Combo Notation Guide | |||||||||
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Combo List
Mid-screen
Solo
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AA > 5C~A/B/C | Any | 5147 | [1] Very Easy | Clash Assault off of 5A. Only works against grounded opponents. |
2 | 5AA > (2B) > 5BB > 2C > 214B~A/B/C | Any | 5487 (5947) | [1] Very Easy | Simple max range confirm off of 5A. |
3 | 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.2B(B) > j.C > delay j.214B | Any | 6697 (6850) | [2] Easy | Standard meterless 5AA confirm. Requires two slight delays so that air Hizangeki connects properly, though removing the second j.BB removes the need for any delays. |
4 | 5AA > (2B) > 5BBB > jc > IAD j.BB > 2B > delay sjc > j.BB > djc > j.2B > j.C > delay j.214B | Any | 6979 (7212) | [3] Intermediate | Optimal meterless 5AA confirm. 5BBB whiffs if 2B is done against some characters or at max 5A range, so remove the first 2B for consistency. |
5 | 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. |
6 | AA 5A > 2B > delay sjc > j.BB > djc > j.2BB > j.C > delay j.214B | Any | 6044 (6556) | [2] Easy | Anti-air 5A combo. Does more damage if both hits of 5A connect. |
7 | CH 5AAA > dash 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.2BB > 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 5BB > 2B > delay sjc > j.BB > djc > j.2BB > j.C > delay j.214B | Any | 7393 | [2] Easy | Max range 5B combo extended by using 1 bar. |
12 | 5BBB > 2B > delay sjc > j.BB > djc > j.2B(B) > j.C > delay j.214B | Any | 6626 (6850) | [2] Easy | Standard meterless 5B confirm. Needs to be in range for 5BBB to connect. |
13 | 5BBB > jc > IAD j.BB > 2B > delay sjc > j.BB > djc > j.2B > j.C > delay j.214B | Any | 7041 | [3] Intermediate | Optimal meterless 5B confirm. |
14 | AA 5B > 2B > delay sjc > j.BB > djc > j.2B(B) > j.C > delay j.214B | Any | 6392 (6744) | [2] Easy | Standard 5B anti-air combo. Can add j.2BB if the 5B hit the opponent at a low altitude. |
15 | CH 5BB > 5AA > 5C~A/B/C | Any | 6106 | [1] Very Easy | Clash Assault off of counter hit 5BB. Only works against grounded opponents. |
16 | CH 5BB > 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.2BB > j.C > delay j.214B | Any | 7553 | [2] Easy | Counter hit 5BB combo. Only works on grounded opponents. |
17 | CH 5BB > 5AA > (2B) > 5BBB > jc > IAD j.BB > 2B > delay sjc > j.BB > djc > (j.2B) > j.C > delay j.214B | Any | 7661 (7768) | [3] Intermediate | Counter hit 5BB combo. Only works on grounded opponents. 5BBB whiffs if 2B is done against some characters, so remove the first 2B for consistency. The final j.B must be removed if 2B is used or else Hizangeki will whiff. |
18 | 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. |
19 | CH 5BBB > 5AA > 5BB > delay 2B > sjc > j.BB > djc > j.2BB > j.C > delay j.124B | Any | 6983 | [2] Easy | Counter hit 5BBB combo. |
20 | CH 5BBB > jc > IAD j.C > j.236B > 5AA > 5BB > 2B > delay sjc > j.BB > djc > j.2B > j.C > delay j.124B | Any | 8043 | [4] Hard | Advanced counter-hit 5BBB combo. Jump and IAD the 5BBB as soon as possible, then delay the j.C as late as possible. Only works on larger characters. |
