BBCF/Jin Kisaragi/Combos: Difference between revisions

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(Updating the combo section with better ones (mainly from the new doc), commencing with A starters.)
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==Combo List==
==Combo List==


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|A|A}} Starters===
|+{{clr|A|A}} Starters
Note: {{clr|A|5A}} and {{clr|A|2A}} are interchangeable in all standing 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|A|2A}} > {{clr|B|5B}} > {{clr|B|2B}} >  {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 1872 || 13 || Everyone || [1] {{clr|1|Very Easy}} || Standard standing combo.
|| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|B|2B}} >  {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 1872 || 13 || Everyone || [1] {{clr|1|Very Easy}} || BNB combo. {{clr|B|5B}}(2) whiffs on Noel and Makoto if far.
|-
|-
| | {{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 || [3] {{clr|3|Medium}} || Standard crouching combo. 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 2A hit at a distance that {{clr|B|6B}} may whiff. 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|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|B|623B}} > 669{{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 || 2689 || 19 || Everyone || [3] {{clr|3|Medium}} || {{clr|C|j.2C}} might whiff depending on the distance, so do (66)9{{clr|C|j.C}} > jc {{clr|C|j.C}} > {{clr|D|j.D}} for a more stable version instead.
|| {{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|5A}}/{{clr|A|2A}} > {{clr|B|5B}} > {{clr|B|623B}}, {{clr|C|623C}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}} || Corner || 2849 || 20 || Everyone || [3] {{clr|3|Medium}} || Has to be at the edge of the corner in order for {{clr|C|623C}} to connect.
|| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|B|623B}}, 669{{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|B|6B}} > maxdl. {{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Corner || 2804 || 20 || Everyone || [3] {{clr|3|Medium}} || Corner route if far.  
|-
|-
| | {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|5|6D}}, > (6){{clr|5|6D}}, {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}} || Corner || 2989 || 21 || Everyone || [3] {{clr|3|Medium}} || For crouching opponents in the corner.
|| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|5|6D}}, > (6){{clr|5|6D}}, {{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 || 2989 || 21 || Everyone || [2] {{clr|2|Easy}} || For crouching opponents in the corner. Has to be close otherwise requires a microdash {{clr|C|5C}}.
|-
|-
| | {{clr|A|2A}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|5|6D}}, {{clr|C|6C}} > {{clr|5|6D}}, {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}} || Corner || 3147 || 22 || Everyone || [3] {{clr|3|Medium}} ||  
|| {{clr|A|2A}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|5|6D}}, {{clr|C|6C}} > {{clr|5|6D}}, {{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 || 3147 || 22 || Everyone || [2] {{clr|2|Easy}} || Damaging alternative that still works if a bit further from the corner.
|-
|-
| | {{clr|A|2A}} > {{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}} > {{clr|C|22C}} || Cornered || 2592 || 18 || Everyone || [4] {{clr|4|Hard}} || Sideswap combo. If far, omit 5B. {{clr|C|623C}} is mirrored.
|| {{clr|A|2A}} > {{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}} > {{clr|C|22C}} || Cornered || 2592 || 18 || Everyone || [3] {{clr|3|Medium}} || Sideswap combo. {{clr|B|5B}} will only connect if close. {{clr|C|623C}} is mirrored.
|-
|-
|| {{clr|A|6A}} RC 66{{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 || 3331 || -38 || Everyone || [3] {{clr|3|Medium}} || Standard overhead combo. On counter hit, RC isn't needed. 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.
|| {{clr|A|j.A}} > {{clr|B|j.B}} > jc > {{clr|A|j.A}} > {{clr|C|j.C}} > {{clr|D|j.D}}, ({{clr|C|22C}}), 66{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 1749~2177 || 12~14 || Everyone || [2] {{clr|2|Easy}} || Occasional air to air confirm.
|-
|| {{clr|A|6A}} RC 66{{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 || 3331 || -38 || Everyone || [2] {{clr|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 {{clr|C|5C}} without RCing.
|-
|| {{clr|A|6A}} RC {{clr|C|5C}} > {{clr|C|6C}} > [CT] > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|B|6B}} > maxdl. {{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|C|623C}} || Corner || 3947 || -61 || Everyone || [3] {{clr|3|Medium}} || Requires 75 heat (69 starting heat). Higher reward confirm off {{clr|A|6A}}.
|-
|-
|| {{clr|A|j.A}} > {{clr|B|j.B}} > jc > {{clr|A|j.A}} > {{clr|C|j.C}} > {{clr|D|j.D}}, 66{{clr|B|5B}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 1749 || 12 || Everyone || [2] {{clr|2|Easy}} || Air to air confirm.
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{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. {{clr|B|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 || 25.66 || 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 || 23.5 || 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 || 25.5 || 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}}.
|-
|-
| | {{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 || 25.66 || 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|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.
|-
|| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C|}} > {{clr|C|3C}} > {{clr|C|22C}}~{{clr|D|D}}, dl. 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}(w)~{{clr|C|C}}, (66){{clr|B|2B}} > {{clr|C|22C}} || Anywhere || 3557 || -20 || Everyone || [2] {{clr|2|Easy}} || A Sekkajin Follow-up combo. Use 66{{clr|B|2B}} if Sekkajin won't reach. Requires 25 Heat (7 starting heat).
|-
|| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|236D}}, 66{{clr|C|2C}} > {{clr|C|623C}}, 66{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > {{clr|C|j.2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}} || Anywhere || 3698 || -3 || Everyone || [2] {{clr|2|Easy}} || Basic {{clr|B|5B}} confirm with Snowflake. Requires 25 Heat (14 starting Heat)
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|C|C}} Starters===
|+{{clr|C|5C}} Starter
{| 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|C|5C}} > {{clr|5|5D}} > {{clr|C|22C}} > {{clr|B|6B}} > dl{{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|B|214B}} ~ {{clr|C|C}} || Anywhere || 3203 || 23% || Everyone || [3] {{clr|3|Medium}} || Requires dash momentum in order for {{clr|C|22C}} to connect.
|| 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 {{clr|C|2C}} after the first {{clr|C|5C}} (3934 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|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.
|-
|| 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.
|-
|| 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.
|-
|| AA 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.2C}} > dl. 6[6]{{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.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 3418 || 24 || Varies || [2] {{clr|2|Easy}} || Closer air-to-air route. Opponent must be high in the air.
|-
|| (66){{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 || 3919 || 28 || Everyone || [2] {{clr|2|Easy}} || Easy corner route, has to be close.
|-
|| {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|B|623B}}, 669{{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|B|6B}} > maxdl. {{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Corner || 4044 || 29 || Everyone || [3] {{clr|3|Medium}} || Close hit damage route for standing hit. If far, omit {{clr|C|2C}} and do {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} instead (3787 dmg, 27 heat). {{clr|B|623B}} will whiff at max range.
|-
|| {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|6D}}, {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}}, {{clr|B|5B}}(1) > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}w~{{clr|C|C}}, {{clr|B|2B}} > {{clr|C|22C}} || Corner || 4198 || 30 || Everyone || [2] {{clr|2|Easy}} || Corner crouching confirm with oki ender. If far from corner, do microdash {{clr|C|5C}} after {{clr|D|6D}}. Staircase values: 4237 dmg, 30 heat.
|-
|-
| | {{clr|C|5C}} > {{clr|5|5D}} > {{clr|C|22C}} > {{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}}}} > jc > {{clr|C|j.2C}} > {{clr|C|{{clr|C|j.C}}}} > {{clr|C|j.214C}} || Anywhere || 3580 || 25% || Everyone || [3] {{clr|3|Medium}} || Alternate version of the above. More damage, but no Musou knockdown. Requires dash momentum.
|| {{clr|C|6C}} > {{clr|D|6D}}, (66){{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{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 || 4384 || 31.33 || Everyone || [2] {{clr|2|Easy}} || Stray hit high damage corner confirm.
|-
|-
| | {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|5|214D}}, {{clr|C|22C}}, {{clr|B|6B}} > dl.{{clr|C|j.214C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > {{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 || 4013 || 20% || Everyone || [3] {{clr|3|Medium}} || Absurd damage for just 25 meter. Omit {{clr|C|2C}} if you're too far away from the opponent. Requires 25 Heat.
|| Falling ad {{clr|C|j.2C}} > {{clr|D|j.D}}, {{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 || 3428 || 24.5 || See notes || [2] {{clr|2|Easy}} || Delayed airdash mixup {{clr|C|j.2C}}. Has to delay further against some characters (Taokaka, Murakumos, Hibiki, Izanami, Es, Jubei, ...).
|-
|-
| | CH {{clr|C|5C}} > {{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 || 3984 || 28% || Everyone || [4] {{clr|4|Hard}} || Can also be done on crouching opponents/Jubei without a counter-hit.
|| {{clr|C|5C}} > {{clr|C|3C}}/{{clr|D|5D}} > {{clr|D|214D}}, {{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 || 3981 || -6 || Everyone || [3] {{clr|3|Medium}} || Requires 25 heat (16 starting heat). Very easy to confirm combo, but bad oki if far from corner. {{clr|D|5D}} route deals 3712 damage, amd doesn't work at max range. {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} deals 3719.
|-
|-
| | CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|5|2D}}, 66{{clr|C|22C}}, {{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}}}} > jc > {{clr|C|j.2C}} > {{clr|C|{{clr|C|j.C}}}} > {{clr|C|j.214C}} || Midscreen || 3851 || 27% || Everyone || [3] {{clr|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.
|| {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|214B}} RC 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|D|j.D}}, {{clr|C|22C}}, (66){{clr|C|3C}} > {{clr|C|623C}} || Anywhere || 4001 || -31 || Everyone || [3] {{clr|3|Medium}} || Requires 50 heat (39 starting heat). RC on {{clr|B|214B}} first hit. Good corner carry, but rather tight to connect after the RC.
|-
|-
| | CH {{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|{{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 || 3824 || 27% || Everyone || [3] {{clr|3|Medium}} || Can also be done on crouching opponents/Jubei without a counter-hit.
