Jump to content
cadacus_ater

[CF] Jin Kisaragi Combo Thread

Recommended Posts

http://kurushii.tv/Dustloop/BBCF/Graphics/Jin/BBCF_Header_Combo_Thread.png

Combo Discussion
  • This thread is used to post optimal combos. Old combos will be replaced as new ones are found. 
  • Keep non-combo related discussion out of this thread and post it in its respective thread please. 

 

Specific Notations Used in This Thread
  • [CO] = Crouching Opponent 
  • [CH] = Counter Hit (or just CH)
  • [AA] = Anti-air or Air to Air
  • -25 or -X = This combo requires 25 Heat points or X heat points [i.e. combo yields (3751/13, -50) indicates a loss of 50 heat with a potential gain of 13 heat at the end]. 
  • c. = the move must be used up close
  • f. = the move must be used from afar
  • (d) = the move must be delayed
  • ODC = Over Drive Cancel (OD at start of combo indicates you are already in Over Drive)
  • EA = Exceed Accel
  • IAD = Instant Air Dash, usually used to indicate air dash from a grounded position
  • 66 j.X = "Air Dash into j.X."  If used after an air normal like j.D, assume the air dash is used before landing.
  • [N%] = You must be at a certain percentage of health after you use OD in order for the combo to work. 
  • (XN) = You may or may not have to use this move depending on the situation.
  • Air Combo = usually consists of using j.2C > j.C > JC > j.2C > j.C > j.214C. You'll have to omit some normals in order for the combo to work correctly with certain confirms. 
  • Strings in square brackets [ ] toward the end of combos indicate this may be substituted with another bracketed string listed afterward.
    • i.e. [AA] 2A > 5C > 2C > j.2C > j.D, [66 j.2C > j.C > j.214C, 2B > 5B > 22C (2842/20)] or [22C, 6B > j.214C, 2B > 5B > 22C (2866/20)]
  • NOTE: I do not explicitly mention super-jump notation mid-combo; assume you are super-jumping as Jin whenever you see j.X:
    • After launching the opponent with an off-the-ground string like ...[214B(whiff)~C or j.214C], 66 2B > 5C > 2C > j.X....
    • After catching them in the air, i.e. the [AA] 2A combo above.
    • If the opponent is grounded, say in a FC jump loop combo, you are not super-jumping.

 

Mid-screen Combos

 

A and B Starter Combos

Note: 5A starter is usually interchangeable with 2A starter unless it is a crouching (CO) combo.

 **For many combos ending in...6B > j.214C, 66 2B > (5B) > 22C, can add ~100 damage by using 3C > 22C after the j.214C, but the delay on j.214C is very strict** 

Ground Combos 

  • 2A > 5B > 5C > 2C > 3C > 214B~C (2046/14)
  • [CO] 2A > 5C > 2C > 6C > 2D, 6B > j.214C, 2B > 5B > 22C (oki)
  • [CO] 2A > 5C > 2C > 6B > j.214C, 2B > 5C > 2C > j.2C > j.D, 22C, [3C > 214B~C (3293/23)] or [6B > (d) j.214C, 3C > 623C (3374/23)]
     
  • 5B > 2B > 5C > 2C > 3C > 214B~C (2388/17)
  • [CO] 5B > 5C > 2C > 6B > j.214C, 2B > 5C > 2C > j.2C > j.D, 22C, 3C > 214B~C (3783/27)
  • 6B > (d) j.214C, 66 2B > 5C > 6C > (d) 2D, 66 5C > 2C > 6C > *214B(whiff)~C, 66 2B > 5B > 22C (3618/~25)
    • *Some characters let you use 623C, 66 5B > 22C instead for a little more damage, but ice car route is significantly easier to land in this case.

