Combo Notation Guide | Character Name Abbreviations | |||||||||
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For more information, check the Jin Combo Document.
Combo List
A Starters
Note: 5A and 2A are interchangeable in all standing routes.
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2A > 5B > 2B > 5C > 3C > 214B~C | Anywhere | 1872 | 13 | Everyone | [1] Very Easy | BNB combo. 5B(2) whiffs on Noel and Makoto if far. |
2A > 5B > 5C > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C | Anywhere | 2911 | 20 | Everyone | [2] Easy | Standard crouching combo. Has to delay j.2C on some characters (such as Hazama, Litchi, Hakumen, ...), but you can do j.B > j.2C as an alternative. If two 2A were used, do 5B(1) or 2B, or if three were used, do 5C right away. |
2A > 2B > 5C > 6C > 2D, 6622C, 3C > 214B~C | Midscreen | 2441 | 17 | Everyone | [2] Easy | Useful if 2A hit at a distance that 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 > j.2C* > jc > j.2C > j.D, 22C, 3C > 214B~C | Corner | 2689 | 19 | Everyone | [3] Medium | Corner route if far. j.2C might whiff depending on the distance, so do (66)9j.C > jc j.C > j.D for a more stable version instead. |
2A > 5B > 5C > 6C > 6D, > (6)6D, 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Corner | 2989 | 21 | Everyone | [2] Easy | For crouching opponents in the corner. Has to be close otherwise requires a microdash 5C. |
2A > 5C > 6C > 6D, 6C > 6D, 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Corner | 3147 | 22 | Everyone | [2] Easy | Damaging alternative that still works if a bit further from the corner. |
2A > 5B > 5C > 6C > 2D > 9adc > j.B > j.2C, 623C, 665B > 22C | Cornered | 2592 | 18 | Everyone | [3] Medium | Sideswap combo. 5B will only connect if close. 623C is mirrored. |
6A RC 665C > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C | Anywhere | 3331 | -38 | Everyone | [2] Easy | Standard overhead combo that has plenty of time to confirm, so no need to autopilot it. Requires 46 meter. On counter hit, RC isn't needed. |
6A RC 5C > 6C > [CT] > 2C > jc > j.2C > j.C > jc > j.2C > j.D, 22C, 6B > maxdl. j.214C, 3C > 623C | Corner | 3947 | -61 | Everyone | [3] Medium | Requires 75 heat. Higher reward corner only combo off 6A. |
j.A > j.B > jc > j.A > j.C > j.D, 665B > 2B > 5C > 3C > 214B~C | Anywhere | 1749 | 12 | Everyone | [1] Very Easy | Air to air confirm. |
B Starters
Note: 5B and 2B are interchangeable in all combos except CH and AA routes.
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5B > 2B > 5C > 2C > 3C > 214B~C | Anywhere | 2388 | 17 | See notes | [1] Very Easy | Same BNB. 5B(2) whiffs on Noel and Makoto if far. |
5B > 5C > 2C > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C | Anywhere | 3587 | 25.66 | Everyone | [2] Easy | Standard crouching confirm into knockdown. |
AA 5B > 5C > 2C > sjc > j.2C > j.D, 22C, 5C > 3C > 214B~C | Anywhere | 3272 | 23.5 | Everyone | [2] Easy | Anti-air confirm into knockdown. |
AA 5B > 5C > 2C > sjc > j.2C > j.D, ad j.2C > j.C > j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Anywhere | 3598 | 25.5 | Everyone | [2] Easy | Alternate damaging anti-air route. Bad ender if far from corner. Alternatively you can end it in a safejump by performing 662B > 22C, 669j.2C. |
AA 5B(1) > 5C > 2C > (dl.) 6C > 214B~C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 3C > 214B~C | Anywhere | 3369 | 23 | Everyone | [2] Easy | Alternative that ends into knockdown if you think 5B(2) won't hit due to its lower hitbox. The higher the opponent, the more you will have to delay 6C. |
CH 5B > jc > 9j.2C > j.D, 22C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Anywhere | 3644 | 25.66 | See notes | [2] Easy | Only works on standing hit. Doesn't work on: Bang, Plat, Bullet, Hibiki, Es and Jubei. |
5B > 5C > 5D > 22C, 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Corner | 3661 | 26 | Everyone | [1] Very Easy | Close range confirm. 2B won't work as a starter unless it's followed up by 5B or had microdash momentum while done very closely. |
5B > 5C > 2C > 3C > 623B, (66)9j.C > j.2C > jc j.2C > j.D, 22C, 3C > 214B~C | Corner | 3587 | 25 | Everyone | [2] Easy | Route if far from corner. Do (66)9j.C > jc j.C > j.D for a more stable route. |
