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PozerWolf

[CT] Jin Combos and Glitches

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I haven't done that combo, but I have two questions: 1. Are you sure 5d would be unshakable there? After 5 good hits like that I'd think you can shake out of 5d at that point if you try. Make sure you have freeze break on during training mode. 2. How are you catching them in the air after 5d. Dash cancel lasts 22 frames, and I am 100% sure that the target is not in the air for that long. There are a few minor things at the end too, but it's not a big deal compare to the two points I mentioned above.

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I haven't done that combo, but I have two questions:

1. Are you sure 5d would be unshakable there? After 5 good hits like that I'd think you can shake out of 5d at that point if you try. Make sure you have freeze break on during training mode.

2. How are you catching them in the air after 5d. Dash cancel lasts 22 frames, and I am 100% sure that the target is not in the air for that long.

There are a few minor things at the end too, but it's not a big deal compare to the two points I mentioned above.

1. 5d is definitely unshakable. Yes freeze break is on during training mode.

2. You don't catch them in the air, your dash cancel reaches them as they touch the ground - the 5c connects effortlessly into jump cancel bs. You let them land, thats the idea and no they cant shake in time before 5c connects.

The whole combo works, tested it several times, every type of recovery is enabled.

Note: This is on Ragna. Jump canceling 5c into j.b > j.c > etc. on an standing opponent only works on characters with a tall enough hitbox.

Please, try it out and then get back with me. Several people I've spoken to about this seem to feel it has potential and I would like people to try it for themselves before passing judgment.

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Sorry, I won't have a chance to play the game till tuesday. And I finally know what you are trying to do within that combo. Here is the comparison to the standard: IAD jb > jc > 3c > 2b > 5c > 5d > 5c > jb > jc > jd > musou Standard: IAD jb > jc > 5c > jb > jc > jd > 5c > jb > jc > jd > musou jb is much better in terms of scaling compare to 2b, and the overall damage should be better. Sorry regarding the previous post. I kept thinking you are trying to take them to the air for some reason.

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combo that i've recently been doing on characters where j.B will work on them standing while in corner. CH A DP > 5c > 6c > 6d > 2c > j.b > j.c > j.d > D musou > 2c > B DP or punish the tech combo does over 4k with the use of just 25% meter.

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Sorry, I won't have a chance to play the game till tuesday. And I finally know what you are trying to do within that combo. Here is the comparison to the standard:

IAD jb > jc > 3c > 2b > 5c > 5d > 5c > jb > jc > jd > musou

Standard:

IAD jb > jc > 5c > jb > jc > jd > 5c > jb > jc > jd > musou

jb is much better in terms of scaling compare to 2b, and the overall damage should be better.

Sorry regarding the previous post. I kept thinking you are trying to take them to the air for some reason.

Well I understand there are superior combos in terms of damage out there, I just wanted to let people know that you can combo into 5d from a sweep. It doesn't have to be a scenario where you're opponent is already in the air. You have the option of putting them there yourself for 5d to connect and gatling.

So in essence it's just a neat alternate combo that you can switch between to add a bit of flare to repetition of the same combos people most commonly see Jin players use.

And I'm not done experimenting with it. It may yield more fruit before I run out of ideas. We'll see.

Most likely in a tournament most if not all of us would opt for the combo that does more damage. So I have taken your advice to heart - thanks. ;)

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Just wanted to say thank you to all for the great tips provided here. I wanted to ask though, whenever I freeze an opponent (especially a decent or expert) he tends to break out extremely quickly. Do you guys encounter this a lot when trying to pull off a combo as well? Or do you have a response to that fast thawing?

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You should be doing your combos fast enough that they connect even if your opponent is trying to shake out. If the combo hit counter turns dark, you'll know that they could've escaped. Doing combos that leave room for them to shake out is not worth the risk. If you're unsure that you're going to connect your next move in time, do something safer.

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I figured out a neat but really risky combo when experimenting around: 6C > dash > 5C > 2C > sj.BC > dj.throw > dj.236D > run up and [> throw > fubuki A] OR [> 6C > fubuki A] I say this is risky because it involves throws, so if your opponent is wary, he could easily get out of your throws. But being frozen and mashing the joystick/pad should keep them busy enough to not worry about countering a throw, or even expect 2 throws to come out of the same combo. And after firing the Musou Senshouzan D and running up, there are 2 possibilities to combo into that I figured out and one of them involves another risk of teching out; or a safe, but weaker combo. Ah, and fubuki B version might work as well. This combo can definitely turn the tide in a battle, it saved me a number of times when I was about to lose a match.

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Don't rely on throws in a combo. If you have to insert a throw, don't treat it as a combo. It's a gimmick. Besides, a throw should be done at the tail-end of a combo because you don't want to surrender damage early. You can keep it in your repertoire, but I personally don't think it's a good habit.

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I'm telling you guys right now. You should never implant throws for a combo ender unless you are going for pressure. Seriously, landing a Purple Throw on a good player is close to impossible.

