Ironfist Insights
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Devil Jin — character information

Every Devil Jin move in Tekken 8: 62 rows, 9 lows, 6 throws, 8 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Devil Jin is built on plus frames (14.1% of the movelist is plus on block) and a floor-breaker (10 strikes break the floor), with 3 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws67th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Devil Jin: 6 throws from neutral — 7th of 41. The roster median is 4.

  • Plus on block14.1%5th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Devil Jin: 14.1% of the movelist is plus on block — 5th of 41. The roster median is 11%.

  • Lows8.1%38th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Devil Jin: 8.1% of the movelist is lows — 38th of 41. The roster median is 13.8%.

  • CH launchers638th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Devil Jin: 6 moves launch on counter hit — 38th of 41. The roster median is 12.

  • Stances216th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Devil Jin: 2 stances: FLY, MCR — 16th of 41. The roster median is 2.

  • Homing45th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Devil Jin: 4 homing strikes — 5th of 41. The roster median is 3.

  • Wall / balcony25.9%14th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Devil Jin: 25.9% of the movelist carries a balcony break or wall crush — 14th of 41. The roster median is 24.8%.

  • Floor breakers106th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Devil Jin: 10 strikes break the floor — 6th of 41. The roster median is 2.

  • Side switches217th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Devil Jin: 2 moves switch sides on hit — 17th of 41. The roster median is 2.

  • Chip damage21.5%7th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Devil Jin: 21.5% do chip damage on block — 7th of 41. The roster median is 14.5%.

  • Power crushes313th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Devil Jin: 3 power crushes — 13th of 41. The roster median is 3.

  • Fast mids217th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Devil Jin: 2 mids at i13 or faster — 17th of 41. The roster median is 2.

  • Parries / sabaki035th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Devil Jin: 0 parries or sabaki — 35th of 41. The roster median is 2.

  • Launchable lows36.4%24th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Devil Jin: 36.4% of their lows are -15 or worse — 24th of 41. The roster median is 37.5%.

  • Launchable mids/highs23.1%1st of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Devil Jin: 23.1% of their highs and mids are -15 or worse — 1st of 41. The roster median is 10.9%.

  • Turn-keeping pokes32.7%26th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Devil Jin: 32.7% of their pokes stay plus on hit and safe on block — 26th of 41. The roster median is 35.5%.

  • Duckable highs20.7%24th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Devil Jin: 20.7% of the movelist is highs — 24th of 41. The roster median is 21.3%.

  • Low crushes32.6%2nd of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Devil Jin: 32.6% of the movelist jumps over lows — 2nd of 41. The roster median is 12.8%.

  • High crushes3.7%40th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Devil Jin: 3.7% of the movelist ducks under highs — 40th of 41. The roster median is 9.7%.

  • Safe evasions45.9%20th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Devil Jin: 45.9% of their evasive moves are still safe when blocked — 20th of 41. The roster median is 45.5%.

  • Fast plus on block1.5%28th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Devil Jin: 1.5% of the movelist is plus on block at i15 or faster — 28th of 41. The roster median is 2%.

  • Safe poke damage14.39th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Devil Jin: their average safe poke does 14.3 damage — 9th of 41. The roster median is 13.2.

  • Follow-ups per move0.7314th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Devil Jin: 0.73 follow-ups per standalone move — 14th of 41. The roster median is 0.61.

Shading shows where Devil Jin sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Devil Jin reaches it on 5 of 23.

Your back to the wall

25.9% of their moves carry wall or balcony properties, a little above the roster middle.

Their back to the wall

2 moves switch sides on hit, a little above the roster middle, so they have an out but not a reliable one.

Centre stage

4 homing strikes, in the top fifth of the roster, of which 2 are mids. Those are the ones that beat a step without giving you a ducking answer.

On a breakable floor

A stage that rewards them. 10 strikes break the floor, in the top fifth of the roster — on these stages the floor is a resource Devil Jin is holding and you are not.

