BBCF/Jin Kisaragi/Combos

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 Jin Kisaragi


Combo Notation GuideCharacter Name Abbreviations
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 becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


DISCLAIMER :

The page, while not fully completed, is in a state where it could be considered relatively finished in regards to the way it is structured. There is still a lack of information among certain sections on top of potential errors slipping in or imprecisions in regards to the already present information. As time goes on, more and more of this page will be properly ironed out.

Combo Samples

Read first

Jin's overall combo theory is quite extensive, before delving in to it, here are a sizeable amount of combo samples showcasing some relatively common situations and different alternative routes for them. It is entirely possible to slightly alter the examples below in one way or another but that is beyond the scope of this section and instead it will be further expanded upon in the combo theory section. The following examples might not necessarily be fully optimised and shouldn't be considered as such, they are simply there to provide some surface level insight in to Jin's combo routings off-of either generic starters or specific ones.

Notes :

  • 5A/2A, 5B/2B are often interchangeable when they're starters (i.e in cases where 5A works then 2A will also work) unless specified otherwise. 5A whiffs on crouchers, except on Täger and Hakumen. j.C and j.2C are also generally interchangeable in most staircases unless specified otherwise.
  • On some characters (Hakumen, Bullet, Litchi, Terumi, Hibiki, Nine, Naoto, Carl, Relius, Valkenhayn, Platinum, Celica, Hazama and Kokonoe specifically) the followup staircase might end up dropping, in that case it means that delaying the first j.C for 5C > sjc > j.C > j.2C > ... ever so slightly is necessary. Alternatively, it is possible to utilise other staircases such as 5C > sjc > j.2C > j.C > ... (where the j.C only has to be delayed on Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe) or 5C > sjc > j.B > j.C > ... . This does not apply to staircases where 5C > 2C > sjc > ... is performed, may apply in staircases where 5B/2B > 5C > 2C is performed beforehand.
  • In certain combos "66" will be noted by itself, in that case it means that a dash has to be done up until the point Jin reaches the opponent to perform the next sequence.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. Midscreen Standing BNB
  2. Simple AA
  3. Simple Ex-Icecar
  4. Simple Snowflake
  5. Ex Sideswap
  6. Basic Throw Combo


Midscreen Standing BNBYour generic midscreen meterless BNB
Very Easy

5A/2A > 5B > 5C > (2C >) 3C > 214B~C
5B/2B > 2B/5B > 5C > (2C >) 3C > 214B~C
5C > (2C >) 3C > 214B~C

Simplest combo at Jin's disposal providing a knockdown, depending on the starter it will have a couple of variations.

  • Depending on the distance from the opponent it might be wiser to only let 5B(1) connect (particularly so on Makoto and Noel if the starter was not a point blank hit)
  • It is possible for the 2C to whiff entirely if Jin is not close enough.


Simple Anti-AirGeneric AA routing
Easy

(5A/2A >) (5B/2B >) 5C > 2C > sjc > j.C > j.D > 22C > 3C > 214B~C
Most basic way for Jin to convert any form of anti-air hits from all of his normals.

  • It should be noted that 5A/2A > 5B/2B will generally not work properly unless the opponent is hit at a low enough height. Generally, 5B(1) is the most reliable way to followup in most common cases. Alternatively, 5A/2A > 5C can also work if the opponent is hit low enough, usually always possible for a 2A starter.
  • It is possible for 5C to whiff after 5B(1) on a 5A starter if the opponent is hit too high, in which case it may be necessary to jump cancel at the 5B.


Simple Ex-Icecar
Easy

(Starter) > 5C > (2C >) 3C > 214D > 22C > 665B > 5C > 3C > 214B~C
Rather simple way of using 25 meter while also providing a good damage increase. There is a pretty generous window to get a microdash 5B down.


Simple Snowflake RoutingSnowflake conversion done usually in the midscreen
Easy

(Starter) > 5C > 3C > 236D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Decent 25 heat option at Jin's disposal particularly so if autopiloted in to during a pressure string, providing a notable increase in damage however it won't give any oki whatsoever outside of the corner.


Sekkajin-Ex followupSide swapping route
Easy

(Starter) > 5C > 3C > 22C~D > 665C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Very easy to perform sideswapping route with respectable damage. Only downside being that if Jin is not close enough to the opponent after 3C then 22C will go in to its whiff animation.


Basic Throw ComboDay 1 throw combo
Easy

4/5BC DC > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Easy throw combo that works everywhere, this variant in particular does not grant any oki whatsoever in the midscreen and as such there are better alternatives to be learned.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character
  1. Meterless Corner Extension
  2. Crouch Confirms
  3. 6A Confirm
  4. Counterhit 5B/2B
  5. Counterhit 5C Conversions
  6. Counterhit 3C Conversion
  7. FC 22C Conversions
  8. 5D/j.D Starter
  9. 6D Starter
  10. 214D Extensions
  11. 236D Extension
  12. 623D Starter
  13. 623D Corner Extensions
  14. [CT] Corner Extensions
  15. [CT] Guard Break
  16. Throw Combos


Standard Meterless Corner Conversion
Medium

A Starter > 5B > 623B > (66)9 j.C > j.2C > jc > j.2C > j.D22C > 3C > 214B~C
(Non A Starter) > 5C > 3C > 623B > (66)9 j.C > j.2C > jc > j.2C > j.D22C > 3C > 214B~C

Most reliable go to in the corner on standing opponents, grants a freeze which can be used for more potent resets in the corner or to just simply continue the combo further.

  • It has a slightly different variation off-of an A starter where the 623B has to be done quite early which can make be a bit tricky to confirm consistently.
  • The microdash after 623B isn't necessary most of the time, generally only done in case the starter connected with the opponent further away from Jin.
  • It might be wiser to sometimes skip the first j.2C and perform j.C > jc > j.C > j.D instead if the opponent is hit when he isn't quite in the corner yet.


Crouch ConfirmsVery important to learn this as a Jin player
Medium

(Starter) > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C
(Starter) > 5C > 6C > 6D > 22C > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

Learning to crouch confirm is absolutely necessary with Jin as he benefits a lot damage wise while gaining access to meterless freeze restands. It is absolutely imperative to learn how to confirm crouch hits as Jin. Delay the j.214C as it will allow for a deeper microdash which makes the followup staircase far more consistent, the more delayed j.214C is the easier it is to do a 662B. Since Jin does not have a normal assigned to 3B it is possible to simply do 663B in order to get an easy 2B pickup.

The second route is the corner alternative that utilises 5C > 6C > 6D which can allow for more damaging combos, beware that the 22C has to be removed for A and B starters.

  • It should be noted that it is possible to add a 2C after a 5C to tack on some extra damage, possible for all starters but the routes may require some adjustments later on in the staircase, particularly so off-of A starters or jump-ins.


6A ConfirmTry to hitconfirm this as much as possible instead of autopiloting the RC
Medium

6A RC > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C
A very important confirm to learn as 6A is Jin's only standing overhead. The hitstun on hit effectively gives Jin a lot of time to actually properly hitconfirm it before using 50 heat to RC. It should be noted that 6A on counterhit can be converted meterlessly without the need of an RC, another reason to learn how to properly hitconfirm 6A as it will aid in conserving your meter.


Midscreen CH 5B/2B Conversions
Medium

CH 5B/2B > 5D > 22C > (6)6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
CH 5B(1)/2B > 6C > 2D > 665C > 2C > dl. 6C > 214B~C > 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C

Counterhit 5B/2B combos usually done only if the opponent is standing since the crouch confirm variant is superior in the midscreen. The first route deals a good amount of damage, particularly so off-of a 5B starter, whereas the second route provides better corner carry but slightly less damage for a CH 5B as only 5B(1) will allow the 6C to connect.

For a CH 2B starter on the other hand, the first route ends up dealing less damage compared to the second. The 22C will also whiff entirely off-of a CH 2B starter on Susano'o and Tager without some dash momentum, forcing the usage of the second route instead. Hit confirming a CH 2B is pretty hard, but it is worth to keep in mind if it is ever used consciously as a punish tool.


Midscreen CH 5C ConversionsSimilar to the crouch confirm routes, with some specifics
Medium

CH 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C
CH 5C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

Counterhit 5C essentially allows a standard crouch confirm route even on standing opponents. At max range it won't be possible to hit with 6B afterwards.

At maximum range, CH 5C > 2D will have to be used as a pick up otherwise it won't be possible to get a proper combo, has a decent amount of corner carry while also dealing a good chunk of damage. Try to ever so slightly delay 6C if possible.

  • It should be noted that these routes also work for a CH 2C starter on the ground.


Standard CH 3C Conversion
Medium

CH 3C > 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C
Confirm for CH 3C, will work at any range the situation is recognised and a microdash is done immediately, has a pretty generous window to confirm it.


Fatal Counter 22CSeveral FC 22C Example routes
Medium

FC 22C > (66)5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > (66)5C > 3C > 214B~C
FC 22C > 5C > 2C > 6C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
FC 22C > 2C > 6C > 6D > 5C > 2C > 6C > 623C > 5B > 5C > 2C > sjc > j.2C > dl. j.C > j.D > j.214C

The ideal DP punish move, though in a lot of situations it'll be necessary to microdash the 22C in order for it to connect which makes it a bit trickier to use. But as long as the opponent's move is minus enough and recovers in counterhit state then 22C will be a reliable fatal counter punish.

The first route is the go-to generic Fatal Counter route that is relatively easy and reliable granting an ice restand towards the end.

The second route is an alternative that has a respectable increase in damage and better corner carry over the generic route, but it sacrifices the potential for an ice restand in exchange for a j.214C knockdown, which is good in the corner but as long as the opponent does not end up in the corner towards the end it provides significantly worse okizeme.

The third route is the corner variant, providing a significant increase in damage.


5D/j.D StarterSituational starter
Medium

5D/j.D > 22C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
5D/j.D > 214D > 22C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

A set of rather situational conversions for a 5D or j.D starter. Unless Jin is already in melee range of the opponent it won't be possible to utilise 22C to continue the combo, instead it will be necessary to utilise an Ex-Special. In this case, Ex-Icecar is the most reliable option as the other 25 Heat options will likely whiff if Jin isn't close enough. For j.D, Jin will generally be close enough to utilise 6622C without needing to utilise 25 meter but in the worst of cases it is still possible to get a short meterless combo by picking up with either 665B or 665C.


6D StarterPretty standard routing
Medium

6D > 6622C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
6D > 5C > 2C > 6C > 623C > 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

One of Jin's best starters damage wise, quite slow however and as such its generally very hard to use this as a punish tool. It is more often used in pressure resets during blockstrings but it is not particularly uncommon to end up tagging people with it depending on their habits on defense as they try to get out of Jin's pressure.

The first route is the go-to routing midscreen for a 6D hit.

The second route is the corner variant, try to get the 5C to hit immediately after 6D in order to get an air-hit. It is possible to perform 6D > 6D as well in the corner without making the route unstable.


Ex-Icecar ExtensionBetter Ex-Icecar routing
Medium


(Non A Starter) > 5C > 3C/5D > 214D > 22C > 6B > dl. j.214C > 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
A Starter > 5C > 3C/5D > 22C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

Reliable and more damaging way to extend after Ex-Icecar. Has a pretty different variation on A starters that is a bit finnicky due to the 2D > sjc > ... timing being unusual as it is a delayed jump cancel point.

  • 5C > 3C is best used if an opponent is grounded while 5C > 5D is particularly useful in converting far air hits.
  • For the A starter variant, the jump cancel needs to be slightly delayed for 2D > sjc as the window to perform it is different from Jin's other buttons.
  • It is possible to do 5C > 2C > 3C > 214D if close enough. If that is done for B starters it will be necessary to either follow the A starter variant or 2B > 5C > jc > ... will have to be performed instead. For grounded C starters adding the 2C does not change the route whatsoever while airborne C starters will also require 2B > 5C > jc > ... to be done. Adding an 2C on A starters makes the route a lot more unstable but still doable, although be aware that it is absolutely necessary to be as close as possible to the opponent otherwise the small travel time between 3C and 214D actually connecting risks making the combo drop later on in the staircase.


Snowflake ExtensionMore damaging snowflake variant
Medium

(Starter) > 5C > 3C > 236D > 662C > 623C > (66)5B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Better snowflake conversion that isn't particularly hard to do either, microdashing after 623C is not necessary but it makes the followups more consistent on all characters. It is possible to do (66)5C instead after 623C and go straight in to a jump cancel but it is necessary to make sure the opponent is sent as high possible in the air by the C-DP hit in order to connect the 5C and that requires a very slight delay on the 2C beforehand, ideally to be done after the third hit of 236D occurs.

  • This route is very unstable off-of an A starter, 5B(1) will have to be performed or if the delay 2C timing is done right going straight in to 5C is still an option.
  • It is possible to sideswap with the opponent while utilising this route if Jin performs a longer dash to go under them while they're still being hit by the Snowflake.


Ex-DP Starter
Medium

623D > 663C > 214B~C
623D > (66)2C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C

Jin's Ex-DP can actually lead in to a combo resulting in okizeme. Be aware that it is possible for the second hit of D-DP to whiff entirely if it is not delayed enough on airborne opponents. In most cases, Jin's D-DP will result in a wallbounce however depending on how the opponent is hit it may not be possible for the opponent to travel long enough after getting hit to actually result in a wall bounce, instead resulting in a tumble that will not allow for a pickup. This generally tends to happen if the opponent is hit by D-DP while they're behind Jin.

The first route is the generic one that can be used anywhere on screen while the second route is the corner variant.


Ex-DP Corner Extension
Medium

(Grounded non-A Starter) > 3C > 623D > 2C > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C}
(5A/2A or Starter) > 5C > 3C > 623D > 5C > 2C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C

Ex-DP provides the highest amount of damage out of Jin's Ex-special options in the corner on standing opponents, depending on the starter the routing can very pretty dramatically.

  • It is not feasible to perform 2C > 6C > 6D as any followups will drop immediately after 6D for A starters
  • Off-of B starters only 5B(1) and 2B allow for an immediate 5C > 3C instead of 5B > 3C. The ideal routing is also a lot more unstable on grounded B starters without a counterhit so it might be best to simply pick up with 2C > jc instead.


Crouch Confirm Corner [CT] ExtensionCrouch confirm in the corner using crush trigger, hold CT until Jin flashes blue
Medium

(Starter) > 5C > 6C > [CT] > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.D22C > 22C > 3C > 214B~C
5A/2A > 5C > 6C > [CT] > 2C > jc > j.2C > j.C > jc > j.2C > j.C > j.D22C > 3C > 214B~C

A very damaging crouch confirm conversion in the corner utilising Crush Trigger, has a character specific oddity (Izayoi, Platinum, Izanami) where the 5C will whiff after [CT] and as such it is necessary to skip straight to 2C and do a normal jump cancel instead of a superjump cancel. Can be done off-of CH 5C as well and has a slight variation if it is an A starter.

  • For A starters specifically skip the 5C after [CT] entirely and do a normal jump cancel off-of 2C where the first j.2C > j.C are not interchangeable. It is still possible to use 5C before jump cancelling but in that case the 2C has to be skipped instead.


[CT] Guard BreakThese will work solely on a guard break
Medium


[CT] > 66D > 6622C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
[CT] > 66D > 5C > 2C > 6C > 623C > 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

In the case of actually getting a succesful guardbreak with a charged Crush Trigger, it is possible to simply perform the 6D starter routes. BE AWARE however that if the opponent is actually HIT then it will not be possible to connect 6D afterwards unless the [CT] is a counterhit. In those scenarios it will be necessary to followup with 6C > 2D/6D instead.


Throw ConversionsReliable throw conversions.
Medium

4/5BC DC > dl. 5C > 2C > 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
4/5BC DC > 22C > 6C > 6D > 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
j.BC ▷ 6622C > 6B > dl. j.214C > 662B > 5C > 2C > sjc j.C > j.2C > jc > j.2C > j.C > j.214C

The first route is the go to throw combo as it basically guarantees the corner from the round start position while providing some respectable damage. Delay the 5C after an immediate dash cancel off-of throw.

