Devil Jin Move Guide for Tekken 8
Devil Jin Move Guide for Tekken 8
Note: I wrote a lot. Just look at the headings and the moves if you don’t care for long
explanations.
Devil Jin is one of the three “real” Mishimas. He’s a very well-rounded character, but “jack of all
trades, master of none” doesn’t really apply here. In fact, people often have trouble pointing out
Devil Jin’s weaknesses. He has an answer for every situation - top tier punishment, pressure
and combo damage, great mixups with his amazing mids and lows, even some powerful pokes
and evasive moves, and a devastating 50/50 for good measure. He really isn’t lacking in any
department. This is just in general terms, though.
In Mishima terms, Devil Jin is generally considered a middle ground between Kazuya’s solid
keep-out defensive play and Heihachi’s in-your-face pressure game. His punishment and 50/50
is not quite on the tier of Kazuya, and his pressure and poking is not quite as good as
Heihachi’s. He averages in all fields. As a result, he’s more versatile, can adapt well to different
players and characters and has fewer bad matchups, but he sacrifices raw power in the form of
specialization that his other Mishima counterparts can boast. Remember that this is all relative
to the other Mishimas - there’s nothing average about the strength of this character.
For more info on playing Mishimas in general, see the Mishima section. Also see TheMainMan’s
Devil Jin guide.
Players to Watch: Knee, Yanpan, qudans, Ji3moon Ace, Tongbal Love, Kkokkoma, Lowhigh,
Choksae
In order to achieve this, the most obvious thing that comes to mind is the EWGF. The plus
frames and pushback from each EWGF will force your opponent back and make them think
twice about moving towards you. Many other safe moves like ff+2 and ff+4 have inherent
pushback on block as well. Not only does this allow you to keep your opponent at bay, it also
moves your opponent closer and closer to the wall, further restricting their movement. Even
wave dashing alone can force the opponent to the wall.
Without a wall, Devil Jin is still a force to be reckoned with. His entire arsenal of moves is top
tier, and that doesn’t change, regardless of stage. You can dictate how far away your opponent
will be with a mix of backdashing, wavedashing and pushback moves, forcing them to play your
game, which will always put you at an advantage. It’s clear how well his kit is put together for
this purpose. If you feel Devil Jin is slightly lacking in certain aspects, chances are that you have
ridiculous expectations or another Mishima may suit your tastes better.
That being said, learning a Mishima is a big time investment. I wouldn’t recommend Devil Jin as
your first Tekken character. However, if you’re prepared to dedicate the time and effort, practice
daily, and deal with losing 99% of your games until you have passable mechanics, reaction time,
decision making and game knowledge, then by all means - and I say this without jest - give
Devil Jin a go. Your efforts will be rewarded handsomely. Unlike the other Mishimas, Devil Jin is
the only one that consistently remains at the top of the tier lists across games, and that
shouldn’t be changing any time soon. Someone at Namco seems to have a soft spot for him.
Notable Moves
Devil Jin’s gameplay revolves around these moves, neglecting to use any of them would be
foregoing his full potential. The moves aren’t listed in any particular order other than the order I
thought of them in.
Punishment
Although not quite as good as Kazuya’s, Devil Jin’s punishment is still one of the best in the
game. He gets a knockdown at 10 frames, a wall splat at 12 and a launch at 14. He has the best
whiff punisher in existence in the EWGF, as well as a means to punish pushback moves that
other characters usually can’t.
Standing:
● -10
○ 1,1,2; Flash Punches
■ Hit confirmable, third hit is very delayable, knocks down.
■ -17 on block, but that should never happen because you don’t have to
complete the string.
○ 1,2,2
■ A bit more damage than 1,1,2 but doesn’t knock down.
■ Slightly delayable but not really hit confirmable.
■ -12 on block, +4 on hit.
● -12
○ b+1,2
■ Good damage and wall splats. High, mid, and 2nd hit can be cancelled
into a spin with a bit of forward momentum by holding b after the 2 if you
want to mix up (or pressed b+1 by accident).
■ -14 on block now so it’s slightly less punishable, but still unsafe.
● -14
○ EWGF
■ Launcher. Pretty difficult to pull it off at -14, but it is doable.