|| {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} RC {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|B|6B}} > maxdl. {{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|C|623C}} || Anywhere || 4184 || -29 || Everyone || [3] {{clr|3|Medium}} || Requires 50 heat (36 starting heat). RC on {{clr|B|214B}}~{{clr|C|C}} (second hit). Less corner carry, but slightly easier to confirm and combo.
|-
|-
| CH {{clr|C|5C}} > {{clr|5|2D}}, IAD {{clr|C|j.2C}} > dl.{{clr|C|{{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}} > {{clr|C|6C}} > {{clr|B|214B}}(whiff) ~ {{clr|C|C}}, 66{{clr|B|2B}} > {{clr|C|22C}} || Midscreen || 4010 || 28% || Everyone || [4] {{clr|4|Hard}} || Requires {{clr|C|5C}} to hit far.
|| {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|623C}} RC dl. 6{{clr|A|6A}}, 66{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|B|6B}} > maxdl. {{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 4530 || -27 || Everyone || [4] {{clr|4|Hard}} || Requires 50 heat (37 starting heat). Close confirm of {{clr|C|5C}} hit. Has to hit a meaty {{clr|A|6A}} as high as possible. If fast you can even dash under and sideswap.
|-
|| {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|623C}} RC 6{{clr|D|6D}}, dl. 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}~{{clr|C|C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > jc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}} || Anywhere || 4531 || -27 || Everyone || [3] {{clr|3|Medium}} || Requires 50 heat (37 starting heat). Alternate close {{clr|C|5C}} hit confirm. Slightly easier, but has less desirable oki.
|-
|| {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|623D}}, (66){{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}}, {{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 || 4501 || -4 || Everyone || [2] {{clr|2|Easy}} || Requires 25 heat (16 starting heat). If off the edge, has to microdash {{clr|C|2C}} after {{clr|D|623D}}.
|-
|| {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}~{{clr|C|C}}, 66{{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}}, {{clr|B|5B}} > {{clr|C|22C}} || Corner || 4241 || -6 || Everyone || [2] {{clr|2|Easy}} || Requires 25 heat (16 starting heat). 1/4 from the edge corner confirm. If at max range, microdash {{clr|C|2C}} is required.
|-
|| ({{clr|C|5C}}) > {{clr|C|6C}} > [CT], {{clr|C|5C}}* > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|B|6B}} > maxdl {{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Corner || 4690 || -6 || See notes || [3] {{clr|3|Medium}} || Requires 25 heat ((16)18 starting heat). *OTG {{clr|C|5C}} doesn't work on: Platinum, Izayoi and Izanami, unless you get an air hit. Skipping to {{clr|C|2C}} still deals 4623 damage. {{clr|C|5C}} starter values: 4536~4591.
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|D|D}} Starters===
|+{{clr|5|Drive}} Starter
{| 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|5|2D}}, IAD {{clr|C|j.2C}} > dl.{{clr|C|{{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}} > {{clr|C|6C}} > {{clr|B|214B}}(whiff) ~ {{clr|C|C}}, 66{{clr|B|2B}} > {{clr|C|22C}} || Midscreen || 3607 || 25% || Everyone || [4] {{clr|4|Hard}} ||
|| {{clr|D|6D}}, 66{{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 || 4148 || 29 || Everyone || [2] {{clr|2|Easy}} || Stray(?) hit confirm. You don't get many options so just go for damage.
|-
|-
|| {{clr|D|6D}}, {{clr|C|22C}}, {{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 || 4589 || 32.66 || Everyone || [2] {{clr|2|Easy}} || Jin's best raw meterless starter. If a bit far, do microdash {{clr|C|3C}} to stabilize. In that case, do {{clr|B|5B}}(1).
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===Special Starters===
|+{{clr|A|6A}} Starter
{| 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|A|6A}} RC {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|6B}} > dl.{{clr|C|j.214C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|5|{{clr|D|j.D}}}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}} ~ {{clr|C|C}} || Anywhere || 3496 || || Everyone || [3] {{clr|3|Medium}} ||
|| CH {{clr|B|623B}}, {{clr|D|214D}}, {{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 || 2976 || -13 || Everyone || [2] {{clr|2|Easy}} || Requires 25 heat (18 starting heat). Has to be very close. If the opponent is high, you have to delay the {{clr|D|214D}} until they get close to the ground.
|-
|-
|| CH {{clr|B|623B}}, 66{{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Corner || 3310 || 23.66 || Everyone || [2] {{clr|2|Easy}} || Corner meterless combo. Has to wait until they're close to the ground to use {{clr|C|5C}}.
|-
|| CH {{clr|A|236A}}, 66{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|B|6B}} > maxdl. {{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 3507 || 25 || Everyone || [3] {{clr|3|Medium}} || Damaging fireball frametrap combo. Has to be close.
|-
|| CH {{clr|A|236A}}, 66{{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|B|6B}} > maxdl. {{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Corner || 3859 || 27 || Everyone* || [3] {{clr|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 {{clr|C|5C}} to connect.
|-
|| FC {{clr|C|22C}}, 66{{clr|C|5C}} > {{clr|C|2C}} > {{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}}, 66{{clr|B|5B}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 4298 || 30 || Everyone || [3] {{clr|3|Medium}} || Meterless fatal combo. Starting with 20 heat you'll build up to 50 after {{clr|C|3C}}, ending with {{clr|D|632146D}} deals 4925 damage.
