Devil Jin ~ What is he?

Slaya

[09] Warrior
So I've played with him for a bit and can't quite find out what he excels at. Granted I've only used him for 2 days they have been rather long days for what its worth. I've noticed that he has barely anything that hits off ground. Nothing seems to scoop off the ground or punish rolling overly well either.
He can't seem to close the distance well as most of his moves have slow start up. Or at least most of the moves that could be effective at covering a large distance. I can't seem to juggle well with him either because most strings end in 3/2 hits while not doing extreme damage. Again, I haven't played long so maybe I'm missing some crucial bread and butter stuff.
From close distance he APPEARS beastly due to his speed, but most strings are highs and easily ducked. Those that are not are either slow or very unsafe. I should mention that none of his moves flow into one another nicely either. It's like hit or miss with all of them or so it seems.

My impression of Devil Jin is...
He is a 50/50 character. He relies strictly upon High low mix up combos for his damage, not juggling or single power blows.
In order to play effectively you must be able to pull of his 623A just GB. This is his only way to juggle as well.

I's really like to have some people tell me other wise. I do like the character but I don't see much potential for him.
 
I think dj is a pretty good character. I feel though he doesn't quite fit in the game. His moves feel slower than what it feels like in Tekken. Don't know the exact frames on his moves over here, but he feels slower.
I think he should always be played as close to your opponent as you can, as you will outrun them in the speeddepartment.I think damage wise, he does quite alot for such a speedy character. Also I dont think he relies to much on high/low mix up strings. The reason for that, is because you can wavedash. The wavedash for dj in this game got simplified to 6523,236,236,236, etc. What so good about wavedash, is that you can use it to pressure your opponent into guessing what comes next. You could do, say an ewgf(6523B), or a hellsweep(6523KK), or twin pistons(WS AB which is mid, mid), or WS B.
I mean you got plenty of options to play with, though in tekken the wavedash mix ups usually come into play after knocking down an opponent, so thats what I usually do.
To close some distance I usually do 66B. This move is easily stepped, but it can surprise your opponent because its range is pretty good.
Also, the strings are very situational. Let's have a look at AAB, this is not a string you want to throw out randomly, sure it's fast and KD's but if I remember correctly it's punishable on block, it's also high. You would use this move exclusively for punishing and to create oki situations after a succesful punish. Also wanna add this move is hitconfirmable.
Also, I don't think he's completely useless when you can't do ewgf, but it does up your game with dj.
I can't give you my full opinion on dj yet though. haven't played him enough to do so, was just showing you he has more options and more on top of what I shared back there to up his game. I guess he can be a very weird char to play for folks who aren't used to dj in tekken. But I think he has potential.
 
Disclaimer: this post is from my own experiences, from online and local play not tourney play because he's obviously banned...

I feel like he's a Ringout king, he's got alot of tools to force his opponent of stage, or presenting wall pressure

Mixups are his game definitely. but be aware of your pressure game. Be aware of the moves you have to set up into juggles.

Pay attention to his Ringout game, this guy can ring out at mid stage on just about everywhere.( given he has the meter)

B+K is an awesome tool for that 50/50 game.

6B,K is a pretty useful tool. use it for people low guarding.

66 B+G is phenomenal way to gain stage advantage and does solid damage with the follow up

WR B has ring out use either Raw or with 623 A(BE), While his WR A+B grants you juggles.

QS 2B+K is pretty good as it grants you the launch


always get that damage:

88K, K/ 3K, B, K into flight A+B can get chunks of life when timed, ( I have yet to see anyone tech roll successfully on this yet)

on the wall I find DJ to be supremely effective, one lanucher into that wall means a series of EWGF. and when they thinks it's done you can TLC into some extra hurt with that chunk of meter you just built. ( when you see it happen the only thing you and say about it is " Taking Lunch Money" )

TLC can be your friend when applying pressure, from the moment you throw it out you already put them in a conflicting spot on block because you dash forward while they are in guard stun. Condition them to react to whatever option you have them doing and then throw in another one if you have meter.

once we manage to start successfully just guarding, EWGF is going to be the bane of everyone's existence.
 
This sounds plausible. I too have noticed the bull ring out potential he has with his 623(Z)A9 attack. However, I've yet to find many strings that guarantee it. I'm curious to see if WR B does guarantee it like you said, if so many people will begin to hate me. Again, I'm aware of the EWGF Just potential, doesn't make it any easier at the time being though.
I really hope I find out a rhythem with this guy. Lately I've been using 4B3~ to go into combos and keep pressure on but that's really it. I never seen to nail a 3KBK/2K or 22KK air attack. I always seem to miss. But then again I don't do the lazer too often. By the way, I'm fairly certain it can be teched. I was teching 3KBK last night against a DJ user.
 
This sounds plausible. I too have noticed the bull ring out potential he has with his 623(Z)A9 attack. However, I've yet to find many strings that guarantee it. I'm curious to see if WR B does guarantee it like you said, if so many people will begin to hate me. Again, I'm aware of the EWGF Just potential, doesn't make it any easier at the time being though.
I really hope I find out a rhythem with this guy. Lately I've been using 4B3~ to go into combos and keep pressure on but that's really it. I never seen to nail a 3KBK/2K or 22KK air attack. I always seem to miss. But then again I don't do the lazer too often. By the way, I'm fairly certain it can be teched. I was teching 3KBK last night against a DJ user.

If you are having difficulty with EWGF I posted a link to a video tutorial in the combo thread. the vid helps out alot.

You can WR B into 236 A(BE) at half stage and ring out.

once you get to learn EWGF you can actually guarantee ringout with: EWGF 3A(BE) into 263A (BE) on most stages I believe. as far as teching laser set the AI to random ukemi and my pal tried rolling, success has yet to be had in aversion.
 
Interesting, I do play with an analog stick on a controller though, not a stick or dpad. To have a just I think I have to perfectly nail 623B. I can't do 6323B or at least I think I can't. So that is somewhat difficult for me on the stick.
I'll give your video a look. Thanks for the heads up about it.
 
devil jin has killed my win rate, i lost so free to every Siegfried, pyhrra and maxi.

this can happen but remember your fallback options. 22B Bx2 will be your friend so will 22 KK

DOn't mash out AAB Make Use of 3A(BE) to keep pressure, and be sure to mix them up with your options on knockdown.

Sieg is gonna take patience but once you are in there make sure you hang in there for as long as possible. Rage games are so bad for this guy
 
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