Anti-Air Combos

  • [Low or High AA] 2A > 5C > 2C > j.2C > j.D, [66 j.2C > j.C > j.214C, 2B > 5B > 22C (2842/20)] or [22C, 6B > j.214C, 2B > 5B > 22C (2866/20)]
  • [High AA] 2A > 5C > 6C > 214B(whiff)~C, 2B > 5C > 2C > j.2C > j.D, 22C, [3C > 214B~C (2948/20)] or [6B > (d) j.214C, 3C > 623C (3197/22)]
    • 6C launches backwards if too close.  May use AA 2A > 2C > 6C...on counter hit.
    • If catching them low enough (i.e. a forward roll), can use 2A > 5C > 2C > (d) 6C... but you must omit j.2C.
  • [AA] 2A > *(5B) > 5C > j.2C > j.C > j.2C > j.C > j.D, 22C, [6B > (d) j.214C, (66) 3C > 623C or 214B~C (3160 or 3193/22)] or [3C > 214B~C (2919/20)]
    • *Need 5B if catching forward roll (3083 or 3111) on Terumi, Hazama, Litchi, Hakumen, Carl, Kokonoe, Platinum, Bullet, Hibiki.
    • Does not work on Tager or Susanoo; too far for 22C.
  • [AA] 5B > 5C > 2C > j.2C > j.D, 22C, 6B > j.214C, 66 2B > 5B > 22C (3334/23)
    • Universal.  Basic string can be applied to most AA situations.
  • [AA] c.5B > 5C > 2C > 623C, 66 5B > 5C > 2C > j.2C > j.D, 22C, 3C > 214B~C (3793/27)
    • Height dependent whether you can use 5B(1) or 5B(2) on the first part.
  • [AA] f.5B > 5C > 6C > 214B(whiff)~C, 66 2B > 5C > 2C > j.2C > j.D, 22C, 3C > 214B~C (3418/24)
    • Too close and 6C will launch them behind you; need a decent amount of space between you.

CH Combos

  • [CH] 5B(1) > 6B > j.214C, 66 2B > 5C > 2C > j.2C > j.D, 66 j.2C > j.C > j.214C, 66 2B > 5B > 22C (3417/25)

25 Heat and RC Combos

  • 6A, RC, 5C > 2C > 6B > (d) j.214C, 66 2B > 5C > *2C > (j.2C) > j.D, 22C, 6B > (d) j.214C, 3C > 623C (~3751/~13, -50)
    • *On characters like Carl, Hibiki and Celica (but NOT Kokonoe), change 2C > ...j.D to j.2C > j.C > j.D.
    • Interchange 623C with 632146D for about 4.6k.  Using an ODC after the last 6B or 3C if low on health, can get 5k mid-screen or 5.1k in the corner.
  • 5B > 5C > 2C > 3C > 236D(3), 66 2C > 623C, 66 5B(1) > 5C > 2C > [6C > 214B(whiff)~C, 66 2B > 22C (3715/19, -25)] or [j.2C > j.C > j.2C > j.C > j.214C (3752/19, -25)]
  • 5B > 5C > 2C > 3C > 22C~D, 66 5C > 2C > 6C > 214B(whiff)~C, 66 2B > 5B > 22C (3636/20, -25Side-swap
    • If starting with 2A/5A, omit the last 5B (3076/16, -25)
  • 5B > 5C > 2C > 3C > 214B, RC, 66 *5C > 2C > j.2C > j.C > j.2C > j.C > j.D, 22C, 6B > (d) j.214C, (66) 3C > 623C (4006/20, -50)
    • *Delay 5C: Carl, Kokonoe, Hibiki.  Omit 5C: Susanoo.  Combo fails on Tager at 22C.
  • 6B > j.214D, 66 2C > 6C > 2D, 66 5C > 2C > 623C, 5B > 22C (3751/14, -25)

OD Combos

  • [100%] 5A > 5C > 2C > 3C, ODC, 5C > 2D, (d) 66 5C > 2C > 3C > 22C, 6B > (d) j.214C, (66) 3C > 623C (3506/25)
    • Start with 5B instead: (4008/28)
  • [100%] 5A > 5C > 2C > 3C > 623D, run-up 3C, ODC, 66 5C > 2D, (66) 6B > 22C, 6B > (d) j.214C, 66 3C > 623C (3812/23, -25)
    • About half screen carry.  Start with 5B instead: (4338/25, -25)
  • [100%] 5A > 5C > 3C > 623D, run-up 3C, ODC, 66 5C > 5D, 66 3C > 214B, 22C, 66 6B > (d) j.214C, 66 3C > 623C (3731/21, -25)
    • About 3/4 screen carry.  Start with 5B > 5C > 2C > 3C, 623D...instead: (4308/25, -25)
  • [30%] 5A > 5C > 2C > 3C, ODC, (66) 5C > 6B > j.214D, 66 6D, 66 6B > j.214C, 66 6C > 22C, 66 6C > [623D, 6C > 632146D (5212/34, -100)] or [236D, 44 632146D (5031/34, -100)]
    • Finish with [236D, 44 632146D] if not by the corner at the end.
  • [100%] 5B > 5C > 2C > 3C, ODC, (66) 5C > 6B > j.214C, 66 6C > 22C, 6B** > j.214C, [66 2B > 5B(1) > 22C (3731/26)]*** or [3C > 214B~C (3858/27)] or [3C > 632146D (4606)]
    • **Using...6C > 632146D gives (4443). 
    • ***In some OD combos, 66 2B > 5B(1 or 2) > 22C ender may yield more damage than 3C > 22C.

