BBTag/Jin Kisaragi/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Mid-screen

Solo

# Combo Position Damage Difficulty Notes
1 5AA > 2B > 5BB > 2C > 214B~A/B/C Any 5487 [1] Very Easy Simple confirm off of A Smart Combo.
2 5AA > 5BBB > 2B > sjc > j.BB > djc > j.B > j.C > j.214B Any 6697 [2] Easy Standard 5AA confirm. Needs to be in range for 5BBB to connect.
3 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.BB > j.C > delay j.214B Any 6850 [3] Intermediate Optimal meterless grounded 5AA confirm. Requires multiple delays so that air Hizangeki connects properly.
4 5AA > 5BBB > 236C > delay IAD j.C > j.236B > dash 5AAA(A or 214B~A/B/C) Any 7153 (7214) [3] Intermediate Mid-screen air Hishougeki combo using 1 bar of meter. Wait for the opponent to hit the Hishousetsu projectile three times before jumping an IAD-ing.
5 5AAA > 236C > 5BBB > 2B > sjc > j.BB > djc > j.B > j.C > j.214B Any 7774 [2] Easy Grounded A Smart Combo extended by using one bar.
6 5AAA > 236C > IAD j.C > j.236B > dash 5AAA(A or 214B~A/B/C) Any 7946 (8051) [3] Intermediate Grounded A Smart Combo extended by using one bar. Jump and IAD as soon as possible after placing Hishousetsu and delay the j.C as late as possible.
7 CH 5AAA > dash 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.BB > j.C > delay j.214B Any 7853 [2] Easy Counter hit Sekkajin (5AAA) combo. Only works on grounded opponents. No longer usable as a frame trap starter as of 2.0, meaning this is only possible if Jin hits an assist with 5AA then hits the point character with 5AAA.
8 CH 5AAA > dash 5AAA > 236C > IAD j.C > j.236B > dash 5AAA(A or 214B~A/B/C) Any 8785 (8875) [3] Intermediate Counter hit Sekkajin (5AAA) combo using 1 bar. Only works on grounded opponents. Jump and IAD as soon as possible after placing Hishousetsu and delay the j.C as late as possible.
9 RB CH 5AAA > dash 5AAA > 236C > IAD j.C > j.236C > j.214B+C > 214B~A/B/C > j.214B+C > 236B+C Midscreen 14095 [4] Hard Resonance Blaze only, grounded counter hit Sekkajin combo using 7 bars. Need at least level 2 RB. Jump and IAD as soon as possible after placing Hishousetsu and delay the j.C as late as possible. The second hit of Musou Senshouzan must be canceled into the air version of Hiyoku Getsumei as late as possible.
10 5BB > 2C > 214B~A/B/C Any 4842 [1] Very Easy Max range confirm off of B Smart Combo.
11 5BB > 2C > 214C~A/B/C > dash 5AA > 5BBB > sjc > j.BB > djc > j.B > j.C > j.214B Any 7256 [2] Easy Max range 5B combo extended by using 1 bar.
12 5BBB > 2B > sjc > j.BB > djc > j.B > j.C > j.214B Any 6626 [2] Easy Standard 5B confirm. Needs to be in range for 5BBB to connect.
13 5BBB > 2B > delay sjc > j.BB > djc > j.BB > j.C > delay j.214B Any 6850 [3] Intermediate Optimal meterless 5B confirm. Needs to be in range for 5BBB to connect.
