User:Icesinithol

1,389 editsJoined 2 October 2022

Personal page for drafts and what not.

READ FIRST: The combo list does not account for every possible variation, ideally it will list the easier to do practical variation followed up by the damage optimal one. For more details on how to potentially alter a route at any point it is best to consult the combo theory section.

It should also be noted that any route that is said to work in the "midscreen" position will work as long as Jin is facing away from the corner (i.e if he is cornered they will work).

For routes where the starters are interchangeable (i.e 5B and 2B are often interchangeable as starters), the damage values displayed will be only for 5X moves. Be aware that the damage can vary by quite a lot, in the case of 5B/2B for instance 2B starters will lead to worse overall damage.

NOTES :

5A and 2A are both interchangeable as starters in most scenarios unless specified otherwise.
5B and 2B are interchangeable in all combos for the most part.

Meterless Standing Midscreen Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
2A > 5B > 2B > 5C > 3C > 214B~C Anywhere 1872 13 Everyone [1] Very Easy BNB combo. 5B(2) whiffs on Noel and Makoto if far.
2A > 5B > 5C > 2C > 3C > 214B~C Anywhere 2046 14 Everyone [1] Very Easy Alternative BNB combo, 2C can whiff if too far.
5B > 2B > 5C > 2C > 3C > 214B~C Anywhere 2388 17 Everyone [1] Very Easy Go-to BNB if point blank, skip the 2C otherwise.
6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3265 23 Everyone [2] Easy Ideal go-to route on stray 6B hits, can be a bit hard to confirm properly however.
CH 5B > 5D > 22C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 3439 24 Everyone* [2] Easy Good CH confirm on standing hits, *works from a CH 2B although it is harder to confirm and will require dash moment on Susano'o and Tager otherwise 22C will whiff.
CH 2B > 6C > 2D > 665C > 2C > 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Midscreen 3307 23 Everyone [3] Medium Doable from a CH 5B(1) only which ends up dealing less damage compared to the 5D > 22C, leads to the most damage on a CH 2B starter.
6B > 662A > 5C > 3C > 214B~C Anywhere 2103 15 Everyone [3] Medium Situational route on standing opponents if the window for j.214C is missed AND if 6B hits late in its active frames, which requires the 6B to be done from a distance.
6B > (66)2A > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3187 22 Everyone [2] Easy Crouch confirm only route, particularly useful if the window for j.214C was missed while the opponent was hit crouching. It may be necessary to microdash the 2A depending on how 6B hits.
CH 6B > 665C > 2C > 3C > 214B~C Anywhere 2620 18 Everyone [2] Easy Route in case the window for j.214C is missed.
CH 6B > (6)6C > 2D > 6622C > 6B > dl. j.214C ▷ 662B > 5C > jc > j.C > j.2C > jc > j.C > j.2C > j.214C Midscreen 3687 26 Everyone [3] Medium Very situational route on standing opponents if the window for 6B > j.214C AND if it hits late in the active frames which usually needs Jin to be a distance away from the opponent. Actually leads to more damage over 6B > j.214C but once again it is very situational.
Meterless Crouching Midscreen Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
2A > 5B > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 2911 20 Everyone [2] Easy Standard crouch confirm route.
2A > 5B > 5C > 6C > 2D > 665C > 2C > (dl.) 6C > 214B(w)~C > 662B > 5B > 22C Midscreen 2764 19 Everyone [3] Medium Alternative crouch confirm, particularly useful if Jin is too far away from the opponent to allow 6B to connect.
