Monday, December 21, 2009

T6 Devil Jin Threads

















T6 Devil Jin Combo
EWGF:
EWGF, EWGF, ff+3,1~ff,2, d/f+1+2 b! ff+3,1~ff, DEWGF - 86 (THE combo off EWGF)
EWGF, EWGF, 1, 1, 1, d/f+1+2 b! d/f+3,2,4 - 71 (can add an extra jab for 74)
SSR EWGF, DEWGF, ff 1, d/f+1+2 b! ff+3,1~ff, d/f+3,2,4 - 77 (for SSR off-axis)
SSR EWGF, DEWGF, ff+3,1~ff, d/f+1,2 b! TGF~U/F (89 off SSR EWGF. Works consistently)
EWGF EWGF 1, 1, 1, 1, ff b+1,2 - 63 (made for wall carry)
EWGF u/f+1+2, ff+3,1~ff,2 d/f+1+2 b! ff+3,1~ff, DEWGF - 89 (most damage off EWGF, hard timing on first ff+3)

WS+2:
WS+2, DEWGF, 2, d/f+1+2 b!, ff+3,1~ff,2, DEWGF - 72
WS+2, ff+3,1~ff,2, d/f+1+2 b! ff+3,1~ff DEWGF - 69
WS+2, ff+3,1, d/f+1,2 b! CD+1~U/F - 72

SS+2:
SS+2, u/f+1+2 ff+3,1~ff,2, d/f+1+2 b! ff+3,1~ff, DEWGF - 92
SS+2~U - 71

CH HS,4:
CH hs,4 b! bf+2,1,2 - 50
CH hs,4 b! bf+2,1,4 - 49 (leaves them close in FUFA)
CH hs,4 b! ff+3,1~ff, b+4 - 50 (weird oki after this)
CH hs,4 b! 1+4,2,4 - 45
CH hs,4 b! ff+1,4, 124~3 - 47 (leaves them close in FUFA)
CH hs,4 b! 1+4, b+1,2 - 44 (wall carry)

U+F4~U:
u+4~U, FLY 3 b! ssl 1+4, bf+2,1,2 - 66
u+4~U, FLU 3 b! EWGF, f+1, DEWGF - 69
f+4,3~U, FLY 3 b! d/f+3,2,4 - 66

CH b+4:
CH b+4, HS,4 b! d/f+1,2 - 58 + FDFA spike
CH b+4, d/f+1,2 b! d/f+3,2,4 -58
CH b+4, HS,4 b! d/f+3,2,4 - 62

FLY 1 (CH)
CH FLY 1, ff+3,1~ff,2, d/f+1+2 b! ff+3,1~ff, DEWGF - 75

CH ff+3
CH ff+3, d/f+1+2 b! 1+4, b+1,2 - 52
CH ff+3, d/f+1+2 b! ff+3,1,4 - 58

Getup 3 (CH)
CH Getup 3, CD44 b! ff+3,1~ff,2, DEWGF
CH Getup 3, cc d/b+2, WS+4, d/f+1+2 b! ff+3,1~ff DEWGF

Opponent's BT:
Opponent's BT: d/f+3,2,4~U FLY 3 b! d/f+3,2,4 - 74
Opponent's BT: d/f+3,2,4~U FLY 3 b! 1+4,2,4 - 75 + FUFA spike
Opponent's BT: d/f+3,2,4~U FLY 3 b! 1+4, f+1, ff+2 - 75 (with better oki due to run mixup)

Off Low Parry:
LP -> EWGF, f+1, ff+3,1~ff,2, DEWGF - 42 (inconsistent)
LP -> walk forward a bit, 2, 1, ff+3,1~ff,2, DEWGF - 35 (timing issues with the 2)
LP -> ff+3,1~ff,2, ffn1, DEWGF- 33
LP -> bf+2,1,d+2, DEWGF - 28

Wall stuff:
w! d/f+1,2 b! cd+1~U/F
w! u/f+3 b! bf+2,1>2
w! d/f+1+2 b! cc, bf+2,1>2 (hard/inconsistent with angles, etc.)
w! d/f+1+2 b! bb,bf+2,1>2 (hard, but easier than the crouch cancel)
w! d/f+1,2 b! pause, 2, d/f+1,2
w! d/f+3,2>4