The second route is the corner variant, providing better damage than the standard route.

The third route will be the one primarily used for air throws however it is possible to utilise it even with ground throws as long as a Dash Cancel (66) is performed before the 22C. Keep in mind that Jin's air throw will always sideswitch.

Advanced Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
  1. Advanced Corner Extension
  2. Max Range CH 5C IAD
  3. High Air-Hit CH 2C
  4. Midscreen FC 22C
  5. Corner FC 22C
  6. Ice Arrow RC Without OD
  7. Advanced Throw Combos

Advanced Corner Extension
Hard

(Starter) > 3C > 623B > (6)623C > 5B > 5C > 2C > 6C > 6D > 22C > 3C > 214B~C
5A/2A > 5B > 623B > 623C > 5B(1) 5C > 2C > 6C > 6D > 22C > 3C > 214B~C

The difficulty of this combo hinges primarily on what came before 623B as that will determine whether or not there is a need to microdash the 623C after 623B. As an example, 5C > 3C > 623B > 623C can be incredibly unreliable at certain distances (in essence if Jin isn't directly in melee range with the original 5C hit) and as such it may be necessary to do an instant microdash 623C after 623B in order to ensure that it does not whiff. It also depends on the opponent's character in regards to whether or not the 623C whiffs off-of certain starters or distances.

  • A 6623C or dash momentum will always be required after a 5C starter on Rachel, Taokaka, Litchi, Arakune, Carl, Hakumen, Hazama, Terumi, Makoto, Valkenhayn.
  • Apply a very small delay to 623B against Täger and Ragna for a 5C starter otherwise the 623C risks whiffing.
  • Some characters require a slight delay on the 5C after 5B in order to connect properly with 6C > 6D : Hakumen, Tsubaki
  • Delay the 6C slightly on Bang, Nu, Lambda, Mu, Nine, Naoto and Izanami.
  • In this specific combo, both of 5B's hits won't allow the route to continue properly on some characters and as such it will have to be 5B(1) for Carl, Hakumen, Makoto and Celica at all times.
  • For A starters, 5B(1) has to be used at all times after 623C and it won't be possible to connect the 6D after 6C at all on some characters : Es, Jubei, Litchi, Makoto, Bang, Carl, Kokonoe, Celica, Nine, Hibiki. It is possible to use an alternative route but the damage increase becomes inconsequential in that case compared to the standard corner routing (alternative route : 2A > 5B > 623B > 623C > 5B(1) > 5C > jc > j.C > j.D > 22C > 214B~C)


Max range CH 5C IAD Route
Hard

CH 5C > 2D > dl. IAD > dl. j.2C > dl. j.C ▷ 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
An alternative to the standard Max range CH 5C route. Harder to pull off but it provides far more damage compared to the standard route while still maintaining the same amount of corner carry and oki.


High air-hit CH 2C/5C
Hard

High air-hit CH 2C > jc > dl. j.2C ▷ 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.2C > j.D22C > 3C > 214B~C
A very hard to confirm high air-hit counterhit route, provides noticeably more damage, corner carry and better knockdown from the midscreen position. This route can also work quite reliably on a AA CH 5C although the window for confirming it is a bit tighter.


Midscreen FC 22C
Hard

FC 22C > 665C > 2C > 6B > dl. j.214C ▷ 662B > 5C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.2C > j.D22C > 3C > 214B~C
Fatal counter combo dealing a higher amount of damage meterlessly compared to the generic FC routing from a midscreen position while also providing a lot of corner carry.

  • Requires a deeper microdash 2B and as such it is best to delay the j.214C for as long as possible as it will make the 6C delay easier to perform without risking it to whiff entirely which itself allows the combo to be continued with 214B(w)~C.
  • It is somewhat character specific as the 6C is very likely to drop on Hazama, Terumi, Celica and Relius if the corner is not reached and as a result it might be best to utilise another FC route entirely against those characters, luckily from the roundstart position it is possible to reach the corner pretty reliably.


Corner FC 22C
Very Hard

FC 22C > 66D > 665C > 2C > jc > dl. j.C > dl. j.2C623C > 5B(1) > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.D > j.214C
One of the most damaging meterless routes in the corner.

  • It is not necessary to microdash the 5C if the 6D was microdashed (conversely if 6D wasn't microdashed the 5C needs to be microdashed instead), microdashing both will make the followups more consistent and easier to execute however.
  • The delays on the following j.C and j.2Cs are character specific, ideally with the j.2C being done as low as possible to the ground while the opponent is above Jin in order to immediately land and use 623C to continue the combo.


Ice Arrow RC Without Overdrive
Hard

(C Starter) > 632146D RC > 66A > 66 > 5C > 2C > 623C > 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C
Highly situational kill combos that do not utilise OD, they require a full bar of meter and work from anywhere on screen. The same routing can be utilised in the corner but the 5C will have to be delayed slightly as the opponent falls down after the Ice Arrow super is done. The routes have a decent amount of corner carry so in the odd event that the opponent has not died it is still possible to run oki on them, assuming they actually reach the corner otherwise it is a reset to neutral. The damage of this routing is not particularly impressive on top of being severely meter inefficient but it does provide Jin with some of the highest amount of damage possible in a single combo without OD. Avoid trying to do this unless it kills AND/OR OD is not available.

  • A and B starters for this sort of routing will require the combos to be shortened after 623C, essentially only allowing 623C > 665B > 22C as the ender.
  • Perform a dash immediately after 6A recovers in order to end up right under the opponent as they're still in the air.
  • Depending on how fast the opponent is reached after the 66A it may be necessary to slightly delay 5C.
  • Microdashing the 2B may be necessary in instances where Jin does not end up close enough to the opponent after getting an air hit 5C. In some instances the opponent will be brought directly to the corner, primarily if the hit occured ever so slightly past the roundstart position towards the direction of the corner, which won't require a 662B either.
  • It is also possible to swap the 2B with 5B(1) instead for slightly less damage in exchange for a more stable staircase across all characters as it is possible for the j.214C at the end to drop on some characters if the corner is not reached.
  • This route will also work pretty reliably while in the corner, only requiring the 5C to be delayed and the 2B can be swapped out with 5B entirely for slightly more damage.


Advanced Throw Routes
Hard

4/5BC DC > 665C > 2C > 6C > 623C > 665B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C
4/5BC > 22C > 663C > 623B > 623C > 5B(1) > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

More advanced throw routes providing minimal increases in damage over the standard routes.

The first route is the midscreen route which can be a bit finnicky, perform the dash cancel as fast as possible then the microdash immediately afterwards and do not delay any of the buttons leading up to 623C. Can be unreliable on some characters, particularly so on Rachel, Litchi, Terumi, Hazama, Bullet and Izanami.

The second route is the corner variant, there aren't any oddities with it other than the fact that it needs Jin to be close enough to the opponent to perform 22C without having to Dash Cancel the throw.

Standard Combo Theory

Read First

While Jin is a relatively easy to use character, his combo game is one of the most diverse from amongst the cast of the game especially if Overdrive is factored. However, this section will attempt to cover most of the combo portions to be found spread throughout Jin's combos and the respective scenarios where they can be used. Overdrive related routings will be discussed in their own separate section as this one aims to primarily focus on routes that do not include it.

This section will cover cases that will usually work anywhere on screen meterlessly, 25 meter and corner routings will be mentioned in their own sections.

General Standing

Usual combo portions that can be used on standing opponents, they will either lead in to reliable knockdowns or in to more extended routings.


5C > 3CSimplest combo portion for Jin, seen in a good chunk of his routes.

(Starter >) 5C > 3C > Ender/Followup Routing
Generic combo core for standing hits in the midscreen, without a crouch confirm or metered specials Jin's combos aren't particularly damaging. There are a few variations depending on the starter and how close Jin is to the opponent it is possible to add a 2C after 5C if Jin is close enough, though in more advanced routings it may be avoided due to the added proration and combo timer loss.

  • Common route : (5B/2B > 2B/5B >) 5C > 2C > 3C > 214B~C is the go to standard BNB in the midscreen
  • A starter : 5A/2A > 5B/2B > 5C > 2C > 3C > 214B~C is the variant off-of 5A/2A, only one 5B/2B can be added otherwise the 2C will not connect.

It it naturally possible to utilise other enders than 214B~C, with 623C being a common alternative if the combo is too prorated. With resource investments it is possible to continue the combo further with an Ex-move or a more advanced Super RC route.


5D > 22CSomewhat specific

(5C or CH 5B/2B >) 5D > 22C > Ender/Followup Routing
Rather damaging follow up to melee range 5C and Counterhit 5B/2B on standing opponents in the midscreen although non-CH 5B/2B > 5C > 5D will work in the corner. Usually followed up by some form of ice restand extender, primarily 6B > dl. j.214C in the midscreen and 6C > 6D in the corner. It is also possible to end the combo early on prematuraly, usually with the intent to run some form of restand resets as it won't be possible to get a refreeze later on in the route without investing resources. This sort of routing is somewhat inconsistent as it will outright not work on a lot of characters if Jin does not have dash momentum when the starter is 5C but it is pretty reliable on CH 5B/2B.

  • Common route : 5C or CH 5B/2B > 5D > 22C > (6)6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.2C > j.C > j.214C.

Midscreen Crouch Confirm

Jin's combo game vastly changes if he gets a hit on an opponent crouching, allowing for a notable increase in damage, better corner carry and easy access to ice restands.

(Starter >) 5C > 6B > dl. j.214C ▷ Followup Routing

Core portion in Jin's crouch confirm combos that also works on CH 5C combos, will generally lead in to OTG routings. It should be noted that it is necessary to delay the j.214C as it will make the followups easier and more lenient to perform. 6B > dl. j.214C also sees a lot of use in extending combos after early freezes.


(Starter >) 5C > 6C > 2D > Followup routing

Alternative crouch confirm, can lead in to a number of different routings although it will not guarantee a freeze restand without ending the combo at 2D or without a meter investment later on. Particularly useful if it is followed up with an Air Hit or a harder Airdash route to maximise the damage and corner carry. It is also possible to continue with staircase or OTG routings instead but at the cost of being far worse damage and oki wise compared to the standard crouch confirm in the midscreen.

6B > (66)2A > 5C > 6B > Followup Routing

In the odd case that Jin gets a normal hit 6B and the window for j.214C is missed, 6B will not link in to 5C on crouching hits without a counterhit and as such it is necessary to link to 2A in order to get a full combo. Be aware that the 2A will whiff if Jin is too far away from the opponent after hitting them with 6B, however in that case it is possible to perform 662A which will allow for the pickup. This sort of routing will lead in to less damage on top of needing a crouch confirm therefore it is best to only use this in the event that the window for j.214C ends up being missed.

OTG Routing

Arguably his most important combo portions as they are used in pretty much all of his core combos and beyond.

... > j.214C/214B(w)~C > 662B > 5C > sjc > Followup routing

Core portion in Jin's CH/crouching combos, for it allows him to do a pick up OTG with 662B after 6B > dl. j.214C, 3C and 214B(w)~C to continue the combo or get optimal enders. If the opponent gets further after 6B > j.214C, deepening the microdash before 2B becomes necessary, as there is a risk that Jin will be too far for 22C to connect later in the staircase.


... > j.214C/214B(w)~C > 662B > 5C > 2C > sjc > Followup Routing

Alternative OTG routing, let's Jin skip most of the character specific delays in the staircase but in order to get a freeze the staircase will have to be cut short and as such the routing will deal less damage compared to the other alternatives. Best done if a freeze was already used beforehand in order to squeeze out more damage by doing a full staircase if the combo timer allows it.

  • Most common routing : 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
  • Freeze routing : 662B > 5C > 2C > sjc > j.C/j.2C > j.D22C > Followup Routing


Previous Routing > (66)5C > 2C > sjc > Followup Routing

It is possible to OTG with 665C on Täger and Rachel, allowing Jin to directly pick up with the variants mentioned earlier. It is also possible to OTG with 5C and/or 2C after 214D~C or [CT] in the corner in to a full combo.

Staircase

Jin has a multitude of ways of performing a staircase and some specific oddities in regards to certain characters in how he ends up applying them. Here are a few variants.

Previous Routing or Starter > sjc > j.C > j.2C > jc > j.2C > j.C > Ender

Most common staircase option in situations where a freeze was already used, delaying the first j.C on some characters (Hakumen, Bullet, Litchi, Terumi, Hibiki, Nine, Naoto, Carl, Relius, Valkenhayn, Platinum, Celica, Hazama and Kokonoe) is mandatory, though this issue can be avoided by doing j.B > j.2C > jc or alternatively j.2C > j.C > jc but it will still require a delay on the j.C on Hakumen, Bullet, Litchi, Terumi, Naoto, Hazama and Kokonoe.

Previous Routing or Starter > sjc > j.2C > j.C > j.D22C > Ender

The most consistent way to get a freeze throughout every starter, with no problems whatsoever except that delaying j.C on some characters (Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe) is still mandatory, though this issue can be avoided by doing j.B > j.2C instead.

Previous Routing or Starter > sjc > j.B > j.C > dl. j.2C > jc > j.2C > j.D22C > Ender

More damaging than the standard freeze stairace and let's Jin skip the character specific delays entirely in the midscreen while providing a freeze and the possibility to restand afterwards. It's only downsides being that it won't allow Jin to restand with 22C afterwards on Täger and Susano'o without an instant microdash 22C (632632C will result in an instant microdash Sekkajin) which can be quite tricky to perform and on top of that it will drop from all A starters.

Previous Routing or Starter > sjc > j.2C > j.C > jc > j.2C > j.C > j.D22C > Ender

The most damaging but only advisable near the corner and of course if a freeze wasn't used already, since most of the time Jin won't be sufficiently near for 22C unless an instant microdash 22C (632632C) is performed to connect midscreen. The j.C still has to be delayed on specific characters (Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe).

Ground-to-Air Hit

Usually done after a ground-to-air hit, these portions will work everywhere on screen and are used in a decent amount of cases

( ... > 5C >) 2C > sjc > Followup Routing

Generic ground-to-air routing, sees use in a lot of anti-air situations anywhere on screen but the opponents need to be hit at a specific height in order to allow the 5C to connect properly.

For 5A or 5B starters in scenarios where the hit happened while the opponent was too high up in the air it isn't possible to connect with 5C > 2C, it will be necessary to immediately jump cancel either the 5B or in certain situations for a 5A starter the jump cancel might need to be done immediately. In scenarios where 2B ends up somehow hitting as an anti-air it will generally always be possible to pick up with 5C or 5B.

( ... >) (66)5C > 2C > dl. 6C > 214B(w)~C > Ender/Followup Routing

Decent corner carry portion, the higher the 5C hit the more delayed the subsequent parts have to be (usually 6C) in order to avoid Ice Car's follow-up to whiff. Generally followed up by some form of OTG routings if the combo isn't too prorated, otherwise it is followed up by an ender. Depending on the previous routing it may be necessary to microdash the 5C.

  • Common Route (crouch confirm) : 5C > 6C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

For more prorated combos it will be necessary to end the combo after 2B with an air hit 22C ender.

( ... >) (66)5C > 2C > dl. 6C > dl. 2D > Ender/Followup Routing

Similar to the previous portion except it is primarily done if an early freeze is still available and if the opponent is hit low enough to the ground. It can be followed pretty reliably by another ground-to-air hit portion or simply ended normally if the overall combo is too prorated. It is also possible to omit the 6C entirely and skip straight to 2D which can then be followed up with a dash in order to sideswitch with the opponent and continue the combo further.

  • Common Route (air-hit confirm) : AA 5B > 5C > 2C > dl. 6C > dl. 2D > 66 dl. 5C > 2C > dl. 6C > 214B(w)~C > 662B > 22C

( ... >) 665C > 2C > 623C > 665B/662B/665C > Ender/Followup Routing

Damaging air-hit 5C routing that requires the opponent to be high enough after the 623C hit in order to continue the combo, particularly useful as it can be done anywhere on screen if the conditions allow for it. Commonly followed up by Staircase routings if the combo isn't too prorated. Delaying ever so slightly the 5C, 2C and 623C will make the followup microdashes easier to perform.