2A > 5B > 5C > 6C > 2D > IAD > j.B > j.2C623C > 665B > 22C Midscreen 2601 18 Everyone [4] Hard Utility crouch confirm route, useful for sideswitching anywhere on screen. If done right, the 623C input will have to be mirrored.
2A > 5C > 2C > 6C > 2D > 6622C > 6C > 2D > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Midscreen 3149 21 Everyone [3] Medium Maximum damage variant of the alternative crouch confirm.
2A > 5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 6B > Max dl. j.214C3C > 623C Anywhere 3157 22 Everyone [3] Medium More ideal damage optimal variant of the standard routing.
CH 6A > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3395 24 Everyone [2] Easy Standard CH 6A confirm.
CH 6A > 5C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 623C Anywhere 3473 24 Everyone [3] Medium Slightly more optimised damage variant.
5B > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3430 24 Everyone [3] Medium Standard crouch confirm.
5B > 5C > 6C > 2D > 6622C > 6B > dl. j.214C ▷ 662B > 5C > jc > j.C > j.2C > jc > j.C > j.2C > j.214C Midscreen 3533 25 Everyone [3] Medium Alternative crouch confirm route, deals a bit more damage compared to the standard route if neither are fully optimised in exchange for worse oki if the corner isn't reached.
5B > 5C > 2C > 6C > 2D > 6622C > 6C > 2D > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Midscreen 3628 26 Everyone [3] Medium More damaging route for the alternative crouch confirm. Adding an early 2C completely changes the route after 22C as it is impossible to get anything after j.214C ▷ 662B due to it.
5B > 5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.B > j.C > dl. j.2C > jc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 623C Anywhere 3718 25 Everyone* [4] Hard More damaging crouch confirm route, the first j.2C should be delayed long enough to allow Jin to end up slightly under the opponent. *Use j.2C > j.C > j.D on Tager and Susano'o otherwise 22C will whiff (unless an instant microdash is performed).
2B > 5C > 2C > 6C > 2D > IAD > j.C > dl. j.2C623C > 665B > 5C > jc > j.C > j.2C > jc > j.C > j.2C > j.214C Midscreen 3417 24 Everyone [4] Hard Advanced damage optimal crouch confirm route for a 2B starter. Doable from a 5B starter as well if the early 2C is not done but it will result in far less damage compared to the other crouch confirm routes.
5B > 5C > 6C > 2D > IAD > j.B > j.2C623C > 665B(1) > 5C > 2C > 6C > 214B(w)~C > 662B > 22C Midscreen 3498 25 Everyone [4] Hard Utility crouch confirm route that sideswitches. The 623C input will have to be mirrored.
CH 6B > 665C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3825 27 Everyone [3] Medium CH route possible only on crouching hits. Avoid doing alternative staircases (except if it is j.B > j.C) unless the 2C before 6B > j.214C is omitted otherwise it will drop.
Meterless AA Midscreen Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
AA 5A > jc > j.A > j.B > j.2C > jc > j.2C > j.D22C > 3C > 214B~C Anywhere 2239 16 Everyone [2] Easy Most basic AA 5A combo that will work at most heights at which the opponent is hit, will also work from a 2A.
AA 2A > 5B > 5C > 2C > sjc > j.2C > j.D22C > 3C > 214B~C Anywhere 2672 19 Everyone [2] Easy More ideal AA routing, might be wiser to perform 5B(1) as it is more stable for slightly less damage.
AA 2A > 5C > 2C > sjc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 214B~C Anywhere 2970 21 Everyone [2] Easy Even more damaging route, needs the opponent to be hit low enough.