|-
|| FC {{clr|C|22C}}, {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}}, {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}} || Corner || 4655 || 33 || Everyone || [2] {{clr|2|Easy}} || Corner meterless fatal combo.
|-
|| FC {{clr|C|22C}}, {{clr|C|6C}} > {{clr|D|2D}} > 9 IAD > {{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|5C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}} || Cornered || 4131 || 29 || Everyone || [4] {{clr|4|Hard}} || Corner sideswap fatal combo if more than 1/4 away from the corner edge.
|-
|| FC {{clr|C|22C}}, {{clr|C|6C}} > [CT], {{clr|C|5C}}* > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}}, {{clr|B|5B}}(1) > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Corner || 4956 || -2 || See notes || [2] {{clr|2|Easy}} || Requires 25 heat (14 starting heat). Doesn't work on Platinum, Izayoi and Izanami (do route below). Allows for late restands.
|-
|| FC {{clr|C|22C}}, {{clr|C|2C}} > {{clr|B|6B}} > {{clr|D|623D}}, {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}}, {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}} || Corner || 4963 || 1 || Everyone* || [2] {{clr|2|Easy}} ||  Requires 25 heat (11 starting heat). Litchi, Hakumen, Hazama, Bullet and Terumi require a normal jump so that the second {{clr|C|j.C}} won't whiff.
|-
|| FC {{clr|C|22C}}, {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}}, {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}}, {{clr|B|5B}}(1) > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|j.632146D}} || Corner || 5305 || -17.5 || Everyone || [2] {{clr|2|Easy}} || Requires 50 heat (18 starting heat). Corner fatal ending in super.
|-
|| FC {{clr|C|22C}}, {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}}, {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{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.C}} > {{clr|D|j.D}} > {{clr|D|j.214D}}, {{clr|D|j.632146D}} || Corner || 5538 || -41.5 || Everyone || [2] {{clr|2|Easy}} || Requires 75 heat (42 starting heat).
|-
|| FC {{clr|C|22C}}, {{clr|D|632146D}} RC (6){{clr|A|6A}}, 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.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}} || Anywhere || 6155 || -82 || Everyone || [4] {{clr|4|Hard}} || Requires 100 heat (93 starting heat). Best damage if you already have at least 93 heat to spare.
|-
|| FC {{clr|C|22C}}, {{clr|D|632146D}} RC {{clr|A|6A}}, dl. {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|C|j.214C}} || Corner || 6318 || -82 || Everyone || [3] {{clr|3|Medium}} || Requires 100 heat (93 starting heat). Corner variant.
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===Throw Starters===
|+Special Move Starter
{| 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|C|j.214C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{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 || 3232 || 23% || Everyone || [3] {{clr|3|Medium}} || TK {{clr|C|j.214C}} starter.  
|| 5/4{{clr|B|B}}{{clr|C|C}} > dc dl. {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}w~{{clr|C|C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > sjc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}} || Anywhere || 3203 || 23 || Everyone || [2] {{clr|2|Easy}} || Standard easy throw combo, but has bad ender if far from corner.
|-
|-
| | FC {{clr|C|22C}}, {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|6B}} > dl.{{clr|C|j.214C}}, 66{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{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 || 4158 || 29% || Everyone || [3] {{clr|3|Medium}} || Powerful meterless Fatal Counter combo off of {{clr|C|22C}}.
|| 5{{clr|B|B}}{{clr|C|C}} > dc {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|623C}}, 66{{clr|B|5B}}(1) > {{clr|C|5C}} > dl. {{clr|C|2C}} > dl. {{clr|C|6C}} > {{clr|B|214B}}w~{{clr|C|C}}, 66{{clr|B|2B}} > {{clr|C|22C}} || Anywhere || 3154 || 22 || Everyone || [3] {{clr|3|Medium}} || Harder confirm that ends in a better oki scenario anywhere. Dash cancel and do {{clr|C|5C}} as soon as possible.
|-
|-
|| j.{{clr|B|B}}{{clr|C|C}}, 66{{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 || 3199 || 22 || Everyone || [2] {{clr|2|Easy}} || Air throw damage combo. It always sideswaps so if you wish for better oki, do a shorter ground combo instead.
|-
|| 5{{clr|B|B}}{{clr|C|C}} > dc {{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 || 3349 || 24 || Everyone || [1] {{clr|1|Very Easy}} || Easy corner combo, works if a bit off the corner as well.
|-
|| 5{{clr|B|B}}{{clr|C|C}} > {{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|623B}}, {{clr|C|623C}}, {{clr|B|5B}}(1) > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}w~{{clr|C|C}}, {{clr|B|2B}} > {{clr|C|22C}} || Corner || 3266 || 23 || Everyone* || [2] {{clr|2|Easy}} || Oki ender corner throw combo. If a bit far or against *Makoto/Hakumen, you'll have to do microdash {{clr|C|3C}}.
|-
|| 5{{clr|B|B}}{{clr|C|C}} > dc {{clr|C|22C}}, {{clr|C|6C}} > {{clr|D|6D}}, > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|D|j.632146D}} || Corner || 3869 || -22 || Everyone || [3] {{clr|3|Medium}} || Requires 50 heat (28 starting heat). Standard corner throw combo ending in super.
|-
|| 5{{clr|B|B}}{{clr|C|C}} > dc {{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|D|j.214D}} > {{clr|D|j.632146D}} || Corner || 4153 || -23 || Everyone || [2] {{clr|2|Easy}} || Requires 75 heat. Similar as above but easier.
|}
|}


