devil-jin

devil-jin

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CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m[12;12]i16+1+2c
* Only does recoverable damage(?)
* Heat Burst
* Alternate input: R1
* 3 chip damage on block
Parry state 8~
H.MCR.2+3ub(m)23,16i20ThThTh
* Heat Smash
* Alternate input: R1
H.2+3m,h,th20,22,10i18+11 MCRThTh
* Heat Smash
* Alternate input: R1
1h5i10+1+8
1,1h,h5,6,i15-1+8
* Jails
* Combo from 1st hit
1,1,2h,h,m5,6,14,i13-17+18a(+13)
* Balcony Break on air hit
* Combo from 1st hit
1,2h,h5,8,i10-3+8
* Jails
* Combo from 1st hit
1,2,2h,h,h5,8,12,i17-12+4
* Jails
* Combo from 1st hit
1,2,3h,h,m5,8,25,i29~31+4+24a
Spike
1,2,3,4h,h,m,m5,8,25,30,i36~38+0+12c
Spike
1,2,4h,h,m5,8,10,i11-10+4
Combo from 1st hit
2h9i10+0+9
2,2h,h9,20,i17-13-2
* Jails
* Combo from 1st hit
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+72(+56)
Tornado
3,1,4m,h,m16,11,20,i23~24-9+15(+6)+59a
Balcony Break
3,1,f,Fm,h16,11-2+4
4h24i17~18-5+10
* Homing
* Balcony Break
4~3m21i29-7+14
Spike
4~3,H.1+2m,sm21,15i24~35+2+58a(+42)
* Tornado
* Chip damage on block (4)
1+2m,m12,25i17-12+7
* 1st hit
Homing
* 2nd hit
Balcony Break
1+4sl,h5,5,i16-3+4
Jails
1+4,2sl,h,m5,5,20,i24~25-12+72(+56)
Tornado
3+4sp
Transitions to FLY
Low crush
f+2m14i17~18-8+3
Spike
f+2,4m,m14,17,i15-11+0
f+3sp
Transitions to MCR
Low crush
f+4m10i15~16-12-1
f+4,3m,m10,14,i26~27-22+18(+8)
* Tornado
* On hit, hold ub, u or uf to transition to Fly
df+1m11i13-6+5+9
df+1,2m,h11,20,i17-9+44d(-14)
Balcony Break
df+2m17i15-9+6+9
Hold F to enter MCR at +14 or at +17 on CH
df+3m12i16~17-9+2
df+3,2m,m12,10,i19-13-7
df+3,2,4m,m,m12,10,20,i29-22+18(+8)
* Tornado
* On hit hold ub, u or uf to shift to FLY at +36(+26)
df+4m10i13~14-9+2
df+4,4m,m10,16,i13~14-15-4
Spike
d+1m25i18~19-14+20(+10)
* Balcony Break
* Absorb an attack to power up
* Add chip damage when guarded
Parry state 8~
d+3L12i18~19-12c-1+7c
d+3+4m,m5, 20i15~16-15+30(+20)
db+2L15i21~22-13c+3c+26d
Chip damage on block
db+1+2m15i23~25-9+4
* Hold F during startup to feint into MCR
* Balcony Break on air hit
db+1+2*m25i26~60+17g +24w+7
* Hold F during startup to feint into MCR
* Balcony Break on air hit
db+1+2**m42i61~63 (Full Charge)[[Devil Jin combos#Mini-combos|+10]]+37
* Balcony Break
* Guard Break
* Chip Damage on block (16)
* hold F during startup to feint into MCR
b+1h10i12-6+5
b+1,2h,m10,10,i23-14+23a(+13)
* Balcony Break
* Hold B to cancel
b+2h11i14~16-13-2
b+2,1h,m11,21,i30-16+29(+19)
Tornado
b+2,3h,m11,23,i25~127-14+8(-1)/HE
* Heat Engager
* Heat Dash +62a(+42) on hit
* Balcony Break
* Combo from 1st hit
b+3m24i29~32-18+10/HE
* Heat Engager
* Heat Dash +17d on hit
* Balcony Break
b+4m20i17~18-8+6+30(+24)
b+1+2m21i20~21-1c+7c+24d
* Spike
* Chip Damage on block (6)
b+1+4ub(m)60i63LNCLNCLNC
ub+1+2h40i47KNDKNDKND
* Balcony Break
* Chip damage when guarded
* Jack-8 or Alisa can recovery 20 by input 1+2
u+4m22i20-25+15(+5)
* Tornado
* On hit hold ub, u or uf to transition to fly at +35(+25)
u+1+2
Air laser
uf+1h10i21~23+11+16
* Balcony Break on air hit
* Weapon
* Shifts to MCR on hit or block
* 2 Chip damage on block
uf+2h25i20~23-4+25a
* Homing
uf+3m21i28~29+3c+7c+19a
Spike
uf+4m21i18-8+11/HE
* Heat Engager
* Heat Dash +62a(+42) on hit
* Balcony Break
uf+3+4m,m8,20i16-16+33a(-25)
