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Devil Jin general

By: FlyingWonkey on May 15th, 2012  |  syntax: None  |  size: 1.33 KB  |  views: 42  |  expires: Never
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  1. DEVIL JIN:
  2.  
  3. NOTABLE ATTACKS--
  4.  
  5. HIGH:
  6.  
  7. EWGF - da besss
  8. ff+4 - homing attack, postive frames on block
  9. 2,2 - most damaging 10f punisher
  10. 1,1,2 - less damage than 2,2 but grants knockdown 10f punisher
  11. b+1,2 - 12 frame punisher, wallsplats.
  12.  
  13.  
  14. MID:
  15.  
  16. u/f+4 - -8 on block (safe), grants KND
  17. cd u/f+3 and WR+3 - offensive safe mid game but can be easily stepped
  18. cd+3 - launcher if hit, safe.
  19. ff+2 - wallsplats, safe due to pushback, if spaced correctly
  20. b+4 - safe on block, combo on ch.
  21. d+1 - on block sets up a neat 1,1,2 trap.
  22. f,n,d,d/f,B~2 - iws+2, -12f on block and 15f startup.
  23. 4~3 - good range and launcher on hit.
  24.  
  25. LOW:
  26.  
  27. Hellsweeps - small combo on ch.
  28. d/b+2 -Alright damage
  29. d+3 - meh
  30.  
  31. CRAP:
  32. u+2+4 - why
  33. B+1+2 - Chargeable move.... Yet can be blocked even when fully charged.
  34.  
  35. HIT CONFIRMS:
  36.  
  37. 1,1<2
  38. 1,2<2
  39. ch d/f+1<2
  40. ws+1<2
  41. d/f+4<4
  42. b,f+2<1 (and continuations)
  43.  
  44. THROWS:
  45.  
  46. generics bitch kicks etc.
  47. ff+1+2 - Stonehead, 1+2 break.
  48. f,hcf+1+2 - Laser throw
  49. qcb+1+3 - complicated wire
  50.  
  51.  
  52. TRAINING:
  53.  
  54. EWGF punishing:
  55.  
  56. For 14 frame ewgf practice (minimum speed):
  57.  
  58. You can have the practice dummy set to 'stand to guard', 'get up kick mid',
  59. and turn on counter hit. Do a cd+4 to knock them down, block the get up kick,
  60. and then punish it with a 14 frame ewgf. Since the get up kick is -14, you'll know if
  61. you were too slow.