Post by xxTakeshi on Aug 14, 2013 18:49:20 GMT
Last Updated: Wednesday, August 14, 2013
----------------------------------------------------------
Project Updated and Maintained by: xxTakeshi
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This guide is a compilation of all the user submitted combos, hints, tips, and tricks. All data has been researched or resourced by the credited user(s). None of this data is final, and is susceptible to change; be it due to error, update, or request. This is not an all inclusive/exclusive guide; feel free to give your inputs, suggestions, or feedback.
----------------------------------------------------------
Getting Started:
References:
***TEKKEN Notation***
***Frame Data***
Table of Contents
1.)……………………………. Basic Breakdown
2.)……………………………. Do's and Don'ts
3.)……………………………. Video References
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1.) Basic Breakdown
By: Jac
1a.) Components
*Note: CD = Crouch Dash
Launchers
*WGF/EWGF (f,n,d,d/f+2)
CH_d/f+2
u+4
d/f+3,2,4
f+4,3
CH_Hellsweep (CD+4,4)
*f,b+2,1,d/f+2
WS+2
*SS+2
*d+3+4
1+4,2,d+4
CD+3
CH_[4,3]
CH_ f+(2),4
*Tag bufferable
Bounds
d/f+1+2
d/f+1,2
CD+4,4 (Hellsweep)
1,2,3
FLY_3
*MUST be on standing opponent and 3 MUST land.
Pokes
d/f+1,2
d/f+1
1,2,3,4
1,2
ff+4
b+4
b,f+2,1
WS4
CD4,4
u/f+3
u/f+4
u/b+2
Punishers
i10- 1,1,2_1,2,2_2,2 (1,1,2 = KD. 2,2 = Max dmg.)
i11- ^^
i12- b1,2
i13- d/f+1,2
i14- PEWGF, d/f+4,4
i15- EWGF, d3+4
Homing Moves
ff+2
ff+4
u/b+2
fakes
b+1,2~B
Options on Grounded Enemies
d/b+2
{4,3}
d+1+2
d+3
Oki Options
1+4
WS+4
ff+3,1~ff
CD+4,4
d/b+2
Bound Resets at the Wall
CD+4,4
**Special Note: Anyone that stays grounded at the wall against DJ is stupid, CD+4,4 to re-bound them.
Zoning Tools
ff+2
EWGF (Perfect move defensively and for pressure)
ff+4
b+2,3
b+1,2
d+3
u/b+2 (on block)
u/f+4 (on block)
Sidestep Moves
SS+2
Unlisted Moves
*1,2,4~[4,3]
*ff4~3 turns into d3+4
*Has to be done really quickly
Crushes
High
CD+4,4
d/b+2
CD_d/f+3
Generic d/b+3
d+1
Low
u+4
u/f+3
[4,3]
CD+3
f+3+4
d+3+4
u/f+4
Fly_3
1b.) Combos
Tag Throws
With Mishima's; including Jin, only: ff+1+2~5
Devil Jin lead: f,b,d/b,d,d/f,f+1+2~5 (Harder option)
Angel lead: f+3,1+2~5 (Easier option)
Solo
EWGF, EWGF, ff+3,1~ff~, 2, d/f+1+2~B!, ff+3,1~ff~ EWGF 90+ dmg
EWGF, u/f+1+2, d/f+1,2~B!, CD+1~u/f
1+4,2,d+4, 1+4, 2, d/f+1+2~B!, ff+3,1~ff~ EWGF
EWGF, EWGF, ff+3,1~ff, 2, d/f+1+2~B!, d/f+3,2,4 (Wall carry)
Tag Assults/Combos
DJ: EWGF, EWGF, d/f+1+2~5 Jin: f,b+2,3~f, 1+2 DJ: iWR f+3+4 (wall carry)_ CD1~UF (damage)
Jin: CH_EWHF, CD~3,1, 1,[3,3]~5 DJ: f,b+2,1,4 Jin: ff+2
*DJ: EWGF, EWGF~5 Jin: 1,[3,3]~5 DJ: SSR, ff+3,1~ff, d/f+3,2,4 Jin: iWR, EWHF
DJ: EWGF, d/f+1+2~5 Jin: f,b+2,3~f, 1+2 DJ: EWGF, f+3+4
DJ: EWGF, EWGF, d/f+1+2~5 Angel: f+3,2,1 DJ: CD+1~UF (uf1+2 or f3+4 for W!)
