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This combo extender can be accessed from all of the normals mentioned above. It requires 25 Heat to use though but it is encouraged, specially if you start your combo with a good P1 starter like 6B, 6D, or 5C CH > 6B. Alternatively, if you start a combo with a good P1 starter, you can add a DP C to this route as seen in this clip: | This combo extender can be accessed from all of the normals mentioned above. It requires 25 Heat to use though but it is encouraged, specially if you start your combo with a good P1 starter like 6B, 6D, or 5C CH > 6B. Alternatively, if you start a combo with a good P1 starter, you can add a DP C to this route as seen in this clip: <strong>LINK DEAD BECAUSE YOUTUBE SUCKS</strong><br /> | ||
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<strong>... 5D > 214D, 66 5B > 5C > 3C > 214B > C (Poke Confirm Extender Route)</strong> | <strong>... 5D > 214D, 66 5B > 5C > 3C > 214B > C (Poke Confirm Extender Route)</strong> |
Revision as of 00:49, 25 December 2012
Overview
Jin is a Major in the NOL and one of its elite commanding officers. He is always cool and calm, but is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. He displayed formidable actions to gain his rank during the Ikaruga Civil War. When he heard that Ragna the Bloodedge had arrived on the scene, he quickly abandoned his post to hunt him down by himself.
Health: 11,500
Play-style: Well-rounded-fighter
Movement Options: 1 Double Jump/Airdash, Run-type Dash
Drive: Frostbite
Frostbite allows Jin to freeze opponents allowing for extended combos and unconventional reset opportunities.
Moves that can freeze have two additional values: Freeze Count and Freeze Duration
- Freeze count is how many times freeze can happen in one combo before the attack will not freeze.
- Freeze duration is how long the freeze will last and is not affect by proration or fatal (meaning freeze time will not increase or decrease due to damage scaling)
- Getting frozen in the air will force standing if the opponent touches the ground while frozen.
- If an attack hits Jin while the enemy is frozen, the enemy recovers from freeze immediately after hitstop.
- Opponents will also break free from the ice when they are hit by a non-freeze attack or after freeze duration passes
Jin also has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear AC or EX attacks from Street Fighter 4.
- If Jin attempts an attack that requires 25% Heat without enough Heat, the C version of the attack will occur instead. (Ex: 623D becomes 623C)
Move List
- See also: Jin Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B |
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6C |
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3C |
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j.A |
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j.B |
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j.C |
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j.2C |
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Counter Assault |
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Drive Moves
5D |
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2D |
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6D |
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j.D |
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Hishougeki 236D |
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Air Hishougeki j.236D |
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Hirensou 623D |
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Musou Tousshugeki 214D/214DC/214D~C |
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Hizangeki j.214D |
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Throws
Forward Throw |
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Back Throw |
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Air Throw |
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Special Moves
Hishouken 236A |
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Air Hishouken j.236A |
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Fubuki 623B |
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Rehhyou 623C |
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Musou Senshouzan 214B/214BC/214B~C |
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Hizansen j.214C |
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Sekkajin 22C |
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Distortion Drives
Touga Hyojin 632146C |
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Hiyoku Getsumei 632146D or j.632146D |
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Yukikaze 236236D |
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Astral Heat
Rengoku Hyouya [2]8D |
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Strategy
Jin is one of those characters that has a tool for almost every situation. Jack of all trades, master of none type of character. You pretty much have to play Jin according to the opponent that you're facing. If you know that the opponent can be zoned out with j.C and a smart use of Ice Blades, then go for it. Get in carefully if the opponent is better at zoning and controlling the neutral game.
Jin can reset pressure rather well with tools like 5B, 6B, 2B, 236D, and 6D. Mix-up your reset options with frame traps and anti-jump outs to keep the opponent honest and obedient.
Jin has a rather unorthodox way of mix-up. You'll be doing cross-ups, fake cross-ups, and using resets as your most common way to open your opponent up and seize the opportunity with a nice combo.
Neutral
Use but not abuse Jin's j.C as a poke and an air-to-air. Jin can zone and successfully poke the majority of the cast with j.C because of its insane range and speed. It leads to a nice combo on CH as well. It can be crouched under and punished though, that's why I said to not abuse it. It has 4 frames of landing recovery so be ready to bait a DP or other type of reversal if you plan on getting in by using this.