14 AA 5B > 2B > sjc > j.BB > djc > j.B > j.C > j.214B Any 6392 [2] Easy Standard 5B anti-air combo.
15 AA 5B > 2B > delay sjc > j.BB > djc > j.BB > j.C > delay j.214B Any 6744 [3] Intermediate Optimal meterless anti-air 5B combo.
16 CH 5BB > 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.BB > j.C > delay j.214B Any 7553 [3] Intermediate Counter hit 5BB combo. Only works on grounded opponents.
17 CH 5BB > 5AAA > 236C > IAD j.C > j.236B > dash 5AAA(A or 214B~A/B/C) Any 8485 (8575) [3] Intermediate Counter hit 5BB combo using 1 bar. Only works on grounded opponents. Jump and IAD as soon as possible after placing Hishousetsu and delay the j.C as late as possible.
18 CH 5BBB > 5AA > 5BBB > 2B > sjc > j.BB > djc > j.B > j.C > delay j.124B Any 6772 [2] Easy Counter hit 5BBB combo.
19 AA 2B > jc > j.BB > djc > j.B > j.C > j.124B Any 5979 [1] Very Easy Basic anti-air 2B combo.
20 AA 2B > sjc > j.BB > djc > j.B > j.C > delay j.124B Any 6377 [2] Easy Anti-air 2B combo.
21 CH AA 2B > 5AA > 5BBB > 2B > sjc > j.BB > djc > j.B > j.C > delay j.124B Any 6868 [2] Easy Counter hit anti-air 2B combo.
22 CH AA 2B > jc > IAD j.C > j.236B > 5AA > 5BBB > sjc > j.BB > djc > j.B > j.C > j.124B Any 8021 [4] Hard Advanced counter-hit anti-air 2B combo. Exact timing for the jump, air dash, and j.C varies depending on the opponent's height when they were hit by 2B.
23 2C > 214B~A/B/C Any 3462 [1] Very Easy Simple sweep confirm. Needs resources for anything else.
24 2C > 214C~A/B/C > dash 5AA > delay 5BBB > 2B > sjc > j.BB > djc > j.B > j.C > j.214B Any 6741 [2] Easy Sweep combo extended by using 1 bar.
25 IAD j.2BB > 5AA > 5BBB > 2B > sjc > j.BB > djc > j.B > j.C > j.214B Any 6697 [2] Easy Basic jump-in combo.
26 IAD j.2BB > 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.BB > j.C > delay j.214B Any 6484 [3] Intermediate Optimized meterless jump-in combo.
27 IAD j.C > j.236B > dash 5AA > 5BBB > 2B > sjc > j.BB > djc > j.B > j.C > j.214B Any 7255 [2] Easy Low altitude j.C combo.
28 6B+C > 236B > dash 5AA > 5BBB > sjc > j.BB > djc > j.B > j.C > j.214B Any 5662 [2] Easy Midscreen forward throw route. Be sure to connect with both hits of 5A to pull them in close enough for the rest of the combo. Does not work against Linne midscreen.
29 6B+C > 236B > dash 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.BB > j.C > delay j.214B Any 5740 [3] Intermediate Optimal meterless midscreen forward throw route. Does not work against Linne midscreen.
30 4/6B+C > dash 5AA > 5BBB > sjc > j.BB > djc > j.B > j.C > j.214B Any 5266 [2] Easy Midscreen back throw route. Also works with forward throw. Be sure to connect with both hits of 5A to pull them in close enough for the rest of the combo.