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Trying to figure out a good no-meter 6A combo. 6A > mash C > 6C > dash > 5C > sjB > jC > jD > something works, and does a little less damage than straight up 6A > mash C > arrow super. After the freeze, you can run up and throw if they break free, or you can ice car them on their way down, but I can't get both hits to connect unless I use the D version. The combo does right around 3k, practiced on another Jin. You have to be deep with the overhead for this to work. With meter, this seems to work midscreen: 6A > mash C > 6C > 5C > B fubuki > arrow super > a few more hits. 6A > mash C > 6C > 2D can work, but you have to be at a very specific spot on the screen iirc.

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Trying to figure out a good no-meter 6A combo.

6A > mash C > 6C > dash > 5C > sjB > jC > jD > something works, and does a little less damage than straight up 6A > mash C > arrow super. After the freeze, you can run up and throw if they break free, or you can ice car them on their way down, but I can't get both hits to connect unless I use the D version. The combo does right around 3k, practiced on another Jin. You have to be deep with the overhead for this to work.

With meter, this seems to work midscreen: 6A > mash C > 6C > 5C > B fubuki > arrow super > a few more hits. 6A > mash C > 6C > 2D can work, but you have to be at a very specific spot on the screen iirc.

That's what I do...All the Kewl kids do it.

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Blah. Find your own combos, I made that one up and only I can use it because absolutely no one has even ever thought of doing it before in the whole internet :pissed: ryoko: Thanks, I'll try that. Seems like they were too far away for a 5C to hit though.

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It Just timing.You get it just keep trying.:kitty:

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Trying to figure out a good no-meter 6A combo.

6A > mash C > 6C > dash > 5C > sjB > jC > jD > something works, and does a little less damage than straight up 6A > mash C > arrow super. After the freeze, you can run up and throw if they break free, or you can ice car them on their way down, but I can't get both hits to connect unless I use the D version. The combo does right around 3k, practiced on another Jin. You have to be deep with the overhead for this to work.

With meter, this seems to work midscreen: 6A > mash C > 6C > 5C > B fubuki > arrow super > a few more hits. 6A > mash C > 6C > 2D can work, but you have to be at a very specific spot on the screen iirc.

Don't bother with the arrow super.

Try to find better ways to link into your EX Ice Ride if you plan to use meter.

Seriously, he can get a little over 3.7k off his 6A with 25% bar (no knock down, sadly). For knock down, you will have to deal less damage, of course.

If you wanna go basic on a simple 6A combo, why not just 6A > mash C > 5C > Super Jump > j.B > j.C > j.D > C Ice Ride.

Does a good 2.9k.

The more I mess with the training mode, the more I notice how much less tension I'm starting to use for my combos.

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Here just i lot of stuff i found and put together.:psyduck:Sorry if it`s confusing.

P.S. i have other stuff than i found and put together.tell if you want me to post it.:kitty:

7 8 9 = \ ↑ /

4 5 6 = ← N →

1 2 3 = / ↓ \

dc = dash cancel = 66 during certain attacks jc = jump cancel

hjc = high jump cancel j. = While in the air CH = Counter Hit

Froze = your opponent became frozen

JA / JB / JC / JD = jump A / jump B / jump C / jump D/

rc = Rapid Cancel

COMBOS

Basic combos - The basic ways of Jin.

2A, 5B, 5C, Ice Ride (B)

2A, 5B, 5C, 2C, Ice Ride (B): This combo is best done if your close to your opponent, otherwise 2C might whiff.

2A, 5B, 5C, 3C, Ice Ride ©: This combo does not work on Carl.

6A, Ice Ride ©: Only connects when crouching (which they should be, 6A is an overhead after all).

* Tip: It's ok to start your combo off with 2B, seeing as how that's a low hit. You can mix up with 6A and 2B, seeing as how they have to guess high or low. Just don't abuse 6A too much, or your opponent will start to re-act to it. And if you like, it's ok to pause during 5B to get both hits from it.

standard air combo:

j.B > j.C > JC > dj.B > dj.C > dj.D > ice car C.

If the opponent can tech between the 2 hits of ice car C, try replacing it with ice car B. If your combo has gone on for a long time, then dj.D will not combo, in which case, then do the simpler air combo:

j.C > JC > j.C > ice car B

anywhere on the screen:

6C > dash cancel (DC) > 5C > 2C > jump cancel (JC) > standard air combo

6C > DC > 5C > SJC > j.C > j.D, opponent lands, air dash > j.B > j.C > 214C

after the dash cancel, wait a moment before you do the 5C. Otherwise you will air dash over the opponent instead of into them. I've had problems with this vs. tager for some strange reason... the ice car doesn't combo consistently unless in the corner.

3C, 2B > 5C > standard air combo

the idea is to sweep them, then hit them with 2B as they lie on the ground. Timing's a little difficult, but yes, this is a real combo.

