DEVIL JIN:
NOTABLE ATTACKS--
HIGH:
EWGF - da besss
ff+4 - homing attack, postive frames on block
2,2 - most damaging 10f punisher
1,1,2 - less damage than 2,2 but grants knockdown 10f punisher
b+1,2 - 12 frame punisher, wallsplats.
MID:
u/f+4 - -8 on block (safe), grants KND
cd u/f+3 and WR+3 - offensive safe mid game but can be easily stepped
cd+3 - launcher if hit, safe.
ff+2 - wallsplats, safe due to pushback, if spaced correctly
b+4 - safe on block, combo on ch.
d+1 - on block sets up a neat 1,1,2 trap.
f,n,d,d/f,B~2 - iws+2, -12f on block and 15f startup.
4~3 - good range and launcher on hit.
LOW:
Hellsweeps - small combo on ch.
d/b+2 -Alright damage
d+3 - meh
CRAP:
u+2+4 - why
B+1+2 - Chargeable move.... Yet can be blocked even when fully charged.
HIT CONFIRMS:
1,1<2
1,2<2
ch d/f+1<2
ws+1<2
d/f+4<4
b,f+2<1 (and continuations)
THROWS:
generics bitch kicks etc.
ff+1+2 - Stonehead, 1+2 break.
f,hcf+1+2 - Laser throw
qcb+1+3 - complicated wire
TRAINING:
EWGF punishing:
For 14 frame ewgf practice (minimum speed):
You can have the practice dummy set to 'stand to guard', 'get up kick mid',
and turn on counter hit. Do a cd+4 to knock them down, block the get up kick,
and then punish it with a 14 frame ewgf. Since the get up kick is -14, you'll know if
you were too slow.