BBTag/Jin Kisaragi/Combos

From Dustloop Wiki
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+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 > 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 few options left to continue a combo against airborne opponents, at least without resources. Starting with jump-in overheads or jabs is optional but they will decrease the final damage and metergain of a combo.


Thus, most mid-screen 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


In the corner, Jin can loop j.C into air Hishougeki a maximum of two times, greatly increasing his damage. The reason for this limitation is that forward jump into j.C into air Hishougeki pushes Jin back farther than he moves forward, resulting in the third Hishougeki in a row whiffing. Simply jump and do a normal air combo after the second Hishougeki for maximum damage. Note that Jin must land and jump again after each Hishougeki.


5BBB > jc > j.C > j.236B > j.C > j.236B > 2B > sjc > j.B > djc > j.2B > j.C > j.214B


As of 2.0, Jin can now get a meterless re-jump combo by jump canceling and instant air dashing into a j.B after hitting a grounded opponent with his 5BBB. This allows Jin to extend basically any mid-screen combo to the limit of the combo timer while also improving his corner carry.


5BBB > jc > IAD j.BB > 2B > sjc > j.B(B) > djc > j.2B(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.

Video Examples


External Documents and References

Collection of Jin solo combos with video examples

Navigation