6C > DC > 5C > 6C > DC, j.B > j.C > JC > j.C > j.D > ice car

3.6k damage

if you do 5C > 6C > rest of combo on a crouching opponent, last hit of ice car won't combo... so do something else then like a fireball, or nothing at all

214D or 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B

^ 4556pt damage! 25% gauge required

214D or 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214D > land > 2C > 623B > 623A

^ about 6000pt damage! Probably the best damage with only 50% gauge usage.

5B (2 hits), 5C, Jump, j.B, (short pause), j.C, (short pause), j.D, Froze, land and run up, 5C, Ice Ride (B).

(Standing opponents)

5B > 5C > mash C (8 hit) > dash 5C > hjc > JD > ~

^ doesn’t work Carl and V-13, opponents float after 8 hit (maybe 7 hit?), after JD you have plenty of options:

1) late air dash JB > JC > 214D > land 6C > 623A

^ the best damage combo, works when Jin landing close to the corner.

2) Late air dash JA > throw or JC

^ remember to delay the air dash JA for the throw to connect.

3) late air dash > (JA > JB > JA) or (JB > JA > JB)

4) land > 5B (2 hit)> 3C (> 236C)

^ 3C > 236C sets up wake pressure effectively

5) land > 5C > JB > JA > trickery

^ JA is going to whiff and opponent is able to attack, now you can do:

a) JC > JD to beat poking

b) late air dash JB > JC for overhead

c) land 2A for low attack, throw is okay too

d) J236D to beat anti air

Combo for standing Carl and V-13:

5B > 5C > JB > JC > JD > land 6C > dc > 5C > hjc > JB > JC > jc > JB > JC

5B > 5C > JB > JC > JD > land 6C > 214D > 6C > ~

^ Also work on others except Rachel and Bang.

Vs Tager / Noel

5B > 5C > 3C > 2B > 5C > 5D > ~

non-corner only

6C > 2D, run up > 6C > DC > 5C > standard air combo

corner only

6C > 6D, 6C > 6D, 5C > air combo

yes this works, the first 6D freezes the opponent, but the second one does not. Despite this, you can link a 5C afterwards.

forward throw into the corner > immediately after the 2nd hit of the throw 623B, wait for them to fall near the ground 5C > SJC > j.C > j.D, wait for them to touch the ground frozen, air dash > j.B > j.C > 214B

2.8k damage, 22% meter iirc

what's interesting is that the j.D does indeed freeze the opponent

2B > 5C > 623B > 5C > standard air combo

Corner 623A Counter Hit combo

5C > 6C > 6D > 6C > 214D > 6C > 623C [4500pt]

5C > 6C > 6D > 6C > 632146D > 6C > 623C [4800pt]

5C > 6C > 6D > 6C > 214D > 6C > 632146D > 6C > 623C [5100pt]

6C > 214D (Doesn't work on all characters)

(Corner combo, somewhat) 623+A (CH), Ice Ride (D), 6C (OTG), 66 (dash cancel), 5C, Super Jump, j.B, j.C, Ice Ride (B).

Pretty good vs. Arakune / Rachel in real match up.

Crouch only

5C > any of the combos that start with 6C

6A > Sekkajin (8hits), 6C > DC > 5C > standard air combo

the opponent needs to be right next to Jin for all the hits of Sekkajin to connect. To stop the Sekkajin on time, stop pressing C after the combo counter reads 6 or 7 hits. The timing for the 6C is a little difficult, so don't get discouraged. This combo does work on standing people (but seriously when are you going to hit a standing person with 6A?) and you can skip the 6A and go straight to Sekkajin (but that's terribly impractical... good luck hitting someone with Sekkajin right next to you on the ground).

2A, 5B, 5C, 6C, 66 (dash cancel), 5C, Jump, j.B, j.C, JC, j.B, j.C: Hitting 66 after 6C will dash out of 6C for you, hence the name "Dash Cancel".

5B, 5C, 6C, 2D, Froze, 6C, 66 (dash cancel), 5C, 2C, Super Jump, j.B, j.C, JC, j.B, j.C

5C, 6C, 66 (dash cancel), 5C, Jump, j.B, j.C, JC, j.C, j.D, Froze, Ice Ride © : Combo also works if the 5C starts on Counter Hit.

* These combos are just basic examples of how crouching combos work; for the most part you are linking your 5C into 6C. Best works when they are hit while crouching.

5B (2 hits), 5C, 6C, 66 (dash cancel), 5C, Super Jump, j.C, j.D, (short pause), Forward Air Dash, j.B, j.C, Ice Ride (B)

6A Combo

6A is an overhead that cannot be crouch blocked. Use it when opponents are getting up, such as after Jin's 214B/c, to crush opponents' defense.

