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


DISCLAIMER :

The page, while not fully completed, is in a state where it could be considered relatively finished in regards to the way it is structured. There is still a lack of information among certain sections on top of potential errors slipping in or imprecisions in regards to the already present information. As time goes on, more and more of this page will be properly ironed out.

Combo Examples

Read first

Jin's overall combo theory is quite extensive, before delving in to it here are a few examples of combos that are often used in matches. It is entirely possible to slightly alter the examples below in one way or another but that is beyond the scope of this section and instead it will be further expanded upon in the combo theory section. The following examples might not necessarily be fully optimised and shouldn't be considered as such, they are simply there to provide some surface level insight in to Jin's combo routings off-of either generic starters or specific ones.

Note : 5A/2A, 5B/2B are interchangeable (i.e in cases where 5A works then 2A will also work) unless specified otherwise. 5A whiffs on crouchers, except on Täger and Hakumen (it should be noted that if Relius and Kagura are in blockstun it is possible to make them block your subsequent 5A, otherwise it will whiff on them). j.C and j.2C are also interchangeable in most staircases unless specified otherwise. On some characters (Hakumen, Bullet, Litchi, Terumi, Hibiki, Nine, Naoto, Carl, Relius, Valkenhayn, Platinum, Celica, Hazama and Kokonoe specifically) the followup staircase might end up dropping, in that case it means that you will have to delay the j.Cs ever so slightly or use alternative staircase routings, found in the combo theory section.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. Midscreen Standing BNB
  2. Simple Ex-Routing
  3. Basic Throw Combo


Midscreen Standing BNBYour generic midscreen meterless BNB
Very Easy

5A/2A > 5B > 5C > 2C > 3C > 214B~C
5B/2B > 2B/5B > 5C > 2C > 3C > 214B~C
5C > 2C > 3C > 214B~C

Simplest combo at Jin's disposal providing a knockdown, depending on the starter it will have a couple of variations.


Simple Ex-RoutingSnowflake conversion done usually in the midscreen
Easy

(Starter) > 5C > 3C > 236D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Decent 25 heat option at Jin's disposal, providing a notable increase in damage however it won't give any oki whatsoever outside of the corner.


Basic Throw ComboDay 1 throw combo
Easy

4/5BC > 66 > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Easy throw combo that works everywhere, this variant in particular does not grant any oki whatsoever in the midscreen however and as such there are better alternatives to be learned.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character
  1. Meterless Corner Extension
  2. Crouch Confirms
  3. 6A Confirm
  4. Counterhit 5B/2B
  5. Counterhit 5C Conversions
  6. Counterhit 3C Conversion
  7. FC 22C Conversions
  8. 5D/j.D Starter
  9. 6D Starter
  10. 214D Extensions
  11. 236D Extension
  12. 22C~D Sideswap
  13. 623D Starter
  14. 623D Corner Extensions
  15. [CT] Corner Extensions
  16. Throw Combos


Standard Meterless Corner Conversion
Medium

5A/2A > 5B > 623B > (66)9 j.C > j.2C > jc > j.2C > j.D22C > 3C > 214B~C
(5B/2B) > 5C > 3C > 623B > (66)9 j.C > j.2C > jc > j.2C > j.D22C > 3C > 214B~C

Your ideal go to in the corner on standing opponents, grants a freeze which can be used for more potent resets in the corner or to just simply continue the combo further. It has a slightly different variation off-of an A starter. The microdash after 623B isn't necessary most of the time, generally only done in case the starter connected with the opponent further away from Jin.


Crouch ConfirmsVery important to learn this as a Jin player
Medium

(Starter) > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C
(Starter) > 5C > 6C > 6D > 22C > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

Learning to crouch confirm is absolutely necessary with Jin as he benefits a lot damage wise while gaining access to meterless freeze restands. It is absolutely imperative to learn how to confirm crouch hits as Jin. Delay the j.214C as it will allow for a deeper microdash which makes the followup staircase far more consistent, the more delayed j.214C is the easier it is to do a 662B. Since Jin does not have a normal assigned to 3B it is possible to simply do 663B in order to get an easy 2B pickup.

There are alternatives in the corner for crouch confirms that utilise 5C > 6C > 6D which allows far more damaging combos, beware that the 22C has to be removed for A and B starters.


6A ConfirmTry to hitconfirm this as much as possible instead of autopiloting the RC
Medium

6A RC > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C
A very important confirm to learn as 6A is Jin's only standing overhead. The hitstun on hit effectively gives Jin a lot of time to actually properly hitconfirm it before using 50 heat to RC. It should be noted that 6A on counterhit can be converted meterlessly without the need of an RC, another reason to learn how to properly hitconfirm 6A as it will help you conserve your meter.


CH 5B/2B Confirm
Medium

CH 5B/2B > 5D > 22C > (6)6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Counterhit 5B/2B combo usually done only if the opponent is standing since the crouch confirm variant is superior in the midscreen.


CH 5C ConversionsSimilar to the crouch confirm routes, with some specifics
Medium

CH 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C
CH 5C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

Counterhit 5C essentially allows a standard crouch confirm route even on standing opponents. At max range it won't be possible to hit with 6B afterwards and as such an alternative route has to be used.

At maximum range, CH 5C > 2D will have to be used as a pick up otherwise it won't be possible to get a proper combo, has a decent amount of corner carry while also dealing a good chunk of damage. Try to ever so slightly delay 6C if possible.


CH 3C Conversions
Medium

CH 3C > 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C
Confirm for CH 3C, will work at any range if you recognise the situation and microdash immediately.


Fatal Counter 22CSeveral FC 22C Example routes
Medium

FC 22C > 5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > (66)5C > 3C > 214B~C
FC 22C > 5C > 2C > 6C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
FC 22C > 2C > 6C > 6D > 5C > 2C > 6C > 623C > 5B > 5C > 2C > sjc > j.2C > dl. j.C > j.D > j.214C

Your ideal DP punish move, though in a lot of situations you'll be forced to microdash 22C in order for it to connect which makes it a bit trickier to use. As long as the move you're punishing is minus enough and recovers in counterhit state then 22C will be a reliable fatal counter.

The first route is your go-to generic Fatal Counter route that is relatively easy and reliable granting an ice restand towards the end.

The second route is an alternative that has a respectable increase in damage and better corner carry over the generic route, however it sacrifices the potential for an ice restand in exchange for a j.214C knockdown, which is good in the corner however if the opponent does not end up in the corner towards the end it provides significantly worse okizeme.

The third route is the corner variant, providing a significant increase in damage.


5D/j.D StarterSituational starter
Medium


5D/j.D > 22C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
5D/j.D > 214D > 22C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
5D/j.D > 22C > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
5D > 214D~C > 5C > 2C > 6C > 623C > 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

A set of rather situational conversions for a 5D starter. Unless Jin is already in melee range of the opponent it won't be possible to utilise 22C to continue the combo, instead it will be necessary to utilise an Ex-Special. In this case, Ex-Icecar is the most reliable option as the other 25 Heat options will likely whiff if Jin isn't close enough.