Key Devil Jin moves

Plus on block

  • uf+1Infernal Shacklei21, high, +13 on block at best
  • 4~3,1+2Wheel of Pain > Annihilation Beamfrom 4~3 (i29), special mid, +13 on block at best, needs Heat
  • b,f+2,1,4,1+2Laser Crush > Annihilation Beamfrom b,f+2 (i15), special mid, +13 on block at best, needs Heat
  • f,n,d,df+1+2,1+2Spiral of Madness > Annihilation Beamfrom f,n,d,df+1+2 (i26), special mid, +13 on block at best, needs Heat

Plus you cannot ignore

  • b+1+2Aratama Strikei20, mid, +3 on block

Fastest mids

  • df+1i13, mid, -6 on block
  • df+4i13, mid, -9 on block

Lows, safest first

  • f+2,4,3,1+4from f+2 (i17), low, -6 on block
  • d+3Broken Platei18, low, -12 on block, too fast to see coming
  • db+2Malicious Macei21, low, -13 on block, borderline — some players react to it
  • d+4Crouch Shin Kicki12, low, -15 on block, too fast to see coming

Special lows

  • 1+4i16, special low, -3 on block, too fast to see coming
  • d+2Crouch Straighti11, special low, -4 on block, too fast to see coming
  • db+1Crouch Jabi10, special low, -5 on block, too fast to see coming

Panic buttons

  • b+1+3Imperial Wrathi15, absorbs a hit, -8 on block
  • d+1Corpse Thrusti18, absorbs a hit, -14 on block
  • uf+3+4Hisoui16, jumps lows, -16 on block
  • uf+4Wraith Kicki18, jumps lows, -8 on block

Launches on counter-hit

  • 3,1,4Hell Spiralfrom 3 (i17), counter-hit +59a
  • f,F+4Demon's Shafti20, counter-hit +55a
  • b,f+2,1,2Laser Cannonfrom b,f+2 (i15), counter-hit +45a (+0)
  • b+4Demon Steel Pedali17, counter-hit +30a (+24)

Homing

  • uf+2Decapitating Swordi20, homing, -4 on block
  • 4Last Ritesi17, homing, -5 on block
  • f,n,d,df+1+2Spiral of Madnessi26, homing, -5 on block
  • MCR.2stancei15, homing, -9 on block

Free launches for you

  • d+4Crouch Shin Kicki12, -15 on block
  • d+3+4Double Lift Kicksi15, -15 on block
  • b+3Wicked Jambu Speari29, -15 on block at best, +5 instead if they Heat Dash
  • df+4,4Tsunami Kickfrom df+4 (i13), -15 on block
What Devil Jin punishes you with
Devil Jin’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,1,225 launches—
−12 or worseb+1,230 launchesws4,430
−13 or worseb+1,230 launchesws1,433 launches
−15 or worseb+1,230 launchesws1,433 launches
What you get to do about Devil Jin’s strings

Duck it and the whole string whiffs

  • 12 follow-ups, all high

Documented gaps you can hit

  • 1,2,3interrupt with i10
  • ws1,1interrupt with i12
  • b,f+2,1,4interrupt with i13
  • b+2,1interrupt with i13
  • f+2,4,3,1+4interrupt with i14
  • …and 5 more

Do not try to duck these

  • 1,1jails — you stay in blockstun
  • 1,2jails — you stay in blockstun
  • 1,2,2jails — you stay in blockstun
  • 1,2,4jails — you stay in blockstun
  • 2,2jails — you stay in blockstun
  • …and 6 more

Jailing is unrecorded on 82% of Devil Jin’s string continuations, so a string missing from the last list was probably never checked.

Getting into Devil Jin’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Devil Jin there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

MCR — 11 moves out of it

  • df+1,4Dark Twin Apparitionfrom df+1 (i13), -13 on block
  • b,f+2,3Laser Slicefrom b,f+2 (i15), -5 on block
  • df+2Bloody Glaivei15, -9 on block
  • uf+1Infernal Shacklei21, +13 on block at best
  • ws1,1Solo Piston > Infernal Shacklesituationalfrom ws1 (i13), +11 on block
  • ws1,2Solo Piston > Bloody Glaivesituationalfrom ws1 (i13), -11 on block
  • …and 2 more

FLY — 11 moves out of it

No move in the movelist names FLY as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

1 of 2 stances in Devil Jin’s movelist has a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Devil Jin has 6 throws that can start from neutral.

