devil-jin

devil-jin

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b
* 3 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
Power crush 7~16
H.MCR.2+3h!,t23,16i20+0d
* Heat Smash
* Transition to attack throw on standing or airborne hit
Low crush 1~12
H.2+3m,h,t20,22,10i18+11+5d
* Heat Smash
* Jail from 1st attack
* Transition to attack throw on hit
* Transition to MCR on block only
* Can cancel transition to MCR on block with B at +2~+12
* 8 Chip Damage on block
<div class="plainlist">
* Low crush 15~52
* fs53~55</div>
R.df+1+2m,t10-15,3-5,42-60i20-15+0d
* Rage Art
* Removes Recoverable Health
* Base damage: 55
* Damage increases with lower health, maximum 80 damage
* Opponent recovers FDFA on hit
Power crush 8~20
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,1h, h5, 6,i15-1+8
* Jail from 1st attack with 3f delay
1,1,2h, h, m5, 6, 14,i13-17+18a (+13)
* Balcony Break on airborne hit
* Combo from 1st hit with 11f delay
1,2h, h5, 8,i10-3+8
* Jail from 1st attack with 4f delay
1,2,2h, h, h5, 8, 12,i17-12+4
* Combo from 1st hit with 11f delay
* Jail from 2nd attack with 2f delay
* Move can be delayed 9f
1,2,3h, h, m5, 8, 25,i29~31+4+24a
* Spike
* Move can be delayed 1f
* Interrupt with i10 from 2nd block
1,2,3,4h, h, m, m5, 8, 25, 30,i36~38+0~+2+11c~+13c
* Spike
* Interrupt with i7 from 3rd block
1,2,4h, h, m5, 8, 10,i11-10+4
* Knee
* Jail from 1st attack
2h9i10+0+9
2,2h, h9, 20,i17-13-2
* Jail from 1st attack with 2f delay
3m16i17~19-12-6
3,1m, h16, 11,i29~30+2+8
Combo from 1st hit
3,1,2m, h, M16, 11, 20,i25~28-11+72a (+56)
* Tornado
* Input can be delayed 12f
* Move can be delayed 4f
* Interrupt with i9 from 2nd block
3,1,4m, h, m16, 11, 20,i23~24-9+15a (+6)+59a
* Balcony Break
* Input can be delayed 12f
* Move can be delayed 4f
* Interrupt with i7 from 2nd block
3,1,f,Fm, h16, 11-2+4
4h24i17~18-5+10g
* Homing
* Balcony Break
* 7 chip Damage on block
* 10 chip Damage on block in heat
4~3M21i29-32-7c+14a
Spike
<div class="plainlist">
* Low crush 14~23
* fs24~26</div>
4~3,H.1+2M, SM21, 15i24~35+2+30a (-20)
* Tornado
* Weapon
* 4 Chip Damage on block
* Consumes 220F of remaining heat time
1+2m,m12,25i17 i25~26-12+7
* Homing
* Balcony Break
* Interrupt with i1 from 1st block
1+4SL,h5,5,i16-3+4
Jails
1+4,2SL,h, m5,5, 20,i24~25-12+72a (+56)
* Tornado
* 6 chip damage on block
3+4
<div class="plainlist">
* Low crush 20~58
* fs59~61</div>
f+2m14i17~18-8+3
Spike
f+2,4m, m14, 17,i15-11+0+29a (+23)
* Knee
* Combo from 1st hit with 14f delay
* Move can be delayed 13f
*
f+3
* Stance moves can be delayed by 10f
<div class="plainlist">
* Low crush 18~32
* fs33~35</div>
f+4m10i15~16-12-1
f+4,3m, m10, 15,i26~27-22+18a (+8)
* Tornado
* Combo on 1st CH with 3f delay
* Input can be delayed 15f
* Enter FLY +36a (+26) with ub_u_uf on hit
<div class="plainlist">
* ,Low crush 27~51
* ,fs52~54</div>
df+1m11i13-6+5+9
df+1,2m, h11, 20,i17-9+44d (-14)
* Balcony Break
* Combo on 1st CH with 10f delay
* Move can be delayed 4f
df+2m17i15-9+6+9
* Enter MCR +14 with F on hit
* Enter MCR +17 with F on CH
* Transition to MCR on standing hit only
df+3m12i16~17-9+2
df+3,2m, m12, 10,i19-13-7
Combo from 1st hit
df+3,2,4m, m, m12, 10, 20,i26-27-22+18a (+8)
* Tornado
* Combo from 2nd CH with 4f delay
* Input can be delayed 16f
* Jails for 3?F from 2nd hit
* Enter MCR +36a (+26) with ub_u_uf on hit
<div class="plainlist">
* ,Low crush 27~50
* ,fs51~53</div>
df+4m10i13~14-9+2
df+4,4m, m10, 16,i13~14-15-4c
* Spike
* Combo from 1st hit with 10f delay
* Move can be delayed 9f
d+1m25i18~19-14+20a (+10)
* Balcony Break
* Damage taken during power crush state is recoverable.