{{clr|A|6A}} > RC > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{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}}  
===Miscellaneous section===
:Damage:3496
Note: Crush Trigger starters refer to guard crush effect.
:Required Heat: 46
{| 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
|-
|| {{clr|C|623C}} RC (dl.) 6[6]{{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|2D}}, (66){{clr|C|22C}}, {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}/{{clr|C|623C}} || Anywhere || 2847 || -36 || Everyone || [2] {{clr|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], {{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|5C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} || Anywhere || 2915 || -10 || Everyone || [2] {{clr|2|Easy}} || Requires 25 heat. Charged Crush Trigger guard break midscreen combo.
|-
|| CT, {{clr|A|5A}}/{{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 || 2376 || -16 || Everyone || [2] {{clr|2|Easy}} || Requires 25 heat. Uncharged Crush Trigger guard break on standing opponent at the corner.
|-
|| CT, {{clr|A|2A}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|6D}}, {{clr|C|6C}} > {{clr|D|6D}}, {{clr|C|5C}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}} || Corner || 2514 || -15 || Everyone || [2] {{clr|2|Easy}} || Requires 25 heat. Uncharged Crush Trigger guard break on crouching opponent at the corner.
|-
|| CT, 5{{clr|B|B}}{{clr|C|C}} > dc {{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 || 2980 || -14 || Everyone || [2] {{clr|2|Easy}} || Requires 25 heat. Uncharged Crush Trigger guard break if near opponent at the corner.
|-
|| [CT], {{clr|C|6C}} > {{clr|D|6D}}, (66){{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{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 || 3504 || -10 || Everyone || [2] {{clr|2|Easy}} || Requires 25 heat. Charged Crush Trigger guard break corner combo.
|}