In most common cases, it will be possible to replace the 5B with 2B. Be aware that the 2B requires the opponent to be hit higher by 623C and as a result it may not be as accessible to perform over 5B while also dealing less damage comparativly.

665C is done in instances where the absolute highest possible hit with 623C is reached, can be somewhat reliable off-of 236D conversions if some delays are applied to 5C and/or 2C but it is also possible in other scenarios, particularly in some of Jin's harder damage optimal routes. Depending on the starter the delays necessary can either be pretty lenient and easy to apply or they require far more precise timings, in general any grounded C starter will be more lenient compared to every other starter.

Depending on the starter only 5B(1) or 2B will work, where 2B leads to the most damage but as mentioned earlier it may not always be available depending on how high the opponent is sent by 623C. Generally only happens off-of A and B starters or in combos that are very prorated.

( ... >) 662C > 623C > (66)5B/(66)2B/(66)5C > Ender/Followup Routing

An alternative option that is far easier to do as there is no need to perform a microdash whatsoever after 623C but it is nonetheless, deals slightly less damage compared to the more optimised routing in exchange for being. Same points mentioned earlier will apply to this routing

( ... >) (66)5C > 2C > 6C > 623C > 665B > Ender/Followup Routing

Far more situational way of routing with 623C off-of any air hits. It is possible for it to work midscreen but it is far more reliable in the corner. Sees use midscreen primarily in the more optimal throw routes or from 6C > 2D/6D. Sadly, it will not work midscreen on Rachel, Litchi, Hazama, Terumi, Bullet, and Izanami.

623C > (66)5B > 22C

It is possible to combo meterlessly from Jin's C-DP if the opponent was hit at its highest possible point, giving a very short combo leading in to an air hit 22C ender which will provide Jin with some reliable okizeme.

... > 623C > (66)5A/(66)2A > 5C > Followup Routing

Rather reliable and more lenient followup to high air hit 623C, in the odd event that the 623C hit doesn't the opponent high enough in the air it is still possible to pickup with 5A/2A. Generally only done the event that the player realises it is not possible to do a 5B followup. This option is more reliable in the corner but it is still potentially doable in the midscreen depending on what came before it (i.e ... > 236D > 665C > 623C > 5A will work midscreen for instance). Naturally it will result in less damage.

( ... >) 6A > 2B > Followup Routing

Specific portion that sees use in some combos, it is possible to follow up air hit 6A depending on the height at which the opponent was hit at with an OTG 2B which itself can be followed up in a number of ways depending on the position on screen, either with a standard OTG in to staircase or even an OTG > 214B(w)-C route depending on the starter.

Air-To-Air

Jin's air-to-air conversions are incredibly consistent, allowing him to freeze his opponents pretty early on in most situations and even in situations where that might not be possible he can still get reliable access to a knockdown.


Standard air-to-airStandard j.X formulae

j.X > j.2C/j.C > jc > j.2C > j.D22C > Followup Routing
j.X > j.2C/j.C > jc > j.2C > j.D > dl. j.214C ▷ 662B > Followup Routing

General formula, if j.C/j.2C is the starter then Jin can still follow up with j.2C/j.C respectively without needing to jump cancel immediately, though in regards to j.C specifically as a starter it won't be possible to combo off-of it if Jin isn't close enough to the opponent on hit. It is also possible to immediately jump cancel the j.B however keep in mind that j.A is not jump cancellable even on hit and it will only connect in to j.B or j.C on normal hit.

  • If j.A > j.B is done then the formula has to be altered a bit resulting in j.A > j.B > jc > j.B > j.C/j.2C > j.D22C as it is more reliable and rather damaging, although j.A > j.C > jc > j.2C > j.D22C is the most damaging option but somewhat less reliable and depends quite a lot on how the opponent was hit in the air.
  • These formulae will work for both rising or falling j.X buttons, though depending at the height at which the opponent was hit while falling or rising it is possible to alter the route to deal more damage by adding in an extra j.C/j.2C after the jump cancel, primarily if a hit connects with the opponent while Jin is above them.
  • In scenarios where the air action necessary for the jump cancel is not available, it might possible to simply chain j.C/j.2C straight in to j.D although that may result in some awkwardness after landing (often requiring a 6622C) or potentially even be impossible to connect with j.D depending on how the opponent was hit.

Instead of ice restanding after landing, it is possible to delay j.214C until the opponent lands on the ground while frozen and followup with OTG 662B and go in to rejump staircase combo, which deals slightly more damage in exchange for worse oki in the midscreen.


Standard IAD in air-to-airsReward ranges from unrewarding to potentially quite damaging.


(j.A >) j.B > j.2C > j.214C
j.A or j.B > j.C > j.D > ▷ 22C > Followup Routing
CH j.A or j.C/j.2C > j.D22C > Followup Routing

The reward off-of IADs in air-to-airs varies quite dramatically as it heavily depends on the opponent's position in the air. In general, j.A and j.B can be hard to convert easily in to full combos if they hit an opponent that is slightly above Jin requiring the usage of a quick j.214C to secure a knockdown, unfortunately j.214C itself can be quite unreliable as it will whiff on an opponent that is hit while above Jin quite often.

Alternatively, if the opponent is hit at around Jin's height it is possible to potentially chain j.A/j.B > j.C > j.D22C which will allow for a decently rewarding combo.

If j.A is a CH it can be followed up with j.D although confirming that is quite tricky, aside from that only j.C and j.2C will allow j.D to connect immediately during an IAD.


Advanced IAD in air-to-airsSituational but potentially quite damaging


(CH j.A or j.B/j.C >) j.2C623C > 665B > Followup Routing
j.C > j.2C ▷ (66)5C > 2C > Followup Routing
CH j.C/j.2C ▷ (66)5C > 2C > Followup Routing

In more specific scenarios, if an opponent is hit with either CH j.A or j.B/j.C while they're above Jin it will be possible to follow up with j.2C and then land immediately into a 623C which can allow for a further combo extension.

Alternatively, if an opponent is hit with a j.C while they're below Jin it is possible to follow up with j.2C and then immediately land and pickup with (66)5C > 2C which may be followed in a variety of ways, ideal one being with 623C > 665B although 214B(w)~C will also work.

It should be noted that both CH j.C and j.2C will allow Jin to land and immediately pick up with 5C from virtually any height at which the opponent may end up getting hit at, can be potentially useful at heights where the previously mentioned j.C > j.2C ▷ (66)5C routing is not possible.

Air-To-Ground

Jin gets a set of very reliable options to convert any form of air-to-ground, providing him with respectable damage, ice restands and okizeme.


Air-to-ground formulae

j.X (> dl. j.2C/dl. j.C) > j.214C ▷ 662B > Followup Routing
j.X (> dl. j.2C/dl. j.C) ▷ 665C > 5D > 22C > Followup Routing
j.X ▷ 5C > 6B > dl. j.214C ▷ 662B > Followup Routing

The first formula is the standard for air-to-ground hits on standing opponents, should work from IADs as well. If the hit was low to the ground skip straight to j.214C immediately otherwise it won't be possible to pick up with 662B. j.2C can be used if Jin gets a relatively high hit with any j.X button whereas j.C can be used on j.X hits that were relatively low while Jin is directly in front of the opponent (or if j.X is j.2C). It should be noted that if the original hit was j.C it will generally only be possible to follow it up with j.214C as Jin will generally be too low to the ground for any other followup.

  • Common route : j.B > dl. j.2C > j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > ...
  • If the starter is j.A then the formula has to be altered ever so slightly, generally this will be a very rare occurence as it is hard for j.A to even connect with opponents with the opponent on the ground and in the event that it does it will not always properly connect with the followup j.B at all if it wasn't done off-of an IAD, as a weak jump-in or off-of jump cancellable normals : j.A > j.B > j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > ...

The second formula is the alternate way of following up a potential air-to-ground hit on a standing opponent, it provides far more damage compared to the first formula but in exchange it uses up a freeze earlier in the route which means that a full combo will generally lead to a reset to neutral in the midscreen without providing the possibility of an ice restand reset meterlessly. This formula can work from IADs and off-of a j.A, although it is a bit harder to do. This sort of route will also not work at all on Tager and Susano'o.

The third formula is for hits on crouching opponents specifically, the hit is generally low enough to allow Jin to land and connect with a 5C crouch confirm route. It should be noted that off-of IADs it is still possible to fit in a j.2C/j.C after j.X (primarily after j.A and j.B as IAD j.C will rarely ever connect with a crouching opponent), with j.2C being the more reliable option and still end up able to land and connect with 5C.

  • Common route : j.B > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > ...

j.2C > j.D22C > Followup Routing

Standard confirm for any stray j.2C hits on grounded opponents, works from pretty much every single type of air approach as long as Jin doesn't land before j.D becomes active. It is possible for j.D to whiff entirely if the opponent was hit early on during an IAD, thankfully it is relatively hard to punish Jin for that most of the time as it requires a decent amount of awareness from the opponent.

Mid Combo Airdash

Very tricky combo portion that is part of some of Jin's most advanced and specific combos.


Delayed IAD Routing
Hard

Previous Routing > (dl.) IAD > dl. j.2C > dl. j.C ▷ 665C > Followup Routing
Previous Routing > (66) IAD > j.B > j.2C623C > (66)5B/(66)2B > Followup Routing
Previous Routing > IAD > j.C > dl. j.2C623C > (66)5B/(66)2B

The first route sees use mostly after an opponent gets hit by 2D and in some of the more situational 623146D RC routes. Offers a notable increase in damage and overall corner carry in situations where Jin wouldn't get much, however it it also harder to pull off properly on top of being somewhat character specific with the delays. On top of that, the height at which the opponents end up being bounced upwards after a 2D will affect the way the delays are done as well, as an example CH 6C > 2D requires a bigger delay on the IAD if the 2D is not delayed compared to max range CH 5C > 2D.

  • Common route (max range CH 5C) : CH 5C > 2D > dl. IAD > dl. j.2C > dl. j.C ▷ 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C.

Delay the subsequent hits enough to ensure that it is possible to land before the opponent techs out and still pick up with a 665C.

The second route is a bit more situational, it is used primarily in routings that bounce the opponent very high up in the air where it might not be possible to land and pickup with 665C at all or off-of stray IAD j.B hits where Jin is below the opponent while also being close enough to the ground to be able to land and immediately perform 623C upon landing. Can be used off-of 6C > 2D quite reliably and will generally cause a sideswitch. In case of a sideswitch it is necessary to input 623C on the opposite side.

The third route is pretty much identical to the IAD j.B one, although the height at which it will work is slightly lower in comparison. Also works pretty reliably from something like 6C > 2D.

Counterhits

This section will cover any potentially new routes a starter can only allow if it Counterhits an opponent in the midscreen, the corner specific routes will be covered in another section. It should be noted that it is impossible to cover every single possibility in this section without horribly bloating it and as a result only the more practical and optimal variants will be mentioned. It should also be noted that there are many possible scenarios for a specific move to hit an opponent in which can vastly alter how it is followed up (i.e there will be a difference in how a specific CH is followed up depending on if the opponent is hit standing, airborne, their distance relative to Jin, etc.).

Standing

This section will cover Counterhits on grounded opponents.

CH 6A

CH 6A > (66)5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C
CH 6A > 665C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.D22C > 6B > Max dl. j.214C > 3C > 623C

Counterhit 6A essentially allows for a meterless crouch confirm route in comparison to a normal hit which would require 50 meter at the very least. Learning how to properly hitconfirm allows Jin to avoid spending meter in scenarios such as this.

The first one is the more common route while the second route is more optimised damage wise.


CH 236A

CH 236A > 665B > 5C > 2C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C
CH 236A > 665C > 6C > dl. 2D > 6622C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
CH 236A > 665B > 5C > 2C > sjc > j.2C > j.C > j.D22C > 6B > Max dl. j.214C > 3C > 214B~C
CH 236A > 663C > 214B~C
CH 236A > 663C > 214D > 22C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

Grounded CH 236A will cause a launch on opponents if they are hit close enough to Jin. 665B is usually the most reliable way to pick up midscreen although if Jin is slightly further away but still close enough for CH 236A to launch them then 665C becomes an option that will work on most characters. Usually some form of air-hit routing will be considered.

Another way to pickup after CH 236A is possible on grounded hits, CH 236A > 663C for instance will work at the same spacing as 5C whenever an opponent is launched but it will also work from further away hits that are slightly outside of the launch area but of course routing with 3C is not particularly rewarding without a resource investment.


CH 5B/2B

CH 5B/2B > 5D > 22C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
CH 5B(1)/2B > 6C > 2D > 665C > 2C > 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
CH 5B > TK j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C

There are two main, mostly universal, ways to convert a CH 5B/2B. The first one is probably the most reliable one involving 5D > 22C whereas the second one involves CH 5B(1)/2B > 6C > 2D.

For the first way, it is possible to reliably hitconfirm a CH 5B in to 5D > 22C without any hassles on everyone whereas CH 2B > 5D is a lot harder to properly confirm and will also not work on Tager and Susano'o without any prior dash momentum.

The second way on the other hand will work solely from a CH 5B(1) and 2B while also being much harder to actually hitconfirm and as such it might be best to reserve it for specific punishes. It is possible to further optimise this routing by performing an IAD route but it is far harder to perform reliably and only minimally increases damage.

There are other ways of following up only after a CH 5B, of which doing a TK j.214C after 5B(2) is more universal across all characters.

It should be noted that these Counterhit conversions are only optimal on STANDING opponents. Doing a crouch confirm route will generally trump the damage these counterhit conversions can provide.


CH 6B

CH 6B > (66)5B > 2B > 5C > 2C > 3C > 214B~C
CH 6B > (66)5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C
CH 6B > 665C > 5D > 22C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
CH 6B > 6C > 2D > 665C > 2C > 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

There are multiple ways to followup after a CH 6B that do not involve the need of an immediate j.214C followup such as simply doing a generic BNB in the event that the window for j.214C is missed.

Of course it is also possible to simply perform a crouch confirm route if the opponent is hit crouching with (66)5C > 2C > 6B.

A more optimal variation on standing opponents however involves a microdash 665C > 5D > 22C where it is necessary to do a longer than usual dash 5C after CH 6B which can be a bit tricky to perform properly. This variation will generally only work off-of very close hits and it will also drop on Tager midscreen.

It is technically also possible to followup with 6C on late CH 6B hits, usually achieved by being decently far away from the opponent at the moment of 6B's input. Somewhat useful to know as the more ideal 665C > 5D routing can become unreliable when the opponent is hit from further away as Jin risks not being close enough for a 22C, especially so on the wider characters like Tager and Susano'o.


CH 5C/2C


CH 5C/2C > 6B > j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C
CH 5C/2C > 6C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
CH 5C/2C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
CH 5C/2C > 2D > dl. IAD > dl. j.2C > dl. j.C ▷ 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C

CH 5C/2C essentially allow Jin to perform routes that are only possible off-of crouch confirms, main issue being that performing either 6B or 6C needs to be done after a single hit confirm, which can be a bit tricky but nonetheless still reliably doable.

At longer ranges however, CH 5C > 6B/6C will not work reliably. In that scenario it will be necessary to followup with 2D, which itself can be followed up in a number of ways of which the most optimal involves a harder IAD route. The range limitation doesn't apply to CH 2C, although if it ever hits with the tip of its hitbox a standing opponent then all followups become doable.

The first two routes are the more generic and reliable routings at closer spacings whereas the last two are variations for the 2D followup.


CH 3C


CH 3C > 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C
CH 3C > 662B > 5C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C

There are two ways to followup a CH 3C, one of which is technically the best one but it requires Jin to be close enough to the opponent while the other method will always work even off-of far hits. Both of them involve Jin doing a 662B afterwards.