* -9 on block if an attack is absorbed
* 10 Chip Damage on block after absorbing an attack in power crush state
* 11 Chip Damage on block while in heat after absorbing an attack in power crush state
Power crush 7~17
d+2sl8i11-4+7
High crush 4~
d+3L12i18~19-12-1+7c
Could be sidewalked left under specific circumstances.
d+4l6i12-15-4
High crush 4~
d+3+4m,m5,20i15-16 i15-16-15+30a (+20)
Low crush 16~30
db+1sl5i10-5+6
* Transition to Standing with f
High crush 4~
db+2L15i21~22-13+3c+26a
* 4 Chip Damage on block
* 6 Chip Damage on block in heat
High crush 6~
db+3L10i16-17-6
High crush 4~
db+1+2m15i23~38-9+4
* Cancel to r27 MCR with F (js27~)
* Balcony Break on air hit
db+1+2*m25i39~60+17g +24w+7+37d (+29)
* Wall Crush +24g on block
* Balcony Break on CH or air hit
* Cancel to r27 MCR with F (js27~)
* 10 Chip Damage on block
* 11 Chip Damage on block while in heat
db+1+2**m42i61~63[[Devil Jin combos#Mini-combos|+10]]+37d
* Balcony Break
* Guard Break
* Cancel to r27 MCR with F (js27~)
* 16 Chip Damage on block
* 19 Chip Damage on block while in heat
b+1h10i12-6+5
b+1,2h, m10, 20,i23-14+23a (+13)
* Balcony Break
* Combo from 1st hit with 7f delay
* Input can be delayed by 15f
* Move can be delayed by 10f
* Cancel to r15 -18 -7 with B
b+1+3m30i15-8+16a (+6)
* Balcony Break
* 50% damage reduction when absorbing attacks
* Damage taken during power crush is recoverable
* 12 Chip Damage on block after absorbing an attack
* 13 Chip Damage on block while in heat after absorbing an attack
* r34 on hit
Power crush 4~14
b+2h11i14~16-13-2
b+2,1h, m11, 21,i30-31-16+29a (+19)
* Tornado
* Interrupt with i13 from 1st block
* Can evade some jabs
<div class="plainlist">
* ,Low crush 30~51
* ,fs52~54</div>
b+2,3h, m11, 23,i25~127-14+8a (-1)
* Heat Engager
* Heat Dash +62a (+42) on hit, +5 on block
* Balcony Break
* 16 Chip Damage on Heat Dash
* Combo from 1st hit with 5f delay
* Move can be delayed 3f
<div class="plainlist">
* ,Low crush 25~47
* ,fs48~50</div>
b+3M24i29~32-15~-18+10~+13
* Heat Engager
* Heat Dash +43a (+35) on hit, +5 on block
* Balcony Break
* 17 Chip Damage on Heat Dash
<div class="plainlist">
* Low crush 8~33
* fs34~36</div>
b+4M20i17~18-8+6+30a (+24)
Opponent recovers FDFA on grounded hit
b+1+2m21i20~21-1c+7c+24d
* Spike
* Opponent recovers FDFA on CH
* 6 Chip Damage on block
* 8 Chip Damage on block while in heat
b+1+4m!60i63~64+20a (+10)
fs64~85
ub+1+2h!40i32~63+4d (-54)+4d (-54)
* Balcony Break
u+4m22i20~21-25+15a (+5)
* Tornado
* Enter FLY +35a (+25) with ub_u_uf on hit
<div class="plainlist">
* Low crush 9~44
* fs45~47</div>
u+1+2h27i18-35
Hits airborne opponents only
uf+1h10i21~23+11+16
* Strong Aerial Tailspin
* Weapon
* Balcony break on airborne hit
* Transition to r20 MCR on hit or block only
* 2 Chip Damage on block
* 3 Chip Damage on block while in heat
uf+2h25i20~23-4+25a
* Homing
* Balcony break on airborne hit
uf+3m21i28~29+3c+7c+19a
* Spike
<div class="plainlist">
* Low crush 9~29
* fs30~32</div>
uf+4m21i18-8+11
* Heat Engager
* Heat Dash +62a (+42) on hit, +5 on block
* Balcony Break
* 16 Chip Damage on Heat Dash
Low crush 8~18
uf+3+4m,m8,20i16~17 i13~14-16+33a (-25)
* Balcony Break
<div class="plainlist">
* Low crush 10~47
* fs48~50</div>
uf+3+4,H.1+2m,m, t8,20, 20i25~50-15+0d
* 6 Chip Damage on block
* Available only as combo from 1st hit
* Unavailable on whiff
* Transition to attack throw on hit
* Consumes 250F of remaining heat time
Low crush
1+2+3+4
* CH state for 5 seconds
* Can't block for 5 seconds
