Devil Jin players I fight only seem to use 6 or 7 moves and the issue with them is that they are all somewhat safe. Main mid moves d/f+1, 2; Safe poke. You can step it but the second hit will sometimes track you. Mid. u/f+4; It's somewhat hard to sidestep this move in a real game. Mid. f, f+2; It's -11 but nothing I ever do seems to reach it in time. Mid. b+4; They always do this after hitting an u/f+4 but I can do nothing about it. It hits grounded and if I get up, I get hit on my back. Mid. b, f+2, 1>2; It's -10 but the last hit is so delayable you don't even want to punish it in the first place. They will do the whole string if there is a wall to your right because you can't sidestep it anymore. Mid, Mid, Mid. d/f+2; Safe, sometimes goes below my jabs and it's a CH launcher. Mid. cd+2; They actually don't use their electric as much as other Mishima players do, but I'll just throw it in here. Often just a whiff punish tool. High. Lows they mix up with. cd+4; You can't block it on reaction, only time a sidestep with their wavedash. Low. d/b+2; It crushes highs and gives +4 on hit. I can sometimes block/parry it on reaction offline, but never online, especially on a 3 bar connection. It's still only -13 on block. Low. I've "hit the lab" for a while, and I know stepping beats most of these moves in theory. However, it also feels super hard to actually put it in practice in a real match. The only one I can constently step is the last hit of b, f+2, 1, 2 in the open. Another issue is u+4. These moves are somewhat minus, but his u+4 makes it so you don't even want to press any buttons after blocking out of fear. That thing crushes and evades everything.
Idk why i struggle against devil jin the most among all the mishimas... any advice for fighting devil jin as king?? Nice comp by the way.
Hes gimicky, its not your fault, just gotta lab him.
Don't give in to his rhythm. Dvj only have limited tools.
Devil Jin players I fight only seem to use 6 or 7 moves and the issue with them is that they are all somewhat safe.
Main mid moves
d/f+1, 2; Safe poke. You can step it but the second hit will sometimes track you. Mid.
u/f+4; It's somewhat hard to sidestep this move in a real game. Mid.
f, f+2; It's -11 but nothing I ever do seems to reach it in time. Mid.
b+4; They always do this after hitting an u/f+4 but I can do nothing about it. It hits grounded and if I get up, I get hit on my back. Mid.
b, f+2, 1>2; It's -10 but the last hit is so delayable you don't even want to punish it in the first place. They will do the whole string if there is a wall to your right because you can't sidestep it anymore. Mid, Mid, Mid.
d/f+2; Safe, sometimes goes below my jabs and it's a CH launcher. Mid.
cd+2; They actually don't use their electric as much as other Mishima players do, but I'll just throw it in here. Often just a whiff punish tool. High.
Lows they mix up with.
cd+4; You can't block it on reaction, only time a sidestep with their wavedash. Low.
d/b+2; It crushes highs and gives +4 on hit. I can sometimes block/parry it on reaction offline, but never online, especially on a 3 bar connection. It's still only -13 on block. Low.
I've "hit the lab" for a while, and I know stepping beats most of these moves in theory. However, it also feels super hard to actually put it in practice in a real match. The only one I can constently step is the last hit of b, f+2, 1, 2 in the open.
Another issue is u+4. These moves are somewhat minus, but his u+4 makes it so you don't even want to press any buttons after blocking out of fear. That thing crushes and evades everything.
Yango k b ads wah