B Starter
==Combo Theory==
 
{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|D|236D}} > dash {{clr|C|2C}} > {{clr|C|623C}} > {{clr|C|665C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}(w)~{{clr|C|C}} > {{clr|B|2B}} > {{clr|C|22C}}
:Damage:3763
:Required Heat:13
 
{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|D|214D}} > {{clr|D|22D}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}
:Damage:3457
:Required Heat: 13
 
{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|C|623C}} > RC > {{clr|A|66A}} > {{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}}
:Damage:4076
:Required Heat: 34
 
C Starter
 
{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|D|236D}} > dash {{clr|C|2C}} > {{clr|C|623C}} > {{clr|C|665C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}(w)~{{clr|C|C}} > {{clr|B|2B}} > {{clr|B|5B}}(1) > {{clr|C|22C}}
:Damage:4061
:Required Heat: 13
 
{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|D|214D}} > {{clr|C|22C}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}
:Damage:3676
Required Heat: 13
 
{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|C|623C}} > RC > {{clr|A|66A}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > {{clr|D|j.D}} > |{{clr|C|22C}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}
:Damage:4616
:Required Heat: 34
 
====Crouching====
 
A Starter
 
{{clr|A|2A}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{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}}
:Damage:3123
:Heat Gain: +22
 
B Starter
 
{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{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}}
:Damage:3606
:Heat Gain: +25
 
{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|2D}} > IAD {{clr|C|j.2C}} > {{clr|C|j.C}} > |{{clr|C|665C}} > {{clr|C|2C}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|C|22C}}
:Damage:3521
:Heat Gain: +25
 
C Starter


{{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}} > |{{clr|C|22C}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}
===General===
:Damage:3939
:Heat Gain: +27


{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|2D}} > IAD {{clr|C|j.2C}} > {{clr|C|j.C}} > |{{clr|C|665C}} > {{clr|C|2C}} > {{clr|C|623C}} > {{clr|B|665B}} > {{clr|C|22C}}  
'''{{clr|B|6B}} > dl. {{clr|C|j.214C}}'''
:Damage:3753
:Heat Gain: +26


===Corner===
Core portion in Jin's CH/crouching combos, usually followed up by 66{{clr|B|2B}} at the beginning or end of combos. The deeper the microdash, the more delayed it has to be. Some tips and tricks to do it:
*Microdashing {{clr|B|6B}} might help against distant freezed opponents after {{clr|C|22C}}, as the distance traveled will be larger and effectively will shorten the microdash;
*Delay {{clr|C|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 66{{clr|B|3B}}, for there are no other crouching {{clr|B|B}} normals to overlap {{clr|B|2B}}.


A Starter
{{clr|C|3C}} can also be done and is mainly used in optimal enders or for a trade-off between oki and damage midscreen, requiring the maximum delay {{clr|C|j.214C}} allows. The tips aforesaid apply to it as well.


{{clr|A|2A}} > {{clr|B|5B}} > {{clr|B|623B}} > 9 jump {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|D|j.D}} > |{{clr|C|22C}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}
:Damage: 2894
:Heat Gain: +20


{{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|3C}} > {{clr|B|623B}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
'''OTG route'''
:Damage: 2976
:Heat Gain: +21


B Starter
Another core portion in Jin's CH/crouching combos, for it allows you to do a pick up OTG with 66{{clr|B|2B}} after {{clr|B|6B}} > dl. {{clr|C|j.214C}} to continue the combo. There are three common routes:
*66{{clr|B|2B}} > {{clr|C|5C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|C|22C}}, the most consistent throughout every starter, with no problems whatsoever except that delaying {{clr|C|j.C}} on some characters (Hakumen, Litchi and Hazama for example) is mandatory, though you can avoid this issue by doing {{clr|B|j.B}} > {{clr|C|j.2C}} instead. {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}} is also an alternative;
*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}}, a good trade-off for consistence and damage. Doesn't work on Tager and Susano'o and will drop if from an {{clr|A|A}} starter.
*66{{clr|B|2B}} > {{clr|C|5C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|D|j.D}} is the most damaging but only advisable near the corner, since most of the times you won't be sufficiently near for {{clr|C|22C}} to connect midscreen.


{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|B|623B}} > 9 jump {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|D|j.D}} > |{{clr|C|22C}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}
If the opponent gets further after {{clr|B|6B}} > {{clr|C|j.214C}}, deepening the microdash before {{clr|B|2B}} becomes necessary, as there is a risk that you will be too far for {{clr|C|22C}} to connect later, which is especially true for {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}}. It is important to note that you won't have enough frame advantage to land and do {{clr|C|22C}} after {{clr|D|j.D}} if you are high in the air and at your opponent's height, so generally the ideal position is to be right under them.
:Damage: 3765
:Heat Gain: +27


{{clr|B|5B}} > {{clr|C|3C}} > {{clr|B|623B}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
:Damage: 3875
:Heat Gain: +27


C Starter
'''{{clr|C|5C}} > {{clr|C|2C}} > dl. {{clr|C|6C}} > {{clr|B|214B}}w~{{clr|C|C}}'''


