Enemy Counters
If you want to play as devil jin, you're gonna have to learn how to counter other enemies, and how they will counter you. Devil Jin mostly works as a punishing character, and so safe characters and characters that can space well are some of your worst matchups. I will give what I think the matchup is (Probably a horribly wrong one), and what to watch out for,. I am of course not all-knowing, so any input about things I may have missed is appreciated. In alphabetical order, let's begin!
Aeon
This guy, I mean lizard, is pretty strong. He's slow as your uncle when he's drunk, and punishable on half his moves though. Needless to say, he won't be much of a problem. Don't underestimate him however, he will kill you if he knows what he's doing and you don't. He doesn't have many mixups, but if he flys, then you need to sidestep, as he has a dangerous, fast BE that stuns, is an unblockable, and leads into a powerful dive bomb. He does kind of have what you do minus a little bit, so he is just slightly inferior to you.
I think the matchup is 60:40 in your favor.
Moves to watch out for:
Damage: 30
Decently fast, safe, and ranged step killer. What more can I say? Well, more is the answer. This move is the staple of Aeon. It is also Aeon's main spacing tool, and will be whored out by Aeons who know what they're doing, and rightfully so.
SW 
Damage: 15
This move is weak, but it stuns like a boner and is unblockable. This move is fast for an unblockable, but can still be sidestepped, which you must do.
Common Aeon Tactics:
Aeon is all about stage positioning and ring outs. With those, he is very good, and he also has an insane backstep and sidestep killer that is basically the religion of Aeon. He is very punishable, has whiffing issues, a terrible critical edge and speed problems, however. Another thing you must know is if you see him flying, just sidestep and you can punish him all the way to whatever the hell his afterlife is.
Algol
Algol is surprisingly fast for his size and has better range than yours (no really) He pushes you back too much to do your regular punishing moves most of the time, so beware of this. He has very good BE combos, so make sure especially not to screw up when he has meter. Algol has 2 moves he can use to get out of predictable foward moves. He can teleport and jump a lot of our shit. Do not, I repeat DO NOT move backwards if he is as well, because it will lead to a full screen, unblockable grab. Algol has a lot of delayed second hits to his moves, as well as a quick, damaging back turned move that you should look out for.
I think the matchup is 50/50
Moves to watch out for:


Damage: 20
This thing is good, it also has CH hitstun, and sets up some of his massive combos. This also tech crouches so EWGF can't help you.
Damage: 22
Completely safe and fast step killer? This is the reason that you won't attempt 88/22 K K or B...

Damage: 16+16=32
Common Algol Tactics:
What I've noticed is that just about every Algol tries to use bubbles in conjunction with 1A, a slow low move. While this may catch you by surprise, there is no situation in which you cannot block both, and blocking it will destroy the algol's sanity. They also like to shoot two bubbles to the side as a distraction and then charge in, which is a surprisingly effective tactic. Honestly, you will likely not be able to punish him much barring sidestepping, which he has a great tool for, and so try to get a good CH if you can.
Alpha Patroklos
Alpha Patroklos, or Patsuka as I will be calling him is one of your hardest counters imo. He is very fast,seems to use his safe moves at all the wrong times, and can combo very well. Patsuka also has the fastest mid in the game, Sakura twister, hitting on frame 12 (I think). Patsuka has many annoying, fast lows that he will use when not comboing. Be wary on what moves he is doing, and counter accordingly, but don't spam, good god don't spam.
I think the matchup is 40:60 in his favor
Moves to watch out for:
Damage:42
This is that i12 move I was taking about. While hard to do, this does massive damage in a short time. Patsukas like to use this move in combos, or just string 2 together for some nice easy damage. This move will punish any unsafe move you have, so don't do that shit very often when fighting Patsuka. The good think about this move is that most patsuka's use this move at completely wrong times. This move is unsafe, and because it advances it can be punished with an EWGF or four for much more damage then they were intending. Just watch out still.

Damage: 55
I'm not completely sure, but I'm pretty sure that this is the fastest move in the game. This CE hits on frame 8. That's freaking retarded. Good thing that this move does low damage for a CE, and is still punishable.
Damage:14+14+18=46
As the guide says, this move is almost impossible to react to. If he can get the rest of the inputs in, then you are in for a knockdown and damage. This move is also punishable. It sure seems like all of his good moves are punishable, weird.
Common Alpha Patroklos Tactics:
Patsuka will like to combo you, a lot. To prevent this, avoid any launchers by sidestepping, but don't make a habit out of this as he has good horizontals.
Astaroth
Or as I like to call him (Just for fun) Asstrolloth, will attempt to grab you, a lot. He is the supreme grabber of the game and is bad for devil jin because he knocks you back miles with each swing, and can be unpredictable as fuck. DO NOT use FLY against a skilled astaroth or he will grab you right out of the air and break your spine on his knee. All I can reccomend is to keep pressure going at all times and watch out for his bull rush.
I think the matchup is 30:70 in his favor
Moves to watch out for:
His grabs
Damage:20-90
Astaroths grabs can connect from anywhere. In the air, ducking, crouching, OTG, and standing. All of his grabs are useful and most are powerful. He even has multiple BE grabs, as in more than one! Who needs that? Grabs can be broken, but he will land one eventually, and they can be part of 200 damage wall combos. He and his grabs are not broken by any means, but note that Astaroth's grabs are his main source of damage.
Damage:28, 30, 36, or 48 depending on how it is done
This is a fast charge ahead, inexplicably landing most of the time and coming out quick. The higher damage versions are slower to start up. He will use this a lot to try to catch you off guard in my experience. He will likely follow up with discus, the most guardable 50/50 in the game.

