from Tekken 5 and onward.

He has retained this move, despite changing his fighting style. There is no tool he lacks in theory, and on top of being a jack-of-all-trades and better than a master at every single one his options are often best-in-game. Corpse Thrust, called Corpse Hit ( mukurouchi) in Japan, is a move introduced in Tekken Tag Tournament for Jin Kazama. Poke Mixup Keepout Whiff punish Okizeme Pressure Defense TrickyĮdit request: tricky should be at max as his most difficult combos both defy combo counter and have extremely difficult timing with timings follow ups and movements varying heavily upon stage style.ĭevil Jin is the most technically demanding Mishima-he has many of no weaknesses aside from the extreme level of execution required to achieve true immortality.
