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Tekken 8 — Characters

Devil Jin – Frame Data

Devil Jin is a high-risk, high-reward Mishima who thrives on calculated aggression and sharp fundamentals. Combining classic pressure tools like EWGF, wavedash, and hellsweep with the new Mourning Crow stance, he controls space and creates mix-ups from range. Mastering him demands precise execution, but the payoff is overwhelming pressure and huge damage.

168 Moves

Normal Moves

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OTG Stance

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H. Stance

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R. Stance

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MCR Stance

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SS Stance

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FLY Stance

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FUFT Stance

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Fighter Profile
Pressure | Mix-up Expert
Offense
8
Defense
7
Execution
8

Weak to: Step Left

Overview

Explosive Mishima mixups and strong punishment; weak pokes and high execution demands.

Heat System

In Heat, Devil Jin's wind godfist inputs automatically become EWGF, and he gains enhanced moves including a launching hellsweep, a safe homing mid launcher, and combo enders for extra damage. H.uf+3+4,1+2 is a strong whiff punish that catches ducks, while H.MCR.1+2 becomes a high attack into an unbreakable throw and is uninterruptible after u/f+1 or ws+1,1 on block.

Strengths

Fundamentals payoff: high-reward gameplay that feels satisfying once mastered.Mishima toolkit: versatile zoning, rushdown, and deadly 50/50 mix-ups.Whiff punishment: some of the best tools in the game with u/f+1, EWGF, and WS+2.Block punishment: strong options that lead to knockdowns, combos, wall splats, or heavy frame advantage.Throw game: complete throws that require 1, 2, and 1+2 breaks.Hellsweep: one of the few unseeable launching lows in the game.

Weaknesses & Counterplay

Could have difficulties against oppressive offense.Demands precise execution and quick decisions; mistimed inputs or predictable mix-ups get heavily punished.Mourning Crow is powerful but leaves you vulnerable if used carelessly or without proper setups.poking tools are not the best, so reckless aggression can backfire.
Game Plan
Take control of the pace with EWGF, wavedash pressure, and strong mids.Force whiffs with movement, then punish with EWGF or u/f+1 for a full combo.Zone from range with u/f+1, f,f+4, f,f+2, and EWGF to keep the opponent guessing.Open them up with hellsweep, db+2 and your complete throw game, then convert to big damage.Get opponents to the wall, your wall carry and damage potential are at their best there.
Stances
Mourning Crow (MCR) — enter: Manual input f+3; also hold forward after ws+3, ws+1,2, u/f+1, or ws+1,1 hits or on block. — Mainly used in combos rather than in the neutral. It adds mobility and mix-up potential, but avoid making your gameplan revolve around it since it can be jab floated if not set up properly.Fly (FLY) — enter: Manual input 3+4. — Mainly used in combos and can be gimmicky—high risk, low reward. FLY1 is a high combo starter, FLY2 is an unbreakable grab, and FLY3 is an unsafe mid dive kick that forces the opponent to roll back on hit.