1: Cornerstone of Devil Jins poking game. +1 on block +8 on hit. That +8 allows for an excellent frametrapping mixup following up with b+4 & d+3. Once they respect that, hitting one jab let's you go into your larger moves.
1,1,2: Incredible punish and hit-confirmable poke. Hard to step due to the second tracking well. On hit it allows for MCR okizeme.
b+4: First part of his +8 mixup. It's safe on block and counterhits after a jab hit for a nice 62 damage launch. Additionally it's a core part of Devil Jins okizeme, it's his primary groundhitting move .
d+3: Second part of the +8 mixup, trades with jabs for a free df+4,4. It's useful to check whether or not they duck after your jabs.
df+4: Good tracking midcheck.
ws4: Another good midcheck, gives +8 on hit allowing for pressure.
db+2: High crushing low. Gives b+4 or d+1+2 on CH.
d+1: Mid powercrush, good to tell mashy players to calm down.
uf+1: Insane midrange poke leading into MCR mix on block. On hit we get MCR.2,2 guaranteed.
f,n,d,df#2: EWGF it's good
f,n,d,df+4,1+2: The launching powerlow that defines Devil Jin.
Okizeme game
Neutral
Close range
Devil Jin has a very solid close range game due to his jab. Putting out one let's you confirm whether or not it hits to use the +1 or +8 to continue your pressure. Using 1,1 let's you hit-confirm into 1,1,2 which gives him MCR okizeme.
The however his quick mid checks aren't amazing df+1 and df+2 are good, but don't give a lot of reward on hit. Therefore using his ws4 is a strong choice as it gives +8 on hit and allows him to frametrap with b+4 and d+3.