AA 2A > 5C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > sjc > j.2C > j.C > j.D > 22C > 6B > Max dl. j.214C3C > 623C Anywhere 3277 23 Everyone [3] Medium Needs the opponent to be hit very low to the ground otherwise it won't be possible to delay the 6C without it whiffing.
AA 5B > 5C > 2C > sjc > j.2C > j.D22C > 3C > 214B~C Anywhere 3127 22 Everyone [2] Easy Simplest AA route for both 5B and 2B. If the opponent is slightly too high up it might not be possible to get both hits of 5B to connect and instead 5B(1) > 5C may need to be done.
AA 5B > 5C > 2C > sjc > j.2C > j.C > j.D22C > 6B > Max dl. j.214C3C > 214B~C Anywhere 3563 25 Everyone* [3] Medium More damaging variation of the simple route, *j.2C > j.C risks not working properly on most characters unless the AA 5B or 2B hit the opponent at a lower height than usual.
AA 5B > 5C > jc > j.2C > j.D > 22C > 6B > dl. j.214C ▷ 662B > 5C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 3565 25 Everyone [2] Easy More damaging alternate route that is also significantly easier but worse okizeme. The final j.214C might whiff depending on distances.
AA 5B > 5C > 2C > (dl.) 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 623C Anywhere 3783 27 Everyone [3] Medium Needs the opponent to be hit at a lower height than usual and depending on said height it may be necessary to delay the 6C.
AA 5B > 5C > 2C > 623C > 665B > 5C > 2C > sjc > j.2C > j.C > j.D22C > 6B > Max dl. j.214C > 3C > 623C Anywhere 3952 28 Everyone [4] Hard Needs a pretty high air hit, won't work with 2B. Will work well for 5B(1) hits at max height.
AA CH 6B > 665B > 5C > 2C > 6C > 214B(w)~C > 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3730 26 Everyone [3] Medium Only possible on an AA hit that is CH and hits in the later actives of 6B, otherwise the only way to follow up AA 6B is either with an RC or immediate j.214C.
Meterless Corner Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
2A > 5B > 623B > (66)9j.C > j.2C > jc > j.2C > j.D22C > 3C > 214B~C Corner 2689 19 Everyone [2] Easy Standard variant of the corner combo, if not directly in the corner it might be necessary to perform a microdash after 623B.
2A > 5C > 623B > 669j.C > j.2C > jc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 214B~C Corner 3028 21 Everyone [3] Medium Higher damage alternative, will always require a microdash jump after 623B and it will be quite unreliable if Jin isn't point blank, particularly so on crouching hits.
2A > 5B > 3C > 623B > 623C > 5B(1) > 5C > 2C > 6C > 6D > 22C > 22C > 3C > 623C Corner 2977 20 See Notes [3] Medium Incredibly unreliable on some characters if not directly in the corner and/or will often necessitate an instant microdash 6623C to be performed which can be very tricky to do. Consult the combo theory section.
2A > 5C > 3C > 623B > 623C > 5B(1) > 5C > 2C > 6C > 6D > 22C > 22C > 3C > 623C Corner 3118 21 See Notes [3] Medium Ideal damage route with 623B > 623C, even more unreliable as 5C will push Jin out further from the corner which will require an instant microdash 6623C to be done on more characters compared to 2A > 5B.
2A > 5C > 5D > 22C > 6C > 6D > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Corner 3158 22 Everyone [1] Very Easy Corner route, will not work if Jin isn't point blank and directly in the corner.
5B > 5C > 3C > 623B > (66)9j.C > j.2C > jc > j.2C > j.D22C > 3C > 214B~C Corner 3433 24 Everyone [2] Easy Can potentially work even if not directly in the corner, will require a microdash before the jump j.C in that case or for j.C > jc > j.C > j.D to be used instead.
5B > 5C > 5D > 22C > 6C > 6D > 5B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Corner 3661 26 Everyone [2] Easy Works in the corner if Jin is point blank only.