6A > 236B [1146pt]

6A > 214B [1720pt]

6A > 214D [1990pt]

6A > 623B [1420pt]

6A > 623D [1644pt]

6A > C mash (8 hit) > dash 5C > hjc > JB > JC > JD > 214C [2927pt]

6A > C mash (8 hit) > 6C > dc > 5C > hjc > JB > JC > JD > 214C [3218pt]

6A > C mash (8 hit) > 6C > 2D [2235pt]

^ Opponent freezes after 2D, they have to guess what Jin is going to do afterward.

Corner 6A > 214D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B [3400pt]

Corner 6A > 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B [3300pt]

6A, Mash C (for 8 hits), once opponent is launched, 632146+D Super: You can air combo after the Super.

Here are combos that works on standing character in the corner:

2B > 5C > 623B > dash 5C > 623B > JB > JC> jc > JC > JD > 214B [3229pt]

2B > 5C > 623B > dash 5C > 5D > delay 623B > 66 5C > 623B > 623A [3058pt]

^ Uppercut x 4, damage isn't as good as the first one and timing is difficult too, pretty entertaining though.

Mix 2B / 6A for a solid wake up guessing game, heh.

623A >5C>B DP>5C>6C>6D>*Insert general knockdown combo*

Counter hit

6C counter hit > DC > j.B > air combo.

I'm making a special note of this because the normal 6C >DC > 5C combo does not work on counter hit.

623A or B, ice wave super

623 A or B, 214D run up 2B > 5C > air combo

this is dependent that you and your opponent are close to the corner after the 214D, otherwise, the opponent will recover in time.

character specific combos

++ combo 1 ++

right next to opponent, 5B(2) > 5C > JC (towards enemy) > j.B > j.C > j.D, land > combo options

combo options:

(1) 6C > DC > 5C > JC > j.B > j.C > JC > j.B > j.C = 3.1k damage, 24% meter, not very good position since enemy's in the air and can run away

(2) run up 5B > 5C > 2C > B Ice car = 2.8k damage, 23% meter, decent position since you're right next to him after the ice car

(3) run up 5C > JC > j.B > j.C > j.D > B ice car

(4) do an ice car instead of landing and comboing

default timing: delay 5C, j.B asap, delay j.C and j.D

easiest on:

tager (he's big)

fairly loose timing (just don’t do it too fast) on:

Ragna, jin

default timing on:

litchi, taokaka, hakumen

must run in before 5B, rest default timing on:

v13, noel, Carl

corner only, rest default timing on:

arakune

does not work at all on:

rachel, bang

++ end combo 1 ++

throw

either ground throw > right after third hit of throw 214A, opponent lands, 5B > 5C > 2C > 214C

either ground throw > 214A > go into character specific combo 1, but you can only go into a B ice car at the end instead of the other options.

If you forward throw, you will end up behind the opponent so you will need to run the opposite direction.

Either throw > right after opponent is launched into the air 214A, before opponent lands 5C > air combo The timing on the forward throw version is much much harder than the back throw version.

Air throw > ice car C

air throw > j.236D > run up 6C > DC > combo

you can also... do a ground combo if you air throw them close to the ground? I’m not so sure here.

Neutral Throw > 214A > dash 5B > 5C > 2C > 214B

^ 2396pt damage, basic combo, 214 whiffs, if opponent struggle hard enough they may be able to recover as soon as they land.

Neutral Throw > 214A > 5C > 2C > hjc > JB > JC > jc > JC > 214B

^ 2657pt damage, basic combo #2, 5C pick up opponent in the air so they can't recover, in case you have a hard to connect 5C after whiffed 214A on certain characters, you may do 5B > 5C > hjc instead.

Neutral Throw > C mash 8hit > 6C > dc > 5C > hjc JB > JC > jc >JC > JD [2513]

Neutral Throw > C mash 8hit > 6C > 2D > 6C > dc > 5C > hjc JB > JC > jc > JC > 214B [2953]

Back Throw > 214B > 5B > 5C > 2C > 214B

^ 2701pt damage, basic combo.

Back Throw > 214A > 5C > 2C > hjc > JB > JC > jc > JC > 214B

^????Pt damage, the timing of 214A after back throw is strict. Need practice on that one.

Air Throw > j236C

^ 2242pt damage, basic combo.

Air Throw > j236D > land > 5C > 2C > hjc > JB > JC > jc > JC > 214B

^ about 3000pt damage, 25% gauge requirement

Corner Neutral Throw > 623B > 5C > 623B > hjc > ~

^ Cancel Neutral Throw with 623B before Jin freezes opponent. For stability, skip the second 623B and just high jump cancel after standing C

Center Neutral Throw > 236D > dash 6C > 6C > dc > 5C > hjc > JB > JC > jc > JB > JC

^ 25% gauge, delay 236D a bit after the throw to connect. Two 6C in a row, heh. About 3800pt damage.

Corner Throw > 214D > 6C > 6D > 5C > hjc > JB > JC > jc > JB > JC

^ 25% gauge, about 3800pt damage as well.

