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|| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{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 || 2911 || 20 || Everyone || [2] {{clr|2|Easy}} || Standard crouching combo. Has to delay {{clr|C|j.2C}} on some characters (such as Hazama, Litchi, Hakumen, ...), but you can do {{clr|B|j.B}} > {{clr|C|j.2C}} as an alternative. If two {{clr|A|2A}} were used, do {{clr|B|5B}}(1) or {{clr|B|2B}}, or if three were used, do {{clr|C|5C}} right away. | || {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{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 || 2911 || 20 || Everyone || [2] {{clr|2|Easy}} || Standard crouching combo. Has to delay {{clr|C|j.2C}} on some characters (such as Hazama, Litchi, Hakumen, ...), but you can do {{clr|B|j.B}} > {{clr|C|j.2C}} as an alternative. If two {{clr|A|2A}} were used, do {{clr|B|5B}}(1) or {{clr|B|2B}}, or if three were used, do {{clr|C|5C}} right away. | ||
|- | |- | ||
|| {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|2D}}, 66{{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Midscreen || 2441 || 17 || Everyone || [2] {{clr|2|Easy}} || Useful if {{clr|A|2A}} hit at | || {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|2D}}, 66{{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Midscreen || 2441 || 17 || Everyone || [2] {{clr|2|Easy}} || Useful if {{clr|A|2A}} hit at max range where {{clr|B|6B}} whiffs. Depending on the distance, {{clr|C|6C}} and {{clr|D|2D}} might whiff on some characters (for instance, Litchi, Nine, Murakumos, ...), as well as {{clr|C|22C}} requiring a longer microdash in order to connect. If three {{clr|A|2A}} were used, do {{clr|C|5C}} right away. | ||
|- | |- | ||
|| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|3C}} > {{clr|B|623B}}, {{clr|C|623C}}, {{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 || 2976 || 21 || Everyone || [2] {{clr|2|Easy}} || Corner route if very close, as it has to be at the edge of the corner in order for {{clr|C|623C}} to connect. | || {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|3C}} > {{clr|B|623B}}, {{clr|C|623C}}, {{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 || 2976 || 21 || Everyone || [2] {{clr|2|Easy}} || Corner route if very close, as it has to be at the edge of the corner in order for {{clr|C|623C}} to connect. | ||
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{{clr|C|3C}} can also be done and is mainly used in optimal enders, requiring the maximum delay {{clr|C|j.214C}} allows. The tips aforesaid apply to it as well. | {{clr|C|3C}} can also be done and is mainly used in optimal enders, requiring the maximum delay {{clr|C|j.214C}} allows. The tips aforesaid apply to it as well. | ||
=== {{clr|B|214B}}(w)~{{clr|C|C}} === | ==={{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}/{{clr|C|623C}}=== | ||
{{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} is the standard ender for most Jin combos as it gives hard knockdown. Check the opponent's wake up options right after it by inputting {{clr|A|2A}}, which will catch forward rolls and no tech, whereas 66{{clr|B|2B}} will cover back rolls and no tech as well (66{{clr|A|2A}} can also be done, though it requires a longer microdash), and follow up with {{clr|B|5B}}/{{clr|C|5C}} immediatly for a easy confirm, as they will only come out if the opponent gets hit. | |||
{{clr|C|3C}} > {{clr|C|623C}} is only used in short starter combos such as {{clr|C|623C}} RC or in lenghty prorated combos when (usually) preceded by {{clr|B|6B}} > mdl. {{clr|C|j.214C}}. | |||
==={{clr|B|214B}}(w)~{{clr|C|C}}=== | |||
Sometimes in Jin's combos he needs to whiff the first part of Ice Car ({{clr|B|214B}}) in order to get close enough to secure a knockdown with the followup | Sometimes in Jin's combos he needs to whiff the first part of Ice Car ({{clr|B|214B}}) in order to get close enough to secure a knockdown with the followup | ||
Revision as of 15:11, 21 July 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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For more information, check the 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 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. |
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. |
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 corner only combo off 6A. |
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. |
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 > 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 > 214Bw~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. |
(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 > 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/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 > 214Bw~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. |
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 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 > 214Bw~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 > 214Bw~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. |
Throw Starters
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5/4BC > dc dl. 5C > 2C > 6C > 214Bw~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 > 214Bw~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 > 214Bw~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 section
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. |
Combo Theory
6B > dl. j.214C
Core piece in Jin's CH/crouching combos, usually followed up by 662B at the beginning or the end of combos. The deeper the microdash, the more delayed it has to be. Some tips and tricks to do it:
- Microdashing 6B might help against distant freezed opponents after 22C, as the distance traveled will be larger and effectively will shorten the microdash;
- Delay j.214C as much as you can, as it grants you more time to OTG and allows microdashing to a greater extent to hit distant opponents;
- Perform the microdash as Jin starts falling or is about to touch the ground;
- Do 663B, as there are no other crouching B normals to overlap 2B.
3C can also be done and is mainly used in optimal enders, requiring the maximum delay j.214C allows. The tips aforesaid apply to it as well.
3C > 214B~C/623C
3C > 214B~C is the standard ender for most Jin combos as it gives hard knockdown. Check the opponent's wake up options right after it by inputting 2A, which will catch forward rolls and no tech, whereas 662B will cover back rolls and no tech as well (662A can also be done, though it requires a longer microdash), and follow up with 5B/5C immediatly for a easy confirm, as they will only come out if the opponent gets hit.
3C > 623C is only used in short starter combos such as 623C RC or in lenghty prorated combos when (usually) preceded by 6B > mdl. j.214C.
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
Crouching Confirms
Counter Hits
Corner
Anti air and air to air
External References
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- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
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- Jubei [★]
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