Default break: 1. It covers 3 of 6 breakable throws (50%).

What 1 does not cover, most damaging first:

  • f,hcf+1+2 Obliteration — breaks with 1+2, 45 damage
  • df+2+3 White Mountain — breaks with 2, 40 damage
  • uf+1+2 Stonehead — breaks with 1+2, 35 damage

From a stance:

  • BT — df+2+3. Every throw documented from here breaks with 2.
Devil Jin neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Double High Sweep1 or 235—Against sidestepping
2+4Judgment1 or 235FUFAAgainst sidesteppingTo escape a corner
df+2+3from BTWhite Mountain240—On a breakable floor
f,hcf+1+2Obliteration1+245—To escape a corner
qcb+1+3Complicated Wire140FUFA—
uf+1+2Stonehead1+235—At a wall

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 148 moves
Level
Properties

148 moves

Search any column from its heading.

Devil Jin frame data — 148 moves
DetailsProperties
(back to wall).b,b,ubWall Jump AttackMid36~38+0+8d—21
1JabHigh10+1+8—5
1,1Double JabHighi15 rel-1+8—,6—
1,1,2Flash Claw ComboMidi13~14 rel-17+18a (+13)—,14
1,2One Two StrikeHighi10 rel-3+8—,8—
1,2,2Back Fist ComboHighi17 rel-12+4—,12—
1,2,3—Midi29~31 rel+4+24a—,25
1,2,3,4Shoot the WorksMidi36~38 rel0~+2+11c~+13c—,30
1,2,4One Two KneeMidi11 rel-10+4—,10
1+2TsujikazeMid ⋯17-12+7—12,25
1+2+3+4Ki Charge——————
1+3Double High SweepThrow12~14+0+2d—35
1+4—Low sl ⋯16~17-3+4—5,5
1+4,2Three Ring AlayaMidi24~25 rel-12+72a (+56)—,20
2—High10+0+9—9
2,2Demon Backhand SpinHighi17 rel-13-2—,20—
2+3Heat BurstMid16+1+2c—[12;12]
2+4JudgmentThrow12~14-3+0d—35
3—Mid17~19-12-6—16
3,1—Highi29~30 rel+2+8—,11—
3,1,2Hell CycloneMidi25~28 rel-11+72a (+56)—,20
3,1,4Hell SpiralMidi23~24 rel-9+15a (+6)+59a,20
3,1,f,FDemon March—— rel-2+4———
3+4Fly (FLY)——————
4Last RitesHigh17~18-5+10g—24
4~3Wheel of PainMid29-7+14a—21
4~3,1+2Wheel of Pain > Annihilation BeamMid smi24~35 rel2~+13+4c~+15c—,15
b,f+1+2—Mid ⋯25-17+31a (-2)—6,6,6,6,6,6
b,f+1+2,2Gates of HadesMidi28~31 rel-31-14a (-23)—,30 (9)
b,f+2—Mid15~17-9-1—12
b,f+2,1—Midi14~15 rel-10+1—,12
b,f+2,1,2Laser CannonMidi22~23 rel-8+15a (+6)+45a (+0),24
b,f+2,1,4Laser CrushMidi26~29 rel-8+14a—,21
b,f+2,1,4,1+2Laser Crush > Annihilation BeamMid smi24~35 rel2~+13+4c~+15c—,15
b,f+2,1,df+2Laser ScraperMidi18~19 rel-13+25a (+8)—,20
b,f+2,3Laser SliceHighi19~20 rel-5+16g—,21
b+1—High12-6+5—10
b+1,2Brimstone StrikeMidi23 rel-14+23a (+13)—,20
b+1+2Aratama StrikeMid20~21+3+7c+24d21
