UP | HOME

Devil Jin Combos and Tech

Table of Contents

Combos

As of Season 3 1+4 does the same amount of damage as 2 when used in combos. 2 is still more flexible.

The italicized number is the damage.

Bolded combos are the bnbs that I personally try to use.

EWGF

EWGF f,f+4 S! f,f+3,1~ff 2 (f+3+4_b+2,3_b+2,1_(2),2) 67

EWGF EWGF f,f+4 S! f,f+3,1~ff 2 f+3+4 74

EWGF f,f+4 S! f,f+3,1~ff 1+4 f+3+4 67

EWGF f,f+4 S! f,f+3,1 1 b2,1~u 72

EWGF EWGF f,f+3,1~ff 2 b2,3 S! (b2,1~u_df3,2,4(u)) 75

EWGF f,f+4 S! SSR f,f+3,1~ff df3,2,4~U 76

CH DF2

CH df2 (1_2) f,f+4 S! f,f+3,1~ff 1+4 f+3+4

1 is 2 frames more lenient, 2 is more damage.

CH df2 EWGF_df2 2 b2,3 S! f,f+3,1~ff (EWGF_b1,2)

CH B4 or DF2

CH b4 dF2 2 b2,3 S! f,f,f,n,2 F+3+4 58

CH b4 dF2 2 b2,3 S! f,f+3,1~f,f (EWGF_b1,2) 61, 70

CH b4 DEWGF 2 b2,3 S! f,f+3,1~f,f (EWGF_b1,2) ?,64

The b1,2 ender has good carry and damage, but it needs a DEEP f,f+3

d+3+4

d+3+4 d/f+2,2 b+2,3 S! f,f,f,n+2 (f+3+4_b+2+3_b+2,1)

d+3+4 1_2 f,f+4 S! f,f+3,1~ff 2 f+3+4

d+3+4 1_2 f,f+4 S! f,f+3,1 1 b2,1~u

d+3+4 2 does more damage but gives you 2 less frames of leniency

CH Get Up Low Kick

DEWGF 1 b+2,3 S! ender

ws1,4 S! ff+3,1~ff 2 f3+4

HS or CD3

HS/CD3 1+4 2 b2,3 S! f,f,f,n,2 (F+3+4_b2,3)

HS/CD3 1+4 2 b2,3 S! b2,1~u

HS/CD3 1+4 2 b2,3 S! 1+4 W!

HS/CD3 1+4 dash 1 b2,3 S! df3,2,4~u

Non clean hit

HS CD3

If they try to stand up CD3 will pick up for the same combo as the hellsweep

d+2 variants

Only works on smalls and at range 0

HS d+2 WS1,4 S! f,f+3,1~f,f, f+2,4 (MAX DAMAGE)

HS d+2 WS2 S! f,f+3,1~ff 2 f+3+4

WS2

WS2 DEWGF 1 1 1 1 (f+3+4_EWGF)

WS2 ff+3,1 1 b,f+2,1,2/b,f+2,1,d+2 (50/51)

WS2 SSR DEWGF 1 f,f+3,1~f,f df+3,2,4~u (60)

WS2 DEWGF 1 1 1 b2,1~u

WS2 ff+3,1~ff,n,2 f+3+4

RD

RD ws1,4 S! f,f+3,1~ff 2 f+3+4

RD ssl EWGF 2 b2,3 S! f,f+3,1~ff EWGF

RD d/f+2,2 b+2,3 S! (b+2,1~u_b+2,3)

RD f,f+4 S! f,f+3,1~ff 2 b23

Wall combos

b2,1~u

bf2,1<2

1,2 b4

1,1 d1

df3,2,4~u W! FLY 3 b4

CD 1 (when the combo before had few hits. Obsolete)

Resplats

f,f+2 W! b,n,b 2 b2,1~u

W! ssl f3 b2,1~u (looks cool, but the damage is not that good)

W! ssr d+3+4 b2,1~u

W! ssr ws1,2 b2,1~u (90 damage. max damage)

RD

Using RD at the wall is how you lose rounds and cry because it will randomly miss a lot of the time.

RD CD 1

RD ws1,4 S! f,f+3,1~ff 2 f+3+4 (off axis only)

Low Parry

B! f,f+4 S! f,f+3,1~ff 2 f+3+4

B! EWGF 2 b+2,3 S! f,f+3,1~ff (EWGF_b+4)

U+4

u+4~u,1 S! ff+3,1~ff 2 f+3+4

Backturned

Taken from the DVJ discord channel

b,f2,1,df2:

  • ewgf, b2,3 S! ff312 = 87 damage
  • ewgf, b2,3 S! b,f2,1,4 = 86 damage spike ender
  • ff4 S! ff31 df44 = 85 damage spike ender (note: don't ff cancel ff31)
  • ff4 S! ff312 = 84 damage
  • ff312 S! ff312 = 81 damage

df3,2,4~u FLY 1:

  • ff31 df44 = 67 damage
  • ff312 = 66 damage

ewgf:

  • ewgf ff312 S! b2,3 = 66 damage
  • ewgf b2,3 S! ff312 = 66 damage
  • ewgf b2,3 S! b,f2,1,2 = 66 damage
  • ewgf ff312 S! cd~ff31 = 64 damage

more samples on what can hit BT (after S!) b,f2,1,df2, ewgf b2,3 S! :

  • b,f2,1,2 = 87 damage
  • b,f2,1,df2 = 86 damage
  • b,f2,1,4 = 86 damage
  • f1+2 = 84 damage
  • df3,2,4 = 83 damage
  • b2,3 = 83 damage
  • b1,2 = 83 damage
  • d3+4 = 81 damage

UF4

Only works when the wall is directly to your left

uf4 1+4 2 b2,3 S! f,f,f,n,2 (F+3+4_b2,3)

Tech

d+1+2 reset

d+1+2 after f,f+3,1~ff hits if they don't mash tech roll

S3 u/f+4

NOTHING IS GUARANTEED

  • Deep Dash B4 catches all options but staying on the ground and side rolling
  • Delayed deep dash B4 catches side rolling
  • iwr d3 catches all options (?)
  • Deep Dash EWGF relaunches wakeups
  • Wavedash f,f+2 knocks down all wakeups
  • Dash df+1+2 relaunches getup kicks for a guaranteed b4 and catches every option but staying down

Unscaled b2,1

You usually get a guaranteed unscaled b2,1~u after the following enders. This is never a guarantee:

  • sidewall splat
  • b23 as wall carry
  • b21 as wall carry
  • as fast as possible after f3+4
  • 1+4 as wall carry
  • you have to wait a bit after bf21d2 as wall carry
  • direct bf21d2 splat
  • cancan resplat

WR3 shortcut

f,d,df~uf3

df1,2, ff

  • df1,2 is -8 on block
  • df1,2~ff is -6 on block
  • df1,2 is +3 on hit
  • df1,2~ff is +5

Source

df+1+2 wall spike

W! df+1+2 guarantees laser if they don't back roll.

If they do back roll, then it's a 50/50 between demon paw and d+1+2 (it's somewhere around -14 but almost no punishers reach)

Random Cheese

  • df1+2 into ws2 beats jabs

Matchups

Heihachi

WS2 is annoying. Have to do a delayed df2, b4 or ewgf to catch it.

Nina

Parry is an OS for the 1,2 string.

Yoshimitsu

Flash punishes df1,2~ff on block.

Top