BBCF/Jin Kisaragi/Combos: Difference between revisions

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|| {{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|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.
|| {{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 || 25.66 || 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.
|| 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 || 23.5 || Everyone || [2] {{clr|2|Easy}} || Anti-air confirm into knockdown.
|-
|-
|| 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}}.
|| 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 || 25.5 || 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}}.
|-
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|| AA {{clr|B|5B}}(1) > {{clr|C|5C}} > {{clr|C|2C}} > (dl.) {{clr|C|6C}} > {{clr|B|214B}}~{{clr|C|C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 3369 || 23 || Everyone || [2] {{clr|2|Easy}} || Alternative that ends into knockdown if you think {{clr|B|5B}}(2) won't hit due to its lower hitbox. The higher the opponent, the more you will have to delay {{clr|C|6C}}.
|| AA {{clr|B|5B}}(1) > {{clr|C|5C}} > {{clr|C|2C}} > (dl.) {{clr|C|6C}} > {{clr|B|214B}}~{{clr|C|C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 3369 || 23 || Everyone || [2] {{clr|2|Easy}} || Alternative that ends into knockdown if you think {{clr|B|5B}}(2) won't hit due to its lower hitbox. The higher the opponent, the more you will have to delay {{clr|C|6C}}.
|-
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|| 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.
|| 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 || 25.66 || 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 up by {{clr|B|5B}} or had microdash momentum while done very closely.
|| {{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 up by {{clr|B|5B}} or had microdash momentum while done very closely.
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! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
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|| CH {{clr|C|5C}} > {{clr|B|6B}} > dl. {{clr|C|j.214C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > dl. {{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}} || Anywhere || 3845 || 27 || See notes || [3] {{clr|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 {{clr|C|5C}} > {{clr|B|6B}} > dl. {{clr|C|j.214C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > dl. {{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}} || Anywhere || 3845 || 27.5 || See notes || [3] {{clr|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).  
|-
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|| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|5|2D}}, dl. 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}w~{{clr|C|C}}, 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}} || Midscreen || 3965 || 28 || Everyone || [3] {{clr|3|Medium}} || Alternate route, but has worse ender if far from corner.
|| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|5|2D}}, dl. 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}w~{{clr|C|C}}, 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}} || Midscreen || 3965 || 28.33 || Everyone || [3] {{clr|3|Medium}} || Alternate route, but has worse ender if far from corner.
|-
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|| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|5|2D}}, dl. 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}}~{{clr|C|C}} > 66{{clr|B|2B}} > {{clr|C|22C}} || Midscreen || 3986 || 28 || Everyone || [4] {{clr|4|Hard}} || Harder version of the above that ends in a safejump. Staircase ender values: 4025 dmg, 28 heat.
|| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|5|2D}}, dl. 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}}~{{clr|C|C}} > 66{{clr|B|2B}} > {{clr|C|22C}} || Midscreen || 3986 || 28 || Everyone || [4] {{clr|4|Hard}} || Harder version of the above that ends in a safejump. Staircase ender values: 4025 dmg, 28 heat.
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|| CH {{clr|C|5C}} > {{clr|5|2D}} > 9 IAD > {{clr|C|j.2C}} > dl. {{clr|C|j.C}} > 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|623C}}, 66{{clr|B|5B}}(1) > {{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}} || Midscreen || 4010 || 28 || Everyone || [4] {{clr|4|Hard}} || Only works if at max or near max range {{clr|C|5C}}, where {{clr|B|6B}} and {{clr|C|6C}} might whiff. Beware the {{clr|D|2D}} deadzone. Tricky route. Can end in {{clr|B|214B}}~{{clr|C|C}} as well.
|| CH {{clr|C|5C}} > {{clr|5|2D}} > 9 IAD > {{clr|C|j.2C}} > dl. {{clr|C|j.C}} > 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|623C}}, 66{{clr|B|5B}}(1) > {{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}} || Midscreen || 4010 || 28 || Everyone || [4] {{clr|4|Hard}} || Only works if at max or near max range {{clr|C|5C}}, where {{clr|B|6B}} and {{clr|C|6C}} might whiff. Beware the {{clr|D|2D}} deadzone. Tricky route. Can end in {{clr|B|214B}}~{{clr|C|C}} as well.
|-
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|| AA {{clr|C|2C}} > sjc > {{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 || 3740 || 26 || Everyone || [3] {{clr|3|Medium}} || Anti-air route. Works from most heights, CH or not, but still has to be an air hit.
|| AA {{clr|C|2C}} > sjc > {{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 || 3740 || 26.5 || Everyone || [3] {{clr|3|Medium}} || Anti-air route. Works from most heights, CH or not, but still has to be an air hit.
|-
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|| falling {{clr|C|j.2C}} > ({{clr|C|j.C}}) > 66{{clr|C|5C}} > {{clr|D|5D}} > {{clr|C|22C}}, 6[6]{{clr|B|5B}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr |B|214B}}~{{clr|C|C}} || Anywhere || 2848 || 20 || See notes || [2] {{clr|2|Easy}} || Very close air-to-ground or double overhead confirm. Doesn't work on Susano'o and Tager. Doing 6{{clr|B|6B}} after {{clr|C|22C}} isn't worth the trouble, trust me.
|| falling {{clr|C|j.2C}} > ({{clr|C|j.C}}) > 66{{clr|C|5C}} > {{clr|D|5D}} > {{clr|C|22C}}, 6[6]{{clr|B|5B}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr |B|214B}}~{{clr|C|C}} || Anywhere || 2848 || 20 || See notes || [2] {{clr|2|Easy}} || Very close air-to-ground or double overhead confirm. Doesn't work on Susano'o and Tager. Doing 6{{clr|B|6B}} after {{clr|C|22C}} isn't worth the trouble, trust me.
|-
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|| CH {{clr|C|2C}} > jc > dl. {{clr|C|j.2C}} > 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|623C}}, 66{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 4102 || 29 || Everyone || [4] {{clr|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 {{clr|C|2C}} > jc > dl. {{clr|C|j.2C}} > 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|623C}}, 66{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 4102 || 29.33 || Everyone || [4] {{clr|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 {{clr|C|j.C}} > 6[6]{{clr|C|5C}} > sjc > {{clr|C|j.2C}} > dl. {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|C|22C}}, 66{{clr|B|5B}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 3237 || 23 || Varies || [3] {{clr|3|Medium}} || Further air-to-air route. Has to be close to the ground.
|| CH {{clr|C|j.C}} > 6[6]{{clr|C|5C}} > sjc > {{clr|C|j.2C}} > dl. {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|C|22C}}, 66{{clr|B|5B}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 3237 || 23 || Varies || [3] {{clr|3|Medium}} || Further air-to-air route. Has to be close to the ground.