Forward throw, (pause), Ice Ride ©: Works also with back throw.

Forward throw, (as soon as they get popped into the air), Ice Ride (A) whiff, 5C, 2C, Super Jump, j.B, j.C, JC, j.C, Ice Ride (B) : After Ice Ride (A), you will land on the other side of the opponent.

Use the proper combo according to the opponent's position

1. (1881 damage)

crouching B, standing B (two hits), standing C, crouching C, qcb+B

Low-starting combo. Omit the crouching C when at far range. The first hit of the standing B will miss against a crouching Rachel or Litchi up close, but not when done from a dash?

2. (opponent crouching or on a Counter Hit, 3300 damage)

standing C, f+C, dash, standing C, high jump, aerial B-C, double jump C-D, (delay), aerial qcb+B

3. (opponent crouching or on a Counter Hit, 3674 damage)

standing C, f+C, crouching D, f+C, dash, standing C, high jump, C, double jump C, aerial qcb+B

In case of a Counter Hit, the first standing C in the combos 2 and 3 may be replaced with a standing B (one hit) for slightly more damage due to less proration.

4. (against everyone except Carl, 2860 damage)

f+BC throw, mash C (eight hits), dash, standing C, crouching C, high jump, B-C, double jump C-D

While doing the throw and mashing C, perform the Barrier Guard command to prevent the Sekka Jin from coming out in case the opponent breaks the throw. (I am guessing the BG overrides the Sekka Jin command?)

5. (against everyone except Arakune and Litchi, 2701 damage)

b+BC throw (two hits), qcb+B (misses), standing B (two hits), standing C, crouching C, qcb+B

Use [crouching B, standing C] instead of [standing B, standing C] against Arakune/Litchi.

6. (opponent standing, 3237 damage)

standing B (two hits), standing C, jumping B (delay) - C (delay) - D, land, f+C, dash, standing C, crouching C, high jump B-C, double jump B-C

Useful combo from a dash. Easy to perform on Ragna, Jin, Tager and Taokaka; difficult against Noel, Litchi and Hakumen.

7. (Aerial Counter Hit, 50% Heat, 3169/2943 damage)

DP+A/B, hcb, f+C

Depending on the circumstances (distance and character size/weight?), this combo may work from a ground Counter Hit or with the hcb, f+D Distortion Drive (presumably with follow-up options) as well. dp +B (CH) may also be followed with a qcb+D.

8. (75% Heat, 4341 damage)

dp+D, hcb, f+C

9. (in the corner, usable against everyone except Arakune, 75% Heat, 6532 damage)

dp+D, standing C, f+C, f+D, hcb, f+D, dp+B, dp+A

One must apparently stand in the corner (as opposed to merely close to it) when doing the dp+D. The C must also be performed very quickly after the dp+D.

10. (Near the corner, 50% Heat, 4207 damage)

f+A, qcb+D, f+C, qcb+D, f+C, f+D, dp+A

11. (in the corner, usable against everyone except Carl, 25 % Heat, 4025 damage)

f+A, qcb+D, f+C, f+D, standing C, crouching C, high jump B-C, double jump B-C

Two combos starting from the f+A overhead. Like combo 9, combo 11 requires the opponent to be in the corner.

12. (corner-specific?, 2743 damage)

f+BC throw (two hits), dp+B, jump B-C, double jump C-D, land, standing B (two hits), standing C, df+C

13. (Corner-specific?, 2922 damage)

f+BC throw (three hits), (delay), dp+B, jump B-C, double jump C, qcb+B

14. (near the corner, 25% Heat, 5008 damage)

f+D, f+C, dash, standing C, high jump B-C, double jump C, aerial qcb+D, land, crouching C, dp+B, dp+A

The f+D is slow, but does not prorate at all (?). Aim for this after a Guard Crush or after blocking Ragna's Inferno Divider while crouching (as only one of its hits will connect in this case).

15. (near the corner, 75% Heat, 4082 damage)

standing C, standing D, qcb+D x3, dash, crouching C, dp+B, dp+A

The qcb+D x n part only works against Rachel, and the standing C must be a Counter Hit for the combo to connect on her? Ending Midscreen

5A >5B >5C >3C >214C >C

Crouching Midscreen

5A >5B >5C >6C >DC >5C >JC >J.B >J.C >JC >J.C >J.D

Standing Corner

5A >5B >5C >623B >DASHJUMP >J.B >J.C >JC >J.C >J.D

Crouching Corner

5A >5B >5C >6C >DC >5C >JC >J.B >J.C >JC >J.C >J.D

2A Combo

2A > ~ > 214B

2A > 5B > 5C > 214B [1570]

2A > 2B > 5B > 5C > 214B [1640]

2A > 5B > 5C > 2C > 214B [1772]

2A > 2B > 5B> 5C > 2C > 214B [1811]

2A > ~ > 214D

2A > 5B > 5C > 214D [1731]

2A > 2B > 5B > 5C > 214D [1776]

2A > 5B > 5C > 2C > 214D [1909]

2A > 2B > 5B> 5C > 2C > 214D [1926]

214D > 2B > 5C > hjc > JC > jc > JC > 214B

^ You can extend the combo in the corner after 214D

2A > 5B > 3C > 2B > 5C > hjc > JB > JC > jc > JC > JD > 214B [1730]

2A > 5B > 3C > 2B > 5C > hjc > JC > JD > landing airdash JB > JC > 214B

^ for the second combo, you may try JB > delay JC or JB > land 2B / throw mix up instead of finishing the combo.