The first two routes are primarily done in the midscreen whereas the last two are the corner alternatives.

The midscreen routes and the corner meterless route will also work for j.D, however the metered corner alternative will not. In case Jin is too far simply performing a 6622C will be enough after a j.D.


6D StarterPretty standard routing
Medium

6D > 6622C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
6D > 5C > 2C > 6C > 623C > 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

One of Jin's best starters damage wise, quite slow however and as such its generally very hard to use this as a punish tool. It is more often used in pressure resets during blockstrings however it is not particularly uncommon to end up tagging people with it depending on their habits or on their attempts at getting out of Jin's pressure.

The first route is the go-to routing midscreen for a 6D hit if you do not wish to invest any heat.

The second route is the corner variant, try to get the 5C to hit immediately after 6D in order to get an air-hit. It is possible to perform 6D > 6D as well in the corner without making the route unstable.


Ex-IcecarCombo that is primarily useful if you're ever so slightly outside of the corner
Easy

(Starter) > 5C > 3C > 214D~C > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Not exactly the most damaging option however if you are ever so slightly outside of the corner then ex-icecar will bring you there. On some characters however the 5C after Ex-Icecar has a tendency to whiff, especially on A starters and as a result it might be better to skip straight to 2C and perform a normal jc in to staircase instead.


Snowflake ConversionMore damaging snowflake conversion
Medium

(Starter) > 5C > 3C > 236D > 662C > 623C > (66)5B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Better snowflake conversion that isn't particularly hard to do either, microdashing after 623C is not necessary but it makes the followups more consistent on all characters. It is possible to do (66)5C instead after 623C and go straight in to a jump cancel however you will have to make sure the opponent is sent as high possible in the air by the C-DP hit in order to connect the 5C and that requires a very slight delay on the 2C beforehand. This route is very unstable off-of an A starter and on B starters it is recommended to perform 5B(1) instead. It is possible to sideswap with the opponent while utilising this route if Jin performs a longer dash to go under them while they're still being hit by the Snowflake.


Sekkajin-Ex followupSide swapping route
Medium

(Starter) > 5C > 3C > 22C~D > 665C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
Very easy to perform sideswapping route with respectable damage. Only downside being that if Jin is not close enough to the opponent after 3C then 22C will go in to its whiff animation.


Ex-DP Starter
Medium

623D > 663C > 214B~C
623D > (66)2C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C

While it is technically possible to combo in to D-DP from most normal starters, it is seldom ever done as it is one of the worse 25 heat options for damage and/or corner carry in the midscreen. However it has a lot more uses closer to the corner in regards to extending a combo. Try to delay the second hit of D-DP ever so slightly in order to make sure that the second hit properly connects with the opponent on air hits. Beware that 623D will generally always groundslide the opponent if Jin is cornered.

The first and second route are the routes Jin gets off-of a Ex-DP starter at the midscreen and corner.


Ex-DP Corner Extension
Medium

(Grounded non-A Starter) > 3C > 623D > 2C > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C}
(5A/2A or Starter) > 5C > 3C > 623D > 5C > 2C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C

Ex-DP provides the highest amount of damage out of Jin's Ex-special options in the corner on standing opponents, depending on the starter the routing can very pretty dramatically however. It is not feasible to perform 2C > 6C > 6D as any followups will drop immediately after 6D for A starters and off-of B starters only 5B(1) and 2B allow for an immediate 5C > 3C instead of 5B > 3C. The ideal routing is also a lot more unstable on grounded B starters without a counterhit so it might be best to simply pick up with 2C > jc instead.


Crouch Confirm Corner [CT] ExtensionCrouch confirm in the corner using crush trigger, hold CT until Jin flashes blue
Medium

(Starter) > 5C > 6C > [CT] > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.D22C > 22C > 3C > 214B~C
5A/2A > 5C > 6C > [CT] > 2C > jc > j.2C > j.C > jc > j.2C > j.C > j.D22C > 3C > 214B~C

A very damaging crouch confirm conversion in the corner utilising crush trigger, has a character specific oddity (Izayoi, Platinum, Izanami) where the 5C will whiff after CT and as such you have to skip straight to 2C and do a normal jump cancel instead of a superjump cancel. Can be done off-of CH 5C as well and has a slight variation if it is an A starter. For A starters specifically skip the 5C entirely and do a normal jump cancel off-of 2C and the first j.2C > j.C is not interchangeable. It is still possible to use 5C before jump cancelling but in that case the 2C has to be skipped instead.


Back and Forward Throw ConversionsGuaranteed corner if done near the roundstart position.
Medium

4/5BC > 66 > dl. 5C > 2C > 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
4/5BC > 66 > 22C > 6C > 6D > 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

The first route is the go to throw combo as it basically guarantees the corner from the round start position while providing some respectable damage. Delay the 5C after an immediate dash cancel off-of throw.

The second route is the corner variant, which is easier to perform than the standard midscreen one.

Advanced Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute


Corner Extension
Hard

(Starter) > 623B > (66)623C > 5B > 5C > 2C > 6C > 6D > 22C > 3C > 214B~C
The difficulty of this combo hinges primarily on what came before 623B as that will determine whether or not there is a need to microdash the 623C after 623B. If it is done directly after the starter then this routing is not particularly difficult, however the optimised sequence utilises 5C > 3C beforehand, although at certain distances (in essence if Jin isn't directly in melee range with the original 5C hit) it may be necessary to do an instant microdash 623C after 623B in order to ensure that it does not whiff. It is also character specific as some characters do not necessitate a microdash 623C at all no matter the distance, no matter which starter. Apply a very small delay to 623B as the followup may whiff on some characters if it is not done. In this specific combo, both of 5B's hits won't allow the route to continue properly on some characters and as such it will have to be 5B(1) for Bang, Carl, Hakumen, Nu, Lambda, Mu, Makoto, Celica, Nine, Naoto and Izanami.

  • For A starters, 5A/2A > 5B > 623B > 623C > 5B(1) 5C > 2C > 6C > 6D > 22C > 3C > 214B~C. 5B(1) has to be used after 623C and it won't be possible to connect the 6D after 6C at all on some characters : Es, Jubei, Litchi, Bang, Carl, Kokonoe, Celica, Hibiki, and Nine.

Some characters however require a slight delay on the 5C in order to connect properly with 6C > 6D : Hakumen, Tsubaki


Max range CH 5C IAD Route
Hard

CH 5C > 2D > dl. IAD > dl. j.C > dl. j.2C ▷ 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
An alternative to the standard Max range CH 5C route. Harder to pull off but it provides far more damage compared to the standard route while still maintaining the same amount of corner carry and oki.


High air-hit CH 2C
Hard

High air-hit CH 2C > jc > dl. j.2C ▷ 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.2C > j.D22C > 3C > 214B~C
A very hard to confirm high air-hit counterhit route, provides noticeably more damage, corner carry and better knockdown from the midscreen position.