{{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|623B}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
Usually done after a throw or an ground-to-air hit, it can be done anywhere and leads into the OTG route, Staircase or a safejump depending on the combo proration and freeze count. The higher {{clr|C|5C}} hit, the more delayed the subsequent parts have to be (normally {{clr|C|6C}}) in order to avoid Ice Car's follow-up to whiff.
:Damage: 4206
:Heat Gain: +30


{{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|623B}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}
:Damage: 4096
:Heat Gain: +29


{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|B|623B}} > 9 jump {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|D|j.D}} > |{{clr|C|22C}} > {{clr|B|6B}} > dl~{{clr|C|j.214C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}  
'''{{clr|B|623B}} > {{clr|C|623C}}'''
:Damage: 4044
:Heat Gain: +29


CH {{clr|C|5C}} > {{clr|C|6C}} > dl~{{clr|B|623B}} > {{clr|C|623C}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
:Damage: 4243
:Heat Gain: +30


CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|22C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}  
'''{{clr|B|623B}} > (66)9{{clr|C|j.C}} > jc > {{clr|C|j.C}}'''
:Damage: 4314
:Heat Gain: +30


Special Starter


FC {{clr|C|22C}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}
'''{{clr|C|6C}} > {{clr|D|6D}}'''
:Damage: 4522
:Heat Gain: +32


====Metered====


A Starter
===Enders===


{{clr|A|2A}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|623D}} > {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
'''Staircase'''
:Damage: 3240
:Requires: 14 Heat


{{clr|A|2A}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|623D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|C|22C}}  
Common air combo ender for Jin's early freeze combos, usually done after a {{clr|C|2C}} > sjc or {{clr|C|5C}} > jc if there isn't enough hitstun for the former. Though it leads to your best damage most of the times, it is undesirable midscreen, since it gives you no oki whatsoever. At the corner, however, the best way to keep frame advantage to be able to check roll and quickrise is by doing {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}.
:Damage: 3276
:Requires: 18 Heat


{{clr|A|6A}} > RC > {{clr|C|3C}} > {{clr|B|623B}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
:Damage: 3523
:Requires: 46 Heat


B Starter
'''{{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}/{{clr|C|623C}}'''


{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|623D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > sjc > jC > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
{{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|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:
:Damage: 4116
*Doing {{clr|A|2A}} right after will catch forward rolls and no tech;
:Requires: 15 Heat
*Doing 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).


{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|623D}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}} > {{clr|B|5B}}(1) > {{clr|C|22C}}  
{{clr|C|3C}} > {{clr|C|623C}} is only used in short starter combos such as {{clr|C|623C}} RC (when you aren't sure if {{clr|B|214B}} would connect) or in lenghty prorated combos when (usually) preceded by {{clr|B|6B}} > mdl. {{clr|C|j.214C}}.
:Damage: 4010
:Requires: 15 Heat


C Starter


{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|D|623D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > sjc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}  
'''66{{clr|B|2B}}/{{clr|B|5B}}/6{{clr|C|6C}} > {{clr|C|22C}}'''
:Damage: 4545
:Requires: 13 Heat


{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|D|623D}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|C|22C}}
Situational ender off {{clr|C|j.214C}}, {{clr|B|214B}}w~{{clr|C|C}} or {{clr|C|623C}}, except for {{clr|C|6C}} which is done after a freeze at the corner's edge. Depending on the combo timer, can lead into a safejump by:
:Damage: 4497
*Inputting 669{{clr|C|j.2C}} midscreen, which will cover no tech, back roll, quick rise and safejumping 9F reversals with neutral tech;
:Required:13 Heat
*Inputting 9{{clr|C|j.2C}} at the corner or 8{{clr|C|j.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.
 
Special Starter
 
FC {{clr|C|22C}} > {{clr|D|66D}} > {{clr|D|623D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}  
:Damage: 4851
:Required: 18 Heat
 
====Crouching====
 
A Starter
 
{{clr|A|2A}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
:Damage: 3147
:Heat Gain: +22
 
B Starter
 
{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > sjc > {{clr|C|j.C}} > {{clr|C|j.2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
:Damage: 3860
:Heat Gain: +27
 
{{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|C|623C}} > {{clr|B|5B}} > {{clr|C|22C}}
:Damage: 3784
:Heat Gain: +27
 
C Starter
 
{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|22C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
:Damage: 4353
:Heat Gain: +31
 
{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|C|22C}}
:Damage: 4182
:Heat Gain: +30
 
====Metered AND Crouching====
 
A Starter
 
{{clr|A|2A}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > [CT] > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|22C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}  
:Damage: 3469
:Requires: 8 Heat
 
{{clr|A|2A}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > [CT] > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}}  
:Damage: 3356
:Requires: 9 Heat
 
{{clr|A|2A}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > [CT] > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
:Damage: 3400
:Requires: 9 Heat
 
