BBCF/Jin Kisaragi/Combos

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Revision as of 05:34, 2 July 2022 by Demiurgo (talk | contribs) (Updating the combo section with better ones (mainly from the new doc), commencing with A starters.)
 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
Combo Position Damage Meter Gain Works on: Difficulty Notes
2A > 5B > 2B > 5C > 3C > 214B~C Anywhere 1872 13 Everyone [1] Very Easy Standard standing combo.
2A > 5B > 5C > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C Anywhere 2911 20 Everyone [3] Medium Standard crouching combo. If two 2A were used, do 5B(1) or 2B, or if three were used, do 5C right away.
2A > 2B > 5C > 6C > 2D, 6622C, 3C > 214B~C Midscreen 2441 17 Everyone [2] Easy Useful if 2A hit at a distance that 6B may whiff. Depending on the distance, 6C and 2D might whiff on some characters (for instance, Litchi, Nine, Murakumos, ...), as well as 22C requiring a longer microdash in order to connect. If three 2A were used, do 5C right away.
2A > 5B > 623B > 669j.C > j.2C* > jc > j.2C > j.D, 22C, 3C > 214B~C Corner 2689 19 Everyone [3] Medium j.2C might whiff depending on the distance, so do (66)9j.C > jc j.C > j.D for a more stable version instead.
5A/2A > 5B > 623B, 623C, 5B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Corner 2849 20 Everyone [3] Medium Has to be at the edge of the corner in order for 623C to connect.
2A > 5B > 5C > 6C > 6D, > (6)6D, 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Corner 2989 21 Everyone [3] Medium For crouching opponents in the corner.
2A > 5C > 6C > 6D, 6C > 6D, 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Corner 3147 22 Everyone [3] Medium
2A > 5B > 5C > 6C > 2D > 9adc > j.B > j.2C, 623C, 665B > 22C Cornered 2592 18 Everyone [4] Hard Sideswap combo. If far, omit 5B. 623C is mirrored.
6A RC 665C > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C Anywhere 3331 -38 Everyone [3] Medium Standard overhead combo. On counter hit, RC isn't needed. Has to delay j.2C on some characters (such as Hazama, Litchi, Hakumen, ...), but you can do j.B > j.2C as an alternative.
j.A > j.B > jc > j.A > j.C > j.D, 665B > 2B > 5C > 3C > 214B~C Anywhere 1749 12 Everyone [2] Easy Air to air confirm.
5B/2B Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
5B/2B > 5C > 2C > 3C > 214B ~ C Anywhere 2344 16% Everyone [1] Very Easy Extremely basic meterless BNB.
5B/2B > 5C > 2C > 3C > 22C ~ D, 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 3724 20% Everyone [3] Medium Simple but damaging combo that side switches. Requires 25 Heat.
5B/2B > 5C > 2C > 3C > 22C ~ D, 665C > 2C > 6C > 214B(whiff} ~ C Anywhere 3557 19% Everyone [3] Medium Alternate version of the above that ends in Musou knockdown. Requires 25 Heat.
5B/2B > 5C > 2C > 6B > dl.j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B ~ C Anywhere 3587 25% Everyone [3] Medium For crouching opponents/Jubei.
5B/2B > 5C > 2C > 6B > dl.j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 6B > dl.j.214C, 3C > 214B ~ C Anywhere 3661 26% Everyone [4] Hard Slightly harder version of the above, though the increased damage is negligible. For crouching opponents/Jubei.
CH 5B(1) > 6B > dl.j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 6B > dl.j.214C, 3C > 214B ~ C Anywhere 3254 23% Everyone [4] Hard You can combo into 6B without the need for a crouching opponent from a counter-hit 5B if cancelled on the first hit.
CH 5B(1) > 6C > 2D, 665C > 2C > 6C > 623C, 665B(1) > 5C > 2C > 6C > 214B(whiff) ~ C, 662B > 22C Midscreen 3403 24% Everyone [5] Very Hard A difficult but rewarding combo that requires quite a few microdashes. Wait a tiny bit before the first microdash into 5C, otherwise the opponent could be launched behind you when 6C hits. The 22C ender allows for Snowflake okizeme afterward.
5C Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
5C > 5D > 22C > 6B > dlj.214C, 3C > 214B ~ C Anywhere 3203 23% Everyone [3] Medium Requires dash momentum in order for 22C to connect.
5C > 5D > 22C > 6B > dlj.214C, 662B > 5C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 3580 25% Everyone [3] Medium Alternate version of the above. More damage, but no Musou knockdown. Requires dash momentum.
5C > 2C > 3C > 214D, 22C, 6B > dl.j.214C, 662B > 5C > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 4013 20% Everyone [3] Medium Absurd damage for just 25 meter. Omit 2C if you're too far away from the opponent. Requires 25 Heat.
CH 5C > 6C > 2D, 665C > 2C > 6C > 623C, 665B(1) > 5C > 2C > 6C > 214B(whiff) ~ C, 662B > 22C Midscreen 3984 28% Everyone [4] Hard Can also be done on crouching opponents/Jubei without a counter-hit.
CH 5C > 6C > 2D, 6622C, 6B > dl.j.214C, 662B > 5C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Midscreen 3851 27% Everyone [3] Medium Easier variant of the above in exchange for slightly less damage. Can also be done on crouching opponents/Jubei without a counter-hit.
CH 5C > 6B > dl.j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 6B > dl.j.214C, 3C > 214B ~ C Anywhere 3824 27% Everyone [3] Medium Can also be done on crouching opponents/Jubei without a counter-hit.
CH 5C > 2D, IAD j.2C > dl.j.C, 665C > 2C > 623C, 665B(1) > 5C > 2C > 6C > 214B(whiff) ~ C, 662B > 22C Midscreen 4010 28% Everyone [4] Hard Requires 5C to hit far.
Drive Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
2D, IAD j.2C > dl.j.C, 665C > 2C > 623C, 665B(1) > 5C > 2C > 6C > 214B(whiff) ~ C, 662B > 22C Midscreen 3607 25% Everyone [4] Hard
6A Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
6A RC 5C > 2C > 6B > dl.j.214C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 3C > 214B ~ C Anywhere 3496 Everyone [3] Medium
Special Move Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
j.214C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 6B > dl.j.214C, 3C > 214B ~ C Anywhere 3232 23% Everyone [3] Medium TK j.214C starter.
FC 22C, 5C > 2C > 6B > dl.j.214C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 6B > dl.j.214C, 3C > 214B ~ C Anywhere 4158 29% Everyone [3] Medium Powerful meterless Fatal Counter combo off of 22C.