Specific Wall Combos:
EWGF w! u/f+1+2, 1, d/f+1,2 b! TGF~U/F - 87
ff+2 w! 2, d/f+1,2 b! TGF~U/F
EWGF DEWGF ff+1 ff+1 bf212 w! ff d/f+1+2 b! bf+21>2 - 101 (Insane)
EWGF DEWGF ff+3,1~ff,2 d/f+1+2 b! ff+3,1~ff w! bf+21>2 -

WALL CARRY INFO:
Maximizing wall carry post bound requires you to know on which hit you are at the moment.
If you b! them with hit #5, then the appropiate wall carry would be ff+3,1~ff, b+1,2.
If you b! them with hit #4, then you have the following options:
- ff+3,1~ff,2,2 (good for when already near the wall and it's all you're missing)
- ff+3,1~ff,b+1,2 (alternate with the next depending on required distance)
- ff+3,1, b+1,2 (alternate with the previous depending on required distance)
All of these do 22 damage on their own.

Getting d/f+324 after a ff+3,1~ff requires you to either be slightly angled to the right, or being in the adequate distance. d/f+324 won't hit properly if it's too close, at least not from that sort of juggle. That's been my experience so far with it but I don't bother with this that much.

Also, if you are close enough to the wall to get them close without followup hits, make sure that you reach with bf+21>2. The usual distance gaps can be closed with ff+3,1~ff or dashing up with 1+4 after the bounce. Now, people are also doing run up WS12 after the bounce, which smacks them VERY HIGH into the air, guaranteeing a wall splat most of the time, and it usually lets you get a w! TGF~U/F, and always allows w! bf+21>2.

ewgf, ewgf, ff+3,1~ff,2, d/f+1+2 B! d/f+3,2,4_ff+3,1~ff, ewgf
ewgf, ewgf, d/f+1+2 B! ff+3,1~ff,2, dewgf
ewgf, ewgf, 1, 1, 1, d/f+1,2 B! dash cd+1~U/F (HARD)
ewgf, ewgf, 1, 1, 1, d/f+1+2 B! d/f+3,2,4

ws+2, ff+3,1~ff,2, d/f+1+2 B! ff+3,1~ff, ewgf
ws+2, ff+3,1~ff,2, dash 1+4, d/f+1+2 B! d/f+3,2,4
ws+2, dash d/f+1, d/f+1, d/f+1+2 B! ff+3,1~ff, ewgf
ws+2, dash 1+4, d/f+1,2 B! ff+3,1~ff, ewgf

CH hs,4 B! bf+2,1,2
CH hs,4 B! 1+4,2,4
CH hs,4 B! 1+4, b+1,2

u+4~U, FLY 3 B! ssl 1+4, bf+2,1,2

f+4,3~U, FLY 3 B! d/f+3,2,4

CH b+4, d/f+1,2 B! u/f+3, d/b+2 (guaranteed I think?)
CH b+4, d/f+1,2 B! d/f+3,2,4 (not sure if 3rd hit connects?)

CH FLY 1, ff+3,1~ff,2, d/f+1+2 B! ff+3,1~ff, ewgf

CH ff+3, d/f+1+2 B! 1+4, b+1,2 (? I never hit CH ff+3 so don't know what else works haha)


Wall stuff:
w! d/f+1,2 B! cd+1~U/F
w! u/f+3 B! bf+2,1>2
w! d/f+1+2 B! cc, bf+2,1>2 (hard/inconsistent with angles, etc.)
w! d/f+1,2 B! pause, 2, d/f+1,2
w! d/f+3,2>4

ff3,1~ff, b1,2 is the combo ender of choice now.

ws+2, ff3,1~ff, 2, df1+2, B!, ff3,1~ff, b1,2
cancel last hit if b1 whiffs

WS+2 Run EWGF, ff, 1, d/f+1+2(B!), ff+3, 1, ff, 2, DEWGF

EWGF, DEWGF, ff, 1, d/f+1+2(B!), ff+3, 1, ff, 2, DEWGF

SS+2, u/f+1+2, DEWGF, d/f+1+2(B!), ff+3, 1, ff, 2, DEWGF

I hope this will help..