5B > 5C > 3C > 623B > (6)623C > 5B(1) > 5C > 2C > 6C > 6D > 22C > 3C > 214B~C Corner 3705 26 See Notes [3] Medium Needs to be directly in the corner generally. Depending on character this route will not work properly unless an instant microdash 6623C is performed. More details in the combo theory section section.
5B > 5C > 2C > 3C > 623B > (66)9j.C > j.2C > jc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 214B~C Corner 3769 27 Everyone [3] Medium More damaging variant utilising 623B, naturally requires Jin to be close enough for 2C to connect. Might potentially work even if not directly in the corner if a microdash before the jump j.C is done.
5B > 3C > 623B > (6)623C > 5B > 5C > 2C > 6C > 6D > 22C > 6B > Max dl. j.214C3C > 623C Corner 3814 27 See Notes [3] Medium More optimal version of 623B > 623C, delay the 6C slightly on Bang, Nu, Lambda, Mu, Nine, Naoto and Izanami. Will not work on Carl, Hakumen, Makoto and Celica unless 5B(1) is done which is less damage. Will rarely ever require a 6623C on a 5B starter.
6B > Max dl. j.214C ▷ (66)3C > 623B > 669j.C > j.2C > j.2C > j.D > 22C > 6B > Max dl. j.214C3C > 214B~C Corner 3591 25 Everyone [3] Medium Corner route utilising 623B.
6B > Max dl. j.214C ▷ 663C > 623B > (6)623C > 5B(1) > 5C > 2C > 6C > 6D > 22C > 6B > Max dl. j.214C ▷ (66)3C > 623C Corner 3721 26 Everyone [4] Hard More damaging corner route if directly in the corner. Might work from further away but in that case it will likely require an instant 6623C.
Meterless Corner Crouch Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
2A > 5C > 6C > 6D > (6)6C > 6D > 5C > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Corner 3147 22 Everyone [3] Medium Corner crouch confirm. Instead of 2C > sjc it is possible to perform 2C > 6C > 5B > 22C for slightly more damage (3174 damage with 22 heat gain).
Meterless Corner AA Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
AA 2A > 5C > 2C > 623C > 5B > 5C > 2C > sjc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 623C Corner 3365 23 Everyone [3] Medium Needs the opponent to be hit as high as possible to still allow 5C to connect. Can potentially be done midscreen as well but it is unreliable and requires a 665B.
Meterless Air-to-Air Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
j.A > j.B > jc > j.B > j.C > j.D22C > 665B > 5C > 3C > 214B~C Anywhere 2177 14 Everyone [2] Easy Standard air to air confirm.
j.A > j.B > jc > j.B > j.C > j.D > Max dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 2205 15 Everyone [3] Medium Trickier route, needs to have enough height so as to be able to delay j.214C long enough for the opponent to land while frozen.
j.A > j.B > jc > j.B > j.C > j.D22C > 6B > Max dl. j.214C3C > 214B~C Anywhere 2244 16 Everyone [3] Medium Slightly more damaging variant of the standard air to air confirm.
j.A > j.B > jc > j.B > j.C > j.D22C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Midscreen 2405 17 Everyone [3] Medium More damaging but also far more unstable, j.B > j.C > jc > j.B > j.C after 2D > sjc is a more stable alternative for slightly less damage (2344 damage with 16 heat gain).
CH j.A > j.D22C > 6B > dl. j.214C ▷ 662B > 5C > jc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 2392 16 Everyone [2] Easy Counterhit allows for j.D to connect for a decently damaging and stable route.
CH j.A > dl. j.2C623C > 665B > 5C > 2C > sjc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 623C Anywhere 2709 19 Everyone [4] Hard Hitconfirming for this route is very hard, will work somewhat reliably from a rising CH j.A.