<div class="plainlist">
* Low crush 6~47
* fs48~50</div>
b,f+2m12i15~17-9-1
* i16 startup when buffered
* Homing at +3 and above
* Can be sidestepped to the right at -2 to +2
b,f+2,1m, m12, 12,i14~15-10+1
* Elbow
* Combo from 1st hit with 15f delay
* Jail from 1st attack with no delay
* Move can be delayed 7f
b,f+2,1,2m, m, m12, 12, 24,i22~23-8+15a (+6)+45a (+0)
* Balcony Break
* Combo on 2nd CH with 8f delay
* Input can be delayed 20f
* Move can be delayed 15f
* 7 Chip Damage on block
* 10 Chip Damage on block
b,f+2,1,4m, m, M12, 12, 21,i26~29-8c+14a
Spike
<div class="plainlist">
* ,Low crush 12~20
* ,fs21~23</div>
b,f+2,1,df+2m, m, m12, 12, 20,i18~19-13+25a (+8)
* Tornado
* Balcony Break on grounded hit only
* Combo on 2nd CH with 11f delay
* Input can be delayed 20f
* Input can be delayed 14f
* Opponent recovers FDFA on hit
b,f+2,3m, h12, 24,i19~20-9+9
Combo from 1st hit with 8f delay
b,f+1+2m6,6,6,6,6,6i25 i6 i6 i6 i6 i6-17+31a (-2)
* Weapon
* 17 damage on hit with scaling
* 6 Chip Damage on block
* 12 Chip Damage on block while in heat
<div class="plainlist">
* Low crush 24~80
* fs81~83</div>
b,f+1+2,2m, M6,6,6,6,6,6, 30,i28~31-31-14a (-23)
* Balcony break on standing hit only
* Combo from 1st hit
<div class="plainlist">
* ,Low crush 28~69
* ,fs70~72</div>
f,F+2m24i15~16-8+15a (+6)
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* i18 startup when unbuffered, and i16 startup when buffered
* 7 Chip Damage on block
* 10 Chip Damage on block while in heat
* 20 Chip Damage on Heat Dash
f,F+4m22i20~21-6+16g+55a
* Balcony Break
* i23 startup when unbuffered, and i21 startup when buffered
* Opponent recovers crouching on hit
<div class="plainlist">
* Low crush 10~30
* fs31~33</div>
f,n,d,DF+3L24i33~34-23-2a
Opponent recovers FDFA on hit
Low crush 5~28
f,n,d,DF+4L7i16-23c-5c
f,n,d,DF+4,4L, m7, 28,i25~26-16+4c+14a
* Spike
* Combo from 1st hit
f,n,d,DF+4,1+2L, SM7, 9,i29~40+58a (+42)
* Tornado
* Available only on hit
* Opponent recovers FUFA on hit
f,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in WS for 6 frames starting at frame 20
* Cancel to sidestep with u
* Cancel to block with b
f,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Unable to act from frames 3~26
<div class="plainlist">
* Low crush 1~20
* fs21~23</div>
f,n,d,df:2h23i11~12 (i14~)+5+39a (+29)
* 4 Chip Damage on block
* 8 Chip Damage on block while in heat
* Can also be performed with f,n,df#2 (i13~)
f,n,d,df+1m30i22~24-16+29a (+19)
<div class="plainlist">
* Low crush 22~43
* fs44~46</div>
f,n,d,df+1,UFm, t30, 10-4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
f,n,d,df+2h20i11~12 (i15~)-10+39a (+29)
* Turns into EWGF (f,n,d,df#2) while in heat
* Consumes 70F of remaining heat time while in heat
* 8 Chip Damage on block while in heat
f,n,d,df+3M25i26~28-8c+16a
* Spike
* 7 Chip Damage on block
* 10 Chip Damage on block while in heat
Low crush 5~28
f,n,d,df+1+2m25i26~27-9+12a (+3)+34a
* Homing
* Balcony Break
* 7 Chip Damage on block
* 10 Chip Damage on block while in heat
* Opponent recovers FUFA on CH
f,f,F+3m30i22~25+6+13a (+3)
* Balcony Break
* 9 Chip Damage on block
* 12 Chip Damage on block while in heat
<div class="plainlist">
* Low crush 3~25
* fs26~28</div>
ws1m12i13~14-6+5+9
ws1,1m, h12, 10,i30~32+11+16
* Balcony Break On air hit
* Weapon
* Combo from 1st CH with 1f delay
* Transition to MCR on hit or block only
* 2 Chip Damage on block
* 3 Chip Damage on block while in heat
ws1,2m, m12, 15,i22-11+6+10