Midscreen FC 22C
Hard

FC 22C > 665C > 2C > 6B > dl. j.214C ▷ 662B > 5C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.2C > j.D22C > 3C > 214B~C
Fatal counter combo dealing a higher amount of damage meterlessly compared to the generic FC routing from a midscreen position while also providing a lot of corner carry. Requires a deeper microdash 2B and as such the j.214C has to be delayed a lot longer than usual in order to allow the 6C to be delayed properly without risking it to whiff entirely which itself allows the combo to be continued with 214B(w)~C.


Corner FC 22C
Very Hard

FC 22C > 66D > 665C > 2C > jc > dl. j.C > dl. j.2C623C > 5B(1) > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.D > j.214C
One of the most damaging meterless routes in the corner, it is not necessary to microdash the 5C if the 6D was microdashed (conversely if 6D wasn't microdashed the 5C needs to be microdashed instead), microdashing both will make the followups more consistent and easier to execute however. The delays on the following j.C and j.2Cs are character specific, ideally with the j.2C being done as low as possible to the ground while the opponent is above Jin in order to immediately land and use 623C to continue the combo.


Ice Arrow RC Without Overdrive
Hard

(C Starter) > 632146D RC > 66A > 665C > 2C > 623C > 665B(1) > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C
Highly situational kill combos that do not utilise OD, they require a full bar of meter and work from roundstart position. The same routing can be utilised in the corner but the 5C will have to be delayed slightly as the opponent falls down after the Ice Arrow super is done. A and B starters for this sort of routing will require the combos to be shortened after 623C, essentially only allowing 623C > 5B > 22C as the ender. Has a decent amount of corner carry so in the odd event that the opponent has not died it is still possible to run oki on them, assuming they actually reach the corner. The damage of this routing is not particularly impressive on top of being severely meter inefficient but it does provide Jin with some of the highest amount of damage possible in a single combo without OD. Avoid trying to do this unless it kills AND OD is not available.

Perform a dash immediately after 6A recovers in order to end up right under the opponent as they're still in the air. Microdashing the 5B(1) may be necessary in instances where Jin does not end up close enough to the opponent after getting an air hit 5C after dashing towards the opponents. In some instances the opponent will be brought directly to the corner, primarily if the hit occured ever so slightly past the roundstart position towards the direction of the corner, which won't require a 665B either.

Standard Combo Theory

Read First

While Jin is a relatively easy to use character, his combo game is one of the most diverse from amongst the cast of the game especially if you factor in his Overdrive. However, this section will attempt to cover most of the combo portions you will find spread throughout Jin's combos and the respective scenarios where they can be used without utilising Overdrive as that opens up far more possible routings that will be covered in detail in a section specifically dedicated to Overdrive.

This section will cover cases that will usually work anywhere on screen meterlessly, 25 meter and corner routings will be mentioned in their own sections.

General Standing

Usual combo portions that can be used on standing opponents, they will either lead in to reliable knockdowns or in to more extended routings.


5C > 3CSimplest combo portion for Jin, seen in a good chunk of his routes.

(Starter >) 5C > 3C > Ender/Followup Routing
Generic combo core for standing hits in the midscreen, without a crouch confirm or metered specials Jin's combos aren't particularly damaging. There are a few variations depending on the starter and how close Jin is to the opponent it is possible to add a 2C after 5C if you are close enough, though in more advanced routings it may be avoided due to the added proration and combo timer loss.

  • Common route : (5B/2B > 2B/5B >) 5C > 2C > 3C > 214B~C is the go to standard BNB in the midscreen
  • A starter : 5A/2A > 5B/2B > 5C > 2C > 3C > 214B~C is the variant off-of 5A/2A, only one 5B/2B can be added otherwise the 2C will not connect.

It it naturally possible to utilise other enders than 214B~C, with 623C being a common alternative if the combo is too prorated. With resource investments it is possible to continue the combo further with an Ex-move or a more advanced Super RC route.


5D > 22CSomewhat specific

(5C or CH 5B/2B >) 5D > 22C > Ender/Followup Routing
Rather damaging follow up to melee range 5C and Counterhit 5B/2B on standing opponents in the midscreen although non-CH 5B/2B > 5C > 5D will work in the corner. Usually followed up by some form of ice restand extender, primarily 6B > dl. j.214C in the midscreen and 6C > 6D in the corner. It is also possible to end the combo early on prematuraly, usually with the intent to run some form of restand resets as you won't be able to get refreeze later on in the route without investing resources. This sort of routing however is somewhat inconsistent as it will outright not work on a lot of characters if Jin does not have dash momentum when the starter is 5C but it is pretty reliable on CH 5B/2B however.

  • Common route : 5C or CH 5B/2B > 5D > 22C > (6)6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.2C > j.C > j.214C.

Midscreen Crouch Confirm

Jin's combo game vastly changes if he gets a hit on an opponent crouching, allowing for a notable increase in damage, better corner carry and easy access to ice restands.

(Starter >) 5C > 6B > dl. j.214C ▷ Followup Routing

Core portion in Jin's crouch confirm combos that also works on CH 5C combos, will generally lead in to OTG routings. It should be noted that the more delayed j.214C the easier and more lenient the followups become. This specific portion itself also sees some use towards the end of some combos after an ice restand, generally skipping straight to 6B > dl. j.214C.


(Starter >) 5C > 6C > 2D > Followup routing

Alternative crouch confirm, can lead in to a number of different routings although it will not guarantee you a freeze restand without ending the combo at 2D or without a meter investment later on. Particularly useful if it is followed up with an Air Hit or a harder IAD route to maximise the damage and corner carry. It is also possible to continue with staircase or OTG routings instead but at the cost of being far worse damage and oki wise compared to the standard crouch confirm in the midscreen.

6B > (66)2A > 5C > 6B > Followup Routing

In the odd case that Jin gets a normal hit 6B and the window for j.214C is missed, 6B will not link in to 5C on crouching hits without a counterhit and as such it is necessary to link to 2A in order to get a full combo. Be aware that the 2A will whiff if Jin is too far away from the opponent after hitting them with 6B, however in that case it is possible to perform 662A which will allow for the pickup. This sort of routing however will lead in to less damage on top of needing a crouch confirm therefore it is best to only use this in the event that the window for j.214C ends up being missed.

OTG Routing

Arguably his most important combo portions as they are used in pretty much all of his core combos and beyond.

... > j.214C/214B(w)~C > 662B > 5C > sjc > Followup routing

Core portion in Jin's CH/crouching combos, for it allows him to do a pick up OTG with 662B after 6B > dl. j.214C, 3C and 214B(w)~C to continue the combo or get optimal enders. If the opponent gets further after 6B > j.214C, deepening the microdash before 2B becomes necessary, as there is a risk that Jin will be too far for 22C to connect later in the staircase.