5C and 2D can also be used to poke the opponent but the latter is highly punishable on whiff. You're going to want to use 5C according to the opponent that you're facing. If they have a move that's faster than your 5C at its optimal range then you'll want to refrain from using it too often. 2D needs to be used when you've conditioned the opponent to block it. Some common examples of these scenarios include the 5C > 2D block string (best used on an airborne opponent), 2D on their neutral wake-up, against a move with a lot of recovery, as your opponent is falling down, and after 236D for breaking Primers. 2D was nerfed to hell in this game, you can no longer use this to reset pressure as well as before.
2A has a pretty good hit-box, low profiles under certain moves, and can be used to start pressure. You'll be using this move to poke from time to time.
The Ice Blades are a decent way to try and get a response out of your opponent. You'll mostly be using TK j.236C because it has less recovery than 236A. If the opponent jumps over the TK j.236C and tries to approach you, then you can try to intercept their approach with j.A, j.C, or an air throw. If the opponent just sits there and blocks it, then you can try and get in. If they IB it, then you have to be careful as to how you want to rush down as you lose a bit of frame advantage. You'll be trying this approach from across the screen as even TK j.236C can be punished with an IAD > air attack.
j.236D can be used to halt overly aggressive opponents because of how much range the Ice Blades cover. If they don't react to j.236D on time or if they already threw a move out, then you'll be able to confirm into a nice combo. This move is positive on block so you can try and get in if gets blocked, just be ready to bait a reversal if you do.
The Ice Wave super comes in extremely handy against zoners. On reaction, you can stuff things like Rachel's Tempest Dahlia or Lambda's 214D. Outside of that, zoners will have to play a lot more reserved because the Ice Wave will mow down any and every projectile.
Offense
Once you get in, you'll want to start using 2A to pressure. Do 2A x n > dash > 2A x n and see how the opponent reacts to that. If they're mashing A then frame trap them next time with 5C. If they're mashing reversals then bait them next time by simply holding back or jumping. If they're trying to jump away then simply delay your 2As from time to time. The opponent will most likely be hit during the jump start-up and you can hit-confirm from there. That or just do 2A > 2B and the low will connect since they're letting go off down + back in order to jump away.
When you're not using 2A to pressure then you're using 5B. 5B works in a similar way to 2A. 5B x n is the pressure string here. 5B is neutral on block which allows you to reset pressure for as long as you want if you've conditioned the opponent. Once again, use 5B a couple of times and the opponent will be forced to do something other than block. If they're mashing something faster than 7 frames, then frame trap them next time with 2C. If they're trying to jump away then 2C will tag them during the pre-jump frames. If they're using DPs and counters then all you have to do is hold back to bait them since 5B is Burst and DP safe.
Since throws, 2B, and 6A can only take you so far when it comes to opening the opponent up, you'll want to mix it up with j.236D ambiguous cross-ups. IAD j.236D creates a "fake cross-up scenario" if used as soon as possible and it will cross-up if used at a specific point in time. If your opponent has his back against the wall then use 5B to pull him towards you and do IAD j.B/j.2C to cross them up. If the opponent doesn't fall for it, then do IAD j.236D for a fake out.
Freeze Resets
Another important aspect of Jin's mix-up includes the use of resets. Jin can go for a reset any time he freezes an opponent or after 5B on the ground. From a j.D high in the air you can use a 5B to tag them if they're not holding barrier. The way this works is that you'll most likely be below them when you use j.D, you'll land and have enough time to use 5B for a reset. If they're holding barrier then you can pressure reset. Aside from that, you can go for a high/low mix-up with 2B/6A. If you still have an aerial option available then you can do j.D > air dash cross-under > j.D for a somewhat gimmicky reset.
From a 6D freeze late in a combo, you can create a scenario where the opponent will have to guess wether to block high, low, or tech a throw. Your options here are jump > air dash > j.B/j.2C, jump > falling j.2C low to the ground for a feint high and then you'll land and do 2B.