b+1+3Imperial WrathMid15-8+16a (+6)—30
b+1+4Lightning Screw UppercutMid63~64—+20a (+10)—60
b+2—High14~16-13-2—11
b+2,1Rakshasa's RampageMidi30-31 rel-16+29a (+19)—,21
b+2,3Rakshasa's FuryMidi25~27 rel-14 HD+8a (-1)—,23
b+3Wicked Jambu SpearMid29~32-18~-15 HD+10a~+13a—24
b+4Demon Steel PedalMid17~18-8+6+30a (+24)20
Back ThrowPivoting Hip ThrowThrow——+1d—50—
d+1Corpse ThrustMid18~19-14+20a (+10)—25
d+2Crouch StraightLow sl11-4+7—8
d+3Broken PlateLow18~19-12-1+7c12
d+3+4Double Lift KicksMid ⋯15-15+30a (+20)—5,20
d+4Crouch Shin KickLow12-15-4—6
db+1Crouch JabLow sl10-5+6—5
db+1+2Demon's SpearMid23~38-9+4—15
db+1+2*Demon's Spear (Slight Hold)Mid39~60+5 g+7+37d (+29)25
db+1+2**Demon's Lance (Max Hold)Mid61~63+10+37d—42
db+1+4Hellfire BlastHigh32~63—-30c~+1c—40
db+2Malicious MaceLow21~22-13+3c+26a15
db+3Crouch Spin KickLow16-17-6—10
df+1—Mid13-6+5+911
df+1,2Dark Twin LancerHighi17 rel-9+26a (+16)—,20
df+1,4Dark Twin ApparitionMidi20~21 rel-13+16g+31d (+23d),23
df+2Bloody GlaiveMid15-9+6+917
df+2+3White MountainThrow12-2-6d—40
df+3—Mid16~17-9+2—12
df+3,2—Midi19 rel-13-7—,10—
df+3,2,4RengokuMidi26-27 rel-22+18a (+8)—,20
df+4—Mid13~14-9+2—10
df+4,4Tsunami KickMidi13~14 rel-15-4c—,16
f,f,F+3Leaping Side KickMid22~256~+9+13a (+3)—30
f,F+2Demon's PawMid15~16-8 HD+15a (+6)—24
f,F+4Demon's ShaftMid20~21-6+16g+55a22
f,hcf+1+2ObliterationThrow12-6+0d—45
f,n,d,dfWind God Step———————
f,n,d,df,UFDemon Hop—— rel————
f,n,d,df#2Electric Wind God FistHigh11~12+5+39a (+29)—23
f,n,d,df+1Thunder God FistMid22~24-16~-14+29a (+19)—30
f,n,d,df+1,UFHeaven's DoorThrow— rel—-4d—,10
f,n,d,df+1+2Spiral of MadnessMid26~27-5+32d (+24d)—25
f,n,d,df+1+2,1+2Spiral of Madness > Annihilation BeamMid smi25~36 rel2~+13+4c~+15c—,20
f,n,d,df+2Wind God FistHigh11~12-10+39a (+29)—20
f,n,d,df+3Demon's HoofMid26~28-8+16a—25
f,n,d,DF+3Demon's TailLow33~34-23-2a—24
f,n,d,DF+4—Low16-23-5c—7—
f,n,d,DF+4,1+2Spinning Demon Hellfire BeamMid smi29~40 rel—+58a (+42)—,14 (9)
f,n,d,DF+4,4Spinning Demon ScytheMidi25~26 rel-16+7c+14a,28
f,n,d,DF+4,H.3Spinning Demon LeviathanMid smi31 rel—+72a (+56a)—,26 (18)
f+2893PMid17~18-8+3—14
f+2,4893P > Knee KickMidi15 rel-11+0+29a (+23),17
f+2,4,3—Highi20~21 rel-14-3~-2—,10—
f+2,4,3,1+4—Low ⋯i12-13i15 rel-6-5—,7,5—
f+2,4,3,1+4,1—Highi19 rel-10+1—,7—
f+2,4,3,1+4,1,2—Midi10-12 rel-18-7~-5—,10—
f+2,4,3,1+4,1,2,1—Midi13-15 rel-21-8~-6—,15—
f+2,4,3,1+4,1,2,1,4—Midi26-29 rel-8+14a—,21—