 

 

C Starter Combos

 **For many combos ending in...6B > j.214C, 66 2B > (5B) > 22C, can add ~100 damage by using 3C > 22C after the j.214C, but the delay on j.214C is very strict** 

Ground Combos

  • c.5C > 5D > 22C, 6B > j.214C, 66 2B > 5C > 2C > Air Combo (3847/27)
    • [CO] 5C > 2C > 6B > j.214C, 66 2B > 5C > 2C > j.2C > j.D, 22C, [6B > j.214C, 66 2B > 5B(1)* > 22C (4040/28)] or [3C > 214B~C (4060/29)]
      • *Can air tech from 22C; omit 5B(1) to avoid this.

    Anti-Air Combos

    • [AA] 5C > 2C > j.2C > j.D, 22C, 6B > j.214C, 66 2B > 5B > 22C
      • Universal; settle for this one if you are unsure
    • [AA] c.5C > 2C > 623C, 66 5B > 5C > 2C > j.2C > j.D, 22C, 6B > j.214C, 66 2B > (5B(1))* > 22C (4173/29) [without (5B(1)): (4127/29)]
      • Including (5B(1))* may allow air tech after 22C.
      • Opponent needs to be fairly high when you catch them with 5C starter.
    • [AA] 5C > 2C > 6C > 214B(whiff)~C, 66 2B > 5C > 2C > j.2C > j.D, 22C, 6B > j.214C, 66 2B > (5B(1))* > 22C (3982/28) [without (5B(1)): (3946/28)]
      • Including (5B(1))* will allow air tech after 22C.
      • Tricky ender without 5B(1); 66 2B > 22C can be demanding
    • [AA] c.5C > 2C > 623C, 66 5B > 5C > 2C > j.2C > (j.C) > j.D, 22C, 3C > 214B~C

    CH Combos 

    • [CH] 3C, 66 2B > 5C > 2C > j.2C > j.D, 22C, 66 6B > (d) j.214C, 3C > 623C (3557/25)
    • [CH] f.5C > 2D, IAD j.2C > j.C, [**66 5C > 2C > 623C, 66 5B(1) 5C > 2C > 6C > 214B(whiff)~C, 66 2B > 5B(1) > 22C (4031/28)] or [66 5B > 2B > 5C > 3C > 214B~C (3228/23)]
      • **Need to delay j.2C > j.C after IAD until opponent is nearing the ground from 2D; if timed right, you will juggle them with your j.2C > j.C, 66 5C.
    • [CH] 5C > 6B > j.214C, 66 2B > 5C > 2C > j.2C > j.D, 22C, 6B > j.214C, 66 2B > 5B* > 22C (4014/28)
      • *Can air tech from 22C; use 5B(1) instead to avoid this.

    25 Heat and RC Combos

    • 5C > 2C > 3C > 214D, 22C, 6B > j.214C, 66 2B > 5C > 2C > [Air Combo (4250/21, -25)]
    • 5C > 2C > 3C > 214B~C, RC, 2C > 6C > 2D, 66 5C > 2C > 623C, 5B > 22C (4064/21, -50)