2A > 5B > 5C > JB > JC > JD > 2A > 5B > 3C > (236C)

2A > 5B > 5C > JB > JC > JD > 6C > dc > 5C > 2C > hjc > JB > JC > jc > JC > (236A/B)[2400]

^ vs standing opponent, doesn't work on Rachel and Bang, difficult on Carl and Arakune, delay JC after the first JB.

2A > 5B > 5C > C mash (8 hit) > dash 5C > hjc > JB > JC > JD > land > 3C

2A > 5B > 5C > C mash (8 hit) > dash 5C > hjc > JB > JC > jc > JC > JD

^ vs standing opponent, doesn't work on Carl and V-13

2A > 5B > 5C > 6C > dC > 5C > hjc > JB > JC > jc > JC > (JD) > 214B

2A > 5B > 5C > 6C > dc > 5C > hjc > JB > JC > JD > land 5B > 5C > hjc > JB > JC > jc > JC > 214B

^ vs crouching opponent

6A Combo

6A > 236B [1146]

6A > 214B [1720]

6A > 214D [1990]

6A > 623B [1420]

6A > 623D [1644]

6A > C mash (8 hit) > (dash) 5C > hjc > JB > JC > JD > land 5B > 5C > 3C > (236C) [2890]

6A > C mash (8 hit) > (dash) 5C > hjc > JB > JC > JD > 214C [2927]

6A > C mash (8 hit) > 6C > 2D [2235]

6A > C mash (8 hit) > 6C > dc > 5C > hjc > JB > JC > JD > 214C [3218]

^ Stable on Arakune, Noel, Tager, Ragna, Litchi

Corner 6A > 623B > 5C > JB > JC > jc > JC > JD > 214B

Corner 6A > 623B > 5C > 6C > 6D > 5C > 214D > 2C > 623B > 623A

Corner 6A > 623B > 5C > 6C > 6D > 5C > hjc > JB > JC > JD > 214B [3859]

Corner 6A > 623B > 5C > 6C > 6D > 5C > hjc > JB > JC > JD > 214D > 6C > 623B [4556]

^ Stable on Arakune, Hakumen, Tager, Taokaka, V-13

Corner 6A > 214D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B [3400]

Corner 6A > 214D > 6C > dc > 5C > hjc > JC > jc > JC > 214B [3770]

Corner 6A > 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B [3300]

Corner 6A > 214D > 6C > 214D > 2C > 623B > 623A [4223]

5B Combo

5B > 5C > 2C > 214B [2268]

Vs Rachel 5B > 5C > 214D > 214D > 214C [3673]

Corner 5B > 5C > 214D > dash 2B > 5C > hjc > JC > jc > JC > 214B [3212]

5B > 3C > 2B > 5C > hjc > JB > JC > jc > JC > JD > 214B

5B > 3C > 2B > 5C > hjc > JC > JD > landing airdash JB > JC > 214B

5B > 3C > 2B > 5C > hjc > JC > JD > landing airdash JB > JC > dash 5C > JB > JC > rc > JC > dash 5C > JB > JC > JD > 214B

^ for the second combo, you may try JB > delay JC or JB > land 2B / throw mix up instead of finishing the combo.

5B (2) > 5C > JB > JC > JD > 6C > dc > 5C > JB > JC > jc > JB > JC [3100]

5B (2) > 5C > JB > JC > JD > 5B > 5C > 2C > 3C > (236C) [2700]

5B (2) > 5C > JB > JC > JD > 2A > 5B > 5C > 2C > 214B [2900]

5B (2) > 5C > JB > JC > JD > 5B/2B > 5C > 2C > 214B [3000]

^ vs standing opponent, doesn't work on Rachel and Bang, difficult on Carl and Arakune, delay JC after the first JB.