f+2,4,3,1+4,1,2,1,4,1+2—Mid smi24-35 rel-23+4c—,15—
f+3Mourning Crow (MCR)——————
f+4—Mid15~16-12-1—10
f+4,3Twisted SamsaraMidi26~27 rel-22+18a (+8)—,15
FLY.1Near DeathHigh18~19-3+67a (+47)—20
FLY.1+2Infernal DestructionMid50~100—-72c~-22c—30
FLY.2Infernal AnnihilationHigh ⋯36—+0d—20,20
FLY.3AmaraMid15~22-15~-8+8c~+15c—30
FLY.4—Mid20~21-29-20s—10
FLY.4,1Forsaken SoulHighi40~41 rel+1+71a (+51)—,20
FLY.4,2—Midi22~23 rel-27+15a (+5)/ +52a (+7)—,20 (14)—
FLY.4,2,1—Midi22~24 rel-16+29a (+19a) / +16a (+9)—,20 (14/10)
FLY.4,2,1,UFCursed StarstormThrow— rel—-4d—,14 (10/7/6)
FLY.4,2,1+2Devil StarstormMid ⋯i27~28i22~60 rel—-6a—,14 (10/7), 20 (10/8)
FLY.f+1+2Cross Infernal DestructionMid32~75—-65c~-22c—30
FUFT.u+3+4Yomigaeri———————
H.2+3Vindictive HelixMid ⋯18~28+11+5d—20,22,10
H.MCR.1+2Inner PurgatoryHigh ⋯20—+0d—12,27
Left ThrowShoulder FlipThrow—-3+1d—43—
MCR.1Tiger ThrushMid22+8+20d—20
MCR.1+2Inner TurmoilHigh20—+0—12
MCR.2—Mid15~16-9-1—12
MCR.2,2Dark Arachnid TwisterMidi24-26 rel-14 HD+2a—,20
MCR.3Venomous TormentMid sm23-7+70a (+54)—26
MCR.4—Mid20~21-29-20s—10
MCR.4,1Forsaken SoulHighi40~41 rel+1+71a (+51)—,20
MCR.4,2—Midi22~23 rel-27+15a (+5)/ +52a (+7)—,20 (14)—
MCR.4,2,1—Midi22~24 rel-16+29a (+19a) / +16a (+9)—,20 (14/10)
MCR.4,2,1,UFCursed StarstormThrow— rel—-4d—,14 (10/7/6)
MCR.4,2,1+2Devil StarstormMid ⋯i27~28i22~60 rel—-6a—,14 (10/7), 20 (10/8)
OTG.d+1+2Hellfire IncineratorLow23~31-16~-8+5a~+13a—25
qcb+1+3Complicated WireThrow12-2+0d—40
R.df+1+2Devil Dimension: Tainted ChainsMid ⋯20-18+0d—10-15,3-5,42-60
Right ThrowOver the LimitThrow—-3+0d—40—
SS.2Devil TwisterMid17~18-22+72a—25—
SS.2,UHell's GateMid ⋯i37~38i22~60 rel—-5a—,35 (24), 40 (20)—
u+1+2Hellfire CannonHigh18———27—
u+4SamsaraMid20~21-25+15a (+5)—22
uf+1Infernal ShackleHigh21~2311~+13+16~+18 MCR—10
uf+1+2StoneheadThrow12+0+25d (+7)—35
uf+2Decapitating SwordHigh20~23-4+25a—25
uf+3Reaper's ScytheMid28~29+3+13—21
uf+3+4HisouMid ⋯16~17-16+7c—8,20
uf+3+4,1+2Hisou > Annihilation BeamThrowi25~50 rel-15+0d—,20
uf+4Wraith KickMid18-8 HD+11—21
ws1Solo PistonMid13~14-6+5+912—
ws1,1Solo Piston > Infernal ShackleHighi30~32 rel+11+16 MCR—,10
ws1,2Solo Piston > Bloody GlaiveMidi22 rel-11+6+10,15—
ws1,4Twin RevivalHighi24~25 rel-5+17a (+8)—,21
ws2AlayaMid14~15-12~-11+72a (+56)—20
ws3Organ WreckerMid14-11+9+1416
ws4—Mid11~12-3+8—10
ws4,4Wretched HeelMidi27~28 rel-16+7c—,20