... > j.214C/214B(w)~C > 662B > 5C > 2C > sjc > Followup Routing

Alternative OTG routing, let's Jin skip most of the character specific delays in the staircase however in order to get a freeze the staircase will have to be cut short and as such the routing will deal less damage compared to the other alternatives. Best done if a freeze was already used beforehand in order to squeeze out more damage by doing a full staircase if the combo timer allows it.

  • Most common routing : 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
  • Freeze routing : 662B > 5C > 2C > sjc > j.C/j.2C > j.D22C > Followup Routing


Previous Routing > (66)5C > 2C > sjc > Followup Routing

It is possible to OTG with 665C on Täger and Rachel, allowing you to directly pick up with the variants mentioned earlier. It is also possible to OTG with 5C and/or 2C after 214D~C or [CT] in the corner in to a full combo.

Staircase

Jin has a multitude of ways of performing a staircase and some specific oddities in regards to certain characters in how he ends up applying them. Here are a few variants.

Previous Routing or Starter > sjc > j.C > j.2C > jc > j.2C > j.C > Ender/Followup j.214D(1) Routing

Most common staircase option in situations where a freeze was already used, delaying the first j.C on some characters (Hakumen, Bullet, Litchi, Terumi, Hibiki, Nine, Naoto, Carl, Relius, Valkenhayn, Platinum, Celica, Hazama and Kokonoe) is mandatory, though this issue can be avoided by doing j.B > j.2C or j.2C > j.C however that still requires a delay on the j.C on Hakumen, Bullet, Litchi, Terumi, Naoto, Hazama and Kokonoe.


Previous Routing or Starter > sjc > j.2C > j.C > j.D22C > Ender

The most consistent way to get a freeze throughout every starter, with no problems whatsoever except that delaying j.C on some characters (Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe) is still mandatory, though this issue can be avoided by doing j.B > j.2C instead.


Previous Routing or Starter > sjc > j.B > j.C > dl. j.2C > jc > j.2C > j.D22C > Ender

More damaging than the standard freeze stairace and let's you skip the character specific delays entirely in the midscreen while providing a freeze and the possibility to restand afterwards. It's only downsides being that it won't allow Jin to restand with 22C afterwards on Täger and Susano'o without an instant microdash 22C (632632C will result in a microdash sekkajin) which can be quite tricky to perform and on top of that it will drop from all A starters.

Previous Routing or Starter > sjc > j.2C > j.C > jc > j.2C > j.C > j.D22C > Ender

The most damaging but only advisable near the corner and of course if a freeze wasn't used already, since most of the time Jin won't be sufficiently near for 22C to connect midscreen. The j.C has to be delayed on specific characters (Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe).

Ground-to-Air Hit

Usually done after a ground-to-air hit, these portions will work everywhere and are used in a decent amount of cases such as after IAD routings, in throw routes or in metered routes.

( ... >) (5C >) 2C > sjc > Followup Routing

Generic ground-to-air routing, sees use in a lot of anti-air situations anywhere on screen but on non 2C starters the opponents need to be hit at a specific height in order to allow the 5C to connect properly.

  • Ideal scenario where the hit was low enough to allow the 5C to connect : (5A/2A) > (5B) > 5C > 2C > sjc
  • If the starter was either 5A or 5B and the hit happened while the opponent was not low enough then it isn't possible to connect with 5C > 2C, you will have to immediately jump cancel the 5B instead.


( ... >) (66)5C > 2C > dl. 6C > 214B(w)~C > Ender/Followup Routing

Decent corner carry portion, the higher the 5C hit the more delayed the subsequent parts have to be (usually 6C) in order to avoid Ice Car's follow-up to whiff. Generally followed up by some form of OTG routings if the combo isn't too prorated, otherwise it is followed up by an ender. Depending on the previous routing you may need to microdash the 5C.

  • Common Route (crouch confirm) : 5C > 6C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > ... For more prorated combos you will have to end the combo after 2B with an air hit 22C ender.


( ... >) (66)5C > 2C > dl. 6C > dl. 2D > Ender/Followup Routing

Similar to the previous portion except it is primarily done if an early freeze is still available and if the opponent is hit low enough to the ground. It can be followed pretty reliably by another ground-to-air hit portion or simply ended normally if the overall combo is too prorated. It is also possible to omit the 6C entirely and skip straight to 2D which can then be followed up with a dash in order to sideswitch with the opponent and continue the combo further.

  • Common Route (air-hit confirm) : AA 5B > 5C > 2C > dl. 6C > dl. 2D > 66 dl. 5C > 2C > dl. 6C > 214B(w)~C > 662B > 22C


( ... >) 665C > 2C > 623C > 665B(/665C) > Ender/Followup Routing

Damaging air-hit 5C routing that requires the opponent to be high enough after the 623C hit in order to continue the combo, particularly useful as it can be done anywhere and in converting from 236D. Generally followed up by Staircase routings if it isn't too prorated. Delaying ever so slightly 623C will make the followup 665B easier to perform. 665C is done in instances where you can get the absolute highest possible hit with 623C however it is far harder to time the microdash properly in those instances.

  • Common Route (236D pickup) : 5C > 3C > 236D > 665C > 2C > 623C > 665B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > ...

662C > 623C > 5B(/5C) is an alternative option that is far easier to do as there isn't a need to perform any microdash whatsoever after 623C, deals less damage naturally and follows the same rules as the original routing.

Depending on the starter it might be necessary to perform 5B(1), generally off-of A and B starters.


623C > (66)5B > 22C

It is possible to combo meterlessly from Jin's C-DP if the opponent was hit at its highest possible point, giving a very short combo leading in to an air hit 22C which will provide Jin with a safejump.


... > 623C > 5A/2A > 5C > Followup Routing

Rather reliable and more lenient followup to high air hit 623C, in the odd event that the 623C hit doesn't the opponent high enough in the air it is still possible to pickup with 5A/2A. Generally only done the event that the player realises it is not possible to do a 5B followup. This option is more reliable in the corner however it is still potentially doable in the midscreen depending on what came before it (i.e ... > 236D > 665C > 623C > 5A will work midscreen for instance). Naturally it will result in less damage.


( ... >) 6A > 2B > Followup Routing

Specific portion that sees use in some combos, it is possible to follow up air hit 6A depending on the height at which the opponent was hit at with an OTG 2B which itself can be followed up in a number of ways depending on the position on screen, either with a standard OTG in to staircase or even an OTG > 214B(w)-C route.

Air-To-Air

Jin's air-to-air conversions generally provide him with some form of reliable knockdown at the very worst or an ice restand at best.