■ Basically everything greater than -14 should be punished with EWGF, it’s
just that good.
■ Needless to say, it’s the standard whiff punisher.
● -15
○ d+3+4
■ Easy mode launcher with very limited combo capability compared to an
EWGF launch.
■ Sometimes necessary to launch punish whiffs that crush high on
recovery. CD ws+2 or even ss+2 is usually better in those situations if you
can do it, though.
● -16
○ f+3+4
■ EWGF is still the best punisher from -14 upwards, but this can reliably
punish moves with large pushback like Death Fist or Heihachi’s ff+2
where even a dash electric may not reach or be practical.
Crouching:
● -11
○ Ws+4,4
■ Very good damage, but -5 on hit. Also launch punishable - not a punish
you want to be late with.
■ Just doing ws+4 will give you +8 on hit if you want frame advantage
instead or are unsure. First hit only is safe.
● -13
○ ws+1,4
■ This move was added to Devil Jin’s arsenal in patch D of FR. It’s
essentially the first hit of twin pistons into his ff+4.
■ Mid, high NC, glorious damage and w!, and safe on block (though 2nd hit
can be ducked).
■ Also a screw, so aside from interesting combos, it can launch airborne
opponents too.
● -15
○ ws+2
■“Launcher” that puts your opponent into automatic S! state, so it has
limited combo options, but combos nonetheless.
■ -12 on block, punishable.
○ CC EWGF
■ It takes 1 frame to crouch cancel, so the fastest possible startup frames
for CC EWGF is 15. Wouldn’t recommend trying this to punish -15 lows,
but it’s pretty easy to do against big, staggering lows like Snake Edge and
Edelweiss. Gives you a much better combo than ws+2 does, so try to go
for it when you can.
● High options:
○ EWGF
■ Not really part of the mixup, just something you throw out to assert
dominance and get the ball rolling. It’s generally a safe option to throw out
when you’re indecisive, because it’s very difficult to launch on reaction
when it’s ducked.
● Mid options (in order of how frequently you should use them):
○ u/f+4
■ Fast, safe mid that crushes low. Very difficult to fuzzy guard so it’s very
spammable. Does a big chunk of damage on hit because of the
guaranteed follow-up. Use it to keep your opponent in check so that they
think twice before ducking because no one wants to get knocked down
over and over again.
○ f,f+2
■ Probably the easiest input out of wave dash. Knocks your opponent very
far back - even further on counter hit - and pushes back even on block,
so it’s very useful for forcing your opponent to the wall. Great advantage
on hit, but your turn is immediately over if it’s blocked. You’ll have the
positioning you want, but you’ll have to play defensive afterwards, so use
smartly and sparingly.
○ wr+3
■ Not really spammable against trigger-happy opponents due to the slow
startup, but once you feel that your opponent respects your wave dash
enough to not press buttons, you can start throwing this out. Does great
damage on its own and knocks down as well as wall splatting, but it’s also
hugely advantageous on block so that you can keep up the wave dash
pressure even if you get blocked.
○ b+4
■ If your opponent doesn’t respect your wave dash, b+4 is a great option.
When you have a good handle on their timing, bait out attacks by wave
dashing and throw this move out to score a counter hit and net huge
damage. It’s safe but significantly minus and also very slow, so like ff+2,
be smart about when you use it.
○ ws+2
■ Unsafe and only gives a small combo, but doesn’t require CH to do so. I
wouldn’t recommend using this unless you have confidence in your reads,
or your opponent doesn’t punish it. You also need to be pretty confident in
your execution, because doing ws moves from crouch dash does require
some timing. Happens to have decent tracking as an added bonus.
○ Cd+3
○
■ Alternative “launcher” that gives a subpar combo on regular hit but hits
grounded & is safe. Also crushes low but zero tracking. Pretty slow too,
most people can block on reaction. Holding d/f for the low option adds
another layer of depth to the mixup but it’s not a very good one.
● Low options:
○ Hell Sweep
■ The only real low option from wave dash that you need to concern
yourself with. There’s very little reason to use anything else since it’s
unseeable. Gives a small combo on normal hit, which is useful for wall
carry, but it’s death on block so condition your opponent with mids before
throwing this out. Or throw this out until they start to block it, then use
mids. Whichever you prefer.