I have my question, When you put your enemy to the wall then hit them with d/f+1+2(B!), b,f+2,1,2 seems always guaranteed.. this is much better than his u/f+3 in terms of frames and range... How do u cancel crouch d/f+1+2 into an instant b,f+2,1,2... Thanks!

My new standard for ewgf..

Ewgf, u/f+1+2, 1, d/f+1+2 B! ff+3,1~f 2, ewgf.. 80 dmg

On bigs... Ewgf u/f+1+2, ff3,1~f 2, d/f+1+2 B! ff3,1~f ewgf 89 dmg

ewgf, ewgf, ff+1, ff+1, ff+1, f,N,d,d/f+4,4 B!, f,N,d,d/f+3 - 78 damage (or f,N,d,D/F+3 for 87 damage)

49 + 17 + 12 (21) = 78 (87) damage.

COMBOS
********

EWGF_ws2
-------------
- EWGf, 1 1 1 1 df1+2 B! combo 1
- EWGF, dash 1+4, df12 B! combo 1
- bf21d+2, dash 1+4, df1+2 B! combo 1
- EWGF, df1+2 B! [B! combos 1,2,3 all work]
- EWGF, ff3,1~ff, ff1+4, df1+2, B! combo 1 [MUST have a ff1+4 for the df1+2 to be consistent]

HS,4
------
- dash 1+4, bf212_bf21d+2_bf214

(HS, HS 4, deep dash 1+4, bf212_bf21d+2 ???)

CLEAN HIT HS
----------------
ff3,1, 1,2, df1+2, B! combo 1

SS+2
-------
- 3+4,3 special B! bf212 (special B! since opponent will be VERY low to the ground but still counts as a B!)

B! MOVES
*********
- df1+2
- df1,2
- b+3?

POST B! COMBOS
***************
1- ff df324
2- ff+3,1~ff~1+4, DEWGF
3- ff+3,1, b+1,2 (wall carry goodness)
- ff TGF~u_TGF,3

WALL COMBOS
*************
- bf212
- bf214
- df324
- 1+4,2,4
to be continued...

Try this :

EWGF,EWGF, dash 1, ff+3,1~ff, df+1,2 B!, dash df324 W! , 1+4,2,4. Nearing 70% of damage. and longest wall carry combo.

Also for a stylish wall carry into wall hit combo i do

EWGF,EWGF, ff+3,1~ff 1+4, df1+2 B!, ff+3,1~ff W! bf212 .

Try it out, its fun

COMBO DIRECTORY
Juggles [basic combos for each launcher]

*ewgf, uf 1+2, dash 1, 1, 1 b 12 W!, HS4 B!, 2, b4 - 95/97 damage
ewgf, uf 1+2, dash 1, 1, 1 b 12 W!, HS4 B!, bf 212 - 103 damage
ewgf, uf 1+2, dash 1, df 1+2 B! , ff31~ff, df 44 - 77 Damage



*ss2, uf 1+2, dash 1, 1, 1, 1 (just 3 or 4), b 1 2 W!, HS4 B!, 2, b4 - 100 damage
ss2, uf 1+2, dash 1, 1, 1, 1 (just 3 or 4), b 1 2 W!, HS4 B!, bf 212 - 106 damage
ss2, uf1+2 dash 1, df 1+2 B!, ff 31~ff, df44 - 80 Damage




*ws2, ff 31, dash 2, df 324 W! u3 B!, df 324 - 81 damage
ws2, dewgf, 1, df1+2 B!, ff 31~ff, df44 - 67 damage





* u4u~3, ssl 1+4, bf212 - 66 damage
u4u~3, ssl 1+4, bf214 - 65 damage (better for oki)

Wall Combos

* ff2 W!, hs4 B! bf 212 - 75 damage


* b4 W!, hs4 B! bf 212 - 72 damage



* b 12 W!, hs4 B! bf 212 - 80 Damage

Pretty much any move that sends into wall you can HS4 into bf 212.



