devil-jin

devil-jin

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Quick overview

50/50 monster, with excellent whiff punishment and some poking.
Many plus frames have pushback, allowing a backdash.
After jab, SSR block. df1 can be SSR'd consistently. You can SSR
CD2, but harder, and have to SSL CD4.
After uf3(-3c): SSL(1P) > df1, df2. SSR(2P) > df1, df4, df2, 1,2,
After db2(-3c): SSR(2P) > ws4, ws2. SSL(1P) > ws1. SWL > uf4
After WR3(-6): Hard to step, electric +++ might clip. SWL > CD4
d3 homing, df4 homing at -4. MCR1 just guess.

HEAT

Heat powers: Always electrics.
Laser followup for: 4~3 / bf2,1,4 / CD1+2 / uf3+4
Heat smash can be reliably stepped.
Heat engagers: b2,3 | b3 | uf4 | ff2 | MCR2,2 |
Heat smash: i18 m,h(jail) -> +11 MCR / MCR i20 high UNB

Stances

Mourning Crow (MCR). Transitions: db1+2(cancel) | HS(+11 oB)
uf1 / (ws1),1 (h, +16oH, +11oB) | ws1,2(+14oH) | ws3(+14oH) |
df2(+14oH) | f3(manual)
MCR 1: i22, mid, KND, +8
MCR 2,2: i15, mid, homing, HE/KND, -14s. MCR2 (-5, -13)
MCR4(2,1+2): i20, mid, "attack throw", -29. -20 oH no followup
From an oB transition you can SS MCR1 both ways. From
ws1,2 / df2 oH you can SWL it (very tight).
FLY. Transitions (oB): 3+4 / grounded u3+4 (manual)
Can no longer fly on block. SSR if manual, punish normally if not.

Standing block punishment

−15 pushbackHEAT f3+4,1+2 (-15 range 4) | b2,1(-16~15) | bf1+2,2(-17, -31) | CD1(-16~14) | FLY4 / MCR4(-29) | FLY3(-15 ~ -8) |
−151,1,2 | df4,4(-15~14) | d3+4(-15~14) | b3(-18~15) | uf3+4(-16~15) | ws4,4(-15~14) | ss2(-22) | (CD4,)4(-16~15) |
−14d1 | b1,2 | b2,3(very rarely -13~12) |
−132,2 | df3,2 | MCR2 | b2 | bf2,1,df2 |
−121,2,2 | 1+2 | 1+4,2 | f4 | ff3 | ws2 |
-11 / -101,2,4(-10) | f2,4(-11) | 3,1,2(-11) | bf2,1(-10) | CD2(-10) | ws3(-11) | ws1,2(-11) |

While standing block punishment

−15CD df3(-23~22) | CD4(-23) |
−14MCR2,2 | d1+2 (ground laser. This can be -16~8, but generally -14 or -13) |
−13db2 |
−12d3 |
−11 / -10

String handling

1+2 has no cancel anymore.
b1,2 cancel: -18 on hard read.
ff3,1,2_4: You can SSR both of these if you don't duck the second hit.
bf2,1,2_4: You can SS last hit both ways. bf2,1,df2 still tracks SSL, but is punishable.
bf1+2,2: Does not jail, you have to guess if he stops after first hit. Second hit has massive pushback, -31.
1,2,3: ss both ways
10-hit: Low at #5 (after f3)
ws1,1_2: 8f fuzzy, mid first. You can delay the mid, but on max delay to match the high timing, it's not NC anymore. Worth practicing.
b2,3_1: PC between hits (especially to stop heat dash). Heat burst is a complete OS.

Other notes

DVJs armor parry (b1+3_2+4) has i4 activation, and safe if it absorbs a move. It can however whiff when absorbing strings. Also has
slight high evasion.

Duckable highs

df1,2 | ub1+2(laser, duck on reaction) | 3,1 | bf2,3(mix, 5f fuzzy undelayed, mid first) |
ws1,1(mix, see string section)

Plus on block

db1+2*(medium hold, +17. If there is pushback oB, it's this version. Full hold is +10 guard break) |
uf1 / ws1,1(+11 MCR) | MCR1(+8) | WR3(+6~9) | electric(+5) | 1,2,3 (+4) | uf3(+3c) |
HEAT bf2,1,4,1+2 / CD1+2,1+2 / 4~3,1+2(+2)| ff3,1(+2) | 1,2,3,4(+0)

Low minus

1,1(-1) | b1+2(-1c) | FLY1(-3) | 1,2(-3) | 1+4 (-3) | ws4(-3) |
uf2(-4) | f3(-4) | ws1,4(-5) | 4(-5) | ws1(-6) | df1(-6) | ff4(-6~5) | ws1,2(-7) |

Low hit advantage

2,2(-2) | d3(-1) |