BBCF/Jin Kisaragi/Combos: Difference between revisions

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(A starters)
(Updated the B starters combo section.)
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==={{clr|A|A}} Starters===
==={{clr|A|A}} Starters===
Note: {{clr|A|5A}} and {{clr|A|2A}} are interchangeable in all standing routes.
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==={{clr|B|B}} Starters===
|+{{clr|B|5B}}/{{clr|B|2B}} Starter
Note: {{clr|B|5B}} and {{clr|B|2B}} are interchangeable in all combos except CH and AA routes.
{| class="wikitable sortable" border="1" style="min-width: 1000px;"margin: 1em auto 1em auto;text-align: center"
|-
|-
! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | {{clr|B|5B}}/{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|B|214B}} ~ {{clr|C|C}} || Anywhere || 2344 || 16% || Everyone || [1] {{clr|1|Very Easy}} || Extremely basic meterless BNB.
|| {{clr|B|5B}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 2388 || 17 || See notes || [1] {{clr|1|Very Easy}} || Same BNB. 5B(2) whiffs on Noel and Makoto if far.
|-
|| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|6B}} > dl. {{clr|C|j.214C}}, 66{{clr|B|2B}} >  {{clr|C|5C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}}  > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 3587 || 25 || Everyone || [2] {{clr|2|Easy}} || Standard crouching confirm into knockdown.
|-
|| AA {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 3272 || 23 || Everyone || [2] {{clr|2|Easy}} || Anti-air confirm into knockdown.
|-
|-
| | {{clr|B|5B}}/{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|C|22C}} ~ {{clr|5|D}}, {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|{{clr|C|j.C}}}} > jc > {{clr|C|j.2C}} > {{clr|C|{{clr|C|j.C}}}} > {{clr|C|j.214C}} || Anywhere || 3724 || 20% || Everyone || [3] {{clr|3|Medium}} || Simple but damaging combo that side switches. Requires 25 Heat.
|| AA {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}}, ad {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}} || Anywhere || 3598 || 25 || Everyone || [2] {{clr|2|Easy}} || Alternate damaging anti-air route. Bad ender if far from corner. Alternatively you can end it in a safejump by performing 66{{clr|B|2B}} > {{clr|C|22C}}, 669{{clr|C|j.2C}}.
|-
|-
| | {{clr|B|5B}}/{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|C|22C}} ~ {{clr|5|D}}, 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}(whiff} ~ {{clr|C|C}} || Anywhere || 3557 || 19% || Everyone || [3] {{clr|3|Medium}} || Alternate version of the above that ends in Musou knockdown. Requires 25 Heat.
|| CH {{clr|B|5B}} > jc > 9{{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|B|6B}} > dl. {{clr|C|j.214C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}} || Anywhere || 3644 || 25 || See notes || [2] {{clr|2|Easy}} || Only works on standing hit. Doesn't work on: Bang, Plat, Bullet, Hibiki, Es and Jubei.
|-
|| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|C|22C}}, {{clr|C|6C}} > {{clr|D|6D}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}} || Corner || 3661 || 26 || Everyone || [1] {{clr|1|Very Easy}} || Close range confirm. {{clr|B|2B}} won't work as a starter unless it's followed by {{clr|B|5B}} or had microdash momentum while done very closely.
|-
|-
| | {{clr|B|5B}}/{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|6B}} > dl.{{clr|C|j.214C}}, 66{{clr|B|2B}} >  {{clr|C|5C}} > sjc > {{clr|C|j.2C}} > {{clr|C|{{clr|C|j.C}}}}  > {{clr|5|{{clr|D|j.D}}}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}} ~ {{clr|C|C}} || Anywhere || 3587 || 25% || Everyone || [3] {{clr|3|Medium}} || For crouching opponents/Jubei.
|| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|B|623B}}, (66)9{{clr|C|j.C}} > {{clr|C|j.2C}} > jc {{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Corner || 3587 || 25 || Everyone || [2] {{clr|2|Easy}} || Route if far from corner. Do (66)9{{clr|C|j.C}} > jc {{clr|C|j.C}} > {{clr|D|j.D}} for a more stable route.
|-
|-
| | {{clr|B|5B}}/{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|6B}} > dl.{{clr|C|j.214C}}, 66{{clr|B|2B}} >  {{clr|C|5C}} > sjc > {{clr|C|j.2C}} > {{clr|C|{{clr|C|j.C}}}}  > {{clr|5|{{clr|D|j.D}}}}, {{clr|C|22C}}, {{clr|B|6B}} > dl.{{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|B|214B}} ~ {{clr|C|C}} || Anywhere || 3661 || 26% || Everyone || [4] {{clr|4|Hard}} || Slightly harder version of the above, though the increased damage is negligible. For crouching opponents/Jubei.
|| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}}, {{clr|C|6C}} > {{clr|D|6D}}, {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}w~{{clr|C|C}}, {{clr|B|2B}} > {{clr|C|22C}} || Corner || 3713 || 26 || Everyone || [2] {{clr|2|Easy}} || Tight route, can't delay anything. Solid damage and good oki ender.
|-3254 23
| | CH {{clr|B|5B}}(1) > {{clr|B|6B}} > dl.{{clr|C|j.214C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > sjc > {{clr|C|j.2C}} > {{clr|C|{{clr|C|j.C}}}}  > {{clr|5|{{clr|D|j.D}}}}, {{clr|C|22C}}, {{clr|B|6B}} > dl.{{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|B|214B}} ~ {{clr|C|C}} || Anywhere || 3254 || 23% || Everyone || [4] {{clr|4|Hard}} || You can combo into {{clr|B|6B}} without the need for a crouching opponent from a counter-hit {{clr|B|5B}} if cancelled on the first hit.  
|-
|-
| | CH {{clr|B|5B}}(1) > {{clr|C|6C}} > {{clr|5|2D}}, 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}}, 66{{clr|B|5B}}(1) > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}(whiff) ~ {{clr|C|C}}, 66{{clr|B|2B}} > {{clr|C|22C}} || Midscreen || 3403 || 24% || Everyone || [5] {{clr|5|Very Hard}} || A difficult but rewarding combo that requires quite a few microdashes. Wait a tiny bit before the first microdash into {{clr|C|5C}}, otherwise the opponent could be launched behind you when {{clr|C|6C}} hits. The {{clr|C|22C}} ender allows for Snowflake okizeme afterward.
|| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|2D}} > 9adc {{clr|B|j.B}} > {{clr|C|j.2C}} > {{clr|C|623C}}, 66{{clr|B|5B}}(1) > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}w~{{clr|C|C}}, 66{{clr|B|2B}} > {{clr|C|22C}} || Cornered || 3498 || 25 || Everyone || [4] {{clr|4|Hard}} || Sideswap route. Requires good timings and microdashes, but has a decent oki ender if close enough to the corner.
|}
|}
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|+{{clr|C|5C}} Starter
|+{{clr|C|5C}} Starter

