Introduction
Devil Jin is a high-risk, high-reward character that shines with calculated aggression, and he’s the kind of character whose strength grows with the player's fundamentals. He still carries over the classic Mishima-style tools like the Electric Wind God Fist (EWGF) f,n,d,df:2, wavedashing, and hellsweep f,n,d,DF+4,1+2, but now has added versatility thanks to his new flying stance, Mourning Crow f+3, which improves his mobility and mix-up potential. It’s great for keeping your opponent guessing and creating openings from even a full screen away.
He’s strongest when the player has control of the pace of the match, using his strong mid attacks, strong safe counter-hitting tools, and wavedash pressure to break through defenses. Great movement is rewarded by forcing whiffs and punishing with EWGF's for a full combo. He also possesses strong zone control with his uf+1, f,f+4, f,f+2, and EWGF (f,n,d,df:2) to complement his deadly 50/50 mix-ups. Devil Jin also has a strong wall game, with great wall carry and damage potential once he gets opponents there.
But Devil Jin is far from a brainless rushdown character. One of his key weaknesses is that he demands precise execution and requires making decisions quickly and confidently to compensate for his weak tracking and to maintain momentum. Mistimed inputs, execution errors, or overly predictable mix-ups can lead to heavy punishment and even lost rounds. His approach tools also aren’t the safest. Unlike in earlier titles, his previous df+1 has been replaced with a weaker version in this installment. This also means that reckless aggression can heavily backfire. Additionally, mastering his Mourning Crow stance takes time. While powerful, it can leave the player vulnerable if used carelessly or without proper setup. Lastly, strong defensive fundamentals are essential, as many characters in the roster can overwhelm him with sustained offense and pressure.
Overall, Devil Jin in Tekken 8 is for players who enjoy overwhelming their opponents with pressure and appreciate a heavy emphasis on fundamentals and timing-based play, but still have the technical execution and matchup knowledge to back it up. He is extremely rewarding once mastered, but he definitely makes the player work for it.
Top 10 Moves
The standard generic jab is often overlooked by Mishima players in favor of 1,1,2, but it remains a low-risk utility tool that's excellent for starting offense or relieving pressure. It leaves Devil Jin at plus frames whether on hit or block, making it a reliable way to take control of the pace.
On hit, it grants +8, but fully capitalizing on this can be tricky, as it requires the player to instantly recognize the hit and respond accordingly. If reaction timing is an issue, it can be beneficial to give some buffer time by opting for faster follow-ups like d/f+2, EWGF f,n,d,df:2, or his b,f+2 series instead of the slower b+4 frametrap.
On block, it still maintains pressure. If the opponent disrespects the frame advantage, following up with a 1,1,2 hit confirm will interrupt a mashing opponent. Even delayed movement after blocking a jab can result in them getting clipped.
In summary, when uncertain, a 1 jab is always a safe and effective starting point, whether to begin offense or interrupt the opponent’s momentum. It’s hard to whiff punish, good for checking movement, and creates a win-win scenario on both hit and block.h, i10, +1 oB, +8 oH
Primarily used as a punisher, Devil Jin's 1,1,2 can also serve as a way to set up offense. It can function similarly to the standard 1 jab but comes with a bit more risk, as both the first and second punches are high attacks and lack strong tracking.
The second jab has deceptively long reach and will even push Devil Jin forward and tag the opponent if the first jab whiffs from range 3, which can catch opponents off guard. However, due to the weak tracking on the first two hits and high properties, this string is risky to use against opponents who sidestep or crouch frequently. The first hit jails, so once they block the first hit, they are forced to block the 2nd punch.
Despite that, the second hit is only -1 on block, which makes most players respect it thanks to its quick recovery and the looming threat of the third hit, which can also be delayed, providing deceptively more room to work with than a -1 frame disadvantage.
Sidestepping after a blocked 1,1 is a great non-committal way to maintain pressure while avoiding quick retaliation from the opponent.