Okizeme
Mid-screen, 214B/C Knockdown:
2A catches forward rolls and acts as a "meaty" when used against emergency and neutral techs. It doesn't catch back rolls and if your 2A whiffs, then do 66 5D immediately after the whiff for a meaty 5D poke. You can catch back rolls with 66 5C if you read those.
Mid-screen, far 214B/C Knockdown:
If you're far away from the opponent when you used 214B/C knockdown, then you'll have to do a 66 2A to catch people with it. Same deal as before, 66 2A acts as a meaty against emergency and neutral techs, punishes forward rolls but whiffs on back rolls. You can't even tag the opponent with 66 5C at this range so you'll have to just do 66 2A and when it whiffs then you use a 5D meaty.
Mid-screen, 3C Knockdown:
The opponent only has 2 options if they get knocked down by 3C early in a combo: 1) Emergency tech immediately after touching the ground 2) Eat a blue beat combo
The blue beat combo is guaranteed if they don't tech the 3C immediately, thus limiting their options to emergency tech > block and emergency tech > reversal. Useful if you want to keep the opponent from rolling in exchange for a bit of damage and Heat Gain. This obviously doesn't work at the end of longer combos.
Corner, 214C Knockdown
The only reason you should be using this knockdown in the corner is if you want to build meter. To stop roll outs, you'll have to react to your opponent failing to emergency tech. If they emergency tech or neutral tech, you just do a meaty 2A. If they don't emergency tech, then they're most likely going to try to roll out. What you do here is delay your 2A slightly and it will catch the opponent rolling out. From then you just confirm the 2A into 5C > 2C > 2D and dash under them.
Corner, 214A Knockdown
Safe Jump j.2C
To do a safe jump j.2C that also catches rolls and acts as a meaty, you'll have to jump and then do a very short double jump (just tap up) followed by a falling j.2C close to the ground. Confirm the j.2C roll punish into 5C > 2C > 2D and dash under them. The way a safe jump works is that you use an air attack as close to the ground as possible and since it has no landing recovery, you'll land and block the DP.
3C > 236C
This type of oki gets completely shut down by Ragna with his DP C, Tsubaki with her DP A/D and Hakumen with his 1F counters right off the bat. Jin needs 25 Heat for Hirensou and Litchi needs to have her staff equipped. Everyone else can just do a Distortion Drive with start-up I-frames to shut this down but they need 50 Heat for that. Makoto and Plat get hit during their DPs (Corona Upper and Bat 5D) with 236C, Mu will be too far for Origins to connect.
This type of oki is situational (punishable when the opponent has 50 Heat) and character specific but it limits the opponent's options to wake-up > block. If the opponent doesn't have the Heat for a DD, then this is Jin's most powerful corner oki option.
Back dash > 5C, 66 2B, or 66 2A
This is Jin's safest oki option and guaranteed to keep the opponent in the corner. What you do is back dash and use 5C, 66 2B, or 66 2A as meaties. If the opponent tries to push buttons or jump out, they get tagged by all of those. If they try to roll out, they get tagged by all of those. Some reversals whiff against certain moves so here's a list of which normal you should use as oki against specific characters:
Use 5C against Bang, his reversal super whiffs on 5C. Against Tager, his 720 whiffs without magnetism. Against Litchi, her DP D barely grazes you, it doesn't knock you down. Against Noel, her 4D whiffs. Maybe against Jin, you have to time your 5C just right so that Hirensou doesn't hit you.
Use 66 (micro-dash) 2B against Mu, your 2B clashes with her DP. Against Makoto, her DP whiffs against 2B
Use 66 2A against everyone else. Lambda's Calamity Sword is too slow, you'll recover from 2A and block it. You'll have to bait reversals as you normally would against everyone else.
Corner, DP C Knockdown
Safe Jump j.2C
Same principle as above but you get less time to work with after a DP C knockdown. To safe jump off of this knockdown, you simply jump once and do a falling j.2C. However, this one can't be used as both a safe jump and a roll punish. To punish a roll, you'll have to use j.2C higher off the ground. To use it as a safe jump you have to use it EXTREMELY LOW to the ground, your timing must be flawless against faster DPs like Inferno Divider. Quite frankly, I don't recommend using this type of oki when used off this knockdown.
Back dash > 5C, 66 2B, or 66 2A.
It works exactly the same as if you were to use it from a 214A knockdown, you just have to be slightly faster with your meaties.