Revision as of 18:56, 2 July 2022

 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


For more information, check the Jin Combo Document.

Old Jin Combo Document.

Combo List

A Starters

Note: 5A and 2A are interchangeable in all 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 Standard standing 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 a distance that 6B might whiff. 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 > j.2C* > jc > j.2C > j.D, 22C, 3C > 214B~C Corner 2689 19 Everyone [3] Medium Corner route if far. j.2C might whiff depending on the distance, so do (66)9j.C > jc j.C > j.D for a more stable version instead.
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 2592 18 Everyone [3] Medium Sideswap combo. 5B will only connect if close. 623C is mirrored.
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 Standard overhead combo that has plenty of time to confirm, so no need to autopilot it. Requires 46 meter. On counter hit, RC isn't needed.
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. Higher reward corner only combo off 6A.
j.A > j.B > jc > j.A > j.C > j.D, 665B > 2B > 5C > 3C > 214B~C Anywhere 1749 12 Everyone [1] Very Easy Air to air confirm.

B Starters

Note: 5B and 2B are interchangeable in all combos except 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 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 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 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 See notes [2] Easy Only works on standing hit. Doesn't work on: Bang, Plat, Bullet, Hibiki, Es and Jubei.
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 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 (66)9j.C > jc j.C > j.D for a more stable route.
5B > 5C > 2C > 6C > 6D, 6C > 6D, 5C > 2C > 6C > 214Bw~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 > 214Bw~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.
5C Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
5C > 5D > 22C > 6B > dlj.214C, 3C > 214B ~ C Anywhere 3203 23% Everyone [3] Medium Requires dash momentum in order for 22C to connect.
5C > 5D > 22C > 6B > dlj.214C, 662B > 5C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 3580 25% Everyone [3] Medium Alternate version of the above. More damage, but no Musou knockdown. Requires dash momentum.
5C > 2C > 3C > 214D, 22C, 6B > dl.j.214C, 662B > 5C > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 4013 20% Everyone [3] Medium Absurd damage for just 25 meter. Omit 2C if you're too far away from the opponent. Requires 25 Heat.
CH 5C > 6C > 2D, 665C > 2C > 6C > 623C, 665B(1) > 5C > 2C > 6C > 214B(whiff) ~ C, 662B > 22C Midscreen 3984 28% Everyone [4] Hard Can also be done on crouching opponents/Jubei without a counter-hit.
CH 5C > 6C > 2D, 6622C, 6B > dl.j.214C, 662B > 5C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Midscreen 3851 27% Everyone [3] Medium Easier variant of the above in exchange for slightly less damage. Can also be done on crouching opponents/Jubei without a counter-hit.