Standard air-to-airStandard j.X formulae

j.X > j.2C/j.C > jc > j.2C > j.D22C > Followup Routing
j.X > j.2C/j.C > jc > j.2C > j.D > dl. j.214C ▷ 662B > Followup Routing

General formula, if j.C/j.2C is the starter then you can still follow up with j.2C/j.C respectively without needing to jump cancel immediately, though in regards to j.C specifically as a starter it won't be possible to combo off-of it if Jin isn't close enough to the opponent on hit. It is also possible to immediately jump cancel the j.B however keep in mind that j.A is not jump cancellable even on hit and it will only connect in to j.B or j.C on normal hit, if j.A > j.B is done then the formula has to be altered a bit resulting in j.A > j.B > jc > j.B > j.C/j.2C > j.D22C as it is more reliable and rather damaging, although j.A > j.C > jc > j.2C > j.D22C is the most damaging option but somewhat less reliable and depends quite a lot on how the opponent was hit in the air. These formulae will work for both rising or falling j.X buttons, though depending at the height at which the opponent was hit while falling or rising it is possible to alter the route to deal more damage by adding in an extra j.C/j.2C after the jump cancel, primarily if a hit connects with the opponent while Jin is above them.

Instead of ice restanding after landing, it is possible to delay j.214C until the opponent lands on the ground while frozen and followup with OTG 662B and go in to rejump staircase combo, which deals more damage in exchange for worse oki in the midscreen.


IAD in air-to-airs


IAD > j.X > j.214C
IAD > j.2C/j.C or CH j.A > j.D22C > Followup Routing

Generic IAD formula, the reward off-of IAD buttons in air-to-airs is a decent knockdown but if IAD j.C/j.2C or IAD CH j.A connect they allow Jin to get a freeze instead. Standard hit j.A will have to be followed up with j.B in all cases.

... > j.2C5C > 2C > 623C > 665B > Followup Routing

In the case the opponent is hit low enough while still being above Jin, it is possible to land and immediately add 5C > 2C and still follow up with 623C > 665B. However in some cases, it is still possible to land after a j.2C hit on an opponent that is above Jin and follow up directly with 623C > 665B (as the opponent will be far too high up in the air for 5C > 2C to connect). It is also possible to connect in to j.2C from another button in the air (generally j.B or j.C) if Jin is high enough in the air however that will require a very slight delay on the j.2C, in the ideal scenario Jin lands immediately after hitting j.2C in order to follow up with 623C if the opponent is too high or potentially pick up 5C > 2C if the opponent is low enough which will lead in to a full combo resulting in an ice restand.


... > j.2C623C > 665B > Followup Routing

Off-of pretty high air hits, it wont be possible to land and connect with 5C > 2C, in that case it might be necessary to immediately perform 623C > 665B instead in order to get a combo.

Air-To-Ground

Jin gets a set of very reliable options to convert any form of air-to-ground, providing him with respectable damage, ice restands and okizeme.


Air-to-ground formulae

j.X (> dl. j.2C/dl. j.C) > j.214C ▷ 662B > Followup Routing
j.X (> dl. j.2C/dl. j.C) ▷ 665C > 5D > 22C > Followup Routing
j.X ▷ 5C > 6B > dl. j.214C ▷ 662B > Followup Routing

The first formula is the standard for air-to-ground hits on standing opponents, should work from IADs as well. If the hit was low to the ground skip straight to j.214C immediately otherwise it won't be possible to pick up with 662B. j.2C can be used if Jin gets a relatively high hit with any j.X button whereas j.C can be used on j.X hits that were relatively low while Jin is directly in front of the opponent (or if j.X is j.2C). It should be noted that if the original hit was j.C it will generally only be possible to follow it up with j.214C as Jin will generally be too low to the ground for any other followup.

  • Common route : j.B > dl. j.2C > j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > ...
  • If the starter is j.A then the formula has to be altered ever so slightly, generally however this will be a very rare occurence as it is hard for j.A to even connect with opponents with the opponent on the ground and in the event that it does it will not always properly connect with the followup j.B at all if it wasn't done off-of an IAD, as a weak jump-in or off-of jump cancellable normals : j.A > j.B > j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > ...

The second formula is the alternate way of following up a potential air-to-ground hit on a standing opponent, it provides far more damage compared to the first formula however in exchange it uses up a freeze earlier in the route which means that a full combo will generally lead to a reset to neutral in the midscreen without providing the possibility of an ice restand reset meterlessly. This formula can work from IADs and off-of a j.A, although it is a bit harder to do.

The third formula is for hits on crouching opponents specifically, the hit is generally low enough to allow Jin to land and connect with a 5C crouch confirm route. It should be noted that off-of IADs it is still possible to fit in a j.2C/j.C after j.X (primarily after j.A and j.B as IAD j.C will rarely ever connect with a crouching opponent), with j.2C being the more reliable option and still end up able to land and connect with 5C.

  • Common route : j.B > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > ...

j.2C > j.D22C > Followup Routing

Standard confirm for any stray j.2C hits on grounded opponents, works from pretty much every single type of air approach as long as Jin doesn't land before j.D becomes active. It is possible for j.D to whiff entirely if the opponent was hit early on during an IAD, thankfully it is relatively hard to punish Jin for that most of the time as it requires a decent amount of awareness from the opponent.

Mid Combo IAD

Very tricky combo portion that is part of some of Jin's most advanced and specific combos.


Delayed IAD Routing
Hard

Previous Routing > dl. IAD > dl. j.C > dl. j.2C ▷ 665C > Followup Routing
Previous Routing > 66 IAD > j.B > j.2C623C > 665B > Followup Routing

The first route sees use mostly after an opponent gets hit by 2D and in some of the more situational 62314D RC routes. Offers a notable increase in damage and overall corner carry in situations where Jin wouldn't get much, however it it also harder to pull off properly on top of being somewhat character specific with the delays. On top of that, the height at which the opponents end up being bounced upwards after a 2D will affect the way the delays are done as well, as an example CH 6C > 2D requires a bigger delay on the IAD if the 2D is not delayed compared to CH 5C > 2D.

  • Common route (max range CH 5C) : CH 5C > 2D > dl. IAD > dl. j.C > dl. j.2C ▷ 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C.

Delay the subsequent hits enough to ensure that it is possible to land before the opponent techs out and still pick up with a 665C.

The second route is a lot more specific, primarily in routings that bounce the opponent very high up in the air where it might not be possible to land and pickup with 665C at all.

Counterhits

This section will cover specific starters which can lead to lead to new combo routes if they happen to be Counterhits, some of these have already been mentioned beforehand.

CH 6A > 5C > 6B > dl. j.214C ▷ Followup Routing

On counterhit, 6A does not require an RC in order to convert in to a full combo, emphasizing the importance of learning how to hitconfirm the move properly.

  • Common route : CH 6A > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C


CH j.A > j.C > jc > j.2C > j.D22C > Followup Routing / IAD CH j.A > j.D22C > Followup Routing

CH j.A allows for j.B to be skipped. For IADs it is generally impossible to connect with j.C however on CH j.A it is possible to immediately go in to j.D itself.


CH 236A > 665B/665C/2D > Followup Routing

If close enough to the opponent, it is possible to pick up an air hit CH 236A with 665B. In pressure, if Jin is right in front of the opponent and the 236A happens to be a counterhit it will launch them in the air and still allow a 5B pickup.

