Devil Jin Combo thread

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)
EWGF EWGF 1, 1, 1, 1, ff b+1,2 - 63 (made for wall carry)

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 (see note #3)
WS+2, ff+3,1, d/f+1,2 b! CD+1~U/F - 72

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 B! bf+2,1,2 - 50
CH hs,4 B! bf+2,1,4 - 49
CH hs,4 B! ff+3,1~ff, b+4 -
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)

u+4~U, FLY 3 B! ssl 1+4, bf+2,1,2

f+4,3~U, FLY 3 B! d/f+3,2,4

CH b+4, HS,4 b! d/f+1,2 -
CH b+4, d/f+1,2 B! d/f+3,2,4 -
CH b+4, HS,4 b! d/f+3,2,4 -

CH FLY 1, ff+3,1~ff,2, d/f+1+2 B! ff+3,1~ff, ewgf

CH ff+3, d/f+1+2 B! 1+4, b+1,2 (? I never hit CH ff+3 so don't know what else works haha)

Opponent's BT: d/f+3,2,4~U FLY 3 b! d/f+3,2,4 -

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! pause, 2, d/f+1,2
w! d/f+3,2>4

Oki Stuff to Know:

All EWGF/DEWGF enders allow run up CD~WS+2 backroll catch, even the 86 damage one. However, with this one, the timing is extremely strict. Anytime you do a backroll catch off a EWGF/DEWGF ender, your WS2 juggle HAS TO START with DEWGF since ff+3,1 will NOT REACH.

After all EWGF/DEWGF enders, you can use DEWGF to float people if they use quick stand up. On point blank, this grants you the initial DEWGF, 2, d/f+1+2 b! ff+3,1~ff,2 DEWGF. Anything besides point blank (or slightly off point blank) gets you 3x DEWGF (counting the initial one).

Notes:

#3: This juggle allows point blank DEWGF float.