ALPHAv0.04
Devil Jin

Devil Jin

A Mishima with the volume turned up: hellsweep 50/50s, wavedash punishment, and oppressive knockdown pressure.

Mix-upMishimaOkiPunishment i

Key Moves

df+1

Mid attack to check situations. Two extensions discourage opponents from retaliating after the first hit is blocked.

b+4

Safe mid counterhit launcher; fish for counterhits during pressure. Also hits grounded, making it great for okizeme.

d+3 and db+2

d+3 harasses with pushback that sets up whiff punishes. db+2 high-crushes opponents' high pressure buttons.

bthenf+2

Quick mid with excellent tracking. b,f+2,1,2 works as a rekka; b,f+2,3 can be thrown out occasionally or at the wall for a wallsplat.

fthennthendthendthenDF+4then1+2

Unseeable low launcher; core of Devil Jin's high risk/reward mix alongside ws+2 and other mid options.

EWGF

High launching attack with broad neutral application. Critical for punishment, but also strong as an approach and keepout button. Don't neglect it.

Overview

TBD

Strengths

TBD

Weaknesses

TBD

Game Plan

TBD

Defense

TBD

Punish guide

TBD