- Common Jin Gimmicks
Defense
Jin has some pretty decent defensive tools with Yukikaze, DP D, DP A, DP B, 5B, 2A, j.C, and the various Ice Blades.
Yukikaze is better used against your opponent's pokes where you're out of your opponent's throw range. If you read a poke or wanna be flashy with a reversal kill, then use Yukikaze. It can also be used to escape forced neutral wake-up scenarios like Litchi's two oki supers or Rachel's George oki. Where it truly shines is when Carl or Relius use their Rhapsody of Memories/Duo Bios super to force you to block. Not only will you be able to dodge the dolls trying to lock you down because of Yukikaze's invulnerability but Carl and Relius will be forced to find a way to dodge Yukikaze, and a simple super jump > double jump won't cut it. That's because when Jin hits any of the dolls with Yukikaze, it extends the active frames considerably.
DP D is your go-to reversal as it will stop cross-ups and can be used after wake-up if you've read your opponent. Use IB > DP Ds whenever possible when you get pressured and your opponent's back is against the corner. You'll easily get a 4K+ combo off a successful DP D near the corner.
5B and 2A are your main anti-airs because of their hit-boxes. 5B has some pretty good vertical reach, is fast, and is air unblockable whereas 2A shrinks Jin's hurt-box and allows him to low profile under a bunch of aerial moves. DP A is better used if you read the opponent or if the opponent is jumping/falling towards you and is far away from you. DP A is extremely fast and has an amazing reach but it's stupidly unsafe on whiff so you have to make sure that it lands, hit or block. DP B is used when you're too late to use DP A or the other anti-air. DP B has full body I-frames starting on frame 4 but it's just as punishable on whiff and block as DP A. It's a high risk, moderate reward anti-air so use it with caution.
j.C is used for zoning your opponent and for anti-airs. j.B is great for intercepting opponents who are directly above you. j.A is pretty fast and leads to good damage.
The Ice Blades have various defensive uses. j.236A/B/D are used to bait anti-airs. j.236D can be used for zoning and if the opponent blocks it then that's your cue to turn the defense into offense.
Combos
66 - Dash/Micro-dash
AD - Air Dash
DC - Dash Cancel
DP - Dragon Punch/623
GB - Gold Burst
IAD - Instant Air Dash
JC - Jump Cancel
j./sj. - jump/super jump
RC - Rapid Cancel
AA - Anti-air, air-to-air, or air hit
CO - Crouching opponent
CH - Counter Hit
FC - Fatal Counter Hit
[N)] - Indicates alternative enders for combos
(Damage/Heat) - Indicates the amount of damage that the combo will do and the amount of Heat gained from the combo.
[Corner/Side Swap] - This combo will have it so that the opponent will trade spots with you.
Gold Colored Combos - This combo is the best combo to be used in this section of the screen. Good balance in terms of damage, Heat gain, knockdown, and screen carriage. It is also a combo that works on the entire cast and in any section of the screen.
Green Colored Combos - This combo is character specific and it doesn't work against Lambda, Makoto, Noel, Ragna, Litchi, and Relius.
General Notes
The 6C > DC > j.C > j.214A > XX Combo Path
This is the combo path that you'll want to use when you're going from mid-screen to the corner. The combo that you use and your current position in the screen will determine the attack that you can use after the j.214A. If you're at the exact, perfect range mid-screen, then you'll be able to do DP B or 6C depending on what's best for your combo. This works because the j.214A is used at such a range that it barely causes a wall bounce, giving you plenty of time to follow-up. If you're too close to the corner after the j.214A, then you'll have to dash backwards and do your next move which will most likely be either 5C or 2C; 2C requires a higher level of execution.
Example: 5B > 5C > Sekkajin > 66 6C > DC > j.C > j.214A > XX
If you do this combo on your opponent at the match start position, then you'll be able to follow-up the j.214A with DP B > 6C > 6D > IAD j.2C > stuff. If you're too close to the corner then you'll only be able to do 44 5C/2C > sj.D > AD > j.2C > stuff, which does less damage than the former.
The DP Loop
How you time and position yourself during the DP Loop determines which follow-up you'll be able to use after DP C. Time the DP C link wrong or fail to position yourself correctly and you'll only be able to follow-up the first DP C with 5A.