Always delay the final hit of the string to give yourself more time to hit confirm and to keep the opponent guessing if you would choose to commit to the 3rd hit or not. Use the last hit cautiously on block, though, as it’s launch punishable and can cost you the round if read incorrectly.h, h, m, i10, -17 oB, +18a (+13) oH
Buffed in patch v2.00.01 to be +3 on block (previously -1), b+1+2 is now one of Devil Jin’s few reliable tools for maintaining safe pressure up close, though it does have a slow startup.
On counter hit, it knocks down and guarantees a free b+4 (preferred over ground laser for the flipover oki), enabling wavedash pressure for another b+1+2 to reset the pressure situation as they techroll.
It’s best used during wavedash pressure or while approaching with a dash guard, since the B input naturally puts Devil Jin into a blocking state, allowing a brief moment to reassess the situation before committing to the move. Alternate this with faster options like d/f+2, b+4, or EWGF f,n,d,df:2 and even d/b+2 to catch opponents pressing after a moment of their hesitation for potential counter hits and/or launches.
After it gets blocked, sidestep right. Opponents are left in crouch, and their fastest responses (crouch jab or WS+4) are typically evaded by SSR. If it feels like the opponent is likely to press buttons after blocking, d/f+1 is uninterruptible and checks mashers, but be mindful of opponents who can access their power crush from crouch via U inputs (e.g., Bryan u/f+1, Alisa u/b+2, Fahkumram u/f+2), as they can blow through your turn.
It tracks moderately well to Devil Jin’s right, but characters with strong sidesteps (like Lili or Alisa) can evade it both ways. Pay attention to spacing and timing in those matchups or against players with a good command of their movement.
Although the animation may suggest more, its range is deceptively short. Avoid using it at range 2, as a single backdash can cause it to whiff. It works best while chasing during oki or when the opponent respects your plus frames.
Most players tend to respect this move on block. SSR into another b+1+2 can be a strong way to reset the situation and keep the momentum.m, i20~21, +3c oB, +7c oH, +24d oCH
One of the best keepout and whiff-punish tools in the game, the Electric Wind God Fist (EWGF). Designed to hit at range 2, but can clip opponents from even further away if they whiff and extend their hurtbox. It’s also effective on block, granting advantage and pushback, which can relieve pressure or reset to neutral, though keep in mind that mid-stage pushback can make follow-ups awkward or even risky despite being + frames.
In neutral, a simple and effective way to use it is to throw it out when the opponent shows any forward movement. They often walk right into it if they don't dash guard in time. It also crushes jabs depending on timing, and has decent tracking to Devil Jin’s right. If tracking feels inconsistent, inputting a forward dash before the EWGF helps significantly (and also catches backdashers). Any type of movement or a small delay before the input can further improve its tracking.
Offensively and defensively, it’s best when opponents forget you have it. Spamming EWGF is overrated and risky, save it to punish overextensions or careless movement. It also shines when used to interrupt delayed inputs or hesitation during scrambles.
The move becomes even more powerful when paired with strong and purposeful movement. Forcing whiffs and then punishing decisively with EWGF is a key skill for Devil Jin players. Don’t stress early on about being late when trying to whiff punish, just build confidence and commitment to pulling the trigger. The muscle memory will improve gradually and is something that needs to be honed and developed.
Lastly, always be aware of matchup-specific counters, moves that crush highs or recover crouching are common and effective tools used to beat EWGF, especially in the hands of someone experienced with the Mishima matchup.h, i11~12 (i14~), +5 oB, +39a (+29) oH
A quick, safe and accessible mid approach tool that knocks down, wall splats/blasts, balcony breaks, and can catch careless movement. On block at tip range, it sets up a space trap that can bait whiffs for an EWGF punish. However, if blocked up close, the player is at heavy frame disadvantage, be ready to block or back off.
Avoid throwing it out at max range too often, as it’s prone to whiffing despite attempts to cover distance with movement. It’s also a Heat Engager, making it Devil Jin’s main hail mary Heat Dash combo starter when spacing in neutral or for mixing up with his empowered Hell Sweep H.f,n,d,DF+4,3.