The more reliable method will involve simply doing a generic 2B > 5C > sjc > j.2C > j.C > j.D whereas the second route involves 2B > 5C > 2C > dl. 6C > 214B(w)~C which requires Jin to be very close to the opponent otherwise the 6C risks whiffing.

On some characters for the second route the 5C > sjc > j.C will whiff (specifically the ones that always require a delay on the j.C in 5C > sjc > dl. j.C), in which case it is best to replace the j.C with j.B which results in a very minor damage loss while also being more universal and reliable.


FC 22C


FC 22C > (66)5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > (66)5C > 3C > 214B~C
FC 22C > 665C > 2C > 6B > dl. j.214C ▷ 662B > 5C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.C > j.D22C > 3C > 623C
FC 22C > 665C > 2C > 6C > 2D > IAD > j.C > dl. j.2C623C > 665B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

FC 22C allows for a good amount of different routes to be performed, although there are many variations potentially possible only 3 of them will be presented here.

The first route is the generic old reliable routing, the delays on the j.C in the staircase still apply for whichever characters it is needed.

The second route is a more optimal route that grants much better damage and corner carry. The delay on j.214C will have to be longer than usual so as to allow for a deeper dash 2B which in turn will allow the dl. 6C > 214B(w)~C to connect seamlessly. This route is however somewhat character specific as the 6C will generally always whiff on Hazama, Terumi, Celica and Relius UNLESS the corner is reached, in which case it will work reliably on them.

The third route is a more damage optimal route that also has slightly better corner carry. Unfortunately, the possibility of a freeze restand is sacrificed for the extra damage and as a result it might be best to consider this route solely for kill confirms.


CH 5D


CH 5D DC > 5A > 5B > 2B > 5C > 2C > 3C > 214B~C
Incredibly situational and very hard to actually hitconfirm as it will require an instant dash cancel in to 5A while also not working from max range. In ideal scenarios Jin is close enough to perform 5D > 22C over this route at any point, even on CH.

Anti-Air

This section will ground-to-air interactions.


AA CH 236A


AA CH 236A > 662D > 22C > 6B > dl. j.214C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.2C > j.214C
Anti-air CH 236A permits for the same followups on grounded opponents to be used but in addition to that it can also potentially allow for different pickups, particularly from far away. They may not necessarily be as good as the ones on grounded opponents but more often than not they'll be the only way Jin is able to get a conversion off-of far hit AA CH 236A.


CH 623B


CH 623B > 66 > 3C > 214B~C
CH 623B > 662D > 6622C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
CH 623B > (66)214D > 22C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
CH 623B > 66 > 5C > 2C > 2D > 6622C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
CH 623B > 66 > 6C > 2D > 6622C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

CH 623B can be followed up in a multitude of ways meterlessly, each of them being very dependant on how close and how high up in the air they are when they were hit. It also has a more reliable and universal pickup through the usage of 214D.

The "simplest" meterless variation involves simply doing a dash up until a certain point before picking up with 3C in to a short combo. This will not work if the opponent is hit far away, although it will reliably work if an opponent is approaching Jin with an IAD.

The other meterless variation involves the usage of either a longer dash or simply a microdash 2D depending on distance. This variation can work from a decent distance away from Jin but it requires a decently high airborne hit. Of course it is also heavily impacted by the opponent's character as on some of them it will be easier to time the dash 2D properly while on others it can be extremely finnicky. How to followup after 2D can be finnicky, ideally 6622C is performed but that may not work reliably depending on how far the dash 2D was done and as such it might be better to either perform a simple BNB route or followup with 66B instead.

The 25 meter variant is reliably at virtually every range and height except for the absolute max distance, particularly so if a microdash 214D is performed.

The last two variations are far more optimal damage wise however they are also far harder and require the opponent to be hit pretty close to Jin while being high up. These sorts of routing are hard to perform without having some prior dash momentum and having the opponent above Jin as he performs 623B and as a result they can be rather impractical without it. A decently long dash has to performed, especially for 5C > 2C.


AA CH 5C/2C






Air-to-Airs and Air-to-Ground


CH j.A




CH j.236A



Corner Combo Theory

As with all characters, Jin gets a different set of overall better options to consider while in the corner for his combo routing.

Standard

(Starter >) 5C > 5D > 22C > Followup Routing

Works from any starter in the corner as long as Jin is close enough to the opponent, ideally followed by 6C > 6D for more damaging routes.


(Starter > ... >) 623B > (66)9 > j.C > jc > j.C > j.2C > j.D ▷ Followup Routing

Reliable pickup in the corner that will grant Jin a freeze restand and will generally always work, has several variations depending on the starter. Microdashing might be necessary depending on distance or character.

  • Common route : (5B>) 5C > 3C > 623B > (66)9 > j.C > j.2C > jc > j.2C > j.D22C > ...
  • A starter : 5A/2A > 5B/5C > 623B > (66)9 > j.C > j.2C > jc > j.2C > j.D22C > ... if 5C is done after the A starter it will be necessary to microdash before the forward jump is done after 623B in all scenarios.

(Starter > ... >) 623B > (66)9 > j.C > jc > j.2C > j.D ▷ Followup Routing

Basically the same as the previous 623B, except it will work from even further away. Slightly less damage but it will follow the same routes as the ideal go-to.

(Starter >) 3C > 623B > (6)623C > 5B > Followup Routing/Ender

Can lead to the most damaging meterless combos in the corner on standing opponents however it can be incredibly unreliable if the opponent isn't hit directly in the corner and on certain characters it will often require the usage of an instant microdash 6623C which can be tricky to input (623623C).

Some important things to keep in mind:

  • A 6623C or dash momentum will always be required after a 5C starter on Rachel, Taokaka, Litchi, Arakune, Carl, Hakumen, Hazama, Terumi, Makoto, Valkenhayn.
  • If not directly in the corner, a 6623C will often be mandatory on virtually every character.
  • Apply a very small delay to 623B against Täger and Ragna for a 5C starter otherwise the 623C risks whiffing.
  • For A starters, 5B(1) will generally have to be used at all times after 623C for any potential followup routings to work.

Corner Crouch Confirms

(Starter >) 5C > 6C > 6D > Followup Routing

Pickup in the corner usually done on crouch confirms. Has a couple of variations depending on the starter.

  • Common route (either crouch confirm or 5C counterhit) : 5C > 6C > 6D > 6622C > 6C > 6D > 5C > 2C > ...
  • Crouch confirm 5B/2B : 5B/2B > 5C > 6C > 6D > 6C > 6D > 5C > 2C > ... The 22C earlier in the combo has to be skipped for 5B/2B variants.
  • Crouch confirm 5A/2A : 5A/2A > 5C > 6C > 6D > 6C > 6D > 5C > 2C > ...

Corner Air-hits

Many of the midscreen ground-to-air hit routings still work decently well in the corner or become far more easier to perform, such as 623C > 5A/5B/5C style of routes. In addition to that, Jin can also utilise 6D instead of 2D off-of air-hit routings in the corner compared to the midscreen.


Corner Counterhits

Corner specific routes that can be done off-of counterhits.

CH 623B > 666A/665C/666C

Placeholder

Standard Ex-Specials

Jin's Ex-Specials provide him with the potential to increase his damage quite dramatically or allow Jin to setup advantageous situations, particularly so on standing hits where he wouldn't be able to get much. This section will cover routes that will generally work anywhere on screen, the corner usage of Ex-Specials will be covered in another section.

As a rule of thumb, it is best to avoid ever utilising Ex-Specials on A starters as the damage increase is simply not worth the meter as they will require adjustments that severely limit potential damage, as such it is best reserved only for guaranteed kill confirms.

Ex-Icecar

Ex-Icecar is an easy way for Jin to potentially convert any hits on standing opponents in to a decently damaging combo. Although most of the time Ex-Icecar may not lead to the most damage optimal combos compared to 236D but it is far easier to use and the damage differences are often minimal at worst.

Standard Ex-Icecar

(Starter) > 5C > 3C/5D > 214D > Followup Routing
A Starter > 5C > 214D > Followup Routing

The simplest way to combo with Ex-Icecar. 5C > 5D is especially reliable on air-hits whereas 5C > 3C is more ideal on the ground. Depending on the starter it can be followed up in a number of ways, ideally by 22C > 6B > dl. j.214C > 662B. For a 5C starter only, it is possible to followup with a 2C if Jin is close enough for some more damage, won't work too well with other starters as the routes will need to be adjusted in a way that risks making the combo deal less damage.

For A starters, it will be necessary to either do the Ex-Icecar as fast as possible (in essence, immediately after 5C) in order to get a 22C and still end up able to continue the combo or skip straight to 6B to perform the standard OTG route. Alternatively, for maximum damage midscreen it is possible to perform an extension off-of the freeze with 22C > 6C > 2D > sjc however the route can be very unstable and finnicky.

Example Routes:

  • (5B >) 5C > 3C > 214D > 22C > 6B > dl. j.214C > 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C
  • 2A > 5C > 3C > 214D > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C : least damaging variation although it is quite reliable.
  • 2A > 5C > 214D > 22C > 6B > dl. j.214C ▷ 662B > 5C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C : ideal route that is still quite reliable.
  • 2A > 5C > 3C > 214D > 22C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C : most damaging variation, it is possible to add a 2C after the first 5C if close enough, this routing is quite unstable and finnicky. Can be a bit more reliable by doing j.B > j.C > jc > j.B > j.C instead in exchange for less damage.

Snowflake

Snowflake is a very good combo tool that can allow for both easy and hard combos. It is the Ex-Special that will allow for some of the more damage optimal routes that also result in much better oki but generally they require a decent amount of awareness and are executionally harder compared to the simpler 214D or 22C~D routes.


Easy Snowflake Pickup

(A Starter > 5B >) 5C > 3C > 236D > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C
The easiest way to get a combo utilising snowflake, it is very much not optimal in any way but it is easy and reliable across virtually any starter. The followups after Snowflake Will technically work for both the grounded and airborne version of the move however depending on the height for the airborne ones it may not be particularly reliable.


Standard Grounded Snowflake

(Starter >) 5C > (2C >) 3C > 236D > 665C > 2C > 623C > 665B/662B > Followup Routing
A Starter > 5C > 3C > 236D > 662C > 623C > 665B(1) > Followup Routing

Relatively reliable way to utilise Snowflake, either if its done midcombo or if it happens to be a grounded Snowflake starter. It is also technically possible to sideswitch while utilising this route by performing a much longer dash after 236D although in order to make sure the route remains stable while attempting the sideswitch it might be best to cut the 2C before 236D and then skip straight to 662C after it for any starter.

It will generally be followed up by some form of air hit routing, the most common one being 5B > 5C > 2C > sjc > Staircase however it is possible to utilise 5B(1) > 5C > 2C > 6C > 214B(w)~C > Ender routes as well but those will generally require a 665B(1) which leads to slightly less damage.

For both B and C starters it is possible to optimise this further if close enough by adding a 2C before 236D but that requires some adjustments for B starters later on in the route since by adding a 2C before 236D. The standard route is a lot more unstable and as a result it will be necessary to skip the 665C after it and instead do 662C > 623C. In order to get the optimal damage it will also be necessary to perform 662B since 5B will not work too well, only allowing for 5B(1) which leads up to overall less damage in comparison. Doing 662B will not allow for a 214B(w)~C route but alternatively if 5B(1) is done it is possible route in to it for less damage but better oki midscreen.

For A Starters it is also possible to perform 5B > 3C instead. Perform the 662C and subsequent 623C quickly otherwise it is very likely for anything past 5B(1) to drop. Beware that the routes will be incredibly unstable and very prone to dropping. Going for the 214B(w) route is heavily discouraged as it will not be possible to secure a proper knockdown without just stopping at 214B(w)~C.

Example Routes :

  • (Starter >) 5C > 3C > 236D > 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C
  • (Starter >) 5C > 3C > 236D > 665C > 2C > 623C > 665B(1) > 5C > 2C > 6C > 214B(w)~C > 662B > 22C
  • A Starter > 5C > 3C > 236D > 662C > 623C > 665B(1) > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C


Snowflake 623C > 5C PickupHarder variation

(Starter >) 5C > 2C > 3C > 236D > 665C > 2C > 623C > 665C > Followup Routing
A Starter > 5C > 3C > 236D > 662C > 623C > 665C > Followup Routing

Situationally more damaging pickup for Snowflake, it essentially requires the opponent to be hit as high as possible by 623C in order to be able to reliably connect 665C afterwards. There are a number of ways of achieving that, simplest one being just skipping straight to 2C and delaying it instead or delaying the 5C until the third hit of Snowflake occurs. Will essentially allow the same followup routings as the standard variant.

There is not much point in utilising 623C > 665C for Snowflake routes on grounded C starters as it will actually lead to overall less damage compared to just doing the standard routing. But for grounded A and B starters it is possible for the 665C pickup to result in more damage over the standard route, although the execution hassle is rarely ever worthwhile.

Example routes:

  • (Starter >) 5C > 2C > 3C > 236D > 665C > 2C > 623C > 665C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C
  • (Starter >) 5C > 2C > 3C > 236D > 665C > 2C > 623C > 665C > 2C > 6C > 214B(w)~C > 662B > 22C
  • A Starter > 5C > 3C > 236D > 662C > 623C > 665C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C
  • A Starter > 5C > 3C > 236D > 662C > 623C > 665C > 2C > 6C > 214B(w)~C > 662B > 22C


Airborne Snowflake Pickups


j.236D > (66)5C > 2C > 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C
j.236D > (66)2C > 623C > 665B > Followup Routing

If done either as a TK or relatively low to the ground, there are a number of ways to pick up j.236D but generally the ideal one will be with 5C > 2C > 6C > 214B(w)~C. The 5C has to be delayed up until after the third hit of snowflake as the opponent starts falling down otherwise it is very likely the 6C will whiff.

Alternatively, if the Air Snowflake was done pretty high up and the opponent is somehow hit then it very likely will not be possible to perform the previously mentioned routing. Instead 2C > 623C > 665B is much more reliable which can either be followed up with a 214B(w)~C route or a staircase.

Route variations :

  • j.236D > (66)2C > 623C > 665B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C
  • j.236D > (66)2C > 623C > 665B > 5C > 2C > 6C > 214B(w)~C > 662B > 5B > 22C

Of course, it is also possible to simply pick up with a 5C or if too high up 2C > sjc > Staircase routes instead if ever in doubt.

There's not much of a reason to ever attempt to utilise an airborne snowflake midcombo, but it is sometimes possible to autopilot in to it by accident, especially so after a 6B which happens to hit the opponent, in that case the first method will usually be the most reliable. Aside from that, it is possible to occasionally utilise it as an ender in order to attempt a cheeky reset on an opponent or as a checkmate tool against opponents who are in danger state as it effectively guarantees Jin an air-unblockable reset.

Ex-Sekkajin

Ex-Sekkajin is another easy to use Ex-Special that also conveniently allows for sideswitches, it will generally not lead to the highest possible damage but given how easy it is to use the damage can be surprisingly high compared to some of the more complicated routes other Ex-Specials need in order to be damage optimal. Its only main drawback is that it is limited by the 22C activation range and as such if Jin is not close enough to the opponent is it just not possible to utilise it.


Standard Ex-Sekkajin


(Any Starter) > (2C >) 3C > 22C~D > 665C > 2C > Followup Routing
Works from virtually any starter, if close enough it might even be possible to fit in a 2C. Can generally be followed either by a simple staircase or a 214B(w)~C route. It may be necessary to delay the 5C slightly if the microdash is done too fast.