Example: 5B > 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > XX
Midscreen Combos
Quick Mid-screen Combo Guide
... 5B > 5C > 3C > 214B > C (Standard Combo Route)
This combo route can be accessed from any of the following combo starters: 2A, 5A, 2B, 5B, 6B, j.B, 5C CH > 6B, j.C, j.2C, 6D, and j.D. This is your go-to combo option mid-screen, unless you want to use your meter to boost the damage with the following...
... 5B > 5C > 22C > D, 5C > 2C > JC > sj.2C > j.C > JC > j.2C > j.C > j.214C (Standard Combo Extender Route)
This combo extender can be accessed from all of the normals mentioned above. It requires 25 Heat to use though but it is encouraged, specially if you start your combo with a good P1 starter like 6B, 6D, or 5C CH > 6B. Alternatively, if you start a combo with a good P1 starter, you can add a DP C to this route as seen in this clip: LINK DEAD BECAUSE YOUTUBE SUCKS
... 5D > 214D, 66 5B > 5C > 3C > 214B > C (Poke Confirm Extender Route)
This combo extender should be used when you land a max range poke and you're too far to end the combo with 3C > 214B > C. Some examples are f.2A, f.5B(1), 5C, 5D, and j.C.
With f.2A, f.5B(1), and j.C, you'll have to confirm into 5C before going into this route.
[CO/CH]... 6C > 2D, [j.2C > j.C] or [6B], 66 5B > 5C > 3C > 214B > C (Crouching/CH Confirm/Roll Punish Route)
Learn to confirm your starters on crouching opponents or CHs into this combo route as it is your most damaging, meter-free combo route. This route can be accessed from the following starters: 2A, 5A, 6A CH, 6A RC, 2B, 5B, 5B(1) CH, 6B, 6B CH, j.B, 2C, 2C CH, 5C, 5C CH, 6C, j.C, j.C CH, j.2C, j.2C CH.
From 2A, 5A, 6A CH, and 2B, you'll have to confirm into 5B > 5C before accessing the rest of this route.
From 6A RC, 5B, 6B, j.B, j.2C, and j.C, you'll have to confirm into 5C before accessing the rest of this route.
From 5B(1) CH, 6B CH, 2C, 2C CH, 5C, 5C CH, j.C CH, and j.2C CH, you go straight into this route. You might be able to extend this combo route from these starters with 22C > D but I haven't seen enough footage to confirm.
[AA]... 5C > [2C > JC > sj.D] or [sj.2C > j.D], AD > j.2C > j.C, 66 5B > 5C > 3C > 214B > C (Anti-Air Confirm Route)
Combos from A Moves
2A
- 2A > 5B > 5C > 3C > 214B > C
- [CO] 2A > 5B > 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
- f.2A > 5C > 5D > 214D, 66 5B > 5C > 3C > 214B > C
5A
- -
6A
- 6A CH, 66 5B > 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
- 6A RC > 66 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
j.A
- -
Combos from B Moves
2B
- 2B > 5B > 5C > 3C > 214B > C
- [CO] 2B > 5B > 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
- 2B > 5B > 5C > 22C > D, 5C > 2C > JC > sj.2C > j.C > JC > j.2C > j.C > j.214C (2962DM /? HG)
Overdrive
- 2B > 5B > 5C > OD, 5C > 6C > 2D, 6B > j.214C, 66 5C > 22C, 5C > OD Ice Wave (4.5K DM /? HG)
5B
- 5B > 5C > 3C > 214B > C
- [CO] 5B > 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
- CH 5B(1) > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
- 5B > 5C > 22C > D, 66 5C > 2C > DP C, 66 5B(1), 5C > JC > j.2C > j.C > JC > j.2C > j.C > j.214C (3562 DM/? HG)
Overdrive
- 5B > 5C > OD, 5C > 6C > 2D, 6B > j.214C, 66 5C > 22C, 5C > OD Ice Wave (4.8K DM /? HG)
6B
- 6B, 66 5B > 5C > 3C > 214B > C
- [CO] 6B, 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
- CH 6B, 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
j.B
- j.B, 66 5B > 5C > 3C > 214B > C
- [CO] j.B, 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
Combos from C Moves
Mid-screen:
- [AA] 5C > 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (3346/43)
- 5C CH > 6B > 66 5C > Sekkajin > 66 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (3455 or 3403/50 or 48)
- 5C CH > 6B > 66 5B > 5C > Sekkajin > 66 5C > j2C > jC > jD > 66 6C > 214C (3335/45)
- 5C CH (Max Range) > 2D > j2C > jC > 66 5B > 5C > Sekkajin > 6C > 214C (3038/39)
Close to the Corner:
- 5C > 5D > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > DP B > 214C (3271/34)
- 5C CH > 6B > 66 5C > Sekkajin > 66 6C > j.C > j.214A > 44 5C > DP B > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (4313 or 4246/60 or 54)
- [AA] 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 5C > Sekkajin > 66 3C > DP B > 66 6A > [1)214C] or [214Ax2] (3415 or 3318/50 or 42) (3415 or 3318/50 or 42)
- 5C CH (Max Range) > 2D > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > DP B > 214C (3217/45)
- [CO or CH] 5C > 6C > DC > jC > j.214A > 44 5C > 6C > DC > DP B > 2C > sj.D > AD > j2C > jC > 66 5B > [1.)5C > 3C > 214C] or [2.)2B > 5C > 3C > 214A] (4044 or 3911/57 or 50)
In the Corner:
- 5C > 5D > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > DP B > 214C (3271/34)
- 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (4377/58)
- [CO or CH or AA]5C > 6C > DC > DP B > (Delayed) 2C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (4525 or 4476/60 or 59)
Mid-screen:
- 2C FC > 6B > 66 5C > Sekkajin > 66 (Delayed) 5C > 2C > sj.D > AD > j.2C > j.C > 5B > 3C > 214A > DP B > 214C (3413/58)
- 2C FC > 6B > 66 5C > Sekkajin > 66 6C > DC > j.214A > 44 5C > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (3686 or 3638/63 or 57)
- [AA] 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (3018/40)
- [AA] 2C FC > 66 5C > 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (3236/48)
Close to the Corner:
- [AA] 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5B > 5C > 3C > DP B > 66 6A > 3C > [1)214A > 3C > 214C] or [2)214A > 3C > 214A] or [3)214Ax2] (3264 or 3123 or 3044/51 or 43 or 41)
- 2C FC > 6C > DC > j.C > j.214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (4240 or 4198/69 or 63)
- [AA] 2C FC > 6D > 66 6C > DC > j.C > j.214A > 44 5C > 6C > DC > DP B > 66 6C > DP C > 5A > 5C > 2C > DP C (3668/49)
In the Corner:
- 2C FC > 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (4371 or 4304/font color="#0000CD">69 or 62)
- [AA or Ground Hit]2C FC > 6C > *(Delayed) DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (4455 or 4412/65 or 58)
- Delay the first DP B for the AA version to work
Mid-screen:
- 3C CH > 66 2B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214C (3219/41)
- 3C CH > 66 2B > 5C > j.2C > j.D > 66 5B > 5C > Sekkajin > 6C > 214C (3146 /41)
Close to the Corner:
- 3C CH > 66 2B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 5C > 3C > 214A > DP B > 66 6A > 3C > 214A/C(3316 or 3484/43 or 54)
In the Corner:
- 3C > 214A > DP B > (Max Delay) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (4639 or 4574/62 or 56)
Mid-screen:
- (Point Blank) 6C > 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (3664/40)
- 6C *(CH)> *(DC) > 214D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (4655/21)
- Add a Dash Cancel on Counter Hit only
Close to the Corner:
- 6C (CH) > DC > j.C > j.214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (5136 or 5074/66 or 60)
In the Corner:
- [AA or Ground Hit] 6C > *(Delayed)DP B > 66 C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214Ax2] (5522 or 5506/65 or 64)
- Delay the DP B for the AA version
Mid-screen:
- j.C CH > 66 6C > 2D > 66 6B > 66 5C > Sekkajin > 6C > 214C (2743/37)
