< BBCF | Jin Kisaragi
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 |
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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 | Requires 50 heat (46 starting heat). 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 (69 starting 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 |
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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 (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 | -32 | 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 | -29 | 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 (starting 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 (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 | -15 | 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 |
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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 | 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 (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 | 0 | See notes | [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 | -18 | 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 | -42 | 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 | -81 | 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 | -81 | Everyone | [3] Medium | Requires 100 heat (93 starting heat). Corner variant. |