    OD Combos

    • [100%] 5C > 2C > 3C, ODC, (66) 5C > 6B > j.214C, 66 6C > 22C, 6B > j.214C, [66 2B > 5B(1 or 2) > 22C (~3943/28)] or [3C > 214B~C (4151/28)] or [3C > 632146D (4858)]
    • [80%] OD, 5C > 6B > j.214C, 2D, 3C > 623C, 66 6C > 22C, 3C > 214B~C (4357/31)
    • [80%] OD, 5C > 6B > (d) j.214D, 2D, 6B > j.214C, 66 6C > 22C, 3C > 623C, 66 6B > (d) j.214C, 3C > 632146D (5708/34, -75)
    • [30%] 5C > 2C > 3C, ODC, (66) 3C > 22C, 66 6B > j.214C, 6B > (d) j.632146D, 632146C (5931/28, -100)
    • [30%] OD, 5C > 6B > (d) j.214D, 6C > 2D, 66 5C > 2C > 6C > 623C, 66 6C > 22C, 6B > (d) j.632146D, 632146C (6790/~34, -125)

     

     

    Special Starter Combos

     **For many combos ending in...6B > j.214C, 66 2B > (5B) > 22C, can add ~100 damage by using 3C > 22C after the j.214C, but the delay on j.214C is very strict** 

    CH Combos

    • [FC] 22C, 66 6A, 5B > 5C > 2C > 6B, 66 5B > 2C > 6B > j.214C, 66 2B > 5C > 2C > j.2C > j.D, 22C, 66 3C > 623C (4746/33)

    25 Heat and RC Combos 

    • CT, 6B > j.214C, 66 2B, 5C > 2C > j.2C > j.D, 22C, 6B > (d) j.214C, 3C > 623C (2732/7, -25)
    • [CH] 623B, RC, run-up 5C, 2C, j.D, 22C, 6B > (d) j.214C, (66) 3C > 623C (3510/16, -50)
    • [CH] 623B, (d) 214D, 22C, 6B > j.214C, 2B > 5B > 22C (2943/12, -25)
      • Need to delay a little longer if opponent is in the air; EX ice car may not connect if too far upon 623B (near max range).
    • 623C, RC, *5C > 2C > j.D, 22C, 6B > (d) j.214C, (66) 3C > 623C (2926/13, -50)
      • *Grounded opponent only; omit 5C and use 2C > j.D or 2C > j.2C > j.D or j.2C > j.D if AA.
    • 236D(3), 66 (5C) > (2C) > 623C, 5B(1) 5C > 2C > 6C > 214B(whiff)~C, 66 2B > 5B(1) > 22C (~3265/~11, -25)
      • Combo for 236D on enemy wake-up or as AA follow-up assuming all three hits; AA may require omitting just 5C or 5C and 2C
    • j.214D, 66 2C > 6C > 2D, 66 5C > 2C > 6C > 214B(whiff)~C, 66 2B > 5B > 22C (3838/11, -25)
    • 623D, 66 (run-up) 3C > 214B~(d) C (2165/3, -25)
    • [60%] 5D > 214D, 22C, 66 6B, (d) j.214C, 66 3C, ODC, 66 5C > 2C > [j.2C > j.C > j.2C > j.C > j.214D, 66 2C > 623C, 6C > 632146D (5513/~12, -100)] or [6C > 623C, 6C > 214B(whiff)~C, 3C > 632146D (5164/~20, -75)]
      • If at 30% health, should deal about 200 more damage thanks to OD version of 632146D.  But for the 100 heat combo, end with ...j.214D, 66 3C > 623C, 3C > 632146D (5731/~27, -100).
    • [100%] OD, 236236D, (last hit), RC, 66 6B > j.214C, 66 2B > 5C > 2C > j.2C > j.C > j.2C > j.C > j.214C (5414/~4, -100)
      • Yukikaze RC combo.  If not in OD, deals 4722.

     

    Throw Combos
    • Front/Back Throw > 66, 66 5B > 5C > 2C > 623C, (66) 5B(1) > 5C > 2C > 6C > 214B(whiff)~C, 66 2B > 5B(1) > 22C (3140/22)
    • Front/Back Throw > 66, *(d) 66 5C> 2C > 6C > 623C, 66 *(d) 5B(1) > 5C > 2C > j.2C > j.C > j.2C > j.C > j.632146D (4156/22, -50)
      • *The timing of this combo is tricky on some characters, and may require a slight delay of the second microdash and/or 5B(1)
      • Front/Back Throw > 66, (66) 5C > 2C > 6C > 214B~C, (66) 2B > [5C > 2C > 623C, (66) 5B > 22C] or [5C > 2C > Air Combo] or [5B > 22C]
        • Easier when near the corner upon using 623C
      • Air Throw, 66 22C, [66 5B > 2B > 5C > 3C > 214B~C] or [66 6B > (d) j.214C, 66 2B > 5C > 2C > j.2C > j.C > j.2C > j.C > j.214C]
      • [30%] Front/Back Throw, ODC, 66 (66) 6B > j.214D, 66 6D, 6B > j.214C, 66 6C > 22C, 66 6B > (d) j.214C, (66) 3C > 632146D (4747/33, -75)
      • [30%] Front/Back Throw, 66 (d) ODC, (66) 5C, j.214C, 5C > 3C > 22C, (66) 6B > (d) j.632146D, 632146C (5156/24, -100)
        • Timing is very strict