Note: when going for the wave dash mixups, you don’t need to be too concerned with tracking.
Done correctly, wave dashing will realign you with your opponent and will allow you to go for the
same linear 50/50. This is much more preferable to trying to catch your opponent with tracking
moves that offer little reward. See the bottom of the section on wave dashing for more info.
Okizeme
Thanks to his ability to wave dash, Devil Jin’s ground game is also in a league of its own. The
wave dash 50/50 can be applied to great success on a grounded opponent because they have
significantly fewer options to avoid your wave dash mixup. They essentially have to stand up
and immediately guess the mixup, try and catch you with a getup kick, or simply stay grounded.
Devil Jin has tools to shut down every option.
● b+4
○ As mentioned earlier, it is literally cancer at a wall. Not even joking, your
opponent will develop tumors. If they don’t know to tech, they will eat this move
over and over again. Guaranteed after some wall enders.
○ Hits grounded unreliably, but pretty frequently.
○ If they go for a getup kick and you hit first and get CH, you’ll get a full combo so
be ready with the d/f+2.
○ Guaranteed after u/f+4 knockdown (needs a bit of a dash).
● u/f+4
○ Doesn’t hit grounded but is safe and crushes the low getup kick.
○ Connecting this move gives you more oki.
○ Knocks the opponent off to your left rather than right in front of you.
○ It’s possible to pick up the opponent for a combo if you hit this with a wall to your
left.
● d/b+2
○ Hits grounded reliably for good damage and has very good tracking, especially to
Devil Jin’s right.
● d+1+2
○ Devil Jin’s stomp, the down laser. The move can only be used when the
opponent is grounded.
○ Deals very good damage but the range is short and it can be blocked if the
opponent gets up and blocks low. -13~16 on block depending on range, but it’s
launch punishable almost every time.
● Hell Sweep (cd+4)
○ The first hit will hit grounded, the second hit will not (unless the opponent is near
a wall and doesn’t tech). Grounded damage is pretty meagre, though. The
primary usage is to trip quick getups and get a combo.
● cd+3
○ Another oki option out of crouch dash, but mid this time. Happens to hit grounded
○ Will crush low getup kick, and gives you a launch on hit.
○ Safe on block as well. The worst thing that can happen is the opponent doing a
getup mid kick and knocking you out of the air for minimal damage.
○ Very linear (just like all of his other moves), can be avoided by tech rolling.
● d+3
○ Tap kick, relatively safe option to hit grounded. Also knocks your opponent
surprisingly far away.
○ Relatively low damage but will hit grounded consistently unlike d+4.
○ Forces crouch on hit (if the opponent is standing, obviously).
● b+1,2
○ Not an oki tool per se, but it is the punisher for getup mid kicks. They’re -12 but
quite long range and difficult to punish. Not for this move, though. Block the getup
kick and b+1,2 to knock your opponent right back onto the ground, or splat them
onto the wall if it happens to be nearby.
Wall Game
Devil Jin has some of the best potential for wall pressure of any character, of any game. In my
opinion, Devil Jin is at his best when he has the opponent’s back to the wall. He has numerous
very strong moves to utilize at the wall to suffocate his opponent, including a variety of
high-damage, wall splatting mids, and of course, the notorious EWGF.
● EWGF
○ It’s actually a viable strategy to repeatedly EWGF at the wall. The move is +5
and, done perfectly, i14. This means if you throw consecutive EWGFs out and
your opponent tries to jab in between (typically the fastest action they can make),
your EWGF will come out one frame faster and connect first. They will have to
duck eventually, and if you guess right, you can hit them with one of his
devastating mids.
● ff+2
○ Excellent wallsplat mid to include in your wall pressure. -11 on block, but the
self-pushback at the wall will save you from being punished by most of the cast.
This will also break walls and balconies.
● Laser Scraper (b,f+2,1,2)
○ Another great mid string to use at the wall. Although it isn’t entirely safe per se,
people will be very afraid to go on the offensive, as the string is very delayable,
so guessing wrong would leave them on the wall. Also breaks walls and
balconies.