Example Routes :

  • 5C > 2C > 3C > 22C~D > 665C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C
  • 5C > 2C > 3C > 22C~D > 665C > 2C > 6C > 214B~C > 662B > 5B > 22C


Ex-Sekkajin Starter


22C~D > 665C > 2C > 6C > 214B(w)~C > 662B > 5C > jc > j.C > j.2C > jc > j.C > j.2C > j.214C
In the case of a Ex-Sekkajin starter, it is possible to get a longer combo that is decently damaging. Naturally this sort of starter isn't particularly common as 22C will rarely be used as a punish tool if the opponent isn't in a counterhit state. In the event of a Fatal Counter 22C~D it is possible to do 2B > 5C > 2C > sjc > ... after the 214B(w)~C instead for better damage. On a grounded Fatal Counter, doing the Ex followup will lead to less damage whereas in case of an air hit doing the Ex followup is the only reliable way of getting a combo.

Ex-DP

D-DP is an incredibly potent reversal that is able to hit everything around Jin. It will not see much use midscreen as an extension for combos as it is hard to get a proper combo with it, especially on certain characters, compared to just utilising any other Ex-Special. Nonetheless in scenarios where it is the starter or if its ever used by accident it is still worth knowing how to potentially utilise it.

Standard Midscreen Ex-DP

(... >) 623D > 663C > 214B~C/623C
The usual way to follow up a Ex-DP midscreen particularly so if its the starter but it can of course also work if its used early on in a would-be combo if its ever input by accident. Can also potentially work as an ender although it can be quite unreliable depending on the length of the combo and for the cases where it does work it is very likely that 623C will have to be used.

Start dashing immediately after 623D, depending on where on screen the opponent was hit it may be necessary to do a longer microdash (if Jin is cornered for instance a longer dash will be required). In certain situations, particularly so on hits that happened behind Jin, it is possible for the opponent to not get wallbounced by the second hit of Ex-DP in which case it will not be possible to get a combo. In other scenarios, mainly on air-hits, it is possible for the second hit of Ex-DP to whiff entirely unless a delay is applied ever so slightly to it.


Ex-DP Harder Midscreen Extension

(Starter >) 5C > 3C > 623D > 66 > 2B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Very finnicky way of actually picking up a 623D if it is used to extend a combo. A long dash must be performed immediately and then after a certain distance is travelled it is possible to get an OTG 2B > 5C pickup. How long Jin has to travel during the dash is character specific, on some characters it is surprisingly easier than expected while on others it is either very hard or just not possible depending on starter. The staircase can also have some specific oddities concerning this combo in regards to certain characters. This route does become significantly easier if close enough to the corner as the opponent will end up much closer after the wallbounce compared to midscreen. IF especially close to the corner the opponent can also end up in a wallstick, which also makes the followup dash 2B easier to execute or if especially close it might be possible to utilise a corner specific route instead.

  • This route will straight up never work on Makoto as the 5C after 2B always whiffs UNLESS the starter is a 663C.
  • On Amane and Bullet it will be necessary to always do 5B > 5C > 3C or (... >) 5B > 3C otherwise the 5C after 2B will whiff.
  • Litchi, Terumi, Hazama need a delay on the last j.C before j.214C.
  • Hakumen, Valkenhayn, Bullet need a delay on the first j.C.
  • Platinum needs a delay on the first j.2C.
  • Kokonoe and Naoto will require the usage of sjc > j.B > j.C since sjc > j.C will always whiff even with delays applied.

While this route is surprisingly pretty damaging with great corner carry, conscious use should be avoided as it will require Jin to be point blank and the other Ex-Specials will allow for easier and slightly more damaging combos. But in the event of a misinput whenever a 236D is attempted, this route can still come in handy.

Charged Crush-Trigger

Crush Trigger will generally not be particularly useful midscreen for combos outside of very specific CH starters like 6C. Otherwise, if its ever used as a guard break it can generally be converted in to a generic (6)6D combo dealing a moderate amount of damage.


Midscreen [CT]


[CT] > (6)6D > (66)22C > Followup Route
[CT] > 2D > Followup Route
[CT] > (6)6C > 2D > Followup Route

There are multiple ways of converting a [CT] depending on how it hits the opponent. In addition to that, whether or not an opponent is hit/guardbroken while grounded or while airborne can also make a difference in which pickups become available.

Specifically for grounded guardbreaks, it is possible to pickup with 6D which can allow for pretty damaging routes. Nothing really needs to be considered other than the fact that it may be necessary sometimes to perform a dash before the 6D depending on distance. It's technically possible to do any 6D route but doing something generic is the best as the more complicated routes are slightly harder while not netting that much more of a damage increase. This pickup will not work if the [CT] guardbreaks the opponent while he's airborne or if they actually get hit unless the hit happens to be a CH.

Another potential pickup is 2D, it is only possible if [CT] hits at max range but it will work in pretty much every single situation possible although properly following up after it on airborne guardbreaks can be a bit finnicky. Once again it is possible to utilise pretty much any 2D route possible but for maximum damage it is best to utilise an IAD route.

Alternatively, it is possible in virtually every situation to utilise 6C > 2D. Leads to less damage compared just doing raw 2D/6D but it is pretty easy to hitconfirm either the guardbreak or actual hit itself in comparison to the other two.

Example Routs :

  • [CT] > 66D > (66)22C > 6B > dl. j.214C > 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C, will work from a grounded guardbreak or a grounded counterhit only.
  • [CT] > 2D > IAD > dl. j.2C > dl. j.C > 665C > 2C > 623C > 665B(1) > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C, will work in virtually every single situation as long as it was a max range [CT].
  • [CT] > (6)6C > (dl.) 2D > 665C > 2C > 6C > 214B(w)~C > 662B > 5C > jc > j.C > j.2C > jc > j.C > j.2C > j.214C, most reliable pickup as it works both on hit and on a guardbreak for both grounded and airborne opponents. Delaying the 2D can make the followups easier to time.

Corner Ex-Specials

Jin gets some different options to consider in his routing once he is close to the corner or already in it for most of his Ex-Specials. However, most of the time it will be best to utilise either 623D or [CT] in order to get the most damaging combo possible but the other Ex-Specials can still be quite useful depending on situation.

Ex-Icecar

Ex-Icecar will primarily be used while Jin isn't in the corner but is close enough to allow for it to bring the opponent. It will generally be outclassed damage wise by Ex-DP but it is still quite reliable and useful, especially if Jin doesn't have his opponent directly in the corner.


Easy Corner Ex-Icecar


(A Starter > 5B >) 5C > (2C >) 3C > 214D~C > (66)5C > 2C > Followup Routing
Simplest way of routing with Ex-Icecar in the corner, the first 2C may need to be skipped if too far away. Beware that it will be necessary to microdash the 5C on most characters after Ex-Icecar in case the opponent was brought to the corner by it otherwise it risks whiffing entirely. Can be ended in a couple of ways, either by just doing a staircase or doing for a 623C > 5B > 22C ender.

Example Routes :

  • 2A Starter > 5B > 5C > 2C > 3C > 214D~C > (66)5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C
  • 2A Starter > 5B > 5C > 2C > 3C > 214D~C > (66)5C > 2C > 6C > 623C > 5B > 22C


Standard Corner Ex-Icecar


(Non A Starter >) 5C > 3C > 214D~C > (66)2C > 6C > 6D > 5C > 2C > Followup Routing
More ideal method of routing with Ex-Icecar in the corner, there are a few variations which are somewhat dependant on the starter. Generally the most reliable followup will be simply performing 5C > 2C > sjc in to a staircase although it is still possible to end with 5C > 2C > 6C > 623C > 5B > 22C but it requires some adjustments depending on starter.

Beware that adding a 2C before 3C > 214D~C heavily disrupts this route for any non 5C starters. It may still be possible to potentially salvage the route by performing 6D > 5C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C instead where the 2C later on is skipped.

Example Routes :

  • (Non A Starter >) 5C > 3C > 214D~C > (66)2C > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
  • (Non A Starter >) 5C > 3C > 214D~C > (66)2C > 6C > 6D > 5C > 2C > 6C > 623C > 5B > 22C
  • 5B > 5C > 3C > 214D~C > (66)2C > 6C > dl. 6D > 5C > 2C > 6C > 623C > 5B(1) > 22C : this is specifically for a 5B starter where both of its hits are allowed to connect, for 5B(1) and 2B the other route ending in 5B > 22C should still work just fine.

Snowflake

While Snowflake has the potential to lead to some of the more optimised combos midscreen, in the corner it is outclassed by the other options at Jin's disposal as it does not really allow for any damaging corner combos. Though in the event that it is used in the corner, the followups after it are generally much easier to perform. It's use in the corner will primarily be relegated to either offensive purposes, which means its not particularly uncommon for it to be the starter, or as an alternative utility option to Ex-Sekkajin that allows for sideswitches as mentioned in the midscreen section.

Corner Snowflake Starter


236D > (66)5C > 2C > 6C > 623C > (66)5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
In the corner it is possible to reliably fit in a 6C before 623C to tack on some extra damage while also being pretty easy to perform as it will generally not be necessary to microdash the 5B after 623C. Will work pretty reliably from an airborne Snowflake as well as long as it hits the opponent close to the ground. Keep in mind that this applies specifically whenever Snowflake is the starter, depending on certain okizeme setups it might be possible to get alternative routings in the corner.


Corner j.214C Snowflake setup


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There are a couple of variations depending on starter regarding this setup. For more detailed explanations on how to perform this setup check the appropriate section on this page.


Corner ice restand TK j.214C Snowflake setup


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Very similar to the previously mentioned setup although it has a few differences which are once again dependant on the starter. For more detailed explanations on how to perform this setup check the appropriate section this page.

Ex-Sekkajin

Ex-Sekkajin is generally heavily outclassed by Jin's other available options. However its still a pretty easy to use Ex-Special that allows for a sideswitch at will, assuming of course Jin is close enough. Simply performing the midscreen route mentioned in the past while cornered is probably the most reliable routing although a situational more optimised route does exist off-of a C starter.


Corner Ex-Sekkajin alternative


(C starter >) 3C > 22C~D > dl. 665C > 2C > 623C > 662B > 5C > jc > j.C > j.2C > jc > j.C > j.2C > j.214C
Slight damage optimisation off-of C starters. Will work reliably if the opponent is cornered and if Jin is cornered as long as the opponent is close enough to Jin while he is in the corner. Do not dash 5C immediately after Ex-Sekkajin recovers, instead delay it ever so slightly otherwise the move risks whiffing entirely. Alternatively if an instant microdash is performed, delay the 5C slightly to ensure it does not whiff.

Ex-DP

Ex-DP is the best way to utilise 25 meter in the corner as a way to extend combos further as it simply allows for the most damaging routes on standing opponents.



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Charged Crush-Trigger

Charged Crush-Trigger is chiefly used in the corner off-of Crouch Confirm combos that utilise 5C > 6C or any Counterhit starter that allows for a 6C followup as it can lead to routes that deal more damage compared to the D-DP ones although the main benefit of [CT] routes there is the ability to get a freeze restand towards the end of the combo.

(Starter >) 6C > [CT] > Followup Routing

Metered crouch confirm/Counterhit 5C pickup in the corner, depending on routing it is possible to get more damaging combos with [CT] than with either Ex-Icecar or Ex-DP. Generally followed up by an OTG 5C > 2C but on some characters the 5C will whiff (Izayoi, Platinum and Izanami) as such skip straight to the 2C for those characters.

  • Common route : 5C > 6C > [CT] > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.D22C > 3C > 214B~C in case the 5C whiffs on the character, skip straight to 2C and perform a normal jump cancel instead of a superjump cancel.
  • 5A/2A crouch confirm route : 5A/2A > 5C > 6C > [CT] > 5C > 2C > jc > j.C > j.2C > jc > j.2C > j.D22C > 3C > 214B~C the 5C can be skipped straight to 2C here on the characters where it drops.

Extending with RC

Jin can potentially push his damage further with certain RC extensions. Generally their use is a bit more constrained as they aren't as meter efficient as other routes but they can nonetheless still come in handy in a pinch.

(Starter) > 5C > (2C >) 3C > 214B~C RC > (66)2C > ...

Reliable and will work from virtually any range, can be followed in a number of different ways but generally the best one will be a 2C OTG pickup, although other OTG pickups like 2B will also work. Being able to consistently microdash the 2C OTG isn't exactly a necessity but it will make certain followups much easier to execute depending on the routing chosen.

Example Routes : Placeholder

(Starter) > 5C > (2C >) 3C > 623C RC > 66 dl. 6A > (66)2B > 5C > ...

Alternative RC route that leads to more damage compared to the Icecar RC one, the only notable downside it has is the fact that it will not work properly off-of longer ranged hits due to 623C's poor horizontal hitbox. Perform a microdash immediately after the RC and then delay the 6A ever so slightly. It is possible to sideswitch while utilising this RC route by performing a longer dash than usual while still being able to hit them with 6A mid-air

Example Routes : Placeholder

Extending with Supers

Meter hungry extensions, these will rarely ever be done as they are quite simply inefficient in regards to the amount of damage they provide for the meter they utilise. Nonetheless, some of them will provide Jin with the highest amount of damage possible within a single combo if Overdrive is not available.

(Previous Routing) > 6B > j.214C > 632146C > (66)3C > Followup Routing/Ender

Situational extension possible close to the corner, requires at least 4 of the Touga's hits to connect with the opponent while they're crumpling which requires Jin to be at a certain distance away from them. It can be done pretty reliably off-of 6B > j.214C where the j.214C isn't delayed at all, although it is somewhat character specific as Ragna, Amane, Naoto, Noel and Tsubaki have odd knockdown animations and as such it is likely for at least one of the needed hits of Touga to whiff entirely on them although the extension is still possible on them if they aren't exactly in the corner but close to it. Primarily used as a way to dump tons of meter by following it up with 3C > 632146D, although it could potentially be used to extend a route further depending on available resources and combo timer.


(Previous Routing) > 632146D RC > 66A (> 66) > Followup Routing/Ender

Ice Arrows extension that works anywhere on screen, will generally lead in to the highest amount of damage at Jin's disposal without utilising Overdrive but of course it requires him to dump all his meter. Works from virtually any starter though it is better off-of C starters as they will allow for more damage to be tacked on. In the midscreen, perform a dash immediately after the 6A and either pick up with an air hit 5C after dashing long enough to end up under the opponent (depending on how fast the opponent is reached it may be necessary to delay the 5C or do an immediate IAD after the initial dash and attempt a pickup with an air button. In the corner, the 5C pickup will usually be the most reliable but it requires an obligatory delay.

Ice Restand Extensions

Eventually at some point in the game, the opponent will be frozen and restanded as such there are a number of ways to continue the combo. It should be noted that these extenders might not be that useful if the overall combo is too prorated.


6B > dl. j.214C ▷ Followup Routing

The go to way to continue a combo after a freeze, works everywhere though there are other alternatives in the corner that allow for more damaging combos. While not necessary, microdashing the 6B after the ice restand will make the latter parts more consistent. Will usually lead in to OTG routings or in case the combo is too prorated then it can simply be ended with any ender for solid knockdown.


6C > 2D > Followup Routing

An alternative way to extend a combo after a freeze, generally followed up by an immediate superjump in to Staircase routings. Situationally more damaging in extremely prorated combos (primarily for A starters) as it will work in situations where the other extenders would not although it is still pretty finnicky.


6C > 6D > Followup Routing

Extender in the corner that can lead to a number of different routes, generally followed up with 5C > 2C which itself can lead to a corner staircase or to 623C > 5B > 22C enders.

Enders

Meterless

j.214C

Common air combo ender for Jin's early freeze combos, usually done after a 2C > sjc or 5C > jc if there isn't enough hitstun for the former. Though it leads to the best damage most of the times, it is undesirable midscreen, since it gives Jin no oki whatsoever. At the corner, the best way to keep frame advantage to be able to check roll and quickrise is by doing j.C > j.2C > jc > j.2C > j.C > j.214C.

3C > 214B~C

3C > 214B~C is the standard ender for most Jin late freeze combos as it gives hard knockdown and the opportunity to check the opponent's wake up options by:

  • Doing 2A right after will catch forward rolls and no tech;
  • Doing 662B will cover back rolls and no tech as well (662A can also be done, though it requires a longer microdash).