* Balcony Break
uf+3+4,H.1+2m,m,sm8,20,20i25~50-15+0
* Chip damage on block (6)
* Transitions into throw on hit
b,f+2m12i15~17-9-1
b,f+2,1m,m12,12,i14~15-10+1
Combos from first hit
b,f+2,1,2m,m,m12,12,24,i22~23-8+15a(+6)+45a(+0)
* Balcony Break
* Chip damage on block (7)
b,f+2,1,4m,m,m12,12,21,i26~29-7c+14a
b,f+2,1,df+2m,m,m12,12,20,i18~19-13+25a(+8)
* Tornado
* Balcony Break on grounded hit only
b,f+2,3m,h12,24,i19~20-9+9
Combos from first hit
b,f+1+2m17i25-17+31a(-2)
Chip damage on block
b,f+1+2,2m,m17,30,i28~31-31-5(-12)
Combos from first hit
f,F+2m24i15~16-8+15a(+6)/HE
* Heat Engager
* Heat Dash +36a(+26) on hit
* Balcony Break
* 7 Chip damage on block
f,F+4m22i20~21-6+16c+55a
Balcony Break
f,n,d,DF+3l24i33~34-23c-2d
Leaves opponent Face Down/Head Towards
f,n,d,DF+4L7i16-23c-5c
f,n,d,DF+4,4L,m7,28,i25-16+4c
Spike
f,n,d,DF+4,1+2L,sm7,9,i29~40+58(+42)
* Tornado
* Only on hit
* Turns the back to you, limiting combos
f,n,d,df:2h23i14+5+39a(+29)
Chip Damage on block (4)
f,n,d,df+1m30i22~24-16+29a(+19)
f,n,d,df+1,UFm,th30,10-4
* Floor Break
* Only on hit
f,n,d,df+2h20i15-10+39a(+29)
Consumes meter & acts as EWGF during Heat
f,n,d,df+3m25i26~28-8c+16a
* Spike
* Chip Damage on block (7)
f,n,d,df+1+2m25i26~27-9+12a(+3)+33a
* Homing
* Balcony Break
* Chip Damage on block (7)
* Leaves opponent Face Up/Head Towards on CH
f,f,F+3m30i22~25+6+13a(+3)
* Balcony Break
* Chip damage on block (9)
ws1m12i13~14-6+5+9
ws1,1m,h12,10,i30~32+11+16
* Balcony Break On air hit
* Weapon
* Combo on 1st CH
* Shifts to MCR on hit or block
* Chip damage on block (2)
ws1,2m,m12,15,i22-11+6+9
* Hold F to enter MCR on hit at +14 or +17 on CH
* Combos from first hit
ws2m20i15~16-12+72a(+56)
* Tornado
* Chip Damage on block (6)
ws3m15i14-11+9+14
Hold F on hit to enter MCR at +16 or +23 on CH
ws4m10i11~12-3+8
ws4,4m,m10,20,i27~28-16+4c
Spike
SS.2m25i17~18-22+72a
Hold U on hit for 69 damage combo
FLY.1h20i18~19-3+67a(+47)
Balcony Break
FLY.2ub,th20,20i36+0
* Floor Break
* Throw when hit from the front
FLY.3m30i16~22-14+35d(-24)
* Balcony Break
* Spike
FLY.4m10i20-29-20
FLY.4,2m,m10,14,i22+52(+7)
Only on hit
FLY.4,2,1+2m,m,th10,14,15,i28-6
Only on hit
FLY.1+2UB30i50~100
Balcony Break
FLY.f+1+2UB30i32~75
Balcony Break
FUFT.U+3+4
Shifts to fly can also be done from FUFA
MCR.1m20i22~23+8+20d
* Spike
* Leaves opponent Face Down/Head Towards
MCR.2m12i15-13-5
Homing
MCR.2,2m,m12,20,i15-14c+2/HE
* Heat Engager
* Heat Dash +67a(+50) on hit
* Spike
MCR.3sm26i23-7+16a(-1)+70a(+54)
* Tornado
* Balcony Break
* Chip damage on block (7)
MCR.4m10i20-29-20
MCR.4,2m,m10,14,i22+52(+7)
MCR.4,2,1+2m,m,th10,14,15,i28-6
OTG.d+1+2l25i23~31-14c+13d(+1)
b,f+2,1,4,H.1+2m,m,m,sm12,12,21,15i24~35+2+59a(+43)
* Balcony Break
* Tornado
* Chip damage on block (4)
f,n,d,df+1+2,H.1+2m,sm25,20i25~36+2+60a(+44)
* Tornado
* Chip damage on block (6)
1+3th(h)35i12~14+2d
* Throw break: 1 or 2
2+4th(h)35i12~14+0d
* Throw break: 1 or 2
Back Throwth(h)50i12~14+1d
* Throw break: None
Left Throwth(h)43i12~14+1d
* Throw break: 1
Left Throwth(h)40i12~14+0d
* Throw break: 2
df+2+3th(h)40i12~14-6
* Throw break: 2
* Floor Break
f,hcf+1+2th(h)45i12~14+0d
* Throw break: 1+2
qcb+1+3th(h)40i12~14+0d
* Throw break: 1
uf+1+2th(h)35i12~14+25d(+7)
* Throw break: 1+2
* Balcony Break