       

       

      Corner Combos

       

      A and B Starter Combos (Corner)

       

      Ground Combos 

      • 2A > 5B > 5C > 2C > 3C > 214B~C (2046/14)
      • [CO] 2A > 5C > 2C > 6C > 6D, 6B > j.214C, 2B > 5B > 22C (oki)
      • [CO] 2A > 5C > 2C > 6B > j.214C, 2B > 5C > 2C > j.2C > j.D, 22C, 6B > (d) j.214C, 3C > 623C (3374/23)
         
      • 5B > 5C > 5D > 22C, 6C > 6D, 5C > 2C > 6C > 214B(whiff)~C > 5B > 22C (3548/25)
      • [CO] 5B > 5C > 2C > 6B > j.214C, 2B > 5C > 2C > j.2C > j.D, 22C, 22C, 6B > (d) j.214C, 3C > 623C (3884/27)
      • 6B > j.214C, 66 2B > 5C > 2C > 623C, 5B > 5C > 2C > j.D, 22C, 6B > (d) j.214C, 3C > 623C (3939/27)

      Anti-Air Combos

      • [AA] 2A > 5C > 2C > 623C, 5B > 5C > 2C > j.2C > j.D, 22C, [22C, 214B~C (3224/22)] or [6B > (d) j.214C, 3C > 623C (3383/23)
      • [AA] 5B > 5C > 2C > 623C, 5B > 5C > 2C > j.2C > j.D, 22C, 22C, 6B > (d) j.214C, 3C > 623C (3898/27)

      CH Combos 

      • [CH] 6B > j.214C, 2B > 5C > 6C > 623C, 5B(1) > 5C > 2C > (d) 6C > 6D, 22C, 22C, 214B~C (4087/29)
      • [CH] 5B(1) > 6B > j.214C, 66 2B > 5C > 623C, 5B(1) > 5C > 2C > 6C > 6D, 22C, 22C, [214B~C (3792/26)] or [3C > 623C (3762/26)]

      25 Heat and RC Combos

      • 2A > 5C > 2C > 3C > 623D, 66 5C > 2C > 6C > 623C, 5B > 22C (3389/15, -25)
        • 6A, RC, 5C > 2C > 6B > j.214C, 66 2B > 5C > 2C > (j.C) > j.D, 22C, 6B > (d) j.214C, 3C > 623C (3751/13, -50)
          • 3C > 623C oki usually works regardless of hitstun decay.
        • 5B > 3C > 623D, 6C > 6D, 5C > 2C > 6C > 623C, 5B > 22C (4038/18, -25)

        OD Combos

        • [30%] OD, 5A > 5C, j.214D, 66 6C > 6D, 6C > 6D, 5B > 22C, 6B > j.214C, 6B > j.632146D, 632146C (5950/32, -125)
        • [70-100%] 5B > 3C, ODC, 5C > 6B > j.214C, 6C > 6D, 5C > 2C > 6C > 623C, 5B > 22C (4117/29)
          • May not work if you have less than 70% health due to how 5C works in OD.  If less than 70%, can use:
          • 5B > 3C, ODC, 5C, j.D > j.214C, 6C > 623B, 66 5C > 2C > 6C > 623C, 5B > 22C (4007/28)
        • [60%] 5B > 5C > 2C > 3C, ODC, 5C > 6B > j.214C, 3C > 623C, 3C > 22C, 3C > 632146D (4812/27, -50)
        • [30%] 5B > 5C > 2C > 3C, ODC, 5C, [j.D > j.214D, (d) 66 6B > j.214C, 6C > 22C, 6C > 632146D (5307/35, -75)]* or [6B > j.214D, (d) 66 6B > j.214C, 3C > 623C, > 3C > 22C, 6C > 632146D (5363/38, -75)]
          • *Unburstable after ODC.  The alternative string is burstable near the end.
        • [30%] OD, 5B > 5C, 6B, j.214D, 66 2C > 6C > 6D, 5B > 5C > 2C > 623C, 6C > 22C, 6B > (d) j.632146D, 632146C (6648/37, -125)