  • Common route (counterhit while grounded and in front of Jin) : CH 236A > 5B > 5C > sjc > j.2C > dl. j.C > j.D22C > 3C > 214B~C. Delay the j.C ever so slightly otherwise it will whiff on most characters, even on those who usually do not necessitate a delay in standard staircases.

It is also possible to pick up with 665C on both grounded and air hits, requires Jin to be out of the recovery animation of 236A otherwise he will not recover in time to 665C. IF at the right distance and the opponent is bounced up high enough in the air with an air hit 236A right as soon as Jin recovers from it, it is possible to pick up with 2D which itself allows for either a standard staircase route or an air hit 665C > 2C > dl. 6C > 214B(w)~C > 662B > 22C route.

CH j.236A > 665B/663C/665C/662D/214D > Followup Routing

Air fireball hits on a grounded opponent can generally always be picked up with 663C or 214D, if it is assumed Jin starts immediately running towards the opponent as the projectile comes out although be aware that the 663C pickup will not work even if Jin starts running towards the opponent after the projectile comes out if he is at fullscreen distance away from the opponent, however 214D will work if he does a short dash immediately after the projectile comes out. Point blank hits on grounded opponents will not allow any meterless or Ex-special pickups.

However, j.236A hits on airborne opponents can potentially land you a 665C (or 665B) pickup if they are close and high enough when the hit occurred. It is even possible to potentially even pickup with 662D if the opponent was hit high enough.

CH 5B/2B > 5D > 22C > Followup Routing | CH 5B(1)/CH 2B > 6C > 2D/6D > Followup Routing

CH 5B/2B lead in to 5D > 22C, generally only done on standing opponents as the crouch confirm version is much better even on CH. It is possible to also connect in to 6C on standing opponents with CH 5B(1) or CH 2B, in the midscreen it will lead to a 6C > 2D style route which is not particularly amazing if a harder IAD followup route isn't done however in the corner 6C > 6D leads in to far more damaging combo routes.

  • Common route : CH 5B/2B > 5D > 22C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C


CH 6B > 5C/6C/j.214C > Followup Routing

Generally, a raw 6B hit can safely be converted with j.214C whereas on counterhit 5C is always guaranteed, however 5C won't lead to a damaging route if it isn't a crouch confirm. If the 6B hits as low as possible and still counterhits it is possible to connect in to a 6C instead and get a damaging combo on standing opponents.

  • Standing hit : CH 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C
  • Crouching hit : CH 6B > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C
  • Highly specific spacing on standing opponents (lowest possible hit on 6B) : CH 6B > 6C > 2D > 665C > 2C > 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C


CH j.B > 6B/5C/6C > Followup Routing

A set of situational confirms off-of a counterhit j.B which require the j.B hit to be hit at a very low height for pretty much all air approaches for standing opponents. If they're counterhit while crouching 5C and 6C are very reliable and lead in to their respective routings.


CH 623B > 662D/214D > Followup Routing

It is possible to convert a CH 623B hit midscreen if it happened low enough to the ground and right in front of Jin with 214D. It is also possible to potentially pick up with 662D in the midscreen meterlessly but that requires the 623B to be as close as possible, on top of that depending on character it is potentially easier or harder to actually attempt it.

CH 5C/2C > 6B/6C/2D > Followup Routing

Both CH 5C/2C lead in to the same options, essentially these are crouch confirms except that they work on standing opponents as well. Keep in mind that 6B will not work on a max range CH 5C, only 2D will work. Max range CH 2C on the ground will allow the use of any option listed here.


Air-hit CH 5C > 5B/5C/2C/6C/2D/6D > Followup Routing

On an air-hit, CH 5C can be picked up in a vast amount of different ways with all of them being feasible at virtually any height as long as they are close enough to Jin or in 2D's case if Jin is slightly spaced out from the opponent when the hit occured. Naturally the only problem is that hitconfirming in to any of those options instead of autopiloting might be a bit tricky, but it is certainly doable. Each option leads in to its respective potential routings, with 6D potentially providing the highest damaging followups.


High air-hit CH 2C > jc > dl. j.2C ▷ 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.2C > j.D22C > 3C > 214B~C

A very damaging route possible only on a high air-hit CH 2C, very hard to properly hitconfirm but it provides a notable increase in damage on top of a better knockdown and ice restand reset possibility in the midscreen.


CH 3C > 662B(/665C) > Followup Routing

It is possible to microdash 2B at every range for CH 3C. On Täger and Rachel it is possible to do 665C instead.


Low height hit CH j.2C > 6B/5C/6C > Followup Routing

A set situational confirms off-of a counterhit j.2C which require the j.2C hit to be hit at a very low height for pretty much all air approaches for standing opponents. If they're counterhit while crouching 5C in the midscreen and 6C in the corner are very reliable and lead in to their respective routings.


CH 623C > (66)5B > 22C

In the event that Jin gets a counterhit on an opponent that is high in the air with 623C, it is possible to pick up with 5B and get a 22C air hit ender. Unlike the normal hit 623C, CH 623C does not necessarily require the highest possible hit on an opponent in order to combo.


CH TK j.214C > (66)2C/(6)6C > Followup Routing

In the event of a CH for a TK j.214C starter on a grounded opponent, it is possible to pick up with either 2C or 6C. Depending on far away the opponent is from Jin after a CH j.214C, it is possible to 662C to pickup the combo whereas 66C will generally work at any range. Picking up with 2C will generally provide the better damage in most followup routings and it is generally the more reliable option if Jin is close enough to the opponent.

If the j.214C was not TK'd then the standard (66)2B pickup will be the most reliable option as the 2C and especially 6C pickup require a relatively low height hit on a grounded opponent.


FC 22C > Any Possible Routing

Fatal Counter, it is possible to convert FC 22C with pretty much every single possible combo route at Jin's disposal depending on what is needed, be it damage, corner carry or some form of setup. Opens up the possibility for some new and potentially very damaging combos, especially in the corner or if resources are invested. Example of a route only possible with FC 22C :

  • FC 22C > 665C > 2C > 6B > dl. j.214C ▷ 662B > 5C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.2C > j.D22C > 3C > 214B~C. Very damaging combo that also carries over a very large distance while still giving the possibility of a good ender


CH 5D 66 > 5A > Followup Routing

Highly situational routing off-of a close hit CH 5D, virtually impossible to properly hitconfirm this however as the Dash Cancel has to be done immediately on hit and it's quite finnicky depending on distance.


CH 6D > 665C > Followup Routing

It is possible to microdash and get an air hit 5C after a CH 6D as the opponent will be launched higher than usual, allowing for a 214B(w)~C route which leads in to much better corner carry and slightly more damage over the usual routing.

Corner Combo Theory

As with all characters, Jin gets a different set of overall better options to consider while in the corner for his combo routing.

Standard

(Starter >) 5C > 5D > 22C > Followup Routing

Works from any starter in the corner as long as you are close enough to the opponent, can be followed up with 6C > 6D with all starters.


