Overview
TBD
Strengths
TBD
Weaknesses
TBD
Game Plan
TBD
Defense
TBD
Punish guide
TBD
Mid attack to check situations. Two extensions discourage opponents from retaliating after the first hit is blocked.
Safe mid counterhit launcher; fish for counterhits during pressure. Also hits grounded, making it great for okizeme.
d+3 harasses with pushback that sets up whiff punishes. db+2 high-crushes opponents' high pressure buttons.
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.
Unseeable low launcher; core of Devil Jin's high risk/reward mix alongside ws+2 and other mid options.
High launching attack with broad neutral application. Critical for punishment, but also strong as an approach and keepout button. Don't neglect it.
TBD
TBD
TBD
TBD
TBD
TBD