For better consistency, hold the second “F” and allow a short dash before pressing 2. This helps it track even against characters with strong lateral movement.
Use it mindfully in early stages of each round to avoid activating Heat unnecessarily and consuming all heat options too soon, leaving you at a resource disadvantage later on in the round.m, i15~16, -8 oB, +15a (+6) oH
The b,f+2 string has decent tracking to both sides and good range relative to its animation and input. It's useful as a safe mid-check or control move to buy some breathing room, mainly due to the threat of the second hit. b,f+2,3 is best reserved for catching careless movement at the wall, where it can score a wall splat. b,f+2,1 can be delayed and should be hit confirmed whenever possible, as the second hit is -10 on block. Avoid finishing the full string with b,f+2,1,2 unless the first two hits land, since the last hit is sidesteppable on block but not on hit.m, i15~17, -9 oB, -1 oH
This move is mainly used as a quick, safe mid that low crushes, wall splats/blasts, and balcony breaks, while also serving as an alternative way to enter Heat. It has good reach and is more accessible than f,f+2 for starting Heat Dash combos, since it only requires a single directional input. However, it shares the same drawback, once blocked, the player's turn is over. It shouldn’t be spammed either, as its tracking is weak and the recovery on whiff is extremely punishable.m, i18, -8 oB, +11 oH
The Hellsweep is the main reason opponents feel pressured to crouch, it's basically unseeable and represents a constant launch threat, even when it's not used. The fear of it alone is often enough to force crouch behavior, making it a powerful mental tool. That said, it’s launch punishable on block, so it shouldn’t be thrown out recklessly or used too frequently. It also doesn’t track to the right, so aware opponents can evade it with proper movement. A good habit for developing discipline and overall survivability is learning to win rounds without relying on it. When choosing to use it, mix up your timing, especially against players with predictable block habits, to make the threat more effective.L, SM, i16, +58a (+42) oH
Devil Jin’s best counter-hit tool that leads to a full combo is a safe mid that also hits grounded, making it a strong option for oki setups that flow directly into wavedash pressure due to the oki flip it provides. While its startup is on the slower side, leaving it vulnerable to sidesteps, it remains one of his primary tools for catching grounded opponents. On block, it creates slight pushback, allowing for a neutral reset and space control. Similar to b+1+2, using the natural B input lets the player block and reassess before committing to pressing the 4, making it a flexible and low-commitment option in both offense and defense.M, i17~18, -8 oB, +6 oH, +30a (+24) oCH
Devil Jin’s next best counter-hit tool after b+4 is d/f+2. It’s a safe-on-block mid that guarantees a follow-up MCR.2,2 into a free b+4 on counter-hit, making it a strong option in scrambles thanks to its relatively quick startup. If heat is active, you can get a full heatdash combo from the guaranteed MCR.2,2, though in most cases it is better to preserve your active heat gauge instead of burning it too early to still have heat options and pressure available. A helpful option select is to hold forward after attempting an EWGF f,n,d,df:2 since d/f+2 often comes out as a result of an input error, this allows the player to at least transition into Mourning Crow if the EWGF doesn't execute correctly.m, i15, -9 oB, +6 oH, +9 oCH
Combos
EWGF | SS+2u+1+2 → iWS+3~F → MCR.4,1 → dash → d/f+3,2,4~U → FLY2 (iWS 3 can be performed by holding 3 and inputting f,N,d,df, N+4)
ws+2 | MCR.3deep dash → u+1+2 → iWS+3 → iWS+3 → iWS+3~F → MCR.4,2,1~U/F
Hellsweepdash → d+2 → ws+3~f → MCR.4,2,1~U/F
CH b+4 | f,f+4d/f+1, 2 → iWS+3~F → MCR.4,1 → iWS+3~F → MCR.3 T! → dash → b+2,3
d+3+43,1,2 T! → u/f+1 → MCR.4,2,1~U
u+4FLY1 → iWS+3~F → MCR.4,1 → iWS+3~F → MCR.3 T! → iWS+3~F → MCR.2,2
Low Parryws+3~F → MCR.4,1 → iWS+3~F → MCR.4,2,1~U
