GiantDojo ALPHAv0.01
Devil Jin

Devil Jin

Devil Jin - mishima/mixup. Tools include i14 launcher, CH-launch low.

mishimamixup

Key Moves

df+2

i15 mid. -9 on block, +6 on hit.

b+1

i12 high. -6 on block, +5 on hit.

fthennthendthenDF+4

i16 low. -23c on block, -5c on hit.

d+3+4

i15 mid launcher, low crush. -15 on block, launches on hit.

b+1+2

i20 mid. +3c on block, +7c on hit.

WSthen2

i14 mid launcher. -12~-11 on block, launches on hit.

d+3

i18 low. -12 on block, -1 on hit.

df+1

i13 mid. -6 on block, +5 on hit.

Overview

Devil Jin is classified as mishima, mixup. Their toolkit includes a CH-launch low. Their fastest standing launcher comes out in 14 frames.

Strengths

  • Fast i14 standing launcher for whiff punishment
  • Multiple plus-on-block mids for safe pressure
  • CH-launch low for opening defenders

Weaknesses

  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Hold neutral with df+1 as your quick mid check.
  2. Whiff-punish with d+3+4 (i15 launcher).
  3. On block, recheck pressure with b+1+2 (+3 on block).
  4. Mix in d+3 low to keep them honest.

Defense

  • Parry: 4~3 (Wheel of Pain) catches a high or mid attack and turns the round around.
  • Panic launcher: d+3+4 (low crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws2 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Devil Jin’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.