Welcome back to the stage of history. Our SoulCalibur V walkthrough gets you started for combat with new tactics, unlockables, and character moves.
Soul of Devil Jin
While Jin Kazama doesn't make a physical appearance in SoulCalibur V, created characters can fight using Devil Jin's style. His attacks are still suited for Tekken more than Soucalibur and feature long strings of combos and means of juggling. Several moves chain right into his two stances.
Devil Jin has a strong amount of Horizontal attacks. A A B is the standard three hit combo that ends in a pushing back the enemy. A B A hits high three times with the third hit having a slight delay. A B K K is a four hit high-high-mid-mid combo but there is a vulnerable delay between the second punc ahd first kick. For an absolutely long ten hit combo there is Back A K K K K B B+K A B B which mixes in highs, lows, and mids mostly while standing, but has a few jump attacks. Finaly, Rising A B is a two hit launcher, but can be used as a Brave Edge that adds a third hit and Break Attack.
Jin's Verticals also have some viability. B B combos high to mid in about two seconds. Back-Down B is a great means of smacking the enemy down to the floor, through there is a second windup. Back B Forward-Down is a single mid punch but chains right into Advanced Step.
Kicks are of course among Kazama's staple moves. As with many characters Forward K is good high kick that sends the enemy back; however you can slide B to instead turn this into mid hit slam kick. Forward-Down K B K Up hits three times at mid and enters flight. Likewise, Back-Up K Up is a single rising kick that will put you in the flying stance.
Simultaneous inputs are among Devil Jin's most brutal attacks, but they have some long setups. A+B is a high Unblockable laser blast, with the downside of being rather slow; it can be used as a Brave Edge to become a faster mid shot, though its range is more limited. In most cases reserve this fore downed enemies. B+K B K is a great four hit attack that goes from s-mid-high-high-mid; you can also change the final kick into a low by hitting Down. Additionally, Back B+K is a nice go to Break Attack, and can be turned into a slower Unblockable by holding the input.
Eight Way Run
Devil Jin's eight way runs also have a strong available mix-up. Sidestep-Run B is a standard launcher, but if Up is tapped during the hit the move will become a three hit Unblockable. Back-Run B also isn't much on its own, but holding the Vertical input will delay the punch and turn it into a Break Attack. Forward-Run K A K is a decent mid-high-mid combo; the final kick can also become a low by hiting Down before the input.
Devil Jin is one of a few characters with a powerful Brave Edge Throw. His face-to-face Horizontal A+G will turn into a brutal eleven hit laser show. As with all throws this has limited range, so be careful that you don't needlessly waste Soul Gauge meter.
Devil Jin has two stances. The first is Fly which is done with Up B+K. This can be followed with standard attack from A or K, and a Throw by using B. However, A+B will let out an Unblockable laser blast and Forward A+B will get you behind the enemy before firing. Devil Jin's second stance is Advanced Step that can be entered from a dragon punch motion: Forward Down Forward-Down. The basic follow up is A for a short pop up that can become a Brave Edge, A Forward-Up will lead into a Throw that can also Brave Edge, A K adds in a extra mid kick during the descent, and A Down K will lead to a final low Kick. However, the real prize of Advanced Step is to use B at the fastest input. This will turn the hit into a Break Attack that can send the enemy into a chain of juggles and can become am evil tactic once mastered.