* Enter MCR +14 with F on hit
* Enter MCR +17 with F on CH
* Combos from 1st hit with 7f delay
* Input can be delayed 10f
* Move can be delayed 9f
ws2m20i15~16-12+72a (+56)
* Tornado
* 6 Chip Damage on block
* 8 Chip Damage on block while in heat
ws3m16i14-11+9+14
* Knee
* Enter MCR +14 with F on hit
* Enter MCR +23 with F on CH
ws4m10i11~12-3+8
ws4,4m, M10, 20,i27~28-16+4c
* Spike
* Combo from 1st hit
SS.2m25i17~18-22+72a
Transition to Hell's Gate on hit with U
SS.2,Um!,M!37,27i37~38 i22~60-5a
* Only available as combo from 1st hit
* 48 damage with scaling
(back to wall).b,b,ubm21i36~38+0c+8
Low crush 14~45
FLY.1h20i18~19-3+67a (+47)
* Strong Aerial Tailspin
* Balcony Break
<div class="plainlist">
* Low crush 1~12
* fs13~15</div>
FLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
<div class="plainlist">
* Low crush 1~60
* fs61~63</div>
FLY.3M30i15~22-15~-8+35d (-24)
* Balcony Break
* Spike
FLY.4M10i20~21-29-20s
<div class="plainlist">
* Low crush 1~50
* fs51~53</div>
FLY.4,2M, m10, 20,i22~23+52a (+7)
Available only on hit
FLY.4,2,1+2M, m, m!,M!10, 20, 15,i27~28 i22~60-6a
Available only on hit
FLY.1+2M!30i50~100-46(-104)
Balcony Break
<div class="plainlist">
* Low crush 1~111
* fs112~114</div>
FLY.f+1+2M!30i32~75-39a (-97)
* Balcony Break
* Recovers front-facing when done from BT FLY
,Low crush 1~
FUFT.u+3+4
FUFA shift to Fly leaves attacker in backturn
MCR.1m20i22+8+20d
* Spike
* Opponent recovers FDFA on hit
* 6 Chip Damage on block
* 8 Chip Damage on block while in heat
<div class="plainlist">
* Low crush 1~38
* fs39~41</div>
MCR.2m12i15~16-13-5
Homing
<div class="plainlist">
* Low crush 1~37
* fs38~40</div>
MCR.2,2m, M12, 20,i24-26-14c+2a
* Heat Engager
* Heat Dash +67a (+50) on hit, +5 on block
* Spike
* 16 Chip Damage on blocked Heat Dash
* Combo from 1st hit
* Opponent recovers FDFA on hit
<div class="plainlist">
* ,Low crush 1~17
* ,fs18~20</div>
MCR.3SM26i23-7+16a (-1)+70a (+54)
* Tornado
* Balcony Break
* Opponent recovers FDFA on hit
* 7 Chip Damage on block
* 10 Chip Damage on block while in heat
<div class="plainlist">
* Low crush 1~19
* fs20~22</div>
MCR.4M10i20~21-29-20s
<div class="plainlist">
* Low crush 1~50
* fs51~53</div>
MCR.4,2M, m10, 20,i22~23+52a (+7)
Available only on hit
MCR.4,2,1+2M, m, m!,M!10, 20, 15,i27~28 i22~60-6a
Available only on hit
OTG.d+1+2L25i23~31-14+5a
* Weapon
* Balcony break on CH
b,f+2,1,4,H.1+2m, m, M, SM12, 12, 21, 15i24~35+2+59a(+43)
* Balcony Break
* Tornado
* Weapon
* 4 Chip Damage on block
* Consumes 220F of remaining heat time
f,n,d,df+1+2,H.1+2m, SM25, 20i25~36+2+60a(+44)
* Tornado
* Weapon
* 6 Chip Damage on block
* Consumes 220F of remaining heat time
1+3t35i12~14+0 BT+2d
* Homing
* Throw break: 1 or 2
* Can be done from FC
2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FUFA on hit
* Can be done from FC
Back Throwt50+1d
* Unbreakable
* Side switch on hit
Left Throwt43-3+1d
* Throw break 1
* Opponent recovers FUFA on hit
Right Throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FDFA on hit
df+2+3t40i12-2-6d
* Floor Break
* Throw break 2
* Can be done from FC
f,hcf+1+2t45i12-6+0d
* Throw break 1+2
* Side switch on hit when done on opponent's front and left sides from P1 side
* Sideswap on hit when done on opponent's left side from P2 side
* Can be done from FC
qcb+1+3t40i12-2+0d
* Throw break 1
* Opponent recovers FUFA on hit
* Can be done from FC
uf+1+2t35i12+0+25d (+7)
* Balcony Break
* Throw break 1+2
* Side switch on throw break
* Can be done from FC