21 | 2B > 5BBB > sjc > j.BB > djc > j.2BB > j.C > j.214B | Any | 6851 | [2] Easy | Standard meterless 2B confirm. Needs to be in range for 5BBB to connect. |
22 | 2B > 5BBB > jc > IAD j.BB > 2B > delay sjc > j.BB > djc > j.2B > j.C > delay j.214B | Any | 7041 | [3] Intermediate | Optimal meterless 2B confirm. |
23 | AA 2B > delay sjc > j.BB > djc > j.2B(B) > j.C > delay j.124B | Any | 5979 (6377) | [2] Easy | Basic anti-air 2B combo. |
24 | CH AA 2B > 5AA > 5BB > 2B > delay sjc > j.BB > djc > j.2BB > j.C > delay j.124B | Any | 7084 | [3] Intermediate | Counter hit anti-air 2B combo. |
25 | CH AA 2B > jc > IAD j.C > j.236B > 5AA > 5BB > 2B > delay sjc > j.BB > djc > j.2B > j.C > delay j.124B | Any | 8162 | [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. Only works on larger characters. |
26 | 2C > 214B~A/B/C | Any | 3462 | [1] Very Easy | Simple sweep confirm. Needs resources for anything else. |
27 | 2C > 214C~A/B/C > dash 5AA > 5BB > 2B > delay sjc > j.BB > djc > j.2BB > j.C > delay j.214B | Any | 6875 | [2] Easy | Sweep combo extended by using 1 bar. |
28 | IAD j.2BB > 5AA > 5C~A/B/C | Any | 5502 | [1] Very Easy | Clash Assault off of a jump-in j.2B. |
29 | IAD j.2BB > 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.2B(B) > j.C > delay j.214B | Any | 6484 | [2] Easy | Standard meterless jump-in j.2B combo. |
30 | IAD j.2BB > 5AA > 5BBB > jc > IAD j.BB > 2B > delay sjc > j.BB > djc > j.2B > j.C > delay j.214B | Any | 6566 | [3] Intermediate | Optimal meterless jump-in j.2B combo. |
31 | IAD j.C > j.236B > dash 5AA > 5BB > 2B > delay sjc > j.BB > djc > j.2BB > j.C > delay j.214B | Any | 7416 | [2] Easy | Low altitude j.C combo. |
32 | 6B+C > 236B > dash 5AA > 5C~A/B/C | Any | 5031 | [1] Very Easy | Clash Assault off of forward throw. |
33 | 6B+C > 236B > dash 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.2B(B) > j.C > delay j.214B | Any | 5662 (5740) | [2] Easy | Standard meterless 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. |
34 | 6B+C > 236B > dash 5AA > 5BBB > jc > IAD j.BB > 2B > delay sjc > j.B > djc > j.2B > j.C > delay j.214B | Any | 5740 | [3] Intermediate | Optimal meterless midscreen forward throw route. Does not work against Linne midscreen. |
35 | 4/6B+C > dash 5AA > 5C~A/B/C | Any | 4493 | [1] Very Easy | Clash Assault off of back throw. |
36 | 4/6B+C > dash 5AA > 5BBB > 2B > delay sjc > j.BB > djc > j.2B(B) > j.C > delay j.214B | Any | 5266 (5348) | [2] Easy | Standard meterless 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. |
37 | 4/6B+C > dash 5AA > (2B) > 5BBB > jc > IAD j.BB > 2B > delay sjc > j.B > djc > (j.2B) > j.C > delay j.214B | Any | 5348 | [3] Intermediate | Optimal meterless midscreen back throw route. Also works with forward throw. The final j.B must be removed if 2B is used or else Hizangeki will whiff. Does not work against Linne midscreen. |
With Assists
- Exact damage and the assist needed for proper extension varies depending on partner choice.