Wall Hits

* b4


* b12

* ff 2
* f 3
* 4



Devil jin Top moves
top 10 moves

1) 11>2
2) d/b2 into mixups
3) ewgf
4) ff2
5) df1>2
6) hs4
7) b1,2
8) ws1>2
9) cd~uf3
10) d4

honorable mentions (to top 20)
11) u4~U
12) df2
13) df4>4
14) b4
15) ws2
16) f2>4
17) bf2>1>2
18) b1+3/b2+4 reversals (it's 3 frames too right?)
19) ff4
20) uf4

good one mr. no
i notice you left out ff+2,
but i'd say i agree.
ff+2 has always been good no doubt, but its not up to par to make top 10 in t6 BR standards.
i'd easily give a top 10 place to u/f+4 instead of ff+2

this is my top 10:
1. 112, 122, 124 --> when punishing -10, i usually opt for 122, then d+4
2. d/f+1>2 --> life saver
3. d/f+4>4_WS+4,4 --> NC which alot of ppl underestimate. landing 3 of these in a game is tonnes easier than a 90 dmg EWGF juggle. just be wary of the disadvantage on hit
4. b+1,2 --> life saver
5. u/f+4 --> safe, guaranteed follow up. replaces ff+2 for me.
6. d/b+2
7. d+3
8. WS+1,2
9. u/f+3
10. EWGF --> the blessing and curse of all mishima players in BR. misuse leads to total anguish and despair. top 10, but its LAST of the top 10 for me.