Beginner Combos
EWGF | SS+2u+1+2 → u/f+1 → MCR.3 T! → u/f+1 → MCR.4,2,1~U/F
ws+2 | MCR.3deep dash → u+1+2 → 3,1 → b,f+2,1,2
Hellsweepdash → d+2 → ws+3~f → MCR.4,2,1~U/F
d+3+43,1,2 T! → u/f+1 → MCR.4,2,1~U
u+4FLY1 → b+2,1 T! → u/f+1 → MCR.4,2,1~U
Notable Moves
Be mindful when using d/f+1, as it has poor range and no tracking to either side. While the full string d/f+1,2 can be used as a quick whiff punish after a sidestep, neither of d/f+1’s follow-ups are reliable for standard offense, one is a duckable high, and the other is an unsafe mid, both with extremely poor tracking. It’s best used as a quick check-up close to relieve pressure during scrambles rather than as a core offensive tool. On normal hit, following up with d/f+2 is uninterruptible and nets a counter hit if the opponent presses. Let opponents forget about d/f+1,4 so it can catch them off guard for a wall splat if they press or move after blocking d/f+1. On counter hit, the 4 leads to a knockdown, guaranteeing MCR.3 into b+4. It leaves you at a heavy disadvantage on block, so your best options are usually to just block or attempt a backdash.m, i13, -6 oB, +5 oH, +9 oCH
Primarily used as a high crush tool, this move offers good frame advantage on hit, leaving you and the opponent recovering crouch and has decent tracking. On counterhit, it knocks down the opponent, allowing for a guaranteed b+4 into wavedash pressure. It’s useful in scrambles, especially against jab-happy opponents, and can also be mixed with b+4 as a ground hit option to force a low/mid guessing game even while the opponent is down. However, use it cautiously against characters like Kazuya, who can launch it on block with Twin Pistons.L, i21~22, -13 oB, +3c oH, +26a oCH
Notoriously known as Devil Jin’s neutral skip tool, this move has excellent range and is most effective when used like an EWGF f,n,d,df:2, either to catch careless movement or when the opponent overextends and forgets it's a threat. On hit, it guarantees either MCR.2,2 or MCR.1+2. On block, those same options are uninterruptible, though going into MCR.1 can get floated by a jab. It has decent tracking but terrible whiff recovery, and experienced opponents can launch punish Devil Jin even from max range if they crouch under it or bait it out. It works best when opponents misjudge their spacing or drop their guard in neutral. This is also a great whiff punishing tool and is an easy response for catching whiffed and/or cancelled heat burst activations.h, i21~23, +11~+13 oB, +16~+18 oH
A long-range, advancing, safe, counter-hit launching mid that knocks the opponent back on normal hit, giving heavy frame advantage. Its tracking is extremely poor, only connecting against sidesteps if the opponent extends their hurtbox by pressing a button. Best used as a keep-out tool when the opponent is focused on approaching rather than sidestepping, or in oki situations where a mash after they tech roll is likely. On block, it's fairly minus, so the opponent's turn should be respected. Can also serve as a balcony break if you are too far for a f,f+2.m, i20~21, -6 oB, +16g oH, +55a oCH
Quick high homing attack that wall splats, best used when the opponent’s back is to the wall with some space between both of you so that the opponent forgets it’s an option, allowing it to catch them trying to move out. Knowing its tip range is key to landing a wall splat in this kind of scenario as they attempt to escape.h, i17~18, -5 oB, +10g oH
An advancing low poke with decent range, this move is best used after oki situations as a low-risk way to check the opponent's low blocking patterns. Its startup is a bit slow and lacks both high and low crush properties, so it's risky to throw out carelessly, especially in neutral, since it can easily get interrupted if not properly set up. On normal hit, it leaves the user at -1, but the distance it creates puts the player in a good position to bait and punish whiffs. On counter hit, it causes a stagger that grants enough frame advantage to fish for a b+4 counter hit attempt. Overall, it's a situational tool that shines with proper setup, but isn’t recommended for use in open neutral.L, i18~19, -12 oB, -1 oH, +7c oCH