         

         

        C Starter Combos (Corner)

         

        Ground Combos

        • c.5C > 5D > 22C, 66 6C > 6D, (d) 5C > 2C > 6C > 6D, 5C > j.C > j.2C > j.C > j.2C > j.214C (4161/29)
          • You cannot delay 2C or 6C in the 6D, 5C > 2C > 6C > 6D string or it will drop; you may be able to delay 6D.
        • [CO] 5C > 2C > 6B > j.214C, (66) 2B > 5C > 2C > 623C, 5B(1) > 5C > 2C > 6C > 6D, [6C/3C > 22C] or [22C, 22C, 214B~C (4420/31)] or [22C, 22C, 3C > 623C (4391/30)]
          • Either be well-spaced from them at the start or execute j.214C quickly to launch you back farther.  Microdashing for 2B pick-up too close up makes the combo drop on Mu-12 at 6D.

        Anti-Air Combos

        • [AA] 5C > 2C > (6C) > 623C, 5B > 5C > 2C > j.2C > (j.C) > j.D, 22C, 22C, 6B > (d) j.214C, 3C > 623C (~4292/30)
        • [AA] 6C > 6D, 5C > 2C > 6C > 623C, 5B(1) > 5C > 2C > 6C > 214B(whiff)~C, 2B > 5B > 22C (4298/30)
        • [AA] 2C > 6C > 623C, 5B > 5C > 2C > j.2C > (j.C) > j.D, 22C, 22C, 6B > (d) j.214C, 3C > 623C (~3987/27)

        CH Combos 

        • [CH] 3C, 66 2B > 5C > 2C > 623C, 5B > 5C > 2C > j.2C > j.D, 22C, 6B > (d) j.214C, 3C > 623C (3896/27)
        • [CH] f.5C > 2D, 66 5C > 2C > 6C > 623C, (d*) 5B(1) > 5C > 2C > 6C > 214B(whiff)~C, 2B > 5B > 22C (3963/28)
          • *A very slight delay may be required to land 214B(whiff)~C later in the combo.
        • [CH] 5C > 6B > j.214C, (66) 2B > 5C > 2C > 623C, 5B(1) > 5C > 2C > 6C > 6D, [6C > 22C (4286/30)] or [22C, 22C, 214B~C (4390/31)] or [22C, 22C, 3C > 623C (4357/30)]
          • Execute j.214C quickly if close to the opponent at start, delay it if far.
        • [CH] 6C > 6D, 22C, 6B > j.214C, 2B > 5C > 2C > 623C, 5B > 22C (4288/30)

        25 Heat and RC Combos

        • 5C > 2C > 3C > 623D, 6C > 6D, 5C > 2C > 6C > 623C, 5B > 22C (4497/22, -25)

        OD Combos

        • [80%] OD, 5C > 6B > j.214C, 6C > 6D, 5B(1) > 5C > 2C > 6C > 623C, 5B > 22C, [3C > 214B~C (4599/33)] or [6B > (d) j.214C, 3C > 623C (4586/32)]
        • [50%] 5C > 2C > 3C, ODC, 5C > 6B > j.214D, 6C > 6D, 5C > 2C > 623C, 6B > (d) j.214C, 3C > 632146D (5819/34, -75)
        • [50%, CO] 5C > 2C > 6B > j.214D, (66) 2C > 6C > 6D > (66) 5C > 2C > 6C, ODC, 623C, 5C > 6B > j.214C, 3C > 623B, 632146D (~6035/23, -75)
        • [30%] 5C > 2C > 3C, ODC, 5C > 6B > (d) j.214D, 6D, 66 6B > j.214C, 6C > 22C, 6C > 623D, 6C > 632146D (6220/40, -100)
        • [30%] 5C > 2C > 3C, 623D, 6C > 6D, 5C > 2C > 6C, ODC, j.D > j.214D, 2C > 623C, 6C > 22C, 6C > 632146D (6341/33, -100)
        • [30%] OD, 5C > 6B > j.214D, 66 6C > 6D, 6D, 5B > 5C > 623C, 6C > 22C, 6B > j.632146D, 632146C (7041/40, -125)
          • This combo is hard.  Must execute very fast to get OD to affect both j.632146D and 632146C.  A slightly less strict version is below:
          • [30%] OD, 5C > 6B > j.214D, 66 2C > 6C > 6D, 5B > 5C > 2C > 623C, 6C > 22C, 6B > (d) j.632146D, 632146C (7019/40, -125)