5B > 5C > 2C > 6C > 6D, 6C > 6D, 5C > 2C > 6C > 214Bw~C, 2B > 22C | Corner | 3713 | 26 | Everyone | [2] Easy | Tight route, can't delay anything. Solid damage and good oki ender. |
5B > 5C > 6C > 2D > 9adc j.B > j.2C > 623C, 665B(1) > 5C > 2C > 6C > 214Bw~C, 662B > 22C | Cornered | 3498 | 25 | Everyone | [4] Hard | Sideswap route. Requires good timings and microdashes, but has a decent oki ender if close enough to the corner. |
C Starters
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 5C > 6B > dl. j.214C, 662B > 5C > sjc > j.B > j.C > dl. j.2C > jc > j.2C > j.D, 22C, 3C > 214B~C | Anywhere | 3845 | 27.5 | See notes | [3] Medium | Midrange punish and most stable route. Doesn't work at max range. Has to shorten the aerial part on Susano'o and Tager. Crouching uses the same route, plus a 2C after the first 5C (3934 dmg, 28 heat). |
CH 5C > 6C > 2D, dl. 665C > 2C > 6C > 214Bw~C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Midscreen | 3965 | 28.33 | Everyone | [3] Medium | Alternate route, but has worse ender if far from corner. |
CH 5C > 6C > 2D, dl. 665C > 2C > 6C > 623C, 665B(1) > 5C > 2C > 6C > 214B~C > 662B > 22C | Midscreen | 3986 | 28 | Everyone | [4] Hard | Harder version of the above that ends in a safejump. Staircase ender values: 4025 dmg, 28 heat. |
CH 5C > 2D > 9 IAD > j.2C > dl. j.C > 665C > 2C > 623C, 665B(1) > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Midscreen | 4010 | 28 | Everyone | [4] Hard | Only works if at max or near max range 5C, where 6B and 6C might whiff. Beware the 2D deadzone. Tricky route. Can end in 214B~C as well. |
AA 2C > sjc > j.2C > j.D, 22C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Anywhere | 3740 | 26.5 | Everyone | [3] Medium | Anti-air route. Works from most heights, CH or not, but still has to be an air hit. |
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. |
Falling j.2C > (j.C) > 665C > 5D > 22C, 6[6]5B > 2B > 5C > 3C > 214B~C | Anywhere | 2848 | 20 | See notes | [2] Easy | Very close air-to-ground or double overhead confirm. Doesn't work on Susano'o and Tager. Doing 66B after 22C isn't worth the trouble, trust me. |
CH j.C > 6[6]5C > sjc > j.2C > dl. j.C > j.D, 22C, 665B > 2B > 5C > 3C > 214B~C | Anywhere | 3237 | 23 | Varies | [3] Medium | Further air-to-air route. Has to be close to the ground. |
CH j.C > 6[6]5C > 2C > sjc > j.2C > j.D, ad j.2C > j.C > j.214C, 662B > 5C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C | Anywhere | 3369 | 24 | Varies | [2] Easy | Alternate version of the above, but gives worse oki midscreen. |
CH j.C/j.2C* > dl. 6[6]5C > 2C > 6C > 214Bw~C, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 3C > 214B~C | Anywhere | 3418 | 24 | Varies | [2] Easy | Air-to-air route. Opponent must be high in the air. *Must be closer to work from j.2C. |
CH j.2C > 665C > 2C > 623C, 665B > 5C > 2C > sjc > j.2C > j.D, 22C, 3C > 214B~C | Anywhere | 3418 | 24 | Varies | [3] Medium | Closer air-to-air route. Has to be very close and the opponent enough height in the air to link 623 > 665B. |
5C > 3C/5D > 214D, 22C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Anywhere | 3981 | -16 | Everyone | [3] Medium | Requires 25 heat. Very easy to confirm combo, but bad oki if far from corner. 5D route deals 3712 damage, amd doesn't work at max range. 5B > 5C > 3C deals 3719. |
5C > 3C > 214B RC 665C > 2C > 6C > 214Bw~C, 662B > 5C > 2C > sjc > j.D, 22C, (66)3C > 623C | Anywhere | 4001 | -32 | Everyone | [3] Medium | Requires 50 heat. RC on 214B first hit. Good corner carry, but rather tight to connect after the RC. |
5C > 3C > 214B~C RC 2C > jc > j.2C > j.C > jc > j.2C > j.D, 22C, 6B > maxdl. j.214C, 3C > 623C | Anywhere | 4184 | -29 | Everyone | [3] Medium | Requires 50 heat. RC on 214B~C (second hit). Less corner carry, but slightly easier to confirm and combo. |
5C > 3C > 623C RC dl. 66A, 662B > 5C > 2C > sjc > j.2C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C | Anywhere | 4530 | -29 | Everyone | [4] Hard | Requires 50 heat. Close confirm of 5C hit. Has to hit a meaty 6A as high as possible. If fast you can even dash under and sideswap. |