Angel: EWGF, ff+3,4~5 DJ: SSR, ff+3,1~ff, d/f+3,2,4 Angel: CD~CD+3
Kaz: EWGF, EWGF, b+2,1, d/b+2~5 DJ: u/f+1+2 Kaz: CD+3 W!
**Jin: CH_EWHF ff~iWS+2~5 DJ: iWS4, d/f1+2~5 Jin: SSR 1,2,4 DJ: CD1~UF
* Extended wall carry, nice damage but difficult.
** Hard.
Wall Combos (TA!)
DJ: EWGF, EWGF, d/f+1+2~5 Jin: f,b+2,1,2 DJ: CD+4,4
Angel: EWGF, EWGF, ff+3,4~5 DJ: f,b+2,1,2 Angel: f+2,1,4
Kaz: EWGF, EWGF, d/b+2~5 DJ: f,b+2,1,2 Kaz: d/f+3,2,1
*DJ: b+2,4,2,1,2, CD+4,4~5 Jin: f,b+2,1,2 DJ: b+4
*Huge damage providing all hits land, which isn't likely.
Devil Jin isn't the easiest character to play. He requires hard execution and consistency, he does not rely on gimmicks so you actually have to put your mind towards mix-ups, punishing and movement are also key to use character at a high level.
2.) Do's and Don'ts
By: Jac
I've tried to put together a list of Do's and Don'ts for Devil Jin. I understand that as a normal player i'm still learning/practicing things so i am still progressing. You can take these into consideration if you want but you can also ignore them.
Do's:
Movement:
Movement is key when playing as Devil Jin. From Crouch Dash/Wavedash (CD/WD) he has the option to perform any move, this is why movement is important and why CD is an useful part of his mix-up game. Practicing your WD is important, it gives your opponent the desired hesitation you need in order to perform slightly riskier or safe moves.
Usually when your opponent see's you WDing he expects a low will be coming out, this is when you either A: do a WS4 from your CD or B: do a ff2 from your CD. Either option is safe but the outcome is different. Going for option B and ff2 lands then your opponent will be KD and you then have the options for more CD mix-ups or oki. Option A leaves you at frame advantage on hit (+8) but you have no option for CD mix-ups on get up, but instead you have to either continue applying pressure or just simply stand there and block, so knowing what option will give you the best result is a good thing to know.
Whiff Punishing:
Whiff Punishing ties in with the movement aspect of play. If you are using BDC and SSC appropriately then the main options for whiff punishing will be EWGF and b1,2. b1,2 has supreme range and EWGF if you are close enough to dash in and punish.
Execution:
Execution is a dreadful part of Devil Jin's play. To get high damaged combo's you must do Just Frames consistently which takes time to get you head around, his combo's also aren't the easiest to do, so hours of practice is common.
Punishment:
Punishment is key. Devil Jin has some very good punishers and missing these can disappointing. Understanding frames helps you to know which moves of yours are unsafe and which moves of yours punishes others.
Consistency:
Linking to the execution point consistency is hard. You are doing Just Frames in order to achieve high damage combo's not a lot of characters use JF's in the excessive amount Mishima's do so getting consistency to a good amount is very important. It takes a long time to feel comfortable with a JF and even then you will mess it up from time to time. No one and I mean NO ONE is 100% consistent with JF's. EVERYONE drops combo's because of poor execution for that period and sometimes doing the WGF version can get you punished. Even high level Korean players don't pull of JF's 100% all day.
Mix-Ups:
Hellsweep, WS2, db2, WS4 and ff2 will be your main mix-ups from CD. You could even throw in uf4. I tend to use Hellsweep and ff2 or WS4 as my mid option because my WD to WS cancel isn't so consistent yet. Keep in mind that DVJ has no 50/50 strings over than ff3,1,3 and 1+4,2,d4 both of which will get you killed, be glad that you have the options from CD. Make sure you read your opponent before you commit to a move. If they see you WDing towards them and they are crouched before you have even reached them, then do not Hellsweep. The move is -23 if you do that then you have basically committed suicide. If you see them crouch then you get a free launch or a KD.
Don'ts:
Abuse-able Moves:
When you think of Devil Jin and which moves are the main moves you see spammed against you, you think of; Hellsweep, Lasers, u4, the occasional SS2 or even 10 strings. What surprises me about some DVJ players is that they continue to do these moves after getting punished. These are some Devil Jin's most unsafe moves all of which are launch punishable and if used incorrectly you are going to get yourself killed. A smart player will see through you and if you take Devil Jin online before learning all of his advance techniques then you deserve to get bodied.