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

Damage:3496
Required Heat: 46

B Starter

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

Damage:3763
Required Heat:13

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

Damage:3457
Required Heat: 13

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

Damage:4076
Required Heat: 34

C Starter

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

Damage:4061
Required Heat: 13

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

Damage:3676

Required Heat: 13

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

Damage:4616
Required Heat: 34

Crouching

A Starter

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

Damage:3123
Heat Gain: +22

B Starter

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

Damage:3606
Heat Gain: +25

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

Damage:3521
Heat Gain: +25

C Starter

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

Damage:3939
Heat Gain: +27

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

Damage:3753
Heat Gain: +26

Corner

A Starter

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

Damage: 2894
Heat Gain: +20

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

Damage: 2976
Heat Gain: +21

B Starter

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

Damage: 3765
Heat Gain: +27

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

Damage: 3875
Heat Gain: +27

C Starter

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

Damage: 4206
Heat Gain: +30

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

Damage: 4096
Heat Gain: +29

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

Damage: 4044
Heat Gain: +29

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

Damage: 4243
Heat Gain: +30

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

Damage: 4314
Heat Gain: +30

Special Starter

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

Damage: 4522
Heat Gain: +32

Metered

A Starter

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

Damage: 3240
Requires: 14 Heat

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

Damage: 3276
Requires: 18 Heat

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

Damage: 3523
Requires: 46 Heat

B Starter

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

Damage: 4116
Requires: 15 Heat

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

Damage: 4010
Requires: 15 Heat

C Starter

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

Damage: 4545
Requires: 13 Heat

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

Damage: 4497
Required:13 Heat

Special Starter

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

Damage: 4851
Required: 18 Heat

Crouching

A Starter

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

Damage: 3147
Heat Gain: +22

B Starter

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

Damage: 3860
Heat Gain: +27

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

Damage: 3784
Heat Gain: +27

C Starter

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

Damage: 4353
Heat Gain: +31

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

Damage: 4182
Heat Gain: +30

Metered AND Crouching

A Starter

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

Damage: 3469
Requires: 8 Heat

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

Damage: 3356
Requires: 9 Heat

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

Damage: 3400
Requires: 9 Heat

B Starter

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

Damage: 4098
Requires: 4 Heat

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

Damage: 3968
Requires: 5 Heat

C Starter

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

Damage: 4481
Requires: 2 Heat

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

Damage: 4521
Requires: 3 Heat

Combo Theory

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

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

214B(w)~C

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

Video Examples

Midscreen

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Crouching Confirms

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Counter Hits

Corner

Anti air and air to air


External References

Navigation

 Jin Kisaragi


Click [★] for character's full frame data

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