Metered A Starters Note: 5A and 2A are both interchangeable as starters in most scenarios unless specified otherwise. Avoid spending meter on 5A/2A starters ever unless the combo guarantees a kill.
Combo Position Damage Meter Gain Works on: Difficulty Notes
2A > 5C > 3C > 214D > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 2931 -13 Everyone [2] Easy Standard Ex-Icecar route, can be done with 18 starting heat.
2A > 5C > 214D > 22C > 6B > dl. j.214C ▷ 662B > 5C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 2999 -13 Everyone [2] Easy More damaging variant. Can be done with 21 starting heat.
2A > 5C > 3C > 214D > 22C > 6C > 2D > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Midscreen 3068 -11 Everyone [3] Medium Simple route, if close enough it is possible to add a 2C early on for even more damage (3202 damage with -11 heat gain). Can be done with 18 starting heat.
2A > 5C > 3C > 236D > 66 dl. 2C > 623C > 665C > 2C > 6C > 214B~C > 662B > 5B > 22C Anywhere 3206 -11 Everyone [4] Hard Advanced route providing good corner carry and oki, ideally the 2C is delayed until the third hit of 236D. Can be done with 18 starting heat.
2A > 5C > 2C > 3C > 22C~D > 665C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 3235 -8 Everyone [2] Easy Very easy route that allows for a sideswitch, beware that 22C will whiff if Jin isn't very close to the opponent, skipping 2C or even 3C may be necessary. Possible with 12 starting heat if the original sequence is followed.
2A > 5C > 2C > 3C > 623D > 662C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C Corner 3255 -12 Everyone [3] Medium Pretty standard way of utilising Ex-DP in the corner, microdashing the 2C makes the route more reliable. Can be done with 15 starting heat.
2A > 5C > 623D > (66)2C > 6C > 6D > 5C > jc > j.C > j.2C > jc > j.C > j.2C > j.214C Corner 3460 -10 Everyone [3] Medium Not a particularly complicated combo but it is very prone to dropping. Doing j.C after the first jump cancel is necessary as j.2C is not fast enough, alternatively j.B > j.C can be used instead for slightly less damage (3361 damage with -11 heat gain). Can be done with 21 starting heat.
2A > 5C > 2C > 6C > [CT] > (66)5C* > 2C > 6C > 6D > 22C > 6B > Max dl. j.214C3C > 623C Corner 3651 -6 See Notes [2] Easy Crouch confirm route in the corner, *[CT] > 5C will not work on Izayoi, Izanami and Platinum which means [CT] > (66)2C has to be used instead for slightly less damage (3593 damage with -8 heat gain). Can be done with 15 starting heat.
2A > 5C > 2C > 3C > 632146D Anywhere 2834 -40 Everyone [1] Very Easy Simple Super ender, ideally only done as an unburstable finisher for a kill combo otherwise the 25 meter routes or doing a 214B~C RC route end up dealing much better damage. Can be done with 40 starting heat.
2A > 5C > 2C > 3C > 214B~C RC ▷ (66)2C > jc > j.2C > j.C > j.D ▷ 6622C > 6B > Max dl. j.214C3C > 623C Anywhere 3422 -32 Everyone [3] Medium Not a particularly amazing way of spending meter as it is quite inefficient, can still be a potentially useful kill combo in case an autopilot in to 214B was performed. Can be done with 37 starting heat.
2A > 5C > 3C > 632146D RC > 66A > 66 > (dl.) 5C > 2C > 623C > 665B > 22C Anywhere 4148 -97 Everyone [4] Hard Kill combo on standing opponents, possible with 93 starting heat. Run until Jin is under the opponent after 6A and delay 5C if necessary. The delay on 5C is mandatory in the corner. It is possible to get 6C > 623C, if the opponent is hit low enough in the air (4289 damage and -96 heat gain).
2A > 5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 6B > Max dl. j.214C ▷ (66)3C > 632146D > 6632146C Midscreen 4423 -100 Everyone [4] Hard Crouch confirm kill combo possible with 79 starting heat, ideally done midscreen without the corner being reached otherwise 632146C will end up dealing less damage or not work. Microdashing 632146C is a necessity.
6A RC > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3331 -38 Everyone [2] Easy Basic 6A RC combo, easy to hitconfirm in to and it will work from 46 starting heat.
6A RC > 5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 623C Anywhere 3545 -38 Everyone [3] Medium "Wishconfirm" route, incredibly hard to properly hitconfirm for this route as it basically requires an incredibly quick 6A RC as it would otherwise not work properly.
CH 6A > 665C > 3C > 623B > (6)623C > 5B(1) > 5C > 2C > 6C > 6D > 22C > 6B > j.214C632146C > 3C > 632146D Corner 4896 -100 See Notes [4] Hard Meter dump damage route possible with 75 starting heat, on some characters it will be necessary to either do an instant microdash 6623C or perform 663C > 623B instead for slightly less damage (4824 damage with the route being possible with 76 starting heat instead). 632146C > 3C will not work in the corner on Ragna, Amane, Noel, Tsubaki and Naoto.