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AA > 5C~A/B(C) | Any | 6371 (7731) | [1] Very Easy | Clash Assault or Extra Assault off of 5A. Only works against grounded opponents. |
2 | 5AAAA > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) | Any | 8279 (8359) | [2] Easy | Assist extension off A Smart Combo. Can end with a Cross Raid. |
3 | AA 5A > 2B > sjc > j.C > j.214B > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) | Any | 8034 (8118) | [2] Easy | Assist extension off an ant-air 5A. Can end with a Cross Raid. |
4 | 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. Can end with a Cross Raid. |
5 | AA 5B > 2B > sjc > j.C > j.214B > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) | Any | 8734 (8818) | [2] Easy | Assist extension off an ant-air 5B. Can end with a Cross Raid. |
6 | CH 5BB > 5AA > 5C~A/B(C) | Any | 7145 (8302) | [1] Very Easy | Clash Assault or Extra Assault off of counter hit 5BB. Only works against grounded opponents. |
7 | CH 5BB > 5AAA > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) | Any | 8448 (8528) | [2] Easy | Assist extension off of counter hit 5BB. Can end with a Cross Raid. |
8 | 2B > 5BB > 2C > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) | Any | 7399 (7471) | [2] Easy | Assist extension off of 2B. Can end with a Cross Raid. |
9 | 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. Can end with a Cross Raid. |
10 | [Call Assist] > 2C > IAD j.C > j.236B > dash 2B > delay sjc > j.BB > djc > j.2BB > j.C > delay j.214B | Any | 8141 | [3] Intermediate | Assist extension off of a sweep. Neutral assist should be called just before 2C to conserve Cross Gauge. |
11 | [Call Assist] > 2C > IAD j.C > j.236B > dash 2B > delay sjc > j.BB > djc > j.2BB > j.C > delay j.214B > [Call Assist] > IAD j.C > j.214B | Any | 8809 | [3] Intermediate | Extension of the previous combo that only works because the first assist was a neutral assist. |
12 | 2C > 214B > [Call Assist] > IAD j.C > j.236B > dash 2B > delay sjc > j.BB > djc > j.2B > j.C > delay j.214B | Any | 7468 | [3] Intermediate | Assist extension off a sweep. |
13 | IAD j.2BB > 5AA > 5C~A/B(C) | Any | 6206 (6993) | [1] Very Easy | Clash Assault or Extra Assault off of a jump-in j.2B. Only works against grounded opponents. |
14 | IAD j.2BB > 2B > 2C > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) | Any | 7141 (7210) | [2] Easy | Assist extension off a jump-in j.2B. Can end with a Cross Raid. |
15 | IAD j.C > j.214B > [Call Assist] > IAD j.C > j.236B > dash 5AAA(A or 214B) | Any | 7955 (8057) | [2] Easy | Assist extension off a jump-in j.C. Can end with a Cross Raid. |
16 | 6B+C > 236B > dash 5AA > 5C~A/B(C) | Any | 5519 (6062) | [1] Very Easy | Clash Assault or Extra Assault off of forward throw. |
17 | 6B+C > 236B > dash 5AAAA > [Call Assist] > IAD j.B > 5AAA(A or 214B) | Any | 6064 (6111) | [2] Easy | Assist extension off of forward throw. Can end with a Cross Raid. |
18 | 4/6B+C > dash 5AA > 5C~A/B(C) | Any | 5105 (5785) | [1] Very Easy | Clash Assault or Extra Assault off of forward throw. |
19 | 4/6B+C > 5AAAA > [Call Assist] > IAD dash 5AAA(A or 214B) | Any | 5776 (5824) | [2] Easy | Assist extension off of back throw. Also works with forward throw. Can end with a Cross Raid. |
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 > j.C > j.236 > 2B > sjc > j.BB > djc > j.2B > j.C > j.214B | Corner | 8094 (8606) | [3] Intermediate | Close range anti-air 5A starter. Deals more damage 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 > j.C > j.236B > 2B > sjc > j.BB > djc > j.B > j.C > j.214B | Corner | 8794 | [3] Intermediate | Close range anti-air 5B starter. |
5 | CH 5BB > 5AA > 5BBB > jc > j.C > j.236B > j.C > j.236B > j.C > j.214B | Corner | 7903 | [3] Intermediate | j.C into air Hishougeki loop off a counter hit 5BB starter. |
6 | 2B > 5BBB > jc > j.C > j.236B > dash 2B > delay sjc > j.BB > djc > j.BB > j.C > j.214B | Corner | 7341 | [3] Intermediate | j.C into air Hishougeki loop off a 2B starter. The second 2B must be done as late as possible. |
7 | 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). |
8 | AA 2B > j.C > j.236B > j.C > j.236B > dash 2B > delay sjc > j.BB > djc > j.BB > j.C > j.214B | Corner | 8854 | [3] Intermediate | Corner close range anti-air 2B combo. Only works if the opponent isn't too high (slightly higher than IAD height). |
9 | 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. |
10 | 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. |
11 | (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. |
12 | 214C~A/B/C > 2B > jc > j.C > j.236B > j.C > j.236B > j.BB > djc > j.2B > j.C > j.214B | Corner | 7068 | [3] Intermediate | Max range Musou Tousshugeki starter into an air Hishougeki loop by using 1 bar. |
13 | TK j.214C > 2A > 5BBB > sjc > j.C > j.236B > 2B > sjc > j.BB > djc > j.B > j.C > j.214B | Corner | 6223 | [3] Intermediate | Point-blank tiger-kneed EX Hizangeki combo. |
14 | 4/6B+C > 236B > j.C > j.236B > j.C > j.236B > 2B > sjc > j.B > djc > j.2B > j.C > j.214B | Corner | 6581 | [3] Intermediate | j.C into air Hishougeki loop off a throw. |
With Assists
- Exact damage and the assist needed for proper extension varies depending on partner choice.