Only use this as a 15f punishment option when not confident in landing an EWGF f,n,d,df:2 punish. It’s especially useful when sidewalking to the opponent’s side or back, since the D input doesn’t rely on player side, making it less prone to execution errors in those situations. This is also Devil Jin's most reliable tool for punishing blocked Rage Arts or after sidestepping heat burst activations.m,m, i15-16 i15-16, -15 oB, +30a (+20) oH
Used similarly to d+3+4 when stepping toward the opponent's back or side for a combo, but works best against moves with faster recovery that d+3+4 might not catch in time.h, h, m, i10, +4 oB, +24a oH
Recent buffs now allow this move to launch punish at i14, making it much more reliable for punishing unsafe moves. Due to this, it gives the player a faster and more consistent punish option when ducking under high attacks. Thanks to its deceptively long range, it also serves as a strong whiff punisher, especially when performed out of backdash cancels by holding d/b slightly longer. While it shines as a reactive tool, it also doubles as Devil Jin's main comeback option when paired with Hellsweep f,n,d,DF+4,1+2 in high-risk, all-or-nothing mix-ups. However, it’s not ideal for offense due to being punishable on block, so it’s best reserved for whiff and block punishment.m, i14~15, -12~-11 oB, +72a (+56) oH
This homing two-hit natural combo shouldn’t be thrown out raw. It’s best used after hit-confirming u/f+1, landing a counter hit ws+1,1, or during Heat for a free Heat Dash combo attempt. It’s relatively safe to throw out from near full screen while heat is active, but can be floated by a well-timed jab, so it’s still a risk if the opponent is ready.m, M, i15~16, -14c oB, +2a oH
Great against opponents who play overly respectful during Mourning Crow transitions. Many tend to forget about this move when heat is active due to the threat of MCR.2,2, so it’s worth using during your initial MCR attempts before committing to consuming the MCR.2,2 heat dash follow-up.h!, i20, +0 oH
Best used once the opponent respects MCR.2 and MCR.1+2, this move can be effective but comes with risks. It's jab-floatable after standard MCR transitions and has weak tracking, so spacing and timing are important when choosing to use it. On block, it leaves Devil Jin at heavy frame advantage, making a 1,1 check a strong option to catch opponents attempting to move. On hit, it knocks down and guarantees a follow-up b+4 or ground laser d+1+2.m, i22, +8 oB, +20d oH
The 1+2 throw is a wall-splatting grab that can be useful when your back is to the wall, as it switches sides if the opponent breaks it. This makes it a decent option for escaping the corner. However, it comes with the same risk in reverse, if used near the wall while trying to splat the opponent, a successful break can result in switching sides and putting yourself at the wall instead.t, i12, +0 oB, +25d (+7) oH
A special grab that requires a 1 break from the opponent. It’s a simple but effective way to check whether they’ve polished their throw break game, especially early in a set.t, i12, -2 oB, +0d oH
A special grab that requires a 2 break from the opponent. It’s a simple but effective way to check whether they’ve polished their throw break game, especially early in a set.t, i12, -2 oB, -6d oH
Panic Moves
Crushes highs, lows, and occasionally mids, leading to a full combo on hit. However, due to its weak tracking and being launch punishable on block, it should only be used as a last resort.m, i20~21, -25 oB, +15a (+5) oH
Try to avoid using it without heat active. Learn to confirm if it's going to hit the opponent so that a heat dash cancel doesn't get consumed unnecessarilyM, i29~32, -15~-18 oB, +10~+13 oH
Hit-confirmable knockdown that can be used without the 3rd hit to make them hesitate and create sidestep whiff punish opportunitiesh, h, m, i10, -17 oB, +18a (+13) oH
Useful for pushing the opponent back on block to reset neutral and give yourself some breathing spaceh, i11~12 (i14~), +5 oB, +39a (+29) oH