● f+1+2
○ Not a very good move to throw out for no reason since it’s -12. The main reason
to use it is for the homing properties, as it will absolutely murder people who think
they can take advantage of Devil Jin’s weak tracking to escape from the wall. It
does 50 damage on its own, plus a wall splat. This move also breaks walls and
balconies.
● ff+4
○ Another homing option to use at the wall. Will wall splat for great damage, and it’s
+5 on block like an electric (although slower startup). Use this if you’re not feeling
ballsy enough to go for the f+1+2. This one also breaks things on the stage.
● ff+1+2
○ The stonehead throw. This move does splat, so it’s another good option at the
wall to break through your opponent’s defenses.
● wr+3
The slash kick finds itself worthy of mention here too. Since Devil Jin can do it instantly
from crouch dash at range 0, it’s a viable tool to use at the wall. Crushes those pesky
d+4’s that try to halt your offense and gives great pressure.
● Lightning Screw (b+1+4)
○ The short version of Devil Jin’s unblockable. It doesn’t get enough credit, it
actually comes out a lot faster than you would think. Great tool at the wall to
forcibly open up a very defensive player. Will give you a very high wall splat so
you can easily go to town with a Laser Scraper or Heaven’s Door or whatever.
Players at all levels tend to just stand there and watch it come out, and even if
they do react, it will usually just be by a panic jab or something. Especially useful
as wall oki.
● b+1,2
○ It’s not really a wall pressure tool just like it’s not really an okizeme tool, but it
deserves a mention in this section too. i12 punisher that will wall splat, pretty self
explanatory. You can step the opponent yourself and throw this out to get them
onto the wall as well. b+1,2~b, b+1,2 is a dumb setup that works surprisingly
often.
Throws
Although he’s not much of a grappling character, Devil Jin does have a handful of useful throws.
While his generic throws aren’t much to write home about, his command grabs are actually quite
rewarding. He’s also one of the handful of characters that have a 3-way grab mixup, meaning he
has at least one grab that requires each kind of break.
● 1+3
○ The generic 1 throw. Nothing really noteworthy. You will remain on the same side.
● 2+4
○ This is also just a generic 2 throw. The animation has been changed to Angel’s
objectively better 2 throw animation, although this means they no longer remain
at your feet for oki. Will swap sides with the opponent like most generic 2 throws.
● ff+1+2
○ The Mishima stonehead throw. Simple input and very good next to walls as it can
splat.
○ You will swap sides with the opponent if this throw is broken. This can be used to
your advantage.
○ The throw is broken with 1+2.
● Giant Swing (f,b,d/b,d,d/f,f+1+2_f,hcf+1+2)
○ This is Devil Jin’s iconic laser grab. It has a very fast grab animation and deals
great damage.
○ Since the throw begins with a forward input, it is possible (and recommended) to
do this throw out of dash.
○ Inconsistently swaps sides depending on the presence of nearby walls.
○ The throw is broken with 1+2.
● qcb+1+3
○ Good damage and leaves the opponent grounded in the FUFA position.
○ Inconsistently swaps sides.
○ The throw is broken with 1.
● d/f+2+3
○ Good damage and leaves the opponent grounded in a very favourable position,
sort of sideways on the floor very close to you.
○ This throw can break the floor, and lets you combo afterwards. Note that this
gives you an awkward side combo, though.
○ Inconsistently swaps sides.
○ The throw is broken with 2.
● Heaven’s Door (cd+1~u)
○ Probably the most common throw you’ll see from a Devil Jin player, the standard
devil hit-grab.
○ Often used as a combo ender at the wall or after a wall/balcony break.
○ Now breaks the floor, so you can (continue a) combo off of this as well.
○ Inconsistently swaps sides.
○ Cannot be broken.
○ Looks cool.
● Armbar
■ Devil Jin is one of the handful of characters that can do the armbar (1+2)
after the ultimate tackle (FC d/f+1+2). You can punch up to three times
before going for the armbar.
Rage Drive
Devil Jin’s Rage Drive is pretty garbage. I’d go so far as to say it’s one of the worst in the game.