B Starter
 
{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > [CT] > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|2C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
:Damage: 4098
:Requires: 4 Heat
 
{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > [CT] > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|22C}} > {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}}
:Damage: 3968
:Requires: 5 Heat
 
C Starter
 
{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > [CT] > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|C|22C}}
:Damage: 4481
:Requires: 2 Heat
 
{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > [CT] > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|C|j.2C}} > {{clr|C|j.C}} > jc > {{clr|C|j.2C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}
:Damage: 4521
:Requires: 3 Heat
 
==Combo Theory==
 
==== {{clr|B|6B}} > dl {{clr|C|j.214C}}
 
A common piece of Jin's combos. This requires a delay on {{clr|C|j.214C}} as much as possible. Done properly, Jin will be low enough to the ground that he can follow up (typically with microdash {{clr|B|2B}}).
 
==== {{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


==Video Examples==
==Video Examples==
Line 336: Line 263:
Midscreen
Midscreen


{{#ev:youtube|?v=ZTUEf0Vkg_Y}}
{{#ev:youtube|ZTUEf0Vkg_Y}}


Crouching Confirms  
Crouching Confirms  


{{#ev:youtube|?v=QpFZlKbolE4}}
{{#ev:youtube|QpFZlKbolE4}}


Counter Hits
Counter Hits
Line 355: Line 282:


<br style="clear:both;"/>
<br style="clear:both;"/>
==External References==
==External References==
*[https://docs.google.com/document/d/1QwbsPA_oYp0ackRYXr7qBGOAJp0Lo1VrH-dxyU6xenM/edit Jin Combo Document]
*[https://docs.google.com/document/d/1QwbsPA_oYp0ackRYXr7qBGOAJp0Lo1VrH-dxyU6xenM/edit Jin Combo Document]

Revision as of 21:14, 17 August 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 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 confirm 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.
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)

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

General

6B > dl. j.214C

Core portion in Jin's CH/crouching combos, usually followed up by 662B at the beginning or 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, for there are no other crouching B normals to overlap 2B.

3C can also be done and is mainly used in optimal enders or for a trade-off between oki and damage midscreen, requiring the maximum delay j.214C allows. The tips aforesaid apply to it as well.


OTG route

Another core portion in Jin's CH/crouching combos, for it allows you to do a pick up OTG with 662B after 6B > dl. j.214C to continue the combo. There are three common routes:

  • 662B > 5C > sjc > j.2C > j.C > j.D, 22C, the most consistent throughout every starter, with no problems whatsoever except that delaying j.C on some characters (Hakumen, Litchi and Hazama for example) is mandatory, though you can avoid this issue by doing j.B > j.2C instead. 2B > 5C > 2C > sjc > j.2C > j.D is also an alternative;
  • 662B > 5C > sjc > j.B > j.C > dl. j.2C > jc > j.2C > j.D, 22C, a good trade-off for consistence and damage. Doesn't work on Tager and Susano'o and will drop if from an A starter.
  • 662B > 5C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D is the most damaging but only advisable near the corner, since most of the times you won't be sufficiently near for 22C to connect midscreen.

If the opponent gets further after 6B > j.214C, deepening the microdash before 2B becomes necessary, as there is a risk that you will be too far for 22C to connect later, which is especially true for 5C > 2C > sjc > j.2C > j.D. It is important to note that you won't have enough frame advantage to land and do 22C after j.D if you are high in the air and at your opponent's height, so generally the ideal position is to be right under them.


5C > 2C > dl. 6C > 214Bw~C

Usually done after a throw or an ground-to-air hit, it can be done anywhere and leads into the OTG route, Staircase or a safejump depending on the combo proration and freeze count. The higher 5C hit, the more delayed the subsequent parts have to be (normally 6C) in order to avoid Ice Car's follow-up to whiff.


623B > 623C


623B > (66)9j.C > jc > j.C


6C > 6D


Enders

Staircase

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 your best damage most of the times, it is undesirable midscreen, since it gives you no oki whatsoever. At the corner, however, 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/623C

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 is only used in short starter combos such as 623C RC (when you aren't sure if 214B would connect) or in lenghty prorated combos when (usually) preceded by 6B > mdl. j.214C.


662B/5B/66C > 22C

Situational ender off j.214C, 214Bw~C or 623C, except for 6C which is done after a freeze at the corner's edge. Depending on the combo timer, can lead into a safejump by:

  • Inputting 669j.2C midscreen, which will cover no tech, back roll, quick rise and safejumping 9F reversals with neutral tech;
  • Inputting 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.

Video Examples

Midscreen

Crouching Confirms

Counter Hits

Corner

Anti air and air to air


External References

Navigation

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