Hi,
This is what I remember off the top of my head, sorry if some of it is incorrect.
After ws+2, buffer in the dash and wait for it to come out. The dash has to go far enough before you hit DEWGF or f,F+3,1. You'll have to practice the timing to get the correct distance.
So the notation would be:
ws+2, f,F...+3,1 (dots just mean hold F and wait for a moment)
ws+2, f,F...,n,d,d/f+2
I have trouble connecting the EWGF, ewgf, f,F+3,1 consistently. I don't know if it only works on certain characters and/or certain angles. Not sure if you were asking about that.
f,f+3,1~f,f Yes that does something. Devil Jin spins and it pushes the opponent farther in the juggle, but not farther away from DJ.
As far as I remember, B! f,f+3,1~f,F, will have devil jin spin but not able to do DEWGF. So you'll have to do f,F+3,1~f~f, N and wait for the spin to start before you can buffer in DEWGF. You can buffer the f,F part of DEWGF into the spin.
So B!, f,F+3,1~f~f, N, f,F...n,d,d/f+2
I usually only get ff31 after up laser to hit on marduk (easy) and miguel (medium difficulty)... its usually better to use cd44 to bound into tgf on those characters...
chreddy is a matchup I'm trying to figure out. I think the real key is the knowledge that they can't really sidewalk you, so you have to use moves that you couldn't against most characters. I think d/f2 is kind of a forgotten move against a lot of the more "gimmicky" characters... It's fast, tracks 1 way, and if you catch them hitting buttons then you get a launch! and as always, tons and tons of d4 and db2. Hope this helps
Originally posted by MCP As far as I remember, B! f,f+3,1~f,F, will have devil jin spin but not able to do DEWGF. So you'll have to do f,F+3,1~f~f, N and wait for the spin to start before you can buffer in DEWGF. You can buffer the f,F part of DEWGF into the spin.
So B!, f,F+3,1~f~f, N, f,F...n,d,d/f+2
I was about to ask if you could just do B! ff+3,1 f,f n, d,df+2 for the EWGF but this post ^ answered me, so that's cool!
but is there any tips to getting EWGF EWGF with mishimas in general?
MCP touched on this but, for the combo, WS+2, DEWGF, 2, d/f+1+2 b!, ff+3,1~ff,2, DEWGF
I can do this around 50% of the time but its nowhere near the consistency I want, I want to understand where the first DEWGF needs to hit. I can do it sometimes, and other times the 2 whiffs. Should I be doing the first DEWGF right when I am in range, or just a little deeper? Thanks in advance!
Also, is it possible to SS+2~U when you B! someone at the wall?
ss2,u at the wall is possible but not during the bound.
There is a point in a combo ending at the wall you can ss+2,u.
It has to connect just before the opponent is able to hit the floor then techroll. Around that point.
I show it off a bit on youtube. http://www.youtube.com/watch?v=3cAonha7x_c
@3:38 the one with the tech on it.
hi ive been spending quite a bit of time on dvj now and ive got most things down
thank you MCP
i was wondering if there are any tips on executing cd1 after a wallsplat.
and also what is the best B! at the wall?
i usually go with df1,2 as its reliable and recovers quickly
oh and also wondering about opinions on f2,4
i know i never see pro players use it and its -10 but i sometimes throw it out as a mid poke
and before you ask yes i use a healthy dose of df1
1. Tips for ewgf, ewgf in a row.
There is one minor tip, you can do f,n,d,d/f+2, and then hold F...,n,d,d/f+2, that is hold forward while the first EWGF's animation is still going.
The other part is just learning the timing of ewgf immediately into another ewgf. That takes practice.
2. At the wall, Devil Jin's best damage (in most cases) and best ground game is cd+1~U/F. I know it works after d/f+1,2 b!, but I am not sure if it consistently works after cd+4,4 b!.
Please go to the Oki thread for details on cd+1~U/F at the wall.
3. For the above, I usually use d/f+1,2 to Bound at the wall.
4. I don't like f+2 because it doesn't really give any benefits for -10 on block. It doesn't track well and it doesn't have long range, so it's kind of sucks to hit an opponent out in the open. SD Tekken is out at the moment for me, or else I'd confirm, but I am pretty sure it doesn't stun on CH nor does it KND or give a wall.
As a player completely new to the Tekken series, what are some of the most important things I should be looking to learn first with Devil Jin to get up to scratch? I've been studying numerous guides to the system mechanics and watching a shedload of videos of gameplay of him and many other characters but now I'd like to take a bit of a more active approach to actually learning the ins and outs of the character and how to use him in a match. I've spent a bit of time in training mode learning a few basic combos, electric (can't do it with a success rate of >40% though) and I'm trying to pick up wavedashing as I've been led to believe that it's important for DVJ play.
I would also be grateful if anybody could help me with his top 10/15 moves to integrate into my game when standing and fighting, as I couldn't really find one on this forum and the list given on the Level Up Your Game iPhone app doesn't seem to give me a well rounded set of moves to use in gameplay that I can just 'throw out' like moves on the top 10 lists for other characters, instead giving a lot of moves that are used in specific situations, such as u+4 and even ff+2.
Anyway, thanks for taking time out to read this post, I'm really interested in Tekken and I hope members can contribute to give me a push in the right direction.
First of all, to learn to play tekken there are things you should be practicing, such as movement and getting off the ground, see Tekken 101 in the general strategy forum: http://www.tekkenzaibatsu.com/forum...php?forumid=144
Watch videos, play, and enjoy.
Hit confirmable strings and decent pokes. Hit confirm means you see the first part of the string hits/CH and then you can finish it on reaction:
11<2
1,2<2
d/f+4<4
b,f+2<1
CH d/f+1<2
Some lows
d/b+2, d+4,
d+3: d+3 is safe against most characters if blocked at max range. Getting this max range down is good.
cd+4,4: More dangerous if they block cd+4 or you whiff because they can juggle you easily.
u/f+4 is good, but it doesn't crush lows as long as some hopkicks can (or u+4).
Learn u+4~U juggle. Good against scrubs, but will get you juggle on block.
Getting good at whiff punishment with EWGF and DEWGF is more important than learning wave dash.
Learning 11<2 ground game is very useful. Being able to hit back roll with f,f+2 is a very useful skill (or well cd~ws+2, see Oki thread: http://www.tekkenzaibatsu.com/forum...threadid=118524)
Speaking of cd~ws+2, this is another skill. f,n,d,d/f,B is cd cancelled into a block. f,n,d,d/f,b~n+2 or f,n,d,d/f,b~2 is cd~ws+2. The ~2 means if hit 2 shortly after hitting b to cancel the CD. 'Shortly' is one frame, so it's a VERY short delay, but being able to do it consistently is another very useful skill. This is HARD and will take a while.
Going back to the Oki thread. Learning u/f+4 oki is also very useful.
I miss the old b,f+2,1,2 string. You used to be able to do back, wait a moment, then f+2 and the b,f+2 would come out. I think you could even backdash and then immediately press f+2 for b,f+2. And then there was the delay on the second hit of b,f+2,1. In Tekken 6, you can not delay the second hit of b,f+2,1 HALF the time you used to be able to. My bread and butter combo in Tekken 3 and Tekken Tag 1 with Jin was b,f+2>1~2, f,f+2 and it was SO much damage.
But yeah, I played Jin more like a counter-hit character back in Tekken 3 and Tag 1. I did iWS+1,2 alot, another SWEET move that kinda sucks now.