3C > 623C

3C > 623C is generally only used in short starter combos such as 623C RC routes or in lenghty prorated combos when (usually) preceded by 6B > mdl. j.214C for an optimized damage ender.

(66)2B/5B > 22C

Situational ender off j.214C, 214B(w)~C or 623C. Can lead in to a safejump by:

  • Performing 669j.2C midscreen, which will cover no tech, back roll, quick rise and safejumping 9F reversals with neutral tech.
  • Performing 9j.2C at the corner or 8j.2C at its edge, which will cover the same options aforementioned plus forward roll, though some characters with small roll hurtboxes such as Izanami, Hazama and Naoto can avoid the setup by simply rolling forward.

6C > dl. 22C

Potential alternative ender, easy to get on frozen opponents anywhere on screen. Will lead in to the same safejumps previously discussed with the added benefit of being able to safejump 7F or slower reversals as well.

6B > Max dl. j.214C > 3C > 214B~C/623C

The optimal damage ender after securing a freeze, requires the maximum delay possible on a j.214C after 6B and leads in to the respective okizeme options of 214B~C and 623C. Generally if the combo is too prorated the second hit of Icecar will whiff and as such the 623C will have to be used instead. If ever in doubt, defaulting to the C-DP ender is the safer option.

Metered

Naturally, depending on the amount of meter at Jin's disposal it is possible to get more damaging and/or advantageous enders.

25 Heat

j.214D(1) Ender


( ... >) 5C > 2C > sjc > j.C > j.2C > 8jc > j.2C > j.C > (dl.) j.214D(1)
( ... >) 5C > jc > j.C > j.2C > 8jc > j.2C > j.C > (dl.) j.214D(1)
( ... >) 5C > 2C > sjc > j.B > j.2C > 8jc > j.2C > j.C > (dl.) j.214D(1)

One of the best uses of meter at Jin's disposal is j.214D(1) as it allows him to tack on even more damage to his combos and also allow Jin to get a refreeze in scenarios where it normally would not be possible. Under normal circumstances both of j.214D's hits will connect and prevent a refreeze however it is possible to get only the first hit of j.214D to connect on the opponent through an insane amount of different ways. There are many variations that allow Jin to get a j.214D(1) and in addition to that the variations are naturally character specific and they will differ between each other in the midscreen and in the corner.

The first three formulae are probably the easiest and most reliable variants. The delay on j.214D(1) is character specific but it can be somewhat eyeballed pretty easily after some practice, will generally work from pretty much every starter as long as the combo isn't too prorated.

It should be noted that in the corner a slight adjustment has to be made. It is necessary to perform ... > j.C > j.2C > 7jc > ... otherwise it won't be possible to get a j.214D(1).

50 Heat

632146C

Touga 50 heat ender, it is however rarely ever done as 632146D will usually be the superior option and as such it is primarily done in situations where Ice Arrows cannot reach, such as after a 623D starter in the midscreen if 663C is not done, or as a means to potentially be burst safe from longer ranged confirms.

632146D

Ice Arrows 50 heat ender, usually done if it kills off-of any hit that allows the cancel in to it (most commonly 3C, 6C and 2D).

j.632146D

Air Ice Arrows 50 heat ender, usually done if it kills in staircase routings that put Jin above the opponent or off-of a 6B hit. There are a number of ways to guarantee that it will work during a staircase, either by doing 5C > sjc > ... or by skipping a j.C/j.2C in the staircase if 5C > 2C > sjc > ... is done.

75 Heat

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100 Heat

632146D > 6632146C

Somewhat of a tricky 100 heat ender, normally Touga will whiff pretty reliably after a grounded Ice Arrows in the midscreen unless a microdash is performed. Naturally this ender should only ever be considered if the route results in a kill otherwise Jin is left with no meter whatsoever. It can potentially work in the corner but it is unreliable and even in situations where it does connect its value can be heavily diminished as fewer of Touga's hits will connect on the opponent.

Overdrive Combo Theory

Jin's overdrive vastly changes how Jin structures his combos. They will generally follow some form of formula that will depend on the OD timer and meter availability. A good amount of concrete and optimal routes have been developed, however being able to properly understand how to structure an Overdrive combo from scratch can still prove to be useful especially if found in unfamiliar situations.

Standard OD Combo Structure

Disclaimer: Section is still a work in progress


The structure of an OD route will naturally vary depending on the starter, available timer and resources available. The guidelines below shouldn't be followed religiously but they nonetheless provide a rough outline on how to structure an OD combo meterlessly. Counterhits and Ex-Specials will be covered in their own seperate sections.

In order to maximise the damage out of an OD combo, a certain order has to be followed in regards to the way specials and normals are done :

  • Simply chaining C normals after each other followed by a special provides the best damage when the OD timer is short. 6C however should be somewhat avoided early and instead it should be used for 6C > 2D > EA/Super enders.
  • Depending on the available OD timer, 6B > Special loops will generally provide Jin with the highest amount of damage overall. Ideally they are done once the OD timer lasts at the very least 3 seconds minimum.
  • 623C > 22C > j.214C > 623B is the standard order for specials in meterless routes in the midscreen, it is generally very reliable to follow this order if the OD timer is above 3.25s (at least until j.214C). Below that it might be wiser to sometimes skip the 623C in certain ODC routes where it is technically possible to chain 2 specials as 623C's recovery might result in needing to cut the combo short before applying any extra hits before the EA ender. 214B~C should be avoided as it eats in to the OD timer and the damage at the end of normal routes is generally worse if it ends up being used (be aware that the C followup also eats in to the freeze count) but in certain scenarios it might necessary to utilise it, such as in situations where no other special would connect with what came beforehand. 623B on the other hand is rarely ever possible in OD combos, it is generally reserved for the longer duration OD combos (roughly from 6s and onwards) and whether or not it is to be used varies depending on screen positioning and resources as 623B will send the opponent flying away midscreen rendering the possibility of an EA ender moot but with 50 meter it might be possible to finish with 632146C or 632146D.
  • The usual ender for an OD combo will be 3C > EA but it is possible to replace the (66)3C with any of the other C normals (ideally with either 2C or 6C) for a very minimal increase in damage, this of course somewhat depends on the OD timer but if there's an extra 0.5s to spend it is often possible to replace a 3C or even 5C in a combo with 2C. It is also possible to replace 3C > EA with 6B > EA as well which leads to better damage, although that requires an opponent to be frozen before 6B is done which might not be possible depending on the route that was performed.
  • A good chunk of OD combos can be continued even after the OD timer runs out if the EA ender is skipped, depending on the starter. Whether or not an EA ender is preferred can depend greatly on what is desired, though in general if Active Flow is in effect the EA ender is preferred as it will grant Jin with a very good damage ender. Otherwise, in the instances where it is possible to continue the combo further after OD it might be interesting to skip the EA ender entirely in order to get more damage but if the EA ender is done it will guarantee Jin to enter in the Active Flow state (unless he already entered it beforehand earlier in the round).

Standard Meterless OD Routing

NOTE :

  • The standard meterless OD routings displayed here make the assumption that the freeze counter has not been altered in any shape or form. In that regards, ODC can be performed at virtually any point in a combo and as such it must be noted that the ODC routes mentioned in this specific section will only cover scenarios where the ODC is done before the freeze counter is ever altered, generally that can only happen if done very early on in the combo.
  • Depending on the starter for ODC routings, it might be possible for 5C > 3C > EA to not work, and as a result it may be necessary to skip straight to 3C > EA. This is primarily relevant for A starters.
Standard 3C > ODC
Routing Position OD Timer Notes
... > 3C > ODC > (66)5C > Special > (66)5C > 2C > 3C > EA Anywhere 2s Simplest route off-of an ODC with a 2s long OD timer that ends with EA.
... > 3C > ODC > (66)5C > 6B > Special > (66)5C > 3C > EA Anywhere 2s Alternative route, if the OD timer is at 2.25s and above it is possible to use 5C > 3C > EA for more damage
... > 3C > ODC > (66)5C > 6B > Special > 6B > Special > (66)3C > EA. Anywhere 3s Simple 6B loop and if it is at 3.25s or above it is possible to do 5C > 3C > EA instead.
... > 3C > ODC > (66)3C > Special > 6B > Special > 6B > Special > (66)3C > EA Anywhere 4s

Both 5C and 3C more or less share the same options after ODC, main issue being that a long range 5C > ODC can't be followed up reliably by any button unless the starter is a CH 5C or it is an air hit and the fact that the window for microdashing after ODC is a lot tighter. 5C > ODC > (66)3C is an option that also won't work without a counterhit, however just doing 5C > ODC > 665C > Special/6B > ... will work just fine.

Standard OD(R) > 5C
Routing Position OD Timer Notes
ODR > (66)5C > Special > 5C > 2C > 3C > EA Anywhere 2s
ODR > (66)5C > 6B > Special > 6B > Special > (66)3C > EA Anywhere 3s
OD(R) > (66)5C > 2C > 6B > Special > 6B > Special > 5C > (66)3C > EA Anywhere 4s
OD(R) > (66)5C > 6B > 623C > 6B > 22C > 6B > j.214C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Outside of the Corner 4s Non-EA ender route.
OD > (66)5C > 2C > 6B > Special > 6B > Special > 6B > Special > (66)3C > EA Anywhere 5s
OD > 5C > 6B > Special > 6B > Special > 6B > Special > 6B > Special > (66)3C > EA Roundstart Position 6s Follows the ideal special order, beware that 623B sends the opponent flying as such reaching the corner is a must.
OD > 5C > 2C > 6B > Special > 6B > Special > 6B > Special > 6C > 2D > EA Midscreen 6s Will not work if directly in the corner. Damage difference between this route and the previous one is negligible.

Beyond a 6s OD timer, it is pretty hard to fully exploit the timer without Counterhit or a meter investment as the freeze limit is essentially exhausted with the 6s OD route.

Standard OD(R) > 6D
Routing Position OD Timer Notes
ODR > 6D > 66D > (66)22C > 6B > j.214C > 662B > 2C > sjc > j.C > j.2C > j.2C > j.C > j.214C Anywhere 2s This route will likely never occur, few things are punishable with ODR > 6D.
ODR > 6D > 66D > 6B > 22C > j.214C > 662B > 5C > jc > j.C > j.2C > j.2C > j.C > j.214C Anywhere 3s
OD(R) > 6D > 66D > 66D > 6B > 623C > 6C > 2D > sjc > j.C > j.2C > j.2C > j.C > j.214C Midscreen 4s Potential DP callout punish combo on a raw OD.
OD > 6D > 66D > 66D > 6623C > 6622C > 6C > 2D > sjc > j.C > j.2C > j.2C > j.C > j.214C Midscreen 5s
OD > 6D > 66D > 66D > 6B > 623C > 6B > 22C > 6B > Max dl. j.214C > 3C > 214B~C Anywhere 6s
OD > 6D > 66D > 66D > 6B > 623C > 6B > 22C > 6C > 2D > sjc > j.C > j.2C > j.214C Midscreen 6s Slightly more damage over the previous route, only works midscreen.
OD > 6D > 66D > 66D > 6B > 623C > 6B > 22C > 6B > Max dl. j.214C > 3C > EA Anywhere 8s Highest damage and burst safe.

These will generally never happen, especially on a ODR. Most commonly this starter will occur in certain punish scenarios off-of a raw OD activation, particularly as a callout option against most DPs on an opponent's wakeup.

Counterhit OD Routing

With Counterhits, Jin can consider some potential alternatives for both his ODC and OD(R). Most notably, Jin will get reliable access to 6D very early on in an OD(R) route off-of his C starters if they are counterhits. CH X > ODC routes on the other hand don't always grant Jin with new routings or better damage, notable exception being CH 3C, but instead they provide Jin with a reliable way to immediately perform an unburstable route instead of being forced to route in to 3C > ODC.

Standard CH 3C > ODC
Routing Position OD Timer Notes
Anywhere 2s Placeholder
Anywhere 2.5s Placeholder
Anywhere 3s Placeholder
CH 3C > ODC > (6)6D > (66)5C > 2C > Special > (66)Special > (66)5C > 3C > EA Anywhere 4s Unusual route that is also pretty finnicky in regards to the timer, if in doubt skip the 5C after (66)Special to ensure the EA ender goes through.

Being able to route in to 6D pretty easily off-of a CH 3C > ODC results in a pretty noticeable increase in damage, but the routes are rather unusual in regards to proper damage optimisations without investing any additional meter. The ODC has to be done pretty quickly in order to connect 6D and if Jin isn't close enough microdashing whenever becomes mandatory.

Standard OD(R) > CH 5C
Routing Position OD Timer Notes
ODR > CH (66)5C > 6D > 5C > 3C > Special > 3C > EA Anywhere 3s <62% HP ODR route.
OD(R) > CH (66)5C > 6D > 662C > Special > (66)Special > 3C > EA Anywhere 4s If the OD timer ends up being 4.5s after a neutral OD doing 5C > 3C > EA leads to more damage.
OD > CH (66)5C > 6D > 6B > Special > 6B > Special > (66)5C > 3C > EA Anywhere 5s
OD > CH (66)5C > 6D > 6B > Special > 6B > Special > 6B > Special > (66)3C > EA Anywhere 6s If the OD timer is at 6.5s doing (6)6C > 2D > EA as an ender is better damage.

Once again, OD > CH 5C enables the usage of an immediate 6D which provides a good increase in damage over the standard routes. Beyond 6s it is incredibly hard to extend a combo further without a meter investment or without utilising alternatives routes.

Damage Alternative OD(R) > CH 5C
Routing Position OD Timer Notes
ODR > CH (66)5C > 6D > 6B > Special > 6B > dl. j.214C > 662B > 5C > jc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 2s Pretty standard route.
ODR > CH (66)5C > 6D > 6B > Special > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 2s Corner alternative
ODR > CH (66)5C > 6D > 66D > 6B > Special > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Midscreen 3s
OD(R) > CH (66)5C > 6D > 66D > 6623C > 6622C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Midscreen 4s
OD > CH (66)5C > 6D > 66D > 6B > Special > 6B > Special > 6B > Max dl. j.214C > 3C > 214B~C Anywhere 5s 6C > 2D > sjc won't allow for a full staircase.
OD > CH (66)5C > 6D > 66D > 6B > Special > 6B > Special > 6B > Max dl. j.214C > 3C > EA Anywhere 7s

OD > CH 5C basically allows for routes that are very similar to the standard OD > 6D routes as it is possible to chain 6D > 6D. Doing this will generally lead to the highest damage possible meterless if the OD timer is above 2s, its only notable downside being that these routes will usually not be burst safe unless OD timer is long, generally from 7s and onwards.

Meter Usage

There are a myriad of ways to fit in any form of meter investment during OD, generally the most common Ex-specials used will be 623D and [CT] as they are pretty easy to use and provide noticeable increases in damage. In addition to that, both of Jin's supers end up being worthwhile meter investments.

OD(C/R) > (66)5C > [CT]
Routing Position OD Timer Notes
(... >) OD(C/R) > (66)5C > [CT] > (66)6D > 6B > Special > 3C > EA Anywhere 4s Relatively straightforward, be aware that this route will not work reliably if the freeze counter was use before the ODC (keep in mind j.D and 22C usage will eat in to the freeze counter).
OD > (66)5C > [CT] > (66)6D > 6B > Special > 6B > Special > 3C > EA Anywhere 5s
OD > (66)5C > [CT] > (66)6D > 6B > Special > 6B > Special > 6C > 2D > EA Outside the corner 6s As long as the opponent is not brought directly in the corner this route will work fine.
OD > (66)5C > [CT] > (66)6D > 6B > Special > 6B > Special > 6B > Max dl. j.214C > 3C > EA Anywhere 7s The last special will not cause a freeze, as such a max dl. j.214C is needed for 3C > EA. This route is technically possible with a 6.5s OD timer.

[CT] is a very good 25 meter option to use early on in an OD combo as it will allow the easy usage of 6D. Generally however it is only worth using in situations where the OD timer is at 4s or above.