Damage:24
Even though this move is unsafe, it still manages to push you back to far to do jack shit about it, and so you'll just have to block it. It is pretty fast for astaroths standards, and so you need to be prepared to block it. Maybe this move is counterable with 2B.
Damage:26+42=68
Don't let this move catch you off guard, or 1/4 of your life will be taken off. This move tech crouches, and has the typical astaroth pushback, but the real thing is that it is a mix-up. Another thing is that this move is incredibly safe, being neutral on block.
Damage:55
This move is slow, but it has pushback and can be used if you are helpless, just try not to let him sidestep to much. The BE version does more damage and doesn't send you flying in the opposite direction, allowing him to combo.

Damage:55
Even his Critical Edge is a throw, what the hell. This throw is actually pretty weak, but you have to duck it before the freeze frame or it hits you. In addition to looking cool, this grab will leave you helpless enough to follow up with 88/22B BE and then
A+G for just about half of your life... be careful.
Common Asstrol... err Astaroth Tactics.
Astaroths, at least the ones that I have seen, tend to try to get you to duck so that they can do their ducking grab. They may also try to randomly pop out 66K, which is good for you as it is one of the only close-range punishable moves he has. Other than that, the only things that I typically see is aerial grabbing during FLY and spamming 88/22B to try and catch you off guard.
Cervantes
Cervantes is pretty much the exact same as Devil Jin. Both are good punishers, both have poor tracking, both have good combos, both have a JF that greatly improves the original moves, and both do good damage. Only problem though, most of his moves are fast, safe, pushes you back, or all three. Son of a bitch it is annoying to fight a character that you can't touch, especially one that knows devil jin! Watch out for his horizontals, and punish iGDR, one of his best moves turned against him.
I think the matchup is 40:60 in his favor
Moves to watch out for:

Damage: 40
This move hits on frame 11. FRAME FUCKING ELEVEN!!! He can punish all of your unsafe moves with this and still push you back far enough to be out of your range.


Damage: 28
Good god does every cervantes spam this! It's fast and has the typical pushback of a cervantes move. If he can hit with this, it's sure to mean hell. Avoid this move by sidestepping.
Damage:
This move hits low, and why would anyone do this out of elder charge? You will get use to it eventually.
Damage:
This is Cervantes' hit confirmable mix-up. He will hit with this often, much like Patsuka's 1 A: A: A:.

Damage: 55
The true power of Cervantes' critical edge is that it hits on frame 10 and can be chained and be a combo finisher. Watch out from a distance.
Common Cervantes Tactics:
Cervantes', at least those that i have seen will often try to land iGDR and chain combos from there. Don't try to attack at a disadvantage or use hugely unsafe moves, as you will be punished. Try to get CH on 
.
Dampierre
Dampierre is an... odd character. He will mostly try to trick you into making the wrong decision, such as an unblockable sneeze, or a critical edge GI. Most Dampierre's I know use a stance called poker bluff, where they go on the ground and grab spam on two heights. No seriously, grab spam. Every one, Every one, EVERY ONE!!! So what I reccomend doing is backing away when you see them on the floor. As Devil Jin, you have many natural counters to him, such as being fast, and fast, and punishable. Be wary that Dampierre is based on luck, so some of his moves will do massive damage, or fall flat on their face and damage him. Punish him and 'call his bluff' to beat Dampierre
What I think the matchup is 70/30 in your favor
Moves to watch out for:
Damage:55
This move is kind of punishable, but if he can hit all of them succesfully then he can do some pretty good damage. If you hit him out of it, he will usually air control away, unless you use EWGF, but still be cautious.
Damage: 28, 48 for break attack
Yup, this move is a random break attack. It's actually pretty fast, and launches the opponent. Luckily, very few of your moves are -20 on block, just make sure he doesn't whiff punish you with this. This move can be followed up with a mid kick that knocks down, or a low kick that stuns and puts him into poker bluff.
Damage:30
The real annoyance of this move is that it puts him in poker bluff, and then the spamming starts. Move back if you see this move.