5B (2) > 5C > C mash > 5C > hjc > JB > JC > jc > JC > JD > land 3C [2750]

5B (2) > 5C > C mash > 5C > hjc > JB > JC > jc > JC > JD > 214A [2800]

5B (2) > 5C > C mash > 5C > hjc > JB > JC > jc > JC > JD > 214D [3000]

5B (2) > 5C > C mash > 5C > hjc > JB > JC > jc > JC > JD > 214D > (corner) 6C > 623B

5B (2) > 5C > C mash > 5C > hjc > JB > JC > jc > JC > JD > 214D > 632146C

Corner 5B (2) > 5C > C mash > 6C > 6D > 5D > 632146D > 632146D > 6A

^ vs standing opponent, doesn't work on Carl and V-13

2B Combo

2B > 3C > 2B > 5C > 5D > 632146D

^ Vs Noel only

2B > 3C > 236D > JB > JC > JD > 214B

^ Vs Tager only

Corner 2B > 5C > 623B > dash 5C > 6C > 6D > 5C > JB > JC > JD > 214B

Corner 2B > 5C > 623B > dash 5C > 6C > 6D > 6D > 5B > 5C > 3C [3032]

Corner 2B > 5C > 623B > dash 5C > 623B > JB > JC> jc > JC > JD > 214B [3229]

Corner 2B > 5C > 623B > dash 5C > 5D > delay 623B > 66 5C > 623B > 623A [3058]

5C Counter Hit Combo

(Useful to punish Ragna's 623C/D, Noel's 3C, Litchi's 623D, Rachel's 2C, etc)

5C CH > 5D > 214C

5C CH > 6C > 2D > JB > JC > JD > 214B [3475]

5C CH > 6C > 2D > 6C > dc > 5C > hjc > JC > jc > JC > 214B [3674]

5C CH on crouching opponent > 6B > 5C > 6C > 2D > 5C > hjc > JB > JC > JD > 214B [3670]

6C Counter Hit Combo

6C CH > 5C > 6C > JB > JC > JD > 5B > 5C > 3C > (236C) [3447]

6C CH > 5C > 6C > JB > JC > jc > JC > JD > 214B [3659]

3C Combo

3C > 2B > 5C > hjc > JB > JC > JD > 236D > land > 632146D > high jump 236D > land, dash > jump throw

5D Combo

5D > dc > 5C > 623B > 5C > hjc > JB > JC > jc > JC > 214B

5D > dc > 5C / 2C > jc > JB > JC > JD > 214C

6D Combo

6D > 6C > 623B > 5C > hjc > JC > 214D > 2C > 623B > 623A

623A Counter Hit Combo

623A CH > 632146C

Corner 623A CH > 6C > 6D > 6D > C mash (8 hit) > 5C > 6C > 623A [4100]

Corner 623A CH > 5C > 6C > 6D > 6C > 214D > 6C > 623C [4500]

Corner 623A CH > 6C > 6D > 6D > C mash (8 hit) > 214D >

Corner 623A CH > 5C > 6C > 6D > 6C > 632146D > 6C > 623C [4800]

Corner 623A CH > 5C > 6C > 6D > 6C > 214D > 6C > 632146D > 6C > 623C [5100]

Corner 623A CH > 6C > 214D (Doesn't work on all characters)

623B Combo

623B > 632146C

623B CH > 214D > 2B > 5C > hjc > JC > jc > JC > 214B

623C Counter Hit Combo

623C CH > 632146D

623C CH > 5C > hjc > JB > JC > jc > JC > JD > 214B

623C CH > 5C > hjc > JC > jc > JC > JD > landing 214B / mix up

623D Combo

623D > 632146C

Corner 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B

Corner 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214D > land > 2C > 623B > 623A

214D Combo

214D > 214C [3138]

214D > 214D > 214C [4218]

214D > 214D > 214D > 214C [4982]

^ Vs Rachel only

Corner 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214B

Corner 623D > 6C > dc > 5C > hjc > JB > JC > jc > JC > 214D > land > 2C > 623B > 623A

Throw Combo

Neutral Throw > 214A (whiff) > dash 5B > 5C > 2C > 214B [2396]

Neutral Throw > 214A (whiff) > (5B) > 5C > 2C > hjc > JB > JC > jc > JC > 214B [2657]

Neutral Throw > C mash (8 hit) > 6C > dc > 5C > hjc JB > JC > jc JC > JD [2513]

Neutral Throw > C mash (8 hit) > 6C > 2D > 6C > dc > 5C > hjc JB > JC > jc > JC > 214B [2953]

Corner Neutral Throw (2 hit)> 623B > dash 5C > hjc > JB > JC > jc > JC > JD > 214B [2865]

Corner Neutral Throw (2 hit)> 623B > dash 5C > 623B > hjc > JB > JC > jc > JC > 214B

Back Throw > 214A (whiff) > 5C > 2C > hjc > JC > jc > JC > 214B [3000]

Center Neutral Throw > 236D > dash 6C > 6C > dc > 5C > hjc > JB > JC > jc > JB > JC [3800]

^ Delay 236D a bit after the throw to connect. Two 6C in a row.

Corner Throw > 214D > 6C > 6D > 5C > hjc > JB > JC > jc > JB > JC [3800]

Air Throw > 236C [2242]

Air Throw > 236D > land > 5C > 2C > hjc > JB > JC > jc > JC > 214B [3000]

Air throw > 236D > land, dash > jump throw > ~

Extra Tips

JB > JC > JD mix up

Whenever you finish a combo with JB > JC > JD, if JD freezes opponent, you can do mix up with:

1) air dash JD, cross up

2) 236D, not a cross up

Any of them hit leads to another combo for Jin.