CH 5C > 6B > dl.j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 6B > dl.j.214C, 3C > 214B ~ C Anywhere 3824 27% Everyone [3] Medium Can also be done on crouching opponents/Jubei without a counter-hit.
CH 5C > 2D, IAD j.2C > dl.j.C, 665C > 2C > 623C, 665B(1) > 5C > 2C > 6C > 214B(whiff) ~ C, 662B > 22C Midscreen 4010 28% Everyone [4] Hard Requires 5C to hit far.
Drive Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
2D, IAD j.2C > dl.j.C, 665C > 2C > 623C, 665B(1) > 5C > 2C > 6C > 214B(whiff) ~ C, 662B > 22C Midscreen 3607 25% Everyone [4] Hard
6A Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
6A RC 5C > 2C > 6B > dl.j.214C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 3C > 214B ~ C Anywhere 3496 Everyone [3] Medium
Special Move Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
j.214C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 6B > dl.j.214C, 3C > 214B ~ C Anywhere 3232 23% Everyone [3] Medium TK j.214C starter.
FC 22C, 5C > 2C > 6B > dl.j.214C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 6B > dl.j.214C, 3C > 214B ~ C Anywhere 4158 29% Everyone [3] Medium Powerful meterless Fatal Counter combo off of 22C.

6A > RC > 5C > 2C > 6B > dl~j.214C > 2B > 5C > 2C > sjc > j.2C > j.D > |22C > 3C > 214B~C

Damage:3496
Required Heat: 46

B Starter

5B > 5C > 2C > 3C > 236D > dash 2C > 623C > 665C > 2C > 6C > 214B(w)~C > 2B > 22C

Damage:3763
Required Heat:13

5B > 5C > 2C > 3C > 214D > 22D > 6B > dl~j.214C > 3C > 214B~C

Damage:3457
Required Heat: 13

5B > 5C > 2C > 3C > 623C > RC > 66A > 2B > 5C > 2C > sjc > j.2C > j.D > |22C > 3C > 214B~C

Damage:4076
Required Heat: 34

C Starter

5C > 2C > 3C > 236D > dash 2C > 623C > 665C > 2C > 6C > 214B(w)~C > 2B > 5B(1) > 22C

Damage:4061
Required Heat: 13

5C > 2C > 3C > 214D > 22C > 6B > dl~j.214C > 3C > 214B~C

Damage:3676

Required Heat: 13

5C > 2C > 3C > 623C > RC > 66A > 2B > 5C > 2C > sjc > j.C > j.D > |22C > 6B > dl~j.214C > 3C > 214B~C

Damage:4616
Required Heat: 34

Crouching

A Starter

2A > 5C > 2C > 6B > dl~j.214C > 2B > 5C > 2C > sjc > j.2C > j.D > |22C > 3C > 214B~C

Damage:3123
Heat Gain: +22

B Starter

5B > 5C > 2C > 6B > dl~j.214C > 2B > 5C > 2C > sjc > j.2C > j.D > |22C > 3C > 214B~C

Damage:3606
Heat Gain: +25

5B > 5C > 2C > 6C > 2D > IAD j.2C > j.C > |665C > 2C > 623C > 5B > 22C

Damage:3521
Heat Gain: +25

C Starter

5C > 2C > 6B > dl~j.214C > 2B > 5C > 2C > sjc > j.2C > j.D > |22C > 6B > dl~j.214C > 3C > 214B~C

Damage:3939
Heat Gain: +27

5C > 2C > 6C > 2D > IAD j.2C > j.C > |665C > 2C > 623C > 665B > 22C

Damage:3753
Heat Gain: +26

Corner

A Starter

2A > 5B > 623B > 9 jump j.C > j.2C > jc > j.2C > j.D > |22C > 6B > dl~j.214C > 3C > 214B~C

Damage: 2894
Heat Gain: +20

2A > 5B > 3C > 623B > 623C > 5B > 5C > 2C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C

Damage: 2976
Heat Gain: +21

B Starter

5B > 5C > 2C > 3C > 623B > 9 jump j.C > j.2C > jc > j.2C > j.D > |22C > 6B > dl~j.214C > 3C > 214B~C

Damage: 3765
Heat Gain: +27

5B > 3C > 623B > 623C > 5B > 5C > 2C > 6C > 6D > 2C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C

Damage: 3875
Heat Gain: +27

C Starter

5C > 3C > 623B > 623C > 5B > 5C > 2C > 6C > 6D > 2C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C