Damage: 80
I can't tell you how many times I have fallen for this. Dampierre's Critical Edge is basically a less telegraphed, more entertaining version of nightmare's. All Dampierre does during this move is guard with his arms, but hitting them is going to take away 1/3 of your life. Just be careful if you are keeping pressure.
Common Dampierre Tactics:
Devil Jin
Aaaah yes, the infamous mirror matchup. These matches are truly skill matches. As far as I know however, there are only like 5 good-great devil jin players online, the rest will spam or think that the 10 hit string works. Although it's probably common knowledge to you, I am going to tell you what to watch out for. Devil Jin is one of those momentum offensive characters, such as Maxi, Ivy, or Yoshimitsu, and so most of the people you fight, just like the recently mentioned characters, do not block very well. Your 50/50's will almost always connect, as well as hell sweep and grabs. Use this to your advantage. I've told you Devil Jin's moves, and now you also must know how to counter them.
The matchup is obviously 50:50
Moves to watch out for:
EWGF
Damage: 35
Damage: 38
Damage: 27
Damage: 62
I'm not saying to watch out because this move is good, but because you would never expect someone to use this piece of shit. This move is actually halfway decent, and gives your opponent a frame advantage, but considering that you can block it and still be safe, and that they could their meter better, surely gives them a disadvantage. I actually love it when other Devil Jins use this move, because then I know that they have less meter, and wasted it on something that will never come to be. This move is, however, the reason that you should never take blocks at face value, and you should always block after WR
just to be sure.


Damage: 21
This move is quite hazardous to your health if you choose to fly against a Devil Jin that knows what they are doing (remember though, there are only like five of them.) If you are at any time flying and the opponent has the sense to use this, then your entire flying endeavor was for nothing. I have only seen one other person do this tactic other than me, likely because they thought of it and couldn't EWGF. This move is better than EWGF to use against a flyer if you are at range by the way.
Common Devil Jin tactics:
Every Devil Jin online will do one or more of the following, guaranteed. They will either spam hell sweep, try to 50/50 you, spam 10 hit string, spam 

, try unsuccessfully to EWGF, and try to hit you with lasers. Seriously, Unless you fight one of the skilled players you will always see one of these. Maybe it's because of how few players of Devil Jin there are, but I cannot think of any other common tactics of Devil Jin players. To beat Devil Jin mirrors, use your useful moves, combos, and superior understanding of the other players moves.
EdgeMaster
Elysium
Hilde
Hilde is completely different from you. She relies on precise timing, long range, and annoying launchers. Hilde has to charge certain attacks, and that is where the bulk of her fighting comes from. Don't worry, she isn't broken in this game unlike the last. You may thing that Hilde would push Devil Jin back with her sword and lance, but she surprisingly doesn't do that as well as you'd think. Fortunately, it seems that she has much fewer tech crouches than every other character, and Devil Jin can interrupt most of her moves. Use pressure, and don't let her push back is all I can say.
Hard to say, but I think the matchup is 60:40 in your favor
Moves to watch out for:

Damage: 96
This move does good damage with good range. Hilde can catch sidestepping very well with this move, and should be watched out for if you do unsafe moves.
Damage: 50
This move can be used after sidestep, is + on block, and pushes you back.
C(Charge)3
Damage: 42
For something that has to be charged, this comes out pretty quickly. Again it is safe on block, and it does nice damage for a sword attack.
Damage: 16+12+30= 58
This is one of her moves that actually DOES push you back. To boot, it has pretty good damage. It lacks in the tracking department though, and this should be exploited.
Damage: 24
This move is fast, safe, and (sigh) tech crouches. Not much more I need to say.
Common Hilde Tactics:
Ivy
Tits, I mean breasts, I mean boobs, I mean hooters, I mean package, I mean IVY, is a pretty annoying character in this game for Devil jin. As you'd expect, Ivy can space you, and wreck your shit quite easily. Do not fly against a good ivy, for she has a move that takes you from the air and slams you down on the ground. Despite this, you can still break an ivy, as she is one of the offensive momentum characters, almost never blocking correctly, and even if this happens not, she doesn't tend to horizontal much either.
I think the matchup is: 50:50(You still have tools)
Moves to watch out for:

Damage: 100
THE second most annoying Critical edge in the game. For some reason, developers expect you to be able to react in about 6 frames and dodge this grab before the freeze frame. Ugh, yes, just like Astaroth, you must duck the grab before the freeze frame to avoid it. But honestly, you have to be pretty damn fast to avoid either of these. Astaroth's does more damage(with follow ups), but both are deadly. Actually, in terms of raw damage, I believe that this CE does the second most raw damage of all Critical Edges, second only to Yoshimitsu.
If you like this guide so far, share it with your friends.
Also, criticism is reccomended, this is my first guide and I am not perfect nor extremely skilled at this game.
Well, ima take a break for right now, all humans take progress as an excuse to procrastinate lol.