Not knowing your Just Frame:
Not knowing how to EWGF has the effect to cripple you in game. This move is your go to defensive/offensive move if you don't know it then you will be stuck in a lot hard situations when an EWGF could possibly save you from it. Practice up.
LASERS:
Just don't use it. Unless you are a considerable distance away and you are trying to catch a raw tag, then it's not so bad but even then i wouldn't recommend it.
Punishment:
Poor punishment can also be bad for DVJ. If you let your opponent get away with raw tags, super unsafe moves then you have lost the chance of taking away crucial damage either in the form of an NC or a round/match saving launch punish. You have to be on point to play this character, not missing a punish nor dropping a combo.
Execution:
Dropping your combo's can be a result of poor execution. Make sure you practice combo's that YOU feel comfortable with. If you feel like you are having a bad day execution wise then go for easier combo's that give you better chance for oki.
Movement:
Not having good movement. Without good movement you have essential lost your entire pressure/mix-up potential. Learning CD is super important and other key movement techniques such as BDC and SSC allow you to whiff punish and evade other attacks. Everything links together when playing DVJ and if somethings aren't at the standard that they should be then you will suffer for it. My example for that point would be that i can't WS cancel from multiple WD's. I can only do it after 1, this means that i have lost the chance to deal more damage from my opponents mistake and is something i need to practice. I have to go for easier mid options such as CD ff2 or CD WS4, this is me suffering for movement which i need to get down.
3.) Video References
By: Various Users
3a.) Morning Bread & Butter - Ep 17 - Devil Jin - www.youtube.com/watch?v=A-EGYefTfA8
By: LevelUpYourGame
----------------------------------------------------------
CREDITS
-Jac
-Level Up Your Game Team
----------------------------------------------------------
Thanks everyone for your help with this “guide”. I hope those of you reading this information find it helpful, and are able to improve your skills, or expand your knowledge. Keep an eye out for other editions of “Dissected”, to be compiled for all TEKKEN TAG TOURNEMENT 2 characters, with your help of course!
Have comments or concerns? Post them below.
-xxTakeshi
----------------------------------------------------------
Project Updated and Maintained by: xxTakeshi
----------------------------------------------------------
This guide is a compilation of all the user submitted combos, hints, tips, and tricks. All data has been researched or resourced by the credited user(s). None of this data is final, and is susceptible to change; be it due to error, update, or request. This is not an all inclusive/exclusive guide; feel free to give your inputs, suggestions, or feedback.
----------------------------------------------------------
Getting Started:
References:
***TEKKEN Notation***
***Frame Data***
Table of Contents
1.)……………………………. Basic Breakdown
2.)……………………………. Do's and Don'ts
3.)……………………………. Video References
----------------------------------------------------------
1.) Basic Breakdown
By: Jac
1a.) Components
*Note: CD = Crouch Dash
Launchers
*WGF/EWGF (f,n,d,d/f+2)
CH_d/f+2
u+4
d/f+3,2,4
f+4,3
CH_Hellsweep (CD+4,4)
*f,b+2,1,d/f+2
WS+2
*SS+2
*d+3+4
1+4,2,d+4
CD+3
CH_[4,3]
CH_ f+(2),4
*Tag bufferable
Bounds
d/f+1+2
d/f+1,2
CD+4,4 (Hellsweep)
1,2,3
FLY_3
*MUST be on standing opponent and 3 MUST land.
Pokes
d/f+1,2
d/f+1
1,2,3,4
1,2
ff+4
b+4
b,f+2,1
WS4
CD4,4
u/f+3
u/f+4
u/b+2
Punishers
i10- 1,1,2_1,2,2_2,2 (1,1,2 = KD. 2,2 = Max dmg.)
