* '''Mishima''': Has all the standard Mishima benefits, including EWGF, hellsweep, and wave dash. As usual, this makes Devil Jin a versatile and strong character with many effective tools.
* Versatile and strong, with access to effective Mishima tools, stance mixups, punishment and pressure
* '''Mourning Crow''': DJ's new stance gives him great mixup and pressure potential, especially when combined with uf1 and EWGF. MCR also has good functionality in combos, including a unique tornado followup in MCR.3 and a high damage combo ender in MCR.4,2,1+2.
* His hellsweep combos on hit
* '''Excellent Pressure''': EWGF, some great pressure strings, and the threat of Mourning Crow all stack together to give Devil Jin very strong pressure. He also has a full throw game to further threaten after plus frames.
* '''Devastating Punishment''': Devil Jin has very high damage potential when optimized properly, and he has a good suite of standing and crouching punishment options. Several of hisย punishment options can also transition into MCR for immediate pressure.
* '''Psycho Crusher''': Devil Jin's heat smash is one of the longest reaching moves in the game, allowing him to punish whiffed moves from a tremendous distance. As a hitgrab it will also punish some counterpokes.
* '''The Best Hellsweep''': Devil Jin'sย hellsweep is notable in that it gives him a combo on hit, giving him absurd damage potential.
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* '''Bad Generics''': While his df1 and df2 have great reward on hit, they are very slow and lacking compared to other keepout tools.
* Poor generic tools with less range or worse frames compared to the rest of the cast
* '''Unsafe Mids''': Notably, Devil Jin lacks any safe, launching mid tools. All of his big damage mids are heat engagers, only lead to combos on counterhit, or are very unsafe. He prefers to cycle between strong pressure highs/MCR resets and his hellsweep rather than mids and lows.
* Lacks a power low outside of hellsweep, which can make him predictable and risky
* '''Must Hellsweep''': Due to a lack of powerful lows, Devil Jin is mostly centralized around using Hellsweep to get any real damage. This makes his gameplay both predictable and very risky, as Hellsweep can be heavily punished if it is blocked.
Devil Jin is a versatile, mixup-oriented Mishima-style character. He has good tools to approach, pressure, mixup and keep out the opponent, a complete throw game, good block and whiff punishment tools and great combo damage. He has an answer for almost every situation, and it is up to the enterprising Devil Jin player to maximize his potential.
Devil Jin's only real weakness are his poor generics - his jab has poor range, and his df+1 is quite bad on block. Otherwise, his weakness lies in his unforgiving nature; he requires good execution to make use of his key tools, the implementation of a complex game plan and high character knowledge to optimize him effectively.
Strengths
Versatile and strong, with access to effective Mishima tools, stance mixups, punishment and pressure
His hellsweep combos on hit
Weaknesses
Poor generic tools with less range or worse frames compared to the rest of the cast
Lacks a power low outside of hellsweep, which can make him predictable and risky