OD(C/R) > (X) > 632146D RC
Note : X is any normal with a special cancel.
Routing Position OD Timer Notes
... > ODC > 632146D RC > 66D > 66 > 623C > 6622C > 6B > Max dl. j.214C > 3C > 623C Anywhere 2s
(... >) OD(C/R) > (X) > 632146D RC > 66D > 66 > (dl.) 6B > Special > (66)3C > EA Anywhere 4s The standard go-to route that will likely not need any adjustment whatsoever, no matter the normal used before the Ice Arrows RC. Skip X in case of an ODC.
(... >) OD(C/R) > (X) > 632146D RC > 66D > 66 > (dl.) 6B > Special > 6B > Special > 6B > Max dl. j.214C > 3C > 623C Anywhere 4s Damging alternative that isn't burst safe.
OD > X > 632146D RC > 66D > 66 > (dl.) 6B > Special > 6B > Special > 6B > Max dl. j.214C > 3C > EA Anywhere 6.5s Last j.214C can sometimes not freeze on C and D starters. Delay it for as long as possible just to be safe.
OD > X > 632146D RC > 66D > 66 > (dl.) 6B > Special > 6B > Special > 6B > Special > 6B > Special > 662C > EA Anywhere 8s The last special will never freeze the opponent on C and D starters whereas the penultimate one has a tendency to not freeze. Just to be safe perform a the route used for a 6.5s long OD timer.

For a full on resource dump during OD, Jin can pump up his damage quite dramatically by utilising 632146D RC > 66D early on in a combo. It is possible for virtually any of Jin's normals to combo in to 632146D, even from a normal hit 5A although reliably hitconfirming that is very hard. For ODCs specifically, performing 3C > ODC > 632146D RC as early as possible is necessary otherwise it is borderline pointless to utilise 100 meter for this routing as there are better alternative meter dumps in that case (in essence, avoid doing a full combo before doing ODC > 632146D).

Luckily, the OD 632146D RC routes do not vary too much depending on the starter for the most part. Be aware that in the event that a freeze was not obtained after any form of OD it is possible for 632146D to whiff entirely IF the opponent is crouching, generally this won't be a problem if Jin is very close (or if he microdashes to be close enough) to the opponent for any normal or if the opponent was hit by 3C > ODC but in case he is slightly far away then a C normal will usually be the most reliable way to combo in to 632146D RC.

For the longer OD duration combos, ideally perform a dash immediately after 6D recovers then depending on how fast the opponent is reached after he is flung out by the last hit of Ice Arrows it may be necessary to apply a hefty delay on the 6B as the timing on the delay will of course vary depending on how early the dash was input. Following the standard order for specials is very much applicable here as well.

Depending on how fast the 6D after the 632146D RC is done, it is possible for it to be counted towards the freeze counter. Ideally it is done as fast as possible. This is generally not an issue unless the starter is a C or D normal, in which case it might be necessary shorten certain combos. Either a perfect 66D ends up being performed or 66A is used instead for slightly less damage. Be aware that the timings on the 66 > (dl.) 6B will be different for a 6A as it recovers faster than 6D.

ODC Enders

This section will cover uses for late ODC extensions, in essence covering situations where a full combo may've been done beforehand but instead of being ended normally it is extended for a while longer with ODC.

Placeholder

Character specific oddities

This section serves the purpose of properly listing any particular character specific oddity, some of these have already been mentioned in previous sections however they are all meant to be collected here to act as a more reliable point of access relating to character specifics.

Do be aware that there may be many more potential character specific oddities that are not listed here which will ideally be added at some point in the future.

  • Delaying the first j.C on some characters (Hakumen, Bullet, Litchi, Terumi, Hibiki, Nine, Naoto, Carl, Valkenhayn, Platinum, Celica, Hazama and Kokonoe) is mandatory in the standard 5C > sjc > j.C > j.2C > ... staircase, though this issue can be avoided by doing j.B > j.2C or j.2C > j.C however that still requires a delay on the j.C on Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe.
  • It is possible to OTG with 665C instead of 662B on Rachel and Täger.
  • The 662B > 5C > sjc > j.B > j.C > dl. j.2C > j.2C > j.D22C do not work from A starters and they cannot be followed up with 22C immediately on Täger and Susano'o unless an instant microdash 22C is performed upon landing, which might not be a reliable trick to do depending on the input device used (632632C if done perfectly will grant an instant microdash 22C upon landing).
  • For 623B > 623C style of combos in the corner, depending on the starter it might be necessary to ever so slightly delay the 623B in order to ensure that the followup 623C connects properly on some characters, particularly so on Täger and Ragna.
  • Charged CT routes are possible in the corner off-of raw 6C, crouch confirms or counterhits which allows the [CT] to be an airhit. It is generally followed up by 5C > 2C > sjc > ... but on some characters the 5C whiffs entirely and as such it’ll be necessary to skip straight to the 2C : Izayoi, Platinum, Izanami.
  • Point blank CH 6C can connect with 6D midscreen on Kagura, Hakumen, Relius, Valkenhayn and Täger. With dash momentum it is even possible to connect CH 6C > 6D on Hazama, Terumi, Bullet and Noel. Potentially useful to keep in mind for punishes.
  • For OD combos, if 5C does not cause a freeze then 5C > 6B style of routing will drop on Izanami, Bang and Carl.
  • It is possible to combo off-of 6A meterlessly by picking up with 5A on normal hit if it hits meaty on the wakeups of Täger and Hakumen. Very specific interaction on top of being rather risky against those two characters.

Character specific routing

Starter > 5C > 9jc > j.B > j.2C > j.C > j.214C ▷ 665C > 2C > sjc > j.C > j.2C > j.D22C > Ender

Täger specific route while he is standing, will work from any starter as long as Jin is close enough. Beware that if it is an A starter, only 2C > sjc > j.C > j.D will work. On CH 5C starter this routing will not work too well as the j.C after j.2C has a tendency to whiff in that case.

It is possible to loop [5C > 9jc > j.B > j.2C > j.C] a number of times, generally only if the starter is 5C itself (where it is possible to loop twice even on normal hit) or if the starter is a FC 22C where it is possible to have 3 loops. It will be absolutely necessary to microdash the subsequent 5Cs after the first one.

... > 5D/6D/j.D > 22C > 66 9j.B > j.2C > j.C > j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

Susanoo specific route while he is standing and if a freeze is available, has to be a point blank 5D hit with some dash momentum behind it. Possible from a number of different routes where Jin ends up point blank after a dash for a 5D > 22C though the timing for 66 9j.B becomes a lot tighter for those. Technically possible from a j.D or 6D as well, leading in to better damage overall compared to the usual routes in the midscreen however the usual corner specific routes will still deal more damage.

Combo List

A Starters Note: 5A and 2A are both interchangeable on standing routes
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 > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C Anywhere 2911 20 Everyone [2] Easy Standard crouching combo. Has to delay j.2C on some characters (such as Hazama, Litchi, Hakumen, ...), but you can do j.B > j.2C as an alternative. If two 2A were used, do 5B(1) or 2B, or if three were used, do 5C right away.
2A > 2B > 5C > 6C > 2D, 6622C, 3C > 214B~C Midscreen 2441 17 Everyone [2] Easy Useful if 2A hit at max range where 6B whiffs. Depending on the distance, 6C and 2D might whiff on some characters (for instance, Litchi, Nine, Murakumos, ...), as well as 22C requiring a longer microdash in order to connect. If three 2A were used, do 5C right away.
2A > 5B > 3C > 623B, 623C, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 2976 21 Everyone [2] Easy Corner route if very close, as it has to be at the edge of the corner in order for 623C to connect.
2A > 5B > 623B, 669j.C > jc > j.C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C Corner 2804 20 Everyone [3] Medium Corner route if far. 2894 dmg if 669j.C > j.2C > jc > j.2C > j.D is used.
2A > 5B > 5C > 6C > 6D, > (6)6D, 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 2989 21 Everyone [2] Easy For crouching opponents in the corner. Has to be close otherwise requires a microdash 5C.
2A > 5C > 6C > 6D, 6C > 6D, 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 3147 22 Everyone [2] Easy Damaging alternative that still works if a bit further from the corner.
2A > 5B > 5C > 6C > 2D > 9adc > j.B > j.2C, 623C, 665B > 22C Cornered 2601 18 Everyone [3] Medium Sideswap combo. 5B will only connect if close. 623C is mirrored.
j.A > j.B > jc > j.A > j.C > j.D, (22C), 665B > 5C > 3C > 214B~C Anywhere 1749~2177 12~14 Everyone [2] Easy Occasional air to air confirm.
6A RC 665C > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C Anywhere 3331 -38 Everyone [2] Easy Requires 50 heat (46 starting heat). Standard overhead combo that has plenty of time to confirm, so no need to autopilot it. On counter hit, you can link 5C without RCing.
6A RC 5C > 6C > [CT] > 2C > jc > j.2C > j.C > jc > j.2C > j.D, 22C, 6B > maxdl. j.214C, 3C > 623C Corner 3947 -61 Everyone [3] Medium Requires 75 heat (69 starting heat). Higher reward confirm off 6A.
5A > 5C > 9jc > j.B > j.2C > j.C > j.214C ▷ 665C > 2C > sjc > j.C > j.D22C > 3C > 214B~C Anywhere 3067 21 Tager [3] Medium Tager specific route, works only if he is standing.
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 > 2B > 5C > 2C > 3C > 214B~C Anywhere 2388 17 See notes [1] Very Easy Same BNB. 5B(2) whiffs on Noel and Makoto if far.
5B > 5C > 2C > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C Anywhere 3587 25.66 Everyone [2] Easy Standard crouching confirm into knockdown.
AA 5B > 5C > 2C > sjc > j.2C > j.D, 22C, 5C > 3C > 214B~C Anywhere 3272 23.5 Everyone [2] Easy Anti-air confirm into knockdown.
AA 5B > 5C > 2C > sjc > j.2C > j.D, ad j.2C > j.C > j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3598 25.5 Everyone [2] Easy Alternate damaging anti-air route. Bad ender if far from corner. Alternatively you can end it in a safejump by performing 662B > 22C, 669j.2C.
CH 5B > jc > 9j.2C > j.D, 22C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3644 25.66 See notes [2] Easy Only works on standing hit. Doesn't work on: Bang, Plat, Bullet, Hibiki, Es and Jubei.
CH 5B > 5D > 22C > 66B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Everywhere 3439 24 Everyone [2] Easy Standing 5B Counterhit Combo that also works from 2B, microdashing the 6B is not necessary but it will make the followups more consistent.
5B > 5C > 5D > 22C, 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 3661 26 Everyone [1] Very Easy Close range confirm. 2B won't work as a starter unless it's followed up by 5B or had microdash momentum while done very closely.
5B > 5C > 2C > 3C > 623B, (66)9j.C > j.2C > jc j.2C > j.D, 22C, 3C > 214B~C Corner 3587 25 Everyone [2] Easy Route if far from corner. Do 669j.C > jc > j.C > j.D for a more stable route.
5B > 5C > 2C > 6C > 6D, 6C > 6D, 5C > 2C > 6C > 214B(w)~C, 2B > 22C Corner 3713 26 Everyone [2] Easy Tight route, can't delay anything. Solid damage and good oki ender.
5B > 5C > 6C > 2D > 9adc j.B > j.2C > 623C, 665B(1) > 5C > 2C > 6C > 214B(w)~C, 662B > 22C Cornered 3498 25 Everyone [4] Hard Sideswap route. Requires good timings and microdashes, but has a decent oki ender if close enough to the corner.
5B > 5C > 2C > 3C > 22C~D, dl. 665C > 2C > 6C > 214B(w)~C, (66)2B > 22C Anywhere 3557 -20 Everyone [2] Easy A Sekkajin Follow-up combo. Use 662B if Sekkajin won't reach. Requires 25 Heat (7 starting heat).
5B > 5C > 3C > 236D, 662C > 623C, 665B > 5C > 2C > jc > j.C > j.2C > sjc > j.2C > j.C > j.214C Anywhere 3698 -3 Everyone [2] Easy Basic 5B confirm with Snowflake. Requires 25 Heat (14 starting Heat)
5B > 5C > 9jc > j.B > j.2C > j.C > j.214C ▷ 665C > 2C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3624 25 Tager [3] Medium Tager specific route, works only if he is standing.
C Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
CH 5C > 6B > dl. j.214C, 662B > 5C > sjc > j.B > j.C > dl. j.2C > jc > j.2C > j.D, 22C, 3C > 214B~C Anywhere 3845 27.5 See notes [3] Medium Midrange punish and most stable route. Doesn't work at max range. Has to shorten the aerial part on Susano'o and Tager. Crouching uses the same route, plus a 2C after the first 5C (3934 dmg, 28 heat).
CH 5C > 6C > 2D, dl. 665C > 2C > 6C > 214B(w)~C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Midscreen 3965 28.33 Everyone [3] Medium Alternate route, but has worse ender if far from corner.
CH 5C > 2D > 9 IAD > j.2C > dl. j.C > 665C > 2C > 623C, 665B(1) > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Midscreen 4010 28 Everyone [4] Hard Only works if at max or near max range 5C, where 6B and 6C might whiff. Beware the 2D deadzone. Tricky route. Can end in 214B~C as well.
AA 2C > sjc > j.2C > j.D, 22C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3740 26.5 Everyone [3] Medium Anti-air route. Works from most heights, CH or not, but still has to be an air hit.
AA CH 2C > jc > dl. j.2C > 665C > 2C > 623C, 665B > 5C > 2C > sjc > j.2C > j.D, 22C, 3C > 214B~C Anywhere 4102 29.33 Everyone [4] Hard Sure-counter hit anti-air route. Has a lot of specific timings for different heights, won't work if opponent is very low to the ground.
CH j.C > 6[6]5C > sjc > j.2C > dl. j.C > j.D, 22C, 665B > 2B > 5C > 3C > 214B~C Anywhere 3237 23 Varies [3] Medium Further air-to-air route. Has to be close to the ground.
CH j.2C > dl. 6[6]5C > 2C > 6C > 214B(w)~C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 3C > 214B~C Anywhere 3418 24 Varies [2] Easy Closer air-to-air route. Opponent must be high in the air.
CH 3C > 662B > 5C > sjc > j.C > j.2C > j.D22C > 5C > 3C > 214B~C Anywhere 3385 24 Everyone [3] Medium Will work from a max range CH 3C, if you're closer you can do CH 3C > 662B > 5C > sjc > j.C > j.2C > j.2C > j.C > j.D22C > 3C > 214B~C instead which deals 3502 damage with 25 heat gain.
(66)5C > 5D > 22C, 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 3919 28 Everyone [2] Easy Easy corner route, has to be close.
5C > 2C > 3C > 623B, 669j.C > j.2C > jc > j.2C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C Corner 4044 29 Everyone [3] Medium Close hit damage route for standing hit. If far, omit 2C and do j.C > jc > j.C > j.D instead (3787 dmg, 27 heat). 623B will whiff at max range.
5C > 6C > 6D, 5C > 2C > 6C > 623C, 5B(1) > 5C > 2C > 6C > 214B(w)~C, 2B > 22C Corner 4198 30 Everyone [2] Easy Corner crouching confirm with oki ender. If far from corner, do microdash 5C after 6D. Staircase values: 4237 dmg, 30 heat.
6C > 6D, (66)5C > 2C > 6C > 623C, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 4384 31.33 Everyone [2] Easy Stray hit high damage corner confirm.
Falling ad j.2C > j.D, 22C, 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 3428 24.5 See notes [2] Easy Delayed airdash mixup j.2C. Has to delay further against some characters (Taokaka, Murakumos, Hibiki, Izanami, Es, Jubei, ...).
5C > 3C/5D > 214D, 22C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3981 -6 Everyone [3] Medium Requires 25 heat (16 starting heat). Very easy to confirm combo, but bad oki if far from corner. 5D route deals 3712 damage, amd doesn't work at max range. 5B > 5C > 3C deals 3719.
5C > 3C > 214B RC 665C > 2C > 6C > 214B(w)~C, 662B > 5C > 2C > sjc > j.D, 22C, (66)3C > 623C Anywhere 4001 -31 Everyone [3] Medium Requires 50 heat (39 starting heat). RC on 214B first hit. Good corner carry, but rather tight to connect after the RC.
5C > 3C > 214B~C RC 2C > jc > j.2C > j.C > jc > j.2C > j.D, 22C, 6B > maxdl. j.214C, 3C > 623C Anywhere 4184 -29 Everyone [3] Medium Requires 50 heat (36 starting heat). RC on 214B~C (second hit). Less corner carry, but slightly easier to confirm and combo.
5C > 3C > 623C RC dl. 66A, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C Anywhere 4530 -27 Everyone [4] Hard Requires 50 heat (37 starting heat). Close confirm of 5C hit. Has to hit a meaty 6A as high as possible. If fast you can even dash under and sideswap.
5C > 3C > 623C RC 66D, dl. 665C > 2C > 6C > 214B~C, 662B > 5C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 4531 -27 Everyone [3] Medium Requires 50 heat (37 starting heat). Alternate close 5C hit confirm. Slightly easier, but has less desirable oki.
5C > 3C > 623D, (66)2C > 6C > 6D, 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 4501 -4 Everyone [2] Easy Requires 25 heat (16 starting heat). If off the edge, has to microdash 2C after 623D.
5C > 3C > 214D~C, 662C > 6C > 6D > 5C > 2C > 6C > 623C, 5B > 22C Corner 4241 -6 Everyone [2] Easy Requires 25 heat (16 starting heat). 1/4 from the edge corner confirm. If at max range, microdash 2C is required.
(5C) > 6C > [CT], 5C* > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C Corner 4690 -6 See notes [3] Medium Requires 25 heat ((16)18 starting heat). *OTG 5C doesn't work on: Platinum, Izayoi and Izanami, unless you get an air hit. Skipping to 2C still deals 4623 damage. 5C starter values: 4536~4591.
5C > 9jc > j.B > j.2C > j.C > j.214C ▷ 665C > 2C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3876 27 Tager [3] Medium Tager specific route, works only if he is standing. Be aware that on CH 5C this route will not work.
5C > 9jc > j.B > j.2C > j.C > 665C > 9jc > j.B > j.2C > j.C > j.214C > 665C > jc > j.C > j.2C > j.D > 6622C > 6B > Max dl. j.214C > 3C > 623C Midscreen 4072 29 Tager [4] Hard Damage optimal Tager specific route, can be unreliable if the starter 5C wasn't close to point blank.
D Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
j.D > (66)22C > 6B > j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 3203 22 Everyone [2] Easy Standard j.D confirm that will generally always work, depending on the distance the microdash 22C won't be necessary.
2D > (66)22C > 6B > j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 3472 24 Everyone [2] Easy Standard 2D confirm that will generally always work. Depending on the distance the microdash 22C won't be necessary.
2D > 665C > 2C > 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 3479 24 Everyone [3] Medium Better corner carry, will work consistently if the opponent is hit while on the ground. For air hits, depending on the height of the opponent there are other alternative routes (2D > 665C > 2C > 623C > 665B pickups as an example)
5D > 22C > 66B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3651 25 Everyone [2] Easy Will only work if you hit them in melee range, microdashing the 6B is not necessary but it makes the followups more consistent.
6D, 6622C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 4148 29 Everyone [2] Easy Stray(?) hit confirm. You don't get many options so just go for damage.
6D, 22C, 3C > 623B, 623C, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 4589 32.66 Everyone [2] Easy Jin's best raw meterless starter. If a bit far, do microdash 3C to stabilize. In that case, do 5B(1).
Special Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
CH 623B, 214D, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 2976 -13 Everyone [2] Easy Requires 25 heat (18 starting heat). Has to be very close. If the opponent is high, you have to delay the 214D until they get close to the ground.
CH 623B, 665C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D, 22C, 3C > 214B~C Corner 3310 23.66 Everyone [2] Easy Corner meterless combo. Has to wait until they're close to the ground to use 5C.
CH 236A, 665B > 5C > 2C > sjc > j.2C > j.C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C Anywhere 3507 25 Everyone [3] Medium Damaging fireball frametrap combo. Has to be close.
CH 236A, 665C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C Corner 3859 27 Everyone* [3] Medium Requires you to be at corner training distance against most characters apart from Bang, Tager and Susano'o who will require more distance in order for 5C to connect.
FC 22C, 665C > 2C > 6B > dl. j.214C, 662B > 5C > sjc j.B > j.C > dl. j.2C > jc > j.2C > j.D, 665B > 2B > 5C > 3C > 214B~C Anywhere 4298 30 Everyone [3] Medium Meterless fatal combo. Starting with 20 heat you'll build up to 50 after 3C, ending with 632146D deals 4925 damage.
FC 22C, 2C > 6C > 6D, 5C > 2C > 6C > 623C, 5B > 5C > 2C > jc > j.C > jc > j.C > j.D > j.214C Corner 4655 33 Everyone [2] Easy Corner meterless fatal combo.
FC 22C, 6C > 2D > 9 IAD > j.B > j.2C > 623C, 665B(1) > 5C > 2C > 6C > 214B(w)~C, 662B > 5C > jc > j.C > j.214C Cornered 4131 29 Everyone [4] Hard Corner sideswap fatal combo if more than 1/4 away from the corner edge.
FC 22C, 6C > [CT], 5C* > 2C > 6C > 623C, 5B(1) > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D, 22C, 3C > 214B~C Corner 4956 -2 See notes [2] Easy Requires 25 heat (14 starting heat). Doesn't work on Platinum, Izayoi and Izanami (do route below). Allows for late restands.
FC 22C, 2C > 6B > 623D, 2C > 6C > 6D, 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.D > j.214C Corner 4963 1 Everyone* [2] Easy Requires 25 heat (11 starting heat). Litchi, Hakumen, Hazama, Bullet and Terumi require a normal jump so that the second j.C won't whiff.
FC 22C, 2C > 6C > 6D, 5C > 2C > 6C > 623C, 5B(1) > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.D > j.632146D Corner 5305 -17.5 Everyone [2] Easy Requires 50 heat (18 starting heat). Corner fatal ending in super.
FC 22C, 2C > 6C > 6D, 5C > 2C > 6C > 623C, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.D > j.214D, j.632146D Corner 5538 -41.5 Everyone [2] Easy Requires 75 heat (42 starting heat).
FC 22C, 632146D RC (6)6A, 665C > 2C > 6C > 214B(w)~C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.D > j.214C Anywhere 6155 -82 Everyone [4] Hard Requires 100 heat (93 starting heat). Best damage if you already have at least 93 heat to spare.
FC 22C, 632146D RC 6A, dl. 5C > 2C > 6C > 623C, 5B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.D > j.214C Corner 6318 -82 Everyone [3] Medium Requires 100 heat (93 starting heat). Corner variant.
FC 22C > 665C > 9jc > j.B > j.2C > j.C > 5C > 9jc > j.B > j.2C > j.C > j.214C ▷ 665C > 2C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 4379 31 Tager [3] Medium Tager specific route.
Throw Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
5/4BC > dc 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 > dc 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 > dc 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 > dc 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 > dc 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.) 6[6]2C > 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 > dc 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.

