Solo:
[details=Spoiler]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)
CH hs,4 b! ewgf, 1, cdc, ws44 (?)
CH hs,4 b! ff3,1~ff, 2, ewgf (?)
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
d+3+4
d+3+4, f+1,2,4, d/f+1+2, b! f,F+3,1~f,f b+1,2 or dewgf or b+4
d+3+4, f~F+1, f,f+3,1~ff, 2, d/f+1+2, b!, f,F+3,1~ff, dewgf
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! b~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
w! 1,2, b+4
w! 2, b+4_f+2
Post Bound finishers:
- ff3,1~ff, ewgf
- ff3,1~ff, 2, dewgf
- ff3,1~ff, b1,2 (cancel with b if b1 whiffs)
- aligned right. ff3,1~ff, df3,2,4
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.
AXIS ADJUSTMENT
Whenever you are doing DJ’s juggles, you might have some trouble with d/f+1+2 whiffing if you’re too far off to the right. In that case, d/f+1,2 will probably hit. Try this out: SSR, EWGF EWGF ff+3,1~ff d/f+1,2 b! TGF~U/F. When it DOES hit, you can plug in ff+3,1~ff, d/f+324. If you’re too far off to the left, the DEWGF after the b! ff+3,1~ff is less likely to hit, but the chances of connecting with d/f+1+2 increase drastically. Take this for example: SSL EWGF EWGF EWGF d/f+1+2 b! DEWGF DEWGF. Yes, that’s the combo and it does 81 damage from stupidity.
If you want to know what you should be doing after these juggles, check the DJ Oki Index thread.[/details]
Character specific:
Alisa Boskonovitch
[details=Spoiler]ewgf ff31ff 2 df1+2 B! [db22] (DVJ run) f3+4
ewgf ff31ff 2 df1+2 B! [f233] ff2 (ff2 should hit at the same time with last hit of f233)
ewgf ff31ff 2 df1+2 B! [db22] dash cd1~uf[/details]
Jack-6
Spoiler
ewgf, ewgf, df1+2~5, B!, [TA: u1+2, uf1], u1+2
Jin Kazama
[details=Spoiler]DJ ewgf, ewgf, 1, df+1+2~5 B! Jin ff, b+3~f, cds,1+2, DJ tgf~u
DJ U+4~u, fly+3~5 B! Jin bf+2,3~f, cds,1+2 DJ tgf~u
DJ ewgf, u+1+2, ff+3, 1~ff, 2, df+1+2~5 B! Jin b+3~f, cds,1+2, DJ tgf~u[/details]
Kazuya Mishima (DK = Devil Mode):
[details=Spoiler]EWGF, EWGF, ff+3,1~ff,2, df1+2 B! [ssl hs,1] TGF~U
DK ss+2~5, DJ u+1+2, ff+3,1~ff, 2, df+1+2~5 B! DK cd+4,1 DJ tgf~u[/details]
Lars Alexandersson
[details=Spoiler]ewgf, ewgf, df1+2, [uf3], u1+2, u1+2, u1+2
Lars f+1+2~5 DJ db+2, ws+4, df+1+2~5 B! Lars ff, df+3,3 DJ tgf~u[/details]
General Tag Assault fillers
Spoiler
bf2,1,2
bf2,1,d+2
u1+2
ws1,2
b2,4,2,1,2
f4,3~U, FLY 1+2
Sources: Tekken Zaibatsu
http://shiragami.sakura.ne.jp/game/tekkentag2/devil/index.htm