On paper, a safer and more damaging Hell Sweep sounds great, but it doesn’t actually add
anything useful to his toolkit. You will always get more damage if you do a regular Hell Sweep
into Rage Art. Being -14 instead of -23 is meaningless as well because when you’re low enough
to have rage, an i14 punisher will still kill you most of the time anyway, especially because it’s a
standing punish. Your opponent doesn’t even need to work to block the 2nd hit either - if they
block the first one, they’ll automatically stand and block the 2nd one. The system literally does
not let them get hit by the 2nd hit if they block the first one. You’re almost always better off using
a regular Hell Sweep except in two very rare and specific situations.x
These are the two situations where this move is better than a regular Hell Sweep:
1. It crushes high for the first 12 frames after being blocked (this is false, Devil Jin can still
be hit by highs after getting his hellsweep blocked, try punishing him immediately with
Kazumi’s 112 and it will connect), so if your opponent goes for jabs or a high i12 punish it
and doesn’t delay it slightly, you can get away without being hit. This isn’t a particularly
good attribute, it just relies on your opponent not knowing something, which is true of
any move. You should never be counting on this in the first place.
2. At an awkward wall position where you’re somehow unable to do a Rage Art after Hell
Sweep, you can do Rage Drive into Heaven’s Gate for a bit more damage. This is a
slightly more legitimate use of your Rage Drive than the previous one, and the only really
valid one. In every other situation though, just do a Hell Sweep man.
Fly
FLY is Devil Jin’s stance. It has a bit of startup time and only lasts about a second. It’s pretty
unsafe, both the ascent and descent and everything in between. Delayed jump kicks and most
hopicks and d/f+2s will score the opponent a float. He remains airborne throughout the stance
though, so damage is scaled and moves will be crushed accordingly. You can enter the stance
by pressing 3+4, but you’ll never enter the stance this way. Some of Devil Jin’s moves can
transition into FLY by holding ~u during the animation. Specifically, he can enter FLY with
u+4~u, d/f+3,2,4~u and f+4,3~u.
Combos
Devil Jin has great combo potential, but tapping into that potential requires strict execution. The
damage from his easier combos is mediocre at best, although I wouldn’t go so far as to say it’s
bad. Although the damage of his combos isn’t comparable to the likes of Kazuya and his CH
d/f+2 and shiny new rage drive, Devil Jin excels at carrying his opponent (on)to the wall. With a
variety of amazing wall splat combo enders like f+3+4, b+2,3 and Laser Scraper, you’re easily
able to adjust your combos and get your opponent onto the wall almost every time.
● EWGF
■ EWGF, EWGF, ff+4 (S!), ff+3,1~ff, 2, f+3+4
■ Practical max damage but a bit tricky to pull off.
■ Drop one of the electrics for easy mode.
● (It’s not that hard, try to learn to do this consistently.)
■ (near wall) EWGF, ff+4 (S!), ff+3,1~ff, 2,2(W!)
■ Good when near wall after ff+3,1
■ (near wall) EWGF, ff+4 (S!), b,f+2,1,df+2(W!)
■ Good when near wall after ff+4
■ EWGFper post-S! for wall splat.
■ EWGF, EWGF, b+2,3 (S!), Laser Scraper
■ Easy mode, al, EWGF, ff+3,1,2 (S!), ff+3,1~ff, EWGF
● Good mix of difficulty and reward.
■ Can also dash Laser Scraso good for high wall splats when the wall is
close-ish (Souq).
● ws+2_FLY 1
■ ws+2, DEWGF, DEWGF, DEWGF, DEWGF, DEWGF
■ Practical max damage but a bit tricky nigh upon impossible to pull off.
■ ws+2, DEWGF, 1, ff+3,1~ff, b+4/2, DEWGF
■ Bit less damage and a bit easier to do but probably too difficult to be
useful for most.
■ May need to drop the 2 depending how far your ff+3,1 was.
■ ws+2, DEWGF, 1, 1, 1, 1, f+3+4
■ Really good wall carry but kind of hard, need to dash between all jabs.
■ Adjust number of jabs based on distance to wall. Can also end with
b+2,3.
■ ws+2, d+2, ws+1,2, f+3+4
■ Salvage combo for when you inevitably mess up the electric.
■ ws+2, ff+3,1, 1, Laser Scraper
■ Easy mode, also good for high wall splats.
■ ws+2, Heaven’s Door
■ Surprisingly good damage compared to other combos.