Damage: 4206
Heat Gain: +30

5C > 3C > 623B > 623C > 5B > 5C > 2C > 6C > 6D > 6B > dl~j.214C > 3C > 214B~C

Damage: 4096
Heat Gain: +29

5C > 2C > 3C > 623B > 9 jump j.C > j.2C > jc > j.2C > j.D > |22C > 6B > dl~j.214C > 3C > 214B~C

Damage: 4044
Heat Gain: +29

CH 5C > 6C > dl~623B > 623C > 5C > 2C > 6C > 6D > 2C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C

Damage: 4243
Heat Gain: +30

CH 5C > 6C > 6D > 22C > 6C > 6D > 5C > 2C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C

Damage: 4314
Heat Gain: +30

Special Starter

FC 22C > 5C > 2C > 6C > 6D > 5C > 2C > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.214C

Damage: 4522
Heat Gain: +32

Metered

A Starter

2A > 5C > 3C > 623D > 5C > 2C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C

Damage: 3240
Requires: 14 Heat

2A > 5C > 3C > 623D > 5C > 2C > 6C > 623C > 5B > 22C

Damage: 3276
Requires: 18 Heat

6A > RC > 3C > 623B > 623C > 5B > 5C > 2C > 6C > 6D > 2C > jc > j.2C > j.C > j.214C

Damage: 3523
Requires: 46 Heat

B Starter

5B > 5C > 3C > 623D > 5C > 2C > 6C > 6D > 5C > sjc > jC > j.2C > jc > j.2C > j.C > j.214C

Damage: 4116
Requires: 15 Heat

5B > 5C > 3C > 623D > 6C > 6D > 5C > 2C > 6C > 623C > 5B(1) > 22C

Damage: 4010
Requires: 15 Heat

C Starter

5C > 2C > 3C > 623D > 5C > 2C > 6C > 6D > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

Damage: 4545
Requires: 13 Heat

5C > 2C > 3C > 623D > 6C > 6D > 5C > 2C > 6C > 623C > 5B > 22C

Damage: 4497
Required:13 Heat

Special Starter

FC 22C > 66D > 623D > 5C > 2C > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.214C

Damage: 4851
Required: 18 Heat

Crouching

A Starter

2A > 5C > 6C > 6D > 6C > 6D > 5C > 2C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C

Damage: 3147
Heat Gain: +22

B Starter

5B > 5C > 2C > 6C > 6D > 5C > 2C > 6C > 6D > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

Damage: 3860
Heat Gain: +27

5B > 5C > 2C > 6C > 6D > 6C > 6D > 5C > 2C > 6C > 623C > 5B > 22C

Damage: 3784
Heat Gain: +27

C Starter

5C > 2C > 6C > 6D > 22C > 6C > 6D > 5C > 2C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C

Damage: 4353
Heat Gain: +31

5C > 2C > 6C > 6D > 5C > 2C > 6C > 6D > 5C > 2C > 623C > 5B > 22C

Damage: 4182
Heat Gain: +30

Metered AND Crouching

A Starter

2A > 5C > 2C > 6C > [CT] > 5C > 2C > 6C > 6D > 22C > 3C > 214B~C

Damage: 3469
Requires: 8 Heat

2A > 5C > 2C > 6C > [CT] > 5C > 2C > 6C > 6D > 2C > 6C > 623C

Damage: 3356
Requires: 9 Heat

2A > 5C > 2C > 6C > [CT] > 5C > 2C > 6C > 6D > 2C > jc > j.2C > j.C > j.214C

Damage: 3400
Requires: 9 Heat

B Starter

5B > 5C > 2C > 6C > [CT] > 5C > 2C > 6C > 6D > 2C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C

Damage: 4098
Requires: 4 Heat

5B > 5C > 2C > 6C > [CT] > 5C > 2C > 6C > 6D > 22C > 3C > 214B~C

Damage: 3968
Requires: 5 Heat

C Starter

5C > 2C > 6C > [CT] > 2C > 6C > 6D > 5C > 2C > 6C > 623C > 5B > 22C

Damage: 4481
Requires: 2 Heat

5C > 2C > 6C > [CT] > 5C > 2C > 6C > 6D > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C

Damage: 4521
Requires: 3 Heat

Combo Theory

==== 6B > dl j.214C

A common piece of Jin's combos. This requires a delay on j.214C as much as possible. Done properly, Jin will be low enough to the ground that he can follow up (typically with microdash 2B).

214B(w)~C

Sometimes in Jin's combos he needs to whiff the first part of Ice Car (214B) in order to get close enough to secure a knockdown with the followup

Video Examples

Midscreen

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Crouching Confirms

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Counter Hits

Corner

Anti air and air to air


External References

Navigation

 Jin Kisaragi


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