(Starter >) 623B > (66)jc > j.C > jc > j.C > j.2C > j.D ▷ Followup Routing

Reliable pickup in the corner that will grant you a freeze restand and will generally always work, has several variations depending on the starter.

  • Common route : (5B>) 5C > 3C > 623B > jc > j.C > j.2C > jc > j.2C > j.D22C > ...
  • A starter : 5A/2A > 5B > 623B > jc > j.C > j.2C > jc > j.2C > j.D22C > ...


(Starter or previous routing >) 623B > (66)623C > 5B > Followup Routing/Ender

Filler in the corner that allows for damaging combos, however on some characters it might end up dropping depending if Jin isn't close enough to the corner from the starter or previous routing if there wasn't a microdash C-DP. Delaying the 623B on some characters is necessary otherwise it will whiff on them.

  • Example Route : 5C > 3C > 623B > (66)623C > 5B > 5C > 2C > 6C > 6D > 22C > 3C > ... 623C in this route will drop on these characters unless a microdash C-DP was done in which case it should always work: Hakumen, Makoto, Valkenhayn, Celica. Generally the two hits of 5B can connect however on some characters only 5B(1) will allow the example combo to be continued : Bang, Carl, Hakumen, Nu, Lambda, Mu, Makoto, Celica, Nine, Naoto, Izanami.

Counterhits and Crouch Confirms

CH 623B > 665C > 2C > sjc > Followup Routing

It is possible to pick up a CH 623B with 665C in to a pretty standard staircase, although that will require the 5C to be delayed quite a bit if Jin is directly in the corner. It is also possible to pick up with 6C or 2C instead but those will lead to routings with less damage.

  • Common Route : CH 623B > 665C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D22C > 3C > 214B~C

(Starter >) 5C > 6C > 6D > Followup Routing

Pickup in the corner usually done on crouch confirms or counterhits. Has a couple of variations depending on the starter.

  • Common route (either crouch confirm or 5C counterhit) : 5C > 6C > 6D > 6622C > 6C > 6D > 5C > 2C > ...
  • Crouch confirm 5B/2B : 5B/2B > 5C > 6C > 6D > 6C > 6D > 5C > 2C > ... The 22C earlier in the combo has to be skipped for 5B/2B variants.
  • Crouch confirm 5A/2A : 5A/2A > 5C > 6C > 6D > 6C > 6D > 5C > 2C > ...

Ex-Specials

Jin's EX-moves provide him with the potential to massively increase his damage in the midscreen and especially in the corner. It is generally not advised to go in to EX-Special routing off-of A starters unless a kill is guaranteed, however some A starters examples are still provided as they require potentially major adjustments.

Standard Ex-Specials

SnowflakeVersatile 25 meter option

(Starter >) 3C > 236D > Followup Routing
Metered conversion, snowflake allows Jin to get a decently damaging combo on standing opponents. It can be followed up in a lot of different ways depending on your needs, though more often than not some form of air hit routing will be used afterwards.

  • Common route : (5B/2B >) 5C > 3C > 236D > 665C > 2C > 623C > 665B > 5C (> 2C) > sjc > j.C > j.2C > j.2C > j.C > ... adding a very slight to the followups after 236D will make the microdash after 623C easier to perform.
  • A starter : 5A/2A > 5C > 3C > 236D > 662C > 623C > 5B(1) > 5C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C

Off-of B starters, 665B(1) will be far more reliable as a pickup otherwise the combo risks dropping. It is possible to make this routing easier by just doing 662C > 623C after 236D instead of doing 665C > 2C as it allows to skip the microdash for the 5B followup in most cases, obviously getting less damage in the process.


5C > 5D > 214D

(Starter >) 5C > 5D > 214D > 22C > Followup Routing
It is best to avoid utilising 5C > 5D if Jin isn't in melee range otherwise it won't be possible to utilise 22C. However in the event that the 5C ends up being a raw hit where 5D is autopiloted into and Jin is not close enough then it is possible to get a full combo by spending 25 meter for 214D. While it is possible to utilise this route from any starter, it is best to avoid doing it as there's much better alternatives that utilise Ex-Icecar.

  • Common route : (5B >) 5C > 5D > 214D > 22C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
  • Astarter : 5A/2A > 5C > 5D > 214D > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C the 22C has to be skipped entirely for A starters in this particular routing.


j.214D(1)


( ... >) 5C > 2C > sjc > j.C > j.2C > 8jc > j.2C > j.C > (dl.) j.214D(1)
( ... >) 5C > jc > j.C > j.2C > 8jc > j.2C > j.C > (dl.) j.214D(1)
( ... >) 5C > 2C > sjc > j.B > j.2C > 8jc > j.2C > j.C > (dl.) j.214D(1)

One of the best uses of meter at Jin's disposal is j.214D(1) as it allows him to tack on even more damage to his combos and also allow you to get a refreeze if there already was one earlier in the combo. Under normal circumstances the both of j.214D's hits will connect and prevent a refreeze however it is possible to get only the first hit of j.214D to connect on the opponent through an insane amount of different ways. There are many variations that allow you to get a j.214D(1) and in addition to that the variations are naturally character specific and they will differ between each other in the midscreen and in the corner.

The first three formulae are probably the easiest and most reliable variants. The delay on j.214D(1) is character specific but it can be somewhat eyeballed pretty easily after some practice, will generally work from pretty much every starter as long as the combo isn't too prorated.

It should be noted that in the corner that in the corner a slight adjustment has to be made. It is necessary to perform ... > j.C > j.2C > 7jc > ... otherwise it won't be possible to get a j.214D(1).

Ex-Specials Corner

EX-IcecarIdeally done close to the corner

(Starter >) 3C > 214D~C > Ender/Followup Routing
Metered conversion that is useful very close to the corner or already in it. Allows Jin to OTG easily in the corner with 5C or 2C. It is also possible to pick it up with 663C in case the distance to the corner was misjudged and as such do not end up in range for either 5C or 2C because of it.

  • Common route close to/in the corner : 5C > 3C > 214D~C > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > ... this route will work even from A starters, the ender will generally be j.214C for this route without resource investments.


EX-DP

(Starter >) 623D > 663C > Ender/Followup Routing
623D > 2C > jc > Followup Routing
(Starter >) 3C > 623D > 5C > 2C > Followup Routing

The go-to conversion for any D-DP hits, while it is technically possible to combo in to this from your standard BNB, it is rarely ever done on purpose as it is one of the least damaging options at your disposal in the midscreen HOWEVER in the corner it has far more uses as it can lead to 623D > 2C > jc > Staircase Routing style combos there as a starter or if it is done as a way to extend a combo in the corner it can be picked up with 5C > 2C > sjc/6D depending on starter which both net Jin the biggest damage increase in the corner out of all his 25 heat options on standing opponents.