Revision as of 08:31, 3 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 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 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 25.66 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.
AA 5B(1) > 5C > 2C > (dl.) 6C > 214B~C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 3C > 214B~C Anywhere 3369 23 Everyone [2] Easy Alternative that ends into knockdown if you think 5B(2) won't hit due to its lower hitbox. The higher the opponent, the more you will have to delay 6C.
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.
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 (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.

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 > 214Bw~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 > 6C > 2D, dl. 665C > 2C > 6C > 623C, 665B(1) > 5C > 2C > 6C > 214B~C > 662B > 22C Midscreen 3986 28 Everyone [4] Hard Harder version of the above that ends in a safejump. Staircase ender values: 4025 dmg, 28 heat.
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.
falling j.2C > (j.C) > 665C > 5D > 22C, 6[6]5B > 2B > 5C > 3C > 214B~C Anywhere 2848 20 See notes [2] Easy Very close air-to-ground or double overhead confirm. Doesn't work on Susano'o and Tager. Doing 66B after 22C isn't worth the trouble, trust me.
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.C > 6[6]5C > 2C > sjc > j.2C > j.D, ad j.2C > j.C > j.214C, 662B > 5C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3369 24 Varies [2] Easy Alternate version of the above, but gives worse oki midscreen.
CH j.C/j.2C* > dl. 6[6]5C > 2C > 6C > 214Bw~C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 3C > 214B~C Anywhere 3418 24 Varies [2] Easy Air-to-air route. Opponent must be high in the air. *Must be closer to work from j.2C.
CH j.2C > 665C > 2C > 623C, 665B > 5C > 2C > sjc > j.2C > j.D, 22C, 3C > 214B~C Anywhere 3418 24 Varies [3] Medium Closer air-to-air route. Has to be very close and the opponent enough height in the air to link 623 > 665B.
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 -16 Everyone [3] Medium Requires 25 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 > 214Bw~C, 662B > 5C > 2C > sjc > j.D, 22C, (66)3C > 623C Anywhere 4001 -32 Everyone [3] Medium Requires 50 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. 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 -29 Everyone [4] Hard Requires 50 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. Alternate close 5C hit confirm. Slightly easier, but has less desirable oki.
(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 > dj 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 > 214Bw~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 > 623D, (66)2C > 6C > 6D, 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 4501 -13 Everyone [2] Easy Requires 25 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 -15 Everyone [2] Easy Requires 25 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. *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.

D Starters

Combo Position Damage Meter Gain Works on: Difficulty Notes
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 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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