i11- ^^
i12- b1,2
i13- d/f+1,2
i14- PEWGF, d/f+4,4
i15- EWGF, d3+4
Homing Moves
ff+2
ff+4
u/b+2
fakes
b+1,2~B
Options on Grounded Enemies
d/b+2
{4,3}
d+1+2
d+3
Oki Options
1+4
WS+4
ff+3,1~ff
CD+4,4
d/b+2
Bound Resets at the Wall
CD+4,4
**Special Note: Anyone that stays grounded at the wall against DJ is stupid, CD+4,4 to re-bound them.
Zoning Tools
ff+2
EWGF (Perfect move defensively and for pressure)
ff+4
b+2,3
b+1,2
d+3
u/b+2 (on block)
u/f+4 (on block)
Sidestep Moves
SS+2
Unlisted Moves
*1,2,4~[4,3]
*ff4~3 turns into d3+4
*Has to be done really quickly
Crushes
High
CD+4,4
d/b+2
CD_d/f+3
Generic d/b+3
d+1
Low
u+4
u/f+3
[4,3]
CD+3
f+3+4
d+3+4
u/f+4
Fly_3
1b.) Combos
Tag Throws
With Mishima's; including Jin, only: ff+1+2~5
Devil Jin lead: f,b,d/b,d,d/f,f+1+2~5 (Harder option)
Angel lead: f+3,1+2~5 (Easier option)
Solo
EWGF, EWGF, ff+3,1~ff~, 2, d/f+1+2~B!, ff+3,1~ff~ EWGF 90+ dmg
EWGF, u/f+1+2, d/f+1,2~B!, CD+1~u/f
1+4,2,d+4, 1+4, 2, d/f+1+2~B!, ff+3,1~ff~ EWGF
EWGF, EWGF, ff+3,1~ff, 2, d/f+1+2~B!, d/f+3,2,4 (Wall carry)
Tag Assults/Combos
DJ: EWGF, EWGF, d/f+1+2~5 Jin: f,b+2,3~f, 1+2 DJ: iWR f+3+4 (wall carry)_ CD1~UF (damage)
Jin: CH_EWHF, CD~3,1, 1,[3,3]~5 DJ: f,b+2,1,4 Jin: ff+2
*DJ: EWGF, EWGF~5 Jin: 1,[3,3]~5 DJ: SSR, ff+3,1~ff, d/f+3,2,4 Jin: iWR, EWHF
DJ: EWGF, d/f+1+2~5 Jin: f,b+2,3~f, 1+2 DJ: EWGF, f+3+4
DJ: EWGF, EWGF, d/f+1+2~5 Angel: f+3,2,1 DJ: CD+1~UF (uf1+2 or f3+4 for W!)
Angel: EWGF, ff+3,4~5 DJ: SSR, ff+3,1~ff, d/f+3,2,4 Angel: CD~CD+3
Kaz: EWGF, EWGF, b+2,1, d/b+2~5 DJ: u/f+1+2 Kaz: CD+3 W!
**Jin: CH_EWHF ff~iWS+2~5 DJ: iWS4, d/f1+2~5 Jin: SSR 1,2,4 DJ: CD1~UF
* Extended wall carry, nice damage but difficult.
** Hard.
Wall Combos (TA!)
DJ: EWGF, EWGF, d/f+1+2~5 Jin: f,b+2,1,2 DJ: CD+4,4
Angel: EWGF, EWGF, ff+3,4~5 DJ: f,b+2,1,2 Angel: f+2,1,4
Kaz: EWGF, EWGF, d/b+2~5 DJ: f,b+2,1,2 Kaz: d/f+3,2,1
*DJ: b+2,4,2,1,2, CD+4,4~5 Jin: f,b+2,1,2 DJ: b+4
*Huge damage providing all hits land, which isn't likely.
Devil Jin isn't the easiest character to play. He requires hard execution and consistency, he does not rely on gimmicks so you actually have to put your mind towards mix-ups, punishing and movement are also key to use character at a high level.
2.) Do's and Don'ts
By: Jac
I've tried to put together a list of Do's and Don'ts for Devil Jin. I understand that as a normal player i'm still learning/practicing things so i am still progressing. You can take these into consideration if you want but you can also ignore them.
Do's:
Movement:
Movement is key when playing as Devil Jin. From Crouch Dash/Wavedash (CD/WD) he has the option to perform any move, this is why movement is important and why CD is an useful part of his mix-up game. Practicing your WD is important, it gives your opponent the desired hesitation you need in order to perform slightly riskier or safe moves.
Usually when your opponent see's you WDing he expects a low will be coming out, this is when you either A: do a WS4 from your CD or B: do a ff2 from your CD. Either option is safe but the outcome is different. Going for option B and ff2 lands then your opponent will be KD and you then have the options for more CD mix-ups or oki. Option A leaves you at frame advantage on hit (+8) but you have no option for CD mix-ups on get up, but instead you have to either continue applying pressure or just simply stand there and block, so knowing what option will give you the best result is a good thing to know.