■ Useful when there’s no space to do full combos.
■ ws+2, DEWGF, 1, Laser Canon/Laser Scraper
■ Laser canon for max
■ wall carry, laser scraper when near wall
■ ws+2, Laser Scraper (W!)
■ use when near wall after ws+2
■ ws+2. DEWGF, 2, b+2,3
■ Good for oki
● CH b+4
■ CH b+4, d/f+2, 2, b+2,3 (S!), ff+3,1~ff, EWGF
■ Can replace d/f+2 with EWGF for more damage.
● CH d/f+2
■ CH d/f+2, 1, ff+4 (S!), ff+3,1~ff, 2, f+3+4
■ Practical max damage.
■ CH d/f+2, 1, ff+3,1,2 (S!), b,f+2,1,d/f+2
■ Good wall carry combo.
■ can replace laser canon with 2, f+3+4
● u+4
■ u+4~u, FLY 1 (S!), ff+3,1, 1,2, f+3+4
■ Basically the only combo. (Can end with ff 3,1 1 DEWGF for oki)
● Hell Sweep (first hit)
■ cd+4, EWGF, 2, b+2,3 (S!), ff+3,1~ff, EWGF
■ Practical max damage but a bit tricky to pull off.
■ cd+4, 1+4, 2, b+2,3 (S!), ff, b+2,3
■ Pretty easy, decent damage and oki. Only “difficult” part is the dash.
■ cd+4, 1+4, 2, b+2,3 (S!), fff n, 2, f+3+4
■ Great for wall carry but the dash 2 is a bit annoying.
■ (Near wall)cd+4, 1+4, (1), bf+2,1,df2 W!
■ when near wall before screw
■ (Near wall)cd+4, 1+4, b+2,3(S!), dash 1+4 (W!)
■ When near wall after screw
■ (Near wall) cd+4, 1+4, 1,2,2(W!)
■ When very close to the wall after 1+4
■ (At wall)cd+4,b+4, W!, b+4
■ Only used when directly at the wall
● Rage Drive
■ cd+4,3+4, d/f+2, 2, b+2,3 (S!), ff+3,1~ff, EWGF
■ Can replace d/f+2 with EWGF for more damage.
■ cd+4,3+4, Heaven’s Door
■ Use when there’s no space to do the full combo.
■ Recovers fast so you can start inputting cd+1~u/f quite quickly.
● cd+3
■ cd+3, 1+4, 2, b+2,3 (S!), ff, b+2,3
■ Hell Sweep, 1+4 combos should all work.
● Low Parry
■ d/f+2, 2, b+2,3 (S!), ff+3,1~ff, EWGF
■ Can replace d/f+2 with EWGF for more damage.
■ iws+1,4 (S!), ff+3,1~ff, 2, f+3+4
■ Good wall carry.
■ df+2, 2, b+2,3 (S!), laser canon/scraper
■ Laser canon for wall carry, laser scraper for oki
■ (at wall)bf+2,1,2
● Wall Enders
○ EWGF, b,f+2,1,2
■ Max damage off of a high wall splat. Delay the last hit for unscaled
damage.
○ Heaven’s Door
■ Good wall ender if few hits.
○ b,f+2,1,2
■ Good wall ender if many hits. Standard. Delay the last hit for unscaled
damage.
○ b,f+2,1,4
■ Will connect when you have an oddly angled wall splat.
○ 1,1, d+1
■ Hits a bit lower than Laser Scraper, less damage.
○ 1,2, b+4
■ Hits a bit lower than 1,1, d+1, less damage.
○ b+4
■ Hits a bit lower than 1,2, b+4, less damage.
○ ff+3,1,4
■ Hits when the opponent is near but not quite at the wall.
■ Useful when you can’t really get a good splat due to distance.
● Wall Splat Combos
○ (W!), ssl, f+3 (S!), Heaven’s Door
■ Practical max damage but a bit tricky to pull off.
○ (W!), Heaven’s Door
■ Easy mode, pretty reliable.
○ (W!), d+3+4, Laser Scraper
■ Can-cans can re-splat but requires a backdash or sidestep.
○ (W!), Laser Scraper
■ Omit the can-cans for an easier combo.