Ground freeze mix up

Anytime your opponent freezes on the ground after a combo, you can try the following:

1) Throw: opponent messed up throw escape when they struggle

2) 2A > 6A: overhead attack, must stand guard

3) 2A > delay 2B: low attack, must crouch guard

4) 2A > throw: catch aggressive opponent with throw counter

5) 6D: beats most attacks from struggle, and frame advantage on block

They have all been tested but double check me and here the frames.:kitty:Posted Image

Jin General notes

1) dash cancel 2A: vs. defensive player this will keep them nonstop blocking until they guard break.

2) Dash cancels 2C or 623A/B/C: stopping opponents from jumping up, 623C can meat most attacks as well.

3) Dash cancel > back step > 5D: vs. opponents poking

4) cancel to 236A/B/C: stable choice, but beware Noel's drive, Taokaka's crouch walking and Hakumen's 623A that goes under the projectile.

5) 214A/B: 214A is unpunishable, and do combo afterward if it catches opponents attacking with counter hit. 214B is generally used to catch back stepping opponents.

6) Corner, 5D: same as dash cancel 5D above except you don't need to dash cancel when opponent back to the wall.

7) Instant air dash jump C: catches crouching opponents

8) corner, jump 236D: seals opponent's movement in the corner. If they try anything they would get hit and give you combo possibility.

1) Jin's 6B blocked -> 2B vs. Hakumen's 2B

6B is neutral on block. Since both 2B are low attack and 9 frame start up, what's going to happen? Clash? Trade hit? Hakumen's beat Jin's because Hakumen's does more damage? Randomly decided?

2) Hakumen's 3C blocked: Jin's 5C guaranteed?

Believe it or not Jin's 5C is quick for a standing strong attack. And it has a good reach too! Hakumen's 3C is -16 on block. Jin probably can get a 5C counter hit > 6C > big combo from there. How far Jin blocks 3C could be a factor. Let's see how it goes.

3) Jin's 214B/C/D blocked: Hakumen's 3C guaranteed?

All of them are -9 on block! 3C's start up is exactly 9F. I doubt Jin can block it on time.

4) Jin's 5B 2hit blocked -> JC overhead > combo

I am pretty sure climbing jump C will hit Hakumen from crouching after blocking that standing B. The question is what can Jin do after that? JC > JD > 236B > air dash > JC > land > 5B > ~? Probably doesn't work.

5) Landing JB > (JC) > land > climbing JB / 6A?

Errr... Everytime I look at this match I think maybe Jin can do 6A after jump attacks for overhead? You know a defensive Hakumen could just crouch block the 2A > 2B and throw escape if Jin tries. Plus using 2A Jin has to fear Hakumen's 2D counter. Other stuff just doesn’t do much. Japanese players recommend climbing JB afterward. I think 6A also works on crouching opponent. Definitely need tests on this one.

6) Jin's 5C blocked -> 3C vs. Hakumen's 2D counter

could 2D come out or not?

7) JC > JD combo sometimes. Still not sure about how this works.

8) JB > JC > land > climbing JB

9) Hakumen's 3C blocked, Jin's 632146C guaranteed?

Extra: Jin's 214A blocked, stand jab can punish Jin with ease.

Truly this is just all the info that I have find on fighting game website, so a big thanks to all players that go thought the grind of find it all out.

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Providing a giant list like that isn't the best way to go about it in my opinion. I actually think for an easy character like Jin it's better to figure out most things by yourself, or through watching vids. It makes you think about why you are doing certain things, rather than someone tell you and you just going "yes sir". Edit: However, thanks for the effort though, more than I have given at least. Pozer, you want to change sj jb > jc > jd >musou to sj jc > jd > AD jb > jc > musou Better damage, better knockdown because you are closer to the ground.

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Providing a giant list like that isn't the best way to go about it in my opinion. I actually think for an easy character like Jin it's better to figure out most things by yourself, or through watching vids. It makes you think about why you are doing certain things, rather than someone tell you and you just going "yes sir".

Edit: However, thanks for the effort though, more than I have given at least.

Pozer, you want to change sj jb > jc > jd >musou to

sj jc > jd > AD jb > jc > musou

Better damage, better knockdown because you are closer to the ground.

It,s to get the just of his comboing and the frames were needed.:I:

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I understand. I was just giving my two cents. Don't mind me because I haven't put in any effort at all in providing info. If I may though, allow me to suggest just linking to the frame data site. It will be more efficient in my opinion, because not only should you know your character's frame data, you really should know all characters'.

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if this is all info culled from other sources, you should have just provided links... big-wall-o-text is kinda intimidating. example: i see that you basically copied the combo section from the beginner guide... you could have just provided a link to that post.

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