BBCF/Jin Kisaragi/Combos

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 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 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
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
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 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 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 -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.

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.

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

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