Overdrive Combo List

Jin's overdrive allows him to have an almost unparalleled amount of potential combo routes and as such this section will likely only be scratching the surface of what is possible.

Overdrive Cancel duration per HP%: 100~91% = 2,00s; 90~82% = 2,25s; 81~73% = 2,50s; 72~63% = 2,75s; 62~54% = 3,00s; 53~45% = 3,25s; 44~35% = 3,50s; 34~1% = 4,00s. Neutral Overdrive is double the duration of ODC.

100%-82% Health
Combo Position Damage Meter Gain Works on: Difficulty Notes
5B > 5C > ODC > 5B > 5C > 9j dl. j.2C |> 22C > 665C > 3C > 623C > 66C > dl. 22C Corner 3363 23 Everyone [2] Easy Oki ender. Damage ender is 623C > 6B > mdl. j.214C > 3C > 214B~C (3700 dmg, 26 heat). A starter route is A > 5B > ODC [...] (2769 dmg, 11 heat).
5C > 3C > ODC > 665C > 6B > j.214C ▷ 665C > 2C > 3C > EA Anywhere 3759 22 Everyone [2] Easy Universal go-to OD route, if closer you can do 665C > 6B > dl. 22C > 665C > 3C > EA, not advisable on Susanoo/big bodies (3864 dmg).
5C > 3C > ODC > (66)3C > 623C > (66)5C > 2C > 3C > EA Anywhere 3913 22 Everyone [2] Easy At melee range you can add in an extra 2C after the first 5C (4065 damage, 24 heat gain)
5C > 3C > ODC > (66)3C > 623C > 665C > 2C > 3C > 22C > 66C > 2D > sj j.C > j.2C > dj j.2C > j.C > j.214C Midscreen 4587 32 Everyone [3] Medium Damage/meter gain route. Alternative is 22C > 6B > max dl. j.214C > 3C > 214B~C [or 662B > 22C] (4390 [4148] dmg, 31 [29] heat). No AF. Not burst safe either.
<81%-62% Health
Combo Position Damage Meter Gain Works on: Difficulty Notes
5B > 5C > 3C > ODC > 3C > 623C > (66)5C > 3C > 22C > 5C > 3C > EA Anywhere 4016 25 Everyone [2] Easy <62%. 22C might whiff in very specific distances so it's advised to md the 5C after 623C. 632146C can be used as an ender instead of EA, due to the increased combo scaling 632146C will also deal the most damage as an ender while in OD (4636 damage with -25 heat gain).
5C > 3C > ODC > 665C > 6B > 623C > (66)3C > 22C > 3C > EA Anywhere 4233 25 Everyone [2] Easy <62%. This can be confirmed from nearly max range 5C, but in this case you'll have to md the 3C before 22C. 632146D can be used as an ender instead as it will deal good damage due to low scaling (4820 damage with -25 heat gain).
OD > 5C > 6B > 623C > 6B > 22C > 5C* > 3C > 214B > 6B > j.214C > 3C > EA Anywhere 4702 30 Everyone [2] Easy <72%. Neutral OD meterless route. *Omit 5C if 5B was the starter.
6A RC > 5C > 6C > [CT] > 2C > jc j.2C > j.C > dj j.2C > j.D22C > 3C > ODC > 5C > 2C > 623C > 6C > 623B > EA Corner 4443 -60 Everyone [3] Medium <72%. 6A confirm, can be done from 69 heat.
6A RC > 665C > ODC > 5C > 2C > 6B > dl j.632146D > 663C > EA Corner 4448 -98 Everyone [3] Medium <72%. 6A confirm starting with 100 heat, with early lock on the opponent's burst. Can be done from 93 heat.
6A RC > 665C > 6B > dl. j.214C ▷ 662B > 5C > sj j.2C > j.C > j.D22C > 3C > ODC > 5C > dl 6B > dl j.632146D > 663C > EA Corner 4648 -100 Everyone [3] Medium <72%. 6A confirm that uses OD to enhance the damage of the normal route, can be done from 88 heat.
5C > 3C > ODC > 665C > dl 6B > dl j.632146D > 663C > EA Corner 5018 -36 Everyone [2] Easy <72%. Metered high damage 50 heat combo, can be done from 36 heat. Will deal 6205 damage with active flow.
5C > 2C > 3C > 623B > 9j.C > dj j.C > j.D22C > 3C > ODC > 5C > dl 6B > dl j.632146D > 663C > EA Corner 5045 -25 Everyone [3] Medium <72%, can be done from 25 heat. Will deal 4800 damage if 5B is the starter.
OD > 5C > [CT] > 6D > 665C > 3C > 623C > 665C* > 3C > 22C > 3C > EA Anywhere 5305 -6 Everyone [2] Easy <72%. Neutral OD combo using CT. *Omit 665C if 5B was the starter.
OD > CH 5C > 6D > 6B > 623C > 665C > 3C > 22C > 5C > 3C > 214B > 3C > 632146D Anywhere 5755 -33 Everyone [2] Easy <72%. Neutral OD punish combo using 50 heat. Active Flow EA will deal similar damage to the super ender if it is used instead.
OD > 5C > 6B > 623C > 6B > 22C > 5C > 3C > 214B > 6B > j.214C > 6B > dl j.632146D > 632146C Anywhere 5834 -100 Everyone [3] Medium <62%. Neutral OD/Whiff punish read, if you start from roundstart position you can do double 632146D otherwise 632146C will work anywhere. Works from 70 heat.
<44% Health
Combo Position Damage Meter Gain Works on: Difficulty Notes
5C > 3C > ODC > 665C > dl 6B > dl j.632146D > 663C > 214B > 5C > 3C > EA Corner 5393 -36 Everyone [3] Medium Corner specific route, great damage during AF (6401 damage) and doesn't require a lot of heat.
5C > 3C > ODC > 665C > 6B > 623C > 5C > 3C > 22C > 6B > j.632146D > 632146C Anywhere 5517 -75 Everyone [2] Easy Double super ender, although the second is not the OD version it still is an unburstable combo.
5C > 3C > ODC > TK j.632146D > 663C > 214B~C > 5C > 3C > EA Corner 5595 -37 Everyone [4] Hard Corner specific route, can be done from 41 starting heat. Deals 6657 damage with -35 heat gain during AF.
5C > 3C > ODC > 665C > 6B > 623C > 6B > j.632146D > 632146C Anywhere 5756 -80 Everyone [2] Easy Double OD Super ender, 6320 damage during AF.
FC 22C > 669ODC > j.632146D > 663C > 214B~C > 5C > 2C > 3C > EA Corner 6116 -36 Everyone [3] Medium Fatal counter corner route, can be done with 43 starting heat. Deals 7222 damage with -34 heat gain during AF. Try to do the ODC and subsequent j.632146D as quickly as possible after inputting the jump.
<34% Health
Combo Position Damage Meter Gain Works on: Difficulty Notes
5BC(1)RC > 8ODC > j.632146D > 663C > 214B~C > 3C > 22C > 5D > EA Corner 5842 -89 Everyone [4] Hard Corner forward throw route where the first hit of it is RC'd, immediately perform a jump and ODC as soon as you RC the first hit of the throw. Ideally you'll only do this if you are in Active Flow or can guarantee that Active Flow will trigger early. Does Exactly 7000 damage and has -86 heat gain with AF.
5C > 3C > ODC > TK j.632146D > 663C > 214B~C > 3C > 22C > 3C > EA Corner 5878 -28 Everyone [4] Hard Corner specific route for only 50 heat, can be done with 40 starting heat. Deals 6914 damage and -26 heat gain with Active Flow.
5C > 3C > ODC > 632146D RC > 66D > 6[6]5C > 2C > 623C > (66)2C > 3C > EA Anywhere 6300 -90 Everyone [3] Medium The damage may vary, the earlier you do the 6D after the RC the less damage you will lose. Deals around 7400 damage in active flow.
OD > 5C > [CT] > 66D > 66D > 5C > 2C > 623C > 3C > 22C > 6B > dl j.632146D > 663C > EA Corner 6999 -45 Everyone [3] Medium Neutral OD combo at the corner, using 75 heat. Deals around 8171 damage with active flow, with a heat gain of -42.
OD > 6D > 6D > 632146D RC > 6D > 6D > 5C > 2C > 623C > 6B > 22C > 3C > EA Corner 8000 -89 Everyone [3] Medium This combo will never happen. Unless... you hard read something like Susanoo, Kagura, Hibiki, Naoto using DP with OD activation. That or a few select supers (Arakune reversal super namely). Deals 9300 damage with -88 heat gain in AF.

Video Examples

Midscreen

Crouching Confirms

Counter Hits

Corner

Anti air and air to air


Navigation

 Jin Kisaragi


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