         

         

        Special Starter Combos (Corner)

         

        CH Combos

        • [FC] 22C, 66 5C > 2C > 6B > j.214C, 66 2B > 5C > 2C > 623C, 5B > 5C > 2C > j.2C > j.C > j.D, 22C, 3C > 214B~C (4779/34)

        25 Heat and RC Combos 

        • CT, 6B > j.214C, 66 2B > 5C > 2C > 623C, 5B(1) > 5C > 2C > 6C > 6D, 22C, 22C, 3C > 623C (2867/8, -25)
          • Do not delay j.214C
        • 623B, RC, 2C > 623C, 5B(1) > 5C > 2C > j.D, 22C, 22C, 214B~C (3338/13, -50)
        • j.214D, 66 2C > 6C > 6D, 66 5C > 2C > 6C > 623C, 66 5B > 22C (4041/12, -25)

         

        Throw Combos (Corner)
        • Front/Back Throw > 66, (66) 5C > 2C > 6C > 623C, (66) 5B > 5C > 2C > Air Combo
        • Front/Back Throw > 66, (66) 22C, 6C > 6D, 5C > 2C > 6C > 623C, 5B > 22C (3247/23)

        Share this post


        Link to post
        Share on other sites

        I'm reserving this space to post more specific strings.  Will edit down as more info is gathered.

        For now, I'll list what I've noticed.

        • CT is no longer very damaging and in most cases should not be used as combo filler; Jin's EX specials are better in that area for most cases.
        • 6C got nerfed hard compared to previous games; omitting it can yield MORE damage in some combos (i.e. AA 5C > 2C > 6C > 623C, 66 5B... leads to less damage midscreen than AA 5C > 2C > 623C, 66 5B...)
        • 6B > (d) j.214C might take some getting used to; the delay for j.214C feels brief, but it is there.
        • 5B/2B/j.B starters in general feel less forgiving toward the end of longer, more damaging combos if finishing with standard 5B > (2B) > 5C > 3C > 214B~C.
          • Jin's longer 3C startup in BBCF makes 5B > 3C > 214B~C ender not an option either, so ending certain combos "normally" can be tricky.

        It seems you can get oki using pretty much any C move into Rehhyou; may not be quite as good as 22C oki (...3C/5C/2C/6C > 623C). 

        If your opponent likes to use a delayed forward roll, reversal, or neutral tech after your air combo (j.2C > j.C > j.2C > j.C > j.214C) in the corner, you might consider using 25 heat for 236D to pin them down for a safer approach or pick up another combo if they don't respect it.  This will not work if the opponent rolls forward as soon as possible, but you can punish that using a 5C or 2B instead if you call it right.

        And here are some character specific notes:

        • Tager - 5C > j.B combos, such as 5B > 5C > j.B > j.2C > j.C > j.214C, 66 2B > 5C > 2C > j.2C > (j.C) > j.D, 22C, 66 6B > (d) j.214C, 3C > 623C
        • Rachel, Tager - Can pickup after 6B > j.214C with a microdash 5C instead of 2B, assuming hitstun decay is not already too great.  For example:
          • ...(66) 6B > j.214C, 66 5C > 2C > 6C > 2D, 66 5C > 2C > 6C > 214B(whiff)~C, 66 2B > 5B > 22C

        The combo route ...(off-the-ground) 66 2B > 5C > 22C... is not universal.  I haven't tested it on all characters, but 22C partially whiffs on the following characters:

        • Celica

        Difficult characters for landing mid-screen ...6B > j.214C, 66 2B > 5C > 2C > j.2C > j.D, 22C, 66 6B > (d) j.214C, 3C > 623C:

        • Arakune, Hibiki - You'll need a microdash 3C to connect the 623C afterwards (66 3C > 623C).
        • Celica - Change the 2C > j.2C to a j.2C > j.C instead; it is much easier than the alternative of 2C > (d) j.C > j.D.  Then at the end, use 66 3C > 623C.
        • These characters and some other characters may require you to delay the first j.214C to land the microdashed 2B pickup afterward, especially Celica.
          • You may wish to find alternate combo routes against Celica since her off-the-ground hitbox after 6B > j.214C is farther from Jin than any other character.