- j.C *(CH) > 66 5B > 5C > Sekkajin > 66 j.C > j.2C > j.D > 6C > 214C (2594/39)
- [Air to Air] j.C CH > 66 5C > sj.2C > j.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214C (2650/40)
Close to the Corner:
- Max Range j.C > 66 5C > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > 214C/214A (2945 or 2736/27 or 19)
- [Air to Air or Ground Hit] j.C CH > 66 6C > DC > *(s)j.C > j.214A > 44 5C > DP B > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > 5C > 3C > 214C (3328/51)
- Use a super jump for the AA version
- [Air to Air or Ground Hit] j.C CH > 66 6C > DC > *(s)j.C > j.214A > 44 5C > 6C > 6D > IAD j.2C > j.C > 66 5B > 3C > DP B > 214C (3182/51)
- Use a super jump for the AA version
In the Corner:
- [Air to Air or Ground Hit] j.C CH > 66 6C > *(Delayed)DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (3704/56)
- Delay the DP B if necessary for the AA version
Mid-screen:
- j.2C > 66 5C > Sekkajin > 66 (Delayed) 5C > 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5B > 5C > 3C > 214C (3447/50)
- j.2C > 66 5C > Sekkajin > 66 6C > 2D > 66 6B > Sekkajin > 6C > 214C (3321/43)
- [CO] j.2C > 66 5C > 6C > 2D > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (3479/43)
- [Air to Air] j.2C CH > 66 j.A > j.2C > j.D > (Land) 66 5B > 5C > Sekkajin > 6C > 214C (2785/37)
Close to the Corner:
- j.2C > 66 5C > Sekkajin > 66 6C > DC > j.214A > 44 5C > DP B > (Delayed) 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (3727 or 3665/56 or 51)
- [CO] j.2C > 66 5C > 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (4110 or 4018/60 or 53)
- j.2C CH > 6C > DC > 214A > 44 5C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (4474 or 4412/62 or 57)
In the Corner:
- j.2C > 66 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (4415/61)
- [CO] j.2C > 66 5C > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (4488 or 4439/60 or 58)
- j.2C CH > 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)3C > 214A] (4764 or 4638/66 or 58)
Combos from D Moves
Mid-screen:
- 5D CH > DC > 66 5B(1) > 3C > 214B (1641/18)
Close to the Corner:
- 5D > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > 214A > [1)3C > 214C] or [2)DP B > 214C] (3001 or 2937/24 or 28)
In the Corner:
- 5D CH > DC > Sekkajin > 6C > DC > DP B > 6B > 214A > 44 5C > DP B > 214C (2765/43)
Mid-screen:
- 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (2692/36)
Close to the Corner:
- 2D > 66 6B > Sekkajin > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/214C (2807 or 3032/36 or 44)
In the Corner:
- 2D > 66 6B > Sekkajin > 6C > DC > DP B > 6B > 214A > 44 5C > DP B > 214C (2948/46)
Mid-screen:
- 6D > 66 j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (3192/36)
Close to the Corner:
- 6D > 66 6C > DC > 214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP (4277/44)
In the Corner:
- 6D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > DP C (4673/46)
Mid-screen:
- j.D > 66 5B > 5C > Sekkajin > 6C > 214C (2809/30)
Close to the Corner:
- j.D > 66 5B > 5C > Sekkajin > 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/C (3344 or 3542/42 or 50)
- j.D > 66 6C > DC > 214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (4305/44)
In the Corner:
- j.D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > DP C (4701/46)
Combos from Throws
Mid-screen:
- B+C/4B+C > 214A (Whiff) > 66 5B > 5C > Sekkajin > 6C > 214C (2574/33)
- j.B+C > *(AD > j.2C > j.C) > 66 5B > 5C > Sekkajin > 6C > 214C (2818 or 3101/33 or 39)
Omit the AD > j.2C > j.C and go straight into 5B if you're too low to the ground to AD.