5C > 3C > 623C RC 66D, dl. 665C > 2C > 6C > 214B~C, 662B > 5C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C | Anywhere | 4531 | -27 | Everyone | [3] Medium | Requires 50 heat. Alternate close 5C hit confirm. Slightly easier, but has less desirable oki. |
(66)5C > 5D > 22C, 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Corner | 3919 | 28 | Everyone | [2] Easy | Easy corner route, has to be close. |
5C > 2C > 3C > 623B, 669j.C > j.2C > jc > j.2C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C | Corner | 4044 | 29 | Everyone | [3] Medium | Close hit damage route for standing hit. If far, omit 2C and do j.C > dj j.C > j.D instead (3787 dmg, 27 heat). 623B will whiff at max range. |
5C > 6C > 6D, 5C > 2C > 6C > 623C, 5B(1) > 5C > 2C > 6C > 214Bw~C, 2B > 22C | Corner | 4198 | 30 | Everyone | [2] Easy | Corner crouching confirm with oki ender. If far from corner, do microdash 5C after 6D. Staircase values: 4237 dmg, 30 heat. |
6C > 6D, (66)5C > 2C > 6C > 623C, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Corner | 4384 | 31.33 | Everyone | [2] Easy | Stray hit high damage corner confirm. |
Falling ad j.2C > j.D, 22C, 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Corner | 3428 | 24.5 | See notes | [2] Easy | Delayed airdash mixup j.2C. Has to delay further against some characters (Taokaka, Murakumos, Hibiki, Izanami, Es, Jubei, ...). |
5C > 3C > 623D, (66)2C > 6C > 6D, 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Corner | 4501 | -13 | Everyone | [2] Easy | Requires 25 heat. If off the edge, has to microdash 2C after 623D. |
5C > 3C > 214D~C, 662C > 6C > 6D > 5C > 2C > 6C > 623C, 5B > 22C | Corner | 4241 | -15 | Everyone | [2] Easy | Requires 25 heat. 1/4 from the edge corner confirm. If at max range, microdash 2C is required. |
(5C) > 6C > [CT], 5C* > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D, 22C, 6B > maxdl j.214C, 3C > 214B~C | Corner | 4690 | -6 | See notes | [3] Medium | Requires 25 heat. *OTG 5C doesn't work on: Platinum, Izayoi and Izanami, unless you get an air hit. Skipping to 2C still deals 4623 damage. 5C starter values: 4536~4591. |
D Starters
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6D, 6622C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Anywhere | 4148 | 29 | Everyone | [2] Easy | Stray(?) hit confirm. You don't get many options so just go for damage. |
6D, 22C, 3C > 623B, 623C, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C | Corner | 4589 | 32.66 | Everyone | [2] Easy | Jin's best raw meterless starter. If a bit far, do microdash 3C to stabilize. In that case, do 5B(1). |
Special 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 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 | See Notes | [3] Medium | Requires you to be at corner training distance against most characters apart from Bang, Tager and Susano'o who will require a little bit more distance in order for 5C to connect. Has to delay 5C on Carl. |
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 super 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 | -1 | See notes | [2] Easy | Requires 25 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 | 0 | See notes | [2] Easy | The second j.C will whiff on Litchi, Hakumen, Hazama, Bullet and Terumi if super jump was made, so do a normal jump instead. |
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 | -18 | Everyone | [2] Easy | Requires 50 heat. Corner fatal ending in super. Works from 18 starting heat. |
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 | -42 | Everyone | [2] Easy | Requires 75 heat. Similar as above, works from 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 | -81 | Everyone | [4] Hard | Requires 100 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 | -81 | Everyone | [3] Medium | Requires 100 heat. Corner variant for at least 93 starting 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
Crouching Confirms
Counter Hits
Corner
Anti air and air to air
External References
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
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Archived Information
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