        In the corner:

        • Celica - You'll want to use ...6B > (d) j.214C... in order to land 66 2B; a later catch with 5B(1), 5C > 2C > 6C > 6D should still work on her.
        • Tager - 5B > 5C > 5D > 22C does not seem to work; a dash-in 5B(1) > 5C > 5D > 22C should work if close enough, but a ...5C > j.B... combo as used mid-screen is better.

         

        Mid-Screen

        Can catch the opponent mid-screen after a 6C > 2D with a dash-in 5B > 5C > 2C > 623C, but you need to stand almost directly under the opponent as they arc toward you from 2D and catch them at the right height with 5B; some heights require you to use 5B(1) instead to land the 5C.

        6C > 2D, 66 5B > 5C > 2C > 623C, 66 5B > 5C > 2C > j.2C > j.C > j.2C > j.C > j.214C (3922/28)

        Starting with counter hit 5C forces you to shorten one of the 5B's to 5B(1):

        [CH] 5C > 6C > 2D, 66 5B > 5C > 2C > 623C, 66 5B(1) > 5C > 2C > j.2C > j.C > j.2C > j.C > j.214C (3911/28)

         

        Corner

        Jin is capable of gaining 25+ meter in one 5B corner combo.

        I was amazed to find that ...6C > 6D, 5C... works now without 6D freeze, but it will not work in OD unless the opponent is in the air before 6C lands:

        5B > 5C > 5D > 22C, 6C > 6D, 5C > 2C > j.2C > j.C > j.2C > j.C > j.214C/D (3641/26 or 3739)

        • NOTE (EDIT): In OD, ...6C > 6D, 5C... no longer works since 5C knocks the opponent down if they are too close to the ground and this allows a tech if 5C does not freeze them.

        For oki, you can use the following route:

        5B > 5C > 5D > 22C, 6C > 6D, 5C > 2C > 6C  > 623C, 5B > 22C  (3538/25)

        • Changing the start of this oki combo to j.2C, 66 5B > 5C...yields (3252/23)
        • NOTE: j.2C, 66 5B > 5C > 5D > 22C does NOT work on Tager.  Omit the 5B and do a dashing 5C > 5D > 22C after the j.2C; you have to be fairly low to the ground when executing j.2C.

        The route fails or gets a little harder with using ...6D, 5B(1) > 5C... and the damage seems to decrease a little, however, you may need to use 6D, 5B(1 or 2) in OD.

         

        Overdrive

        I haven't seen any way to avoid ODC penalty mid-combo yet; jump cancels, delays after freeze, etc. still get the penalty applied as far as I can tell.

        Having said that, Jin can get some pretty nice damage midscreen with a full overdrive.  At 30% health and full heat he can break 6k from match start position thanks to low health heat gain (easier with 10% health):

        [30%] OD 5C > 6B > j.214D, 6C > 2D, 6B > j.214C, 66 6C > 22C, 66 6C > 623D (wall-stick), 66 6C > 236D, (44) 632146D (6151)

        Note it is usually impossible to follow up a Distortion Drive [DD] with any action at all without a Rapid Cancel (no double ground Hiyoku Getsumei, ground Hiyoku into Exceed Accel [EA] without RC)

        However, if you are in OD, you can use air Hiyoku Getsumei (j.632146D) if the opponent is grounded and upon landing use another DD, i.e. 6B, ODC, j.632146D, land, 632146C (5.2k).

        If you are going for damage, most cases you will be better served using a DD instead of EA.  Outside of Active Flow state, EA appears to be for a little extra damage if used in combos, between 200-800 or so, when you have few other options, unless you land a (lucky) hit with certain strong starters in OD (read: 6D) and are sitting on a full meter with a low health percentage.

        tl;dr on EA is don't treat it like an extra 1k damage on the end of your big combo; it does not have minimum damage, compared to DD min damage of about 1000.

         

        Share this post


        Link to post
        Share on other sites

        ×