Metered B Starters Note: 5B and 2B are interchangeable in all combos except for some CH and AA routes
Combo Position Damage Meter Gain Works on: Difficulty Notes
5B > 5C > 3C > 214D > 22C > 6B > dl. j.214C > 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 3719 -7 Everyone [2] Easy Avoid adding a 2C before 214D as the combo will drop otherwise.
5B > 5C > 2C > 3C > 22C~D > 665C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 3724 -5 Everyone [2] Easy Easy sideswap, beware that it won't work if not close enough.
5B > 5C > 3C > 236D > 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 3744 -8 Everyone [4] Hard Standard route utilising snowflake. If a 2C is done before 236D, skip the 665C straight to 662C and perform 623C > (66)2B in order to get slightly more damage (3794 damage, -6 heat gain).
5B > 5C > 2C > 3C > 236D > 665C > 2C > 623C > 665C > 6C > 214B(w)~C > 662B > 5B > 22C Anywhere 3850 -6 Everyone [5] Very Hard More advanced and damaging route, needs a very precise timing for the 665C in order to ensure that the opponent is hit as high as possible by 623C in order to allow for a 5C pickup.
Metered C Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
Metered D Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
Metered Special Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
Throw Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
5/4BC 66 > dl. 5C > 2C > 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3203 23 Everyone [2] Easy Standard easy throw combo, but has bad ender if far from corner.
5BC 66 > 5C > 2C > 623C > 665B(1) > 5C > dl. 2C > dl. 6C > 214B(w)~C > 662B > 22C Anywhere 3154 22 Everyone [3] Medium Harder confirm that ends in a better oki scenario anywhere. Dash cancel and do 5C as soon as possible.
j.BC > 6622C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3199 22 Everyone [2] Easy Air throw damage combo. It always sideswaps so if you wish for better oki, do a shorter ground combo instead.
5BC 66 > 22C > 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 3349 24 Everyone [1] Very Easy Easy corner combo, works if a bit off the corner as well.
5BC > 22C > 3C > 623B > 623C > 5B(1) > 5C > 2C > 6C > 214B(w)~C, 2B > 22C Corner 3266 23 Everyone* [2] Easy Oki ender corner throw combo. If a bit far or against *Makoto/Hakumen, you'll have to do microdash 3C.
5BC 66 > 22C > 6C > 6D, > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.632146D Corner 3869 -22 Everyone [3] Medium Requires 50 heat (28 starting heat). Standard corner throw combo ending in super.
5BC 66 > 22C > 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214D > j.632146D Corner 4153 -23 Everyone [2] Easy Requires 75 heat. Similar as above but easier.
Miscellaneous Starters Note: Crush Trigger starters refer to guard crush effect
Combo Position Damage Meter Gain Works on: Difficulty Notes
623C RC (dl.) 662C > 6C > 2D > (66)22C > 3C > 214B~C/623C Anywhere 2847 -36 Everyone [2] Easy Requires 50 heat. DP RC combo to regain offense. Can be used to sideswap on corner, and can be stopped earlier for restands.
[CT] > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D > 22C > 5C > 3C > 214B~C Anywhere 2915 -10 Everyone [2] Easy Requires 25 heat. Charged Crush Trigger guard break midscreen combo.
CT > 5A/2A > 5B > 3C > 623B >623C > 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 2376 -16 Everyone [2] Easy Requires 25 heat. Uncharged Crush Trigger guard break on standing opponent at the corner.
CT > 2A > 5C > 6C > 6D > 6C > 6D > 5C > 2C > (s)jc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 2514 -15 Everyone [2] Easy Requires 25 heat. Uncharged Crush Trigger guard break on crouching opponent at the corner.
CT > 5BC 66 > 22C, 6C > 6D > 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 2980 -14 Everyone [2] Easy Requires 25 heat. Uncharged Crush Trigger guard break if near opponent at the corner.
[CT] > 6C > 6D > (66)5C > 2C > 6C > 623C, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 3504 -10 Everyone [2] Easy Requires 25 heat. Charged Crush Trigger guard break corner combo.


Snowflake SideswapSide swapping route

(Starter) > 5C > 3C > 236D > 66A > 2B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Somewhat tricky sideswapping route off-of snowflake, dash immediately after 236D and cross under. If the dash did not last long enough it is still possible to continue the combo with 66A however there won't be a sideswitch in that case. This route is particularly useful if Jin isn't close enough to the opponent after 3C in order to trigger 22C~D.