Close to the Corner:
- B+C(2) > RC > (Push) 66 6C > DC > j.C > j.214A > 44 5C > 6C > DC > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > 66 5B > [1)5C > 3C > 214C] or [2)5B > 5C > 3C > 214A] (4377 or 4284/49 or 43)
- j.B+C > (Land) 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > DP B > 214C (3260/45)
In the Corner:
- (4)B+C > 214A (whiff) > DP B > (Delayed) 2C > 6C > DP C > 5A > 5C > 2C > 623C (3170/33)
- j.B+C > (Land) 66 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (3683/36)
Combos from Special Moves
Mid-screen:
- [CO or CH] j.236X > AD > j.2C > j.D > 66 5B > 5C > Sekkajin > 6C > 214C (2832/36)
- (j.)236X (except 236B) CH > 66 2D > 66 j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (2928/39)
- 236D > (Wait) 66 j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (3380/24)
- 236D > (Wait) 66 6B > Sekkajin > 66 6C > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/214C (3600 or 3785/32 or 40)
- j.236D > 66 6B > 66 5B > 5C > Sekkajin > 6C > 214C (*2.9K+/22)
- Damage increases the more Ice Blades you land (3 max)
- j.236D > 66 6B > 66 5C > Sekkajin > 66 6C > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/214C (*3.4K+ or 3.6K+/32 or 40)
Close to the Corner:
- (j.)236X (except 236B) CH > 66 2D > 66 6B > Sekkajin > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/214C (3154 or 3345/42 or 50)
- TK j.236C/236C CH > 66 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2.)2B > 5C > 3C > 214A] (3921 or 3816/56 or 50)
- [CO or CH] j.236X > AD > j.2C > j.D > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > DP B > 214C (3272/48)
- *(j.)236CX *(CH) > 214D > 66 6C > DC > DP B > 66 6A > 3C > 214A > [1)3C > 214C] or [2)DP B > 214C] (3324 or 3133/27 or 30)
- This combo can be done from any Ice Blade except for 236B even on CH. The CH ensures that this combo works. It works without the CH if you do it off TK j.236C
- j.236D > 66 6C > DC > 214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (*4.2K+/33)
In the Corner:
- TK j.236C/236C CH > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B [1)3C > 214A > 3C > 214C] or [2)5C > 3C > 214A > 3C > 214A] or (4382 or 4322 or 4292/61 or 56 or 55)
- j.236D(1) > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > DP C (4613/31)
Near the corner:
- 214D/j.214D > 66 6C > DC > DP B > 66 6A > 3C > [1)214A > 3C > 214C] or [2)214A > DP B > 214C] (3083 or 2883/25 or 26)
Mid-screen:
- [AA]DP B CH > 214D > 66 6C > DC > 214A > 44 5C > 2C > DP C (2805/14)
- DP C CH > 66 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 5C > 3C > 214C (2725/40)
- DP C CH > 66 5C > j.C > j.2C > j.D > 6C > 214C (2593/33)
Near the corner:
- [AA]DP A CH > 214D > 66 6C > DC > DP B > 66 6A > 3C > [1)214A > 3C > 214C] or [2)214A > DP B > 214C] (2763 or 2626/28 or 29)
- [AA]DP B CH > 66 6C > DC > j.C > j.214A > 44 5C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A](3360 or 3255/51 or 45)
- DP D > 66 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (4627/35)
In the Corner:
- [AA]DP A CH > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (3377 or 3329/52 or 50)
- [AA]DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (3556 or 3501/50 or 49)
- DP D > 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (4627/35)
- [Corner Swap] DP D (1st Hit) > RC > Dash Under > (Reverse) 6C > DC > DP B > 6B > 214A > 66 5C > 2C > 6C > DP C > 5B > 5C > 2C > DP C (4236/32)
- DP D (2nd Hit) > 66 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214A] or [2)3C > 214C] (5234 or 5296/51 or 56)
Combos from Supers and Other Starters
Corner:
- [Corner Swap] Yukikaze FC (2) > RC > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > DP C (6028/31)
Mid-screen:
- GB > (66) 2C > sj.D > AD > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (2319/37)
- [Side Swap] GB > 66 (Dash Under) 5C > 2C > 2D > 66 6B > Sekkajin > 6C > 214C (2192/34)
Close to the Corner:
- GB > 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214C] (3107 or 3010/48 or 54)
- [Side Swap] GB > 66 (Dash Under) 5C > 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 2C > 214A > DP B > 214C (2530/48)
Corner:
- GB > 6C > DC > DP B > (Delayed) 2C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (3516/56)
- [Corner Swap] GB > 66 (Dash Under) 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (3337/56)