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AAA > [Call Assist] > j.C > j.236B > j.C > j.236B > j.B > djc > j.C > j.214B | Corner | 8514 | [2] Easy | Corner assist extension off A Smart Combo. |
2 | AA 5A > 2B > sjc > j.C > j.214B > [Call Assist] > j.C > j.236B > j.C > j.236B > j.C > j.214B | Corner | 8422 | [2] Easy | Corner assist extension off an anti-air 5A. |
3 | 5B > 2C > [Call Assist] > j.C > j.236B > j.C > j.236B > 2B > sjc > j.BB > djc > j.2B > j.C > j.214B | Corner | 8775 | [2] Easy | Corner assist extension off of 5B. |
4 | AA 5B > 2B > sjc > j.C > j.214B > [Call Assist] > j.C > j.236B > j.C > j.236B > j.C > j.214B | Corner | 9122 | [2] Easy | Corner assist extension off an anti-air 5B. |
5 | CH 5BB > 5AAA > [Call Assist] > j.C > j.236B > j.C > j.236B > j.B > djc > j.C > j.214B | Corner | 8813 | [2] Easy | Corner assist extension off of counter hit 5BB. |
6 | 2B > 2C > [Call Assist] > j.C > j.236B > j.C > j.236B > 2B > sjc > j.BB > djc > j.2B > j.C > j.214B | Corner | 8656 | [2] Easy | Corner assist extension off of 2B. |
7 | AA 2B > sjc > j.C > j.214B > [Call Assist] > j.C > j.236B > j.C > j.236B > j.B > j.C > j.214B | Corner | 9238 | [2] Easy | Corner assist extension off an anti-air 2B. |
8 | 2C > [Call Assist] > j.C > j.236B > j.C > j.236B > 2B > sjc > j.BB > djc > j.2B > j.C > j.214B | Corner | 8662 | [2] Easy | Corner assist extension off of 2C. Neutral assist should be called just before 2C to conserve Cross Gauge. |
9 | 2C > [Call Assist] > j.C > j.236B > j.C > j.236B > 2B > sjc > j.BB > djc > j.2B > j.C > j.214B > [Call Assist] > j.C > j.214B | Corner | 9227 | [2] Easy | Extension of the previous combo that only works because the first assist was a neutral assist. |
10 | IAD j.2BB > 2C > [Call Assist] > j.C > j.236B > j.C > j.236B > j.BB > djc > j.2B > j.C > j.214B | Corner | 7782 | [2] Easy | Corner assist extension off a jump-in j.2B. |
11 | IAD j.C > j.214B > [Call Assist] > j.C > j.236B > j.C > j.236B > j.BB > djc > j.2B > j.C > j.214B | Corner | 8906 | [2] Easy | Corner assist extension off a jump-in j.C. |
12 | j.214B > [Call Assist] > j.C > j.236B > j.C > j.236B > 2B > sjc > j.BB > djc > j.2B > j.C > j.214B | Corner | 7987 | [2] Easy | Corner assist extension off of Hizangeki. |
13 | 4/6B+C > 236B > j.C > j.214B > [Call Assist] > j.C > j.236B > j.BB > djc > j.2B > j.214B | Corner | 6829 | [2] Easy | Corner assist extension off a throw. |
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
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