With Assists
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 5AAAA > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) Any 8279 (8359) [2] Easy Assist extension off A Smart Combo.
2 5BBB > jc > j.C > j.214B > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) Any 8118 (8181) [2] Easy Assist extension off B Smart Combo.
3 AA 2B > sjc > j.C > j.214B > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) Any 8619 (8715) [2] Easy Assist extension off an anti-air 2B.
4 2C > 214B > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) Any 7058 (7139) [2] Easy Assist extension off a sweep.
5 IAD j.2BB > 5AAAA > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) Any 6854 (6918) [2] Easy Assist extension off a jump-in j.2B.
6 IAD j.C > j.236B > 5AAAA > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) Any 7710 (7774) [2] Easy Assist extension off a jump-in j.C.
7 B+C > 5AAAA > [Call Assist] > dash 5AAA(A or 214B) Any 5657 (5712) [1] Very Easy Assist extension off a throw.


Corner

Solo
  • For loops of j.C into air Hishougeki, Jin must land then jump again.
# Combo Position Damage Difficulty Notes
1 5AA > 5BBB > jc > j.C > j.236B > j.C > j.236B > j.B > j.C > j.214B Corner 7413 [3] Intermediate j.C into air Hishougeki loop off a 5A starter. Must super jump for the last jump otherwise Hizangeki will whiff.
2 AA 5A(1) > 2B > sjc > j.C > j.236B > 2B > sjc > j.BB > djc > j.B(B) > j.C > delay j.214B Corner 7236 (7965) [3] Intermediate Anti-air 5A starter. Deals more damage and can add an extra j.B if both hits of the initial 5A connected.
3 5BBB > jc > j.C > j.236B > j.C > j.236B > delay j.BB > djc > j.2BB > j.C > j.214B Corner 8166 [3] Intermediate j.C into air Hishougeki loop off a close range 5B starter. Must do a delayed super jump for the last jump otherwise Hizangeki will whiff.
4 AA 5B > 2B > sjc > j.C > j.236B > 2B > sjc > j.BB > djc > j.B > j.C > j.214B Corner 7936 [3] Intermediate Close range anti-air 5B starter.
5 2B > 5BBB > jc > j.C > j.236B > dash 2B > delay sjc > j.BB > djc > j.BB > j.C > j.214B Corner 7341 [3] Intermediate Corner close range 2B starter. The second 2B must be done as late as possible.
6 AA 2B > j.C > j.236B > dash 2B > delay sjc > j.BB > djc > j.B > j.C > j.214B Corner 7718 [3] Intermediate Corner close range anti-air 2B combo. Only works if the opponent isn't too high (around normal jump height).
7 AA 2B > j.C > j.236B > j.C > j.236B > 2B > delay sjc > j.BB > djc > j.BB > j.C > delay j.214B Corner 8681 [3] Intermediate Corner close range anti-air 2B combo. Only works if the opponent isn't too high (slightly higher than IAD height).
8 2C > 214C~A/B/C > 2B > jc > j.C > j.236B > j.C > j.236B > j.BB > djc > j.C > j.214B Corner 7744 [3] Intermediate Max range sweep starter into an air Hishougeki loop by using 1 bar.
9 IAD j.2BB > 5BBB > jc > j.C > j.236B > j.C > j.236B > j.BB > djc > j.C > j.214B Corner 6991 [3] Intermediate j.C into air Hishougeki loop off a jump-in j.2B starter.
10 (IAD) j.C > j.236B > j.C > j.236B > 2B > sjc > j.BB > djc > j.BB > j.C > j.214B Corner 8206 [3] Intermediate j.C into air Hishougeki loop off a raw j.C.
11 214C~A/B/C > 2B > jc > j.C > j.236B > j.C > j.236B > dash 2B > jc > j.BB > djc > j.C > j.214B Corner 7608 [3] Intermediate Max range Musou Tousshugeki starter into an air Hishougeki loop by using 1 bar.
12 TK j.214C > 2A > 5BBB > sjc > j.C > j.236B > 2B > sjc > j.BB > djc > j.C > delay j.214B Corner 6223 [3] Intermediate Point-blank tiger-kneed EX Hizangeki combo.
13 B+C > 5BBB > jc > j.C > j.236B > j.C > j.236B > j.B > j.C > j.214B Corner 5685 [3] Intermediate j.C into air Hishougeki loop off a throw.


With Assists


5BBB, J.C, 236B, JBB, DJBB, 214B, 5P(Hyde/Narukami) 214B+C

Combo Theory

Jin's combos, at their core, are pretty simple. Keep opponents grounded as long as possible with his A and B Smart Combos before using 5BBB to launch them into the air. Jump cancel it and use his air B normals, cancel those with a double jump and use j.C, then end with either Hizangeki (meterless) or Hiyoku Getsumei (2 bars). The main reason Jin wants to keep opponents grounded is that he must spend resources to do rejump combos (either with Hishousetsu or an assist), so once Jin launches the opponent with 5BBB he has very few options left to continue his combo. Starting with jump-in overheads or jabs is optional but they will decrease the final damage and metergain of a combo.


Thus, most combos will go like this:

(j.A or j.B) > (4A or 2A) > 5AA > 5BBB > 2B > sjc > j.BB > djc > j.B > j.C > j.214B


When it comes to more advanced combos, Jin players must understand how his drive works and how it can allow him to squeeze out every drop of hitstun from a combo. Frost End attacks can completely freeze foes for a short period of time (which ignores the state of the combo timer) and they also restand opponents which makes it easy for Jin to reuse his most damaging attacks (like his grounded Smart Combos). However, Jin has very few Frost End attacks and only one of them (5AAAA) works mid-combo and it requires a strict selection of assists and precise timing to work. Thus, he relies on his Frostbite drive attacks to improve his general combos. These attacks add a guaranteed amount of hitstun that ignores normal combo scaling, making them invaluable at the end of longer combos. Most of them are special moves that need to be used in particular ways to continue combos (example listed below) so Jin cannot reliably abuse them to ignore hitstun scaling. The few normals he has with this trait are locked behind non-Frost attacks, meaning that they cannot be used effectively at the end of long combos. The main exception to all these rules is j.C, which is a moderately fast normal with good damage and decent range, making it a vital piece of almost all of Jin's combos.


Example of Jin's air Hishougeki corner loop using Frostbite property to extend combos:

5AA > 5BBB > jc > j.C > j.236B > j.C > j.236B > j.C > j.214B

Note: Jin lands and jumps again after each Hishougeki.

Video Examples


External Documents and References

Collection of Jin solo combos with video examples

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