Whiff Punishing:
Whiff Punishing ties in with the movement aspect of play. If you are using BDC and SSC appropriately then the main options for whiff punishing will be EWGF and b1,2. b1,2 has supreme range and EWGF if you are close enough to dash in and punish.
Execution:
Execution is a dreadful part of Devil Jin's play. To get high damaged combo's you must do Just Frames consistently which takes time to get you head around, his combo's also aren't the easiest to do, so hours of practice is common.
Punishment:
Punishment is key. Devil Jin has some very good punishers and missing these can disappointing. Understanding frames helps you to know which moves of yours are unsafe and which moves of yours punishes others.
Consistency:
Linking to the execution point consistency is hard. You are doing Just Frames in order to achieve high damage combo's not a lot of characters use JF's in the excessive amount Mishima's do so getting consistency to a good amount is very important. It takes a long time to feel comfortable with a JF and even then you will mess it up from time to time. No one and I mean NO ONE is 100% consistent with JF's. EVERYONE drops combo's because of poor execution for that period and sometimes doing the WGF version can get you punished. Even high level Korean players don't pull of JF's 100% all day.
Mix-Ups:
Hellsweep, WS2, db2, WS4 and ff2 will be your main mix-ups from CD. You could even throw in uf4. I tend to use Hellsweep and ff2 or WS4 as my mid option because my WD to WS cancel isn't so consistent yet. Keep in mind that DVJ has no 50/50 strings over than ff3,1,3 and 1+4,2,d4 both of which will get you killed, be glad that you have the options from CD. Make sure you read your opponent before you commit to a move. If they see you WDing towards them and they are crouched before you have even reached them, then do not Hellsweep. The move is -23 if you do that then you have basically committed suicide. If you see them crouch then you get a free launch or a KD.
Don'ts:
Abuse-able Moves:
When you think of Devil Jin and which moves are the main moves you see spammed against you, you think of; Hellsweep, Lasers, u4, the occasional SS2 or even 10 strings. What surprises me about some DVJ players is that they continue to do these moves after getting punished. These are some Devil Jin's most unsafe moves all of which are launch punishable and if used incorrectly you are going to get yourself killed. A smart player will see through you and if you take Devil Jin online before learning all of his advance techniques then you deserve to get bodied.
Not knowing your Just Frame:
Not knowing how to EWGF has the effect to cripple you in game. This move is your go to defensive/offensive move if you don't know it then you will be stuck in a lot hard situations when an EWGF could possibly save you from it. Practice up.
LASERS:
Just don't use it. Unless you are a considerable distance away and you are trying to catch a raw tag, then it's not so bad but even then i wouldn't recommend it.
Punishment:
Poor punishment can also be bad for DVJ. If you let your opponent get away with raw tags, super unsafe moves then you have lost the chance of taking away crucial damage either in the form of an NC or a round/match saving launch punish. You have to be on point to play this character, not missing a punish nor dropping a combo.
Execution:
Dropping your combo's can be a result of poor execution. Make sure you practice combo's that YOU feel comfortable with. If you feel like you are having a bad day execution wise then go for easier combo's that give you better chance for oki.
Movement:
Not having good movement. Without good movement you have essential lost your entire pressure/mix-up potential. Learning CD is super important and other key movement techniques such as BDC and SSC allow you to whiff punish and evade other attacks. Everything links together when playing DVJ and if somethings aren't at the standard that they should be then you will suffer for it. My example for that point would be that i can't WS cancel from multiple WD's. I can only do it after 1, this means that i have lost the chance to deal more damage from my opponents mistake and is something i need to practice. I have to go for easier mid options such as CD ff2 or CD WS4, this is me suffering for movement which i need to get down.
3.) Video References
By: Various Users
3a.) Morning Bread & Butter - Ep 17 - Devil Jin - www.youtube.com/watch?v=A-EGYefTfA8
By: LevelUpYourGame
----------------------------------------------------------
CREDITS
-Jac
-Level Up Your Game Team
----------------------------------------------------------
Thanks everyone for your help with this “guide”. I hope those of you reading this information find it helpful, and are able to improve your skills, or expand your knowledge. Keep an eye out for other editions of “Dissected”, to be compiled for all TEKKEN TAG TOURNEMENT 2 characters, with your help of course!
Have comments or concerns? Post them below.
-xxTakeshi