b+1+3 / b+2+4
Activates faster than his standard power crush and is not vulnerable to getting counter-hit by enemy low attacks. Use with caution, as its recovery on whiff is badGood for close-range scrambles when the opponent overextends trying to maintain pressurem, i15, -9 oB, +6 oH, +9 oCH
Defensive Move Handling
It's not uncommon for Devil Jin players to fall into set timings with their EWGF usage. This can be exploited by hovering just outside its effective range and baiting it out for a whiff punish. A classic method that still works well is dashing into crouch, a technique dating back to the Tekken Tag 1 era. Maintaining close-range pressure is key, as it makes it significantly harder for Devil Jin to execute EWGF's cleanly under stress. However, it's during neutral and mid-range spacing where this move becomes most threatening, so that's where players need to stay especially alert.h, i11~12 (i14~), +5 oB, +39a (+29) oH
f,f+2 has weak tracking unless the Devil Jin player extends the dash to realign, which can be interrupted if there's a read on the attempt. On immediate timing, the move is fairly easy to sidestep. After blocking it, consider using counter-hit options, as it's common for Devil Jin players to keep pressing in an attempt to avoid giving up pressure.m, i15~16, -8 oB, +15a (+6) oH
u/f+4 tracks to Devil Jin’s right but has no tracking to his left, making sidestep right a strong option if this move or an immediate f,f+2 is expected. On block, it's common for Devil Jin players to continue pressing to maintain or prevent pressure, so responding with a counter-hit option can be a good way to challenge their momentum.m, i18, -8 oB, +11 oH
Get familiar with the range of u/f+1, as this will help in dealing with it more effectively. It's possible to crouch at certain distances if there's a read that the move is coming. On block, only attempt to float with a jab if there's a strong expectation of MCR.1; otherwise, continuing to press will get you clipped by MCR.1+2 or MCR.2,2, which need to be respected either by ducking or blocking. The move is terrible on whiff, so with enough focus, it’s possible to punish with a launch even from max range.h, i21~23, +11~+13 oB, +16~+18 oH
Hellsweep
Hellsweeps have no tracking to Devil Jin’s right side but are consistent at catching sidesteps to his left. To evade them, sidestep right into an immediate crouch, this usually blocks not only the hellsweep but also avoids f,f+2 and u/f+4 when done on immediate timing, assuming the Devil Jin player isn't compensating with movement to improve tracking. On block, always go for a full launch punish. Most Devil Jin players will hesitate to throw out another hellsweep immediately afterward, giving some breathing room and reducing the threat of another one in the near future.1,1,2 is often used as a panic string by Devil Jin players when under pressure. Recognizing how much pressure you're applying up close can help you make a read. If it feels like they're getting impatient, you can attempt to crouch or sidestep the third hit. It's important to respect the 1,1 itself, as it's only -1 on block, allowing Devil Jin to move freely afterward. However, be mindful of the final hit of the string, consistently disrespecting it might encourage the Devil Jin player to eventually commit to the full 1,1,2, which is launch punishable on block if anticipated.h, h, m, i10, -17 oB, +18a (+13) oH
Devil Jin’s fully charged d/b+1+2 is a guard break that guarantees a free 1,1,2 follow-up, and knocks down or wall splats on hit. While it’s very linear and easy to sidestep, newer players often freeze when they see the charge animation. If the full charge is being interrupted, the Devil Jin player can release it early to catch button presses for a counter hit, leading to a guaranteed b+4. The best way to deal with it is to stay mobile, sidestepping shuts it down completely, and avoid panicking during the charge animation. Recognizing the timing also allows players to safely interrupt the early release version without getting clipped.m, i23~38, -9 oB, +4 oH