○ EWGF (W!), EWGF, Laser Scraper
■ EWGF combo next to wall.
○ cd+4, b+4 (W!), d+1
■ Hell sweep combo next to wall.
■ A 2nd b+4 hits more consistently than d+1 for less damage.
○ b,f+212, (W!) DEWGF, d+4
■ When you get a wallsplat with laser cannon instead of laser scraper
● Wall Break Combos
○ [Combo w/ screw], (WB!), Heaven’s Door
■ Break with Laser Scraper if you can reach, f+3+4 if you can’t.
■ Standard ender, leaves them at your feet for oki.
○ [Combo w/o screw], Laser Scraper (WB!), u/f+2 (S!), …
■ Can go into ff+3,1 bnb or Laser Scraper depending on hits.
● Balcony Break Combos
○ [Combo w/ screw], (BB!), Heaven’s Door
■ Break with Laser Scraper if you can reach, f+3+4 if you can’t.
■ Standard ender, leaves them at your feet for oki.
○ [Combo w/o screw], Laser Scraper (BB!), u/f+2 (S!), ff+3,1~ff, EWGF
■ Can go into different screw follow-ups depending on hits.
○ cd+4, cd~ws+4, ff+2 (BB!), u/f+2 (S!), ff+3,1~ff, EWGF
■ Combo off Hell Sweep next to balconies.
○ CH b+4, f+3+4 (BB!), u/f+2 (S!),ff+3,1~ff, EWGF
■ Combo off CH b+4 next to balconies.
● Floor Break Combos
○ [bnb combo until (S!) near wall or (W!)], Heaven’s Door (FB!), ws+2, Laser
Scraper
■ Do the meat of your combo and then Heaven’s Door to floor break.
■ Follow up floor break with ws+2 to get high wall splat and choose a wall
ender.
■ Can follow up floor break with b+4 (W!) on the last level of Forgotten
Realm.
○ [bnb combo until (S!)], Heaven’s Door (FB!), f+3+4
■ Only real option if they’re not near the wall.
■ Should carry to/near wall at almost any range.
○ cd+4,4, (FB!), u/f+2 (S!), ff+3,1~ff, 2, f+3+4
■ Standard Hell Sweep floor break combo.
○ ws+2, Heaven’s Door (FB!), b,f+2,1,d+2, f+3+4
■ Standard ws+2_FLY 1 floor break combo.
○ d/f+2+3 (FB!), b+2,3 (S!), ff+3,1,4
■ Best option due to awkward side combo.
○ u+4~u, FLY 3 (FB!), u/f+2 (S!), ff+3,1~ff, 2, f+3+4
■ Standard u+4 floor break combo.
○ FLY 2 (FB!), 1, b+2,3 (S!), ff+3,1,4
■ Best option due to awkward side combo.
● Rage Art Combos
○ [bnb combo until (S!)], ff+3,1, Rage Art
■ Standard way to end a combo with Rage Art.
■ May not connect if you did too many hits (only really happens with stage
breaks).
■ Can replace ff+3,1, with cd~ws+4 if you’re unsure of hits.
○ [bnb combo until (W!)], Rage Art
■ Rage Art sequence may not occur if the wall splat is too low.
VS Devil Jin
Like all Mishimas, Devil Jin’s biggest weakness is his tracking. His 50/50 mixup can be
sidestepped rather easily and punished appropriately. Additionally, his homing moves are not
very rewarding, so the Devil Jin player will generally have to work to realign themselves if you
step well. It’s much more likely for them to make a mistake realigning themselves than it is for
you to step poorly. However, it’s worth noting that Devil Jin’s electric actually has the best
tracking properties of all the Mishimas though, so be cautious when sidestepping.
Furthermore, Devil Jin doesn’t really appreciate playing against high crushing characters like
Xiaoyu and Steve, as they force him to rely on his low-hitting mids, which are mediocre at best.
They’re generally very slow or non-rewarding. His ws+2 was gimped in T7 since it puts his
opponent in an auto-screw state, so he can only dish out minimal damage (although the wall
carry and resulting pressure can be devastating). The worst thing you can do is take a CH b+4
for an actual combo if he’s going for mids when he can’t get electrics in, which is something to
look out for.