Devil Jin Frame Data

COMMANDHIT RANGEHIT FRAMESBLOCK ADVHIT ADVCOUNTERHIT ADV
1 h 10 +1 +8 +8
1,1 h,h - -1 +8 +8
1,1,2 h,h,m - -17 SBD SBD
1,2 h,h - -5 +8 +8
1,2,2 h,h,h - -12 +1 +1
1,2,3 h,h,m - +5 TD TD
1,2,3,4 h,h,m,m - ±0 +11 +11
1,2,3,f+4 h,h,m,m - -5 +6 +6
1,2,4 h,h,m - -10 +4 +4
1,2,4~3 h,h,m - -7S UTD UTD
1,2,4~1 h,h,l,m - -6 +3 +3
2 h 10 ±0 +9 +9
2,2 h,h - -13 -2 -2
4~3 m 32(33~) -7S UTD UTD
1+2 - 39 FD FD FD
1+4 m,h 12 -6 +3 +3
1+4,2 m,h,h - ±0 +11G +9
1+4,2,4 m,h,h,m - -12~-11 +S D
1+4,2,d+4 m,h,h,l - -26 KBD KBD
f+2 m 17~18 -10~-9 +8~+9S +8~+9S
f+2,4 m,m - -10 -1 KZD
f+3 h 21 -5 KMD KMD
f+4 m 15 -12 - +
f+4,3 m,m - -14? KZD KZD
f+4,3,f m,m - -14? KZD KZD
d/f+1 m 13 -3 +8 +8
d/f+1,2 m,m - -8 +3S +3S
d/f+1,2,f,f m,m - -6 +5S +5S
d/f+3 m 16 -9 +2 +2?
d/f+3,2 m,m - -13 -7 -7?
d/f+3,2,4 m,m,m - -27?~ TKD TKD
d/f+3,2,4,U m,m,m - - TKD TKD
d/f+4 m 13 -9 +2 +2
d/f+4,4 m,m - -15~-14 -4~-3S -4~-3S
d/f+1+2 m 20S -4 +7S UTD
d+1 m 18? -10 FD FD
d+3 l 18 -12 -1 +7S
d+3+4 m,m 15 -15 U U
d+3+4 m 15 -23? -17?~ -17?~
d/b+2 l 22S -12 +5S +5S
b+1 h 12 -6 +5 +5
b+1,2 h,m
-12 FD FD
b+1,2,B h 12 - + +
b+2 h 17 -13 -2 -2
b+2,3 h,h - -1 +1 +1
b+2,4 h,h - -13 -4 -4
b+2,4,2 h,h,m - -1 +1 +1
b+2,4,2,1 h,h,m,m - -9 +2? +2?
b+2,4,2,1,2 h,h,m,m,m - -5 D KFD
b+3 m - -16 D D
b+4 m 16?~17 -9~-8 TKD KZD
b+1+2 - - - - -
4ホールドWP 30 + +8 +8
4ホールドWP 66? + +9? +9?
4ホールドWP 103 +17G KMD KMD
b+1+4 ! 43A FU FU FU
B+1+4 ! 63A FU FU FU
u/b+2 h 20 -4 YKD YKD
u+4 m 20 -26~ D D
u/f+4,u m 20 -26? D D
u/f+3 m 28 +3S +7 KZD
u/f+4 m 18 -8 YKD YKD
u/f+1+2 - 18 D D D
u/b+2+4 m 56 -3 TD TD
u+2+4 m 56 -3 TD TD
u/f+2+4 m 56 -3 TD TD
f,f+2 m 15(16~) -11 D KFD
f,f+3 m 17(18~) -12 -6 KZD
f,f+3,1 m,h - ±0? +5? KZD?
f,f+3,1,f,f m,h - -2 +3 KZD?
f,f+3,1,3 m,h,l - -15 KBD KBD
f,f+3,1,4 m,h,m - -5 D KZD
f,f+3,1,b+1+2 m,h, - - + +
f,f+4 h 17(18~) +5 YKD YKD
b,f+2 m 15~16
(15~)
-12 -1,+1? YRD(-2)
b,f+2,1 m,m - -12 +1? +1?
b,f+2,1 m,m - - YRD(-2) -
b,f+2,1,2 m,m,m - -13? D KFD
b,f+2,1,d/f+2 m,m,m - -11? KMD KMD
b,f+2,1,4 m,m,m - -8,9?S UTD UTD
f,f,f+3 m 22(25~) +17G D D
ws+1 m 13 -6 +5 +5
ws+1,2 m,m - -5 +6 +6?
ws+2 m 15 -12 KMTD KMTD
ws+4 m 11 -3 +8 +8
ws+4,4 m,m - -15~-14 -4~-3S -4~-3S
ss+2 m 19(20~) -20 KMU KMU
ss+2,U m - - TD -
相手ダウン中に
2WP
l 25 -15 UTD UTD
COMMANDHIT RANGEHIT FRAMESBLOCK ADVHIT ADVCOUNTERHIT ADV
3+4 - A - - -
3+4,1 h - -9? + KMD
3+4,2 h A
D
3+4,3 m - -13? FD +(SM)
3+4,1+2 - 60 FD FD FD
3+4,f+1+2 - 103 FD FD FD
COMMANDHIT RANGEHIT FRAMESBLOCK ADVHIT ADVCOUNTERHIT ADV
f,n,d,d/f - S - - -
f,n,d,d/f,u/f - A - - -
f,n,d,d/f,u/f+3 m 22(26?~) +17G D D
f,n,d,d/f+1 m 22A(26~) -15~-14 D D
f,n,d,d/f+1,U/F m 22A(26~) -15~-14 UTD UTD
f,n,d,d/f+1,3 m,m - -14 D D
f,n,d,d/f+1,4 m,l - -20 KBD KBD
f,n,d,d/f+2 h 11(15~) -10 U U
f,n,d,d/f+2 h 11(14~) +5 U U
6n23~
最大伸ばしRP
h 13(35~) -4 +7 +7
f,n,d,d/f+3 m 26(29~) -3S TD TD
f,n,d,d/f+3 l 33(37~) -18 KBD KBD
f,n,d,d/f+4 l 16(19~) -23 +9S? KBD
f,n,d,d/f+4 l 16(20~) -23? +9S? KBD
f,n,d,d/f+4 l 16(20~) -23 +9S? KBD
f,n,d,d/ff+4,4 l,m - -20 +2S TD

Devil jin combo videos







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