  • Midscreen example : 623D > 663C > 214B~C
  • Corner example : 623D > 2C > jc > j.C > j.2C > jc > j.2C > j.C > j.214C perform a normal jump cancel off-of 2C otherwise the followups will whiff.
  • Extending a combo in the corner example : (Starter >) 3C > 623D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
  • More damaging routes in the corner : 5C > 3C > 623D > 2C > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C / 5B > 3C > 623D > 2C > 6C > 6D > 5B(1) > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

6C > 214D(w)~dl. C > Followup Routing

Metered pickup usually done on crouch confirm/Counterhit 5C if Jin is close to the corner as using Ex-ice car lets Jin get a rather damaging combo which can lead in to a lot of different routings while also bringing the opponent directly in the corner, has a couple of variations depending on the starter and character. The C followup to Ex-icecar will require a very slight delay on some characters.

  • Common route (either crouch confirm or counterhit 5C) : 5C > 6C > 214D(w)~C > (5C >) 2C > 6C > 6D > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Works from a 5B starter as well. The 5C after ex-ice car will whiff on a few characters with this variant and as such it is necessary to skip straight to 2C (Noel, Hakumen, Bullet, Azrael, Kagura, Hibiki, Naoto, Izanami, Susanoo, Es, Mai, Litchi, Arakune, Bang, Carl). Do not sjc if a skip straight to the 2C was done.
  • Crouch confirm 5A/2A : 5A/2A > 5C > 6C > 214D(w)~dl. C > 2C > jc > j.2C > j.C > jc > j.2C > j.D22C > 3C > 214B~C


(Starter >) 6C > [CT] > Followup Routing

Metered crouch confirm/Counterhit 5C pickup in the corner, depending on routing it is possible to get more damaging combos with [CT] than with either Ex-Icecar or Ex-DP. Generally followed up by an OTG 5C > 2C however on some characters the 5C will whiff (Izayoi, Platinum and Izanami) as such skip straight to the 2C for those characters.

  • Common route : 5C > 6C > [CT] > 5C > 2C > sjc > j.C > j.2C > j.2C > j.C > j.D22C > ... in case the 5C whiffs on the character, skip straight to 2C and perform a normal jump cancel instead of a superjump cancel.
  • Character specific route : 5C > 6C > [CT] > 5C > 2C > 6C > 623C > 5B(1) > 5C > 2C > 6C > 6D > 22C > ... The 6D will not connect at all on some characters (Mu, Makoto, Tsubaki, Kokonoe, Celica, Nine, Jubei)
  • 5A/2A crouch confirm route : 5A/2A > 5C > 6C > [CT] > 5C > 2C > jc > j.C > j.2C > jc > j.2C > j.D22C > ... or alternatively 5A/2A > 5C > 6C > [CT] > 2C > jc > j.C > j.2C > jc > j.2C > j.C > j.D22C > ...

Extending with Supers

Meter hungry extensions, these will rarely ever be done as they are quite simply inefficient in regards to the amount of damage they provide for the meter they utilise however some of them will provide Jin with the highest amount of damage possible within a single combo if Overdrive is not available.

(Previous Routing) > 632146C > 3C/6C > Followup Routing/Ender

Situational extension in the corner, requires at least 4 of the Touga's hits to connect with the opponent which requires Jin to be at a certain distance away from the opponent. It can be done pretty reliably off-of 6B > j.214C where the j.214C isn't delayed at all, although it is somewhat character specific as Ragna, Amane, Naoto, Noel and Tsubaki have odd knockdown animations and as such it is likely for at least one of the needed hits of Touga to whiff entirely on them. There are few situations where trying to route with this ends up being optimal, one such instance is off-of a CH 6A in the corner that utilises 100% of your meter for maximum damage. Aside from that there are few genuine uses for it outside of relatively obscure niche routings and is mostly done as a way to style on your opponent.


(Previous Routing) > 632146D RC > 66A > (66)5C > Followup Routing/Ender

Ice Arrows extension that works anywhere on screen, will generally lead in to the highest amount of damage at Jin's disposal without utilising Overdrive but of course it requires him to dump all his meter. Works from virtually any starter though it is better off-of C starters as they will allow for more damage to be tacked on. In the midscreen, perform a dash immediately after the 6A and either pick up with an air hit 5C after dashing or do an immediate IAD after the initial dash and attempt a pickup with an air button. In the corner it is necessary to delay the 5C ever so slightly as the opponent falls out of the super.

Ice Restand Extensions

Eventually at some point in the game, your opponent will be frozen and restanded as such there are a number of ways to continue the combo if you do not chose to/aren't forced to end it or attempt a reset. It should be noted that these extenders might not be that useful if the overall combo is too prorated.


6B > dl. j.214C ▷ Followup Routing

Your go to way to continue a combo after a freeze, works everywhere though there are other alternatives in the corner that allow for more damaging combos. While not necessary, microdashing the 6B after the ice restand will make the latter parts more consistent. Will usually lead in to OTG routings or in case the combo is too prorated then it can simply be ended with any ender for solid knockdown.


6C > 2D > Followup Routing

An alternative way to extend a combo after a freeze, generally followed up by an immediate superjump in to Staircase routings. Won't be particularly damaging without a meter investment to go in to j.214D(1) routes.


6C > 6D > Followup Routing

Extender in the corner that can lead to a number of different routes, generally followed up with 5C > 2C which itself can lead to a corner staircase or to 623C > 5B > 22C routes.

Enders

j.214C

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

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

3C > 623C is generally only used in short starter combos such as 623C RC routes or in lenghty prorated combos when (usually) preceded by 6B > mdl. j.214C for an optimized damage ender.


Previous Routing > 662B/5B/66C > 22C

Situational ender off j.214C, 214B(w)~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.


22C > 6622C > 3C > 214B~C/623C

On frozen opponents, double sekkajin enders do not do much aside from adding a little bit of extra damage on combos. If the starter is short or if the combo is too prorated the route will generally have to be ended with 3C > 623C. It is technically still possible to go for maximum damage enders (6B > mdl. j.214C > 3C > ...) however it is far more unreliable to attempt to do it as the double Sekkajin eats in to the combo timer while also adding on to the scaling. Generally only done for style points as the minor damage optimisation is rarely ever worth the execution effort.


632146C

Touga 50 heat ender, it is however rarely ever done as 632146D will usually be the superior option and as such it is primarily done in situations where Ice Arrows cannot reach, such as after a 623D starter in the midscreen if 663C is not done.


632146D

Ice Arrows 50 heat ender, usually done if it kills off-of any hit that allows the cancel in to it (most commonly 3C and 6C).


j.632146D

Air Ice Arrows 50 heat ender, usually done if it kills in staircase routings that put Jin above the opponent or off-of a 6B hit. For staircase combos specifically, with 75 heat j.214D > 632146D is an option that will tack even more damage. It is doable midscreen but it is especially reliable in the corner.

Overdrive Combo Theory

Jin's overdrive vastly changes how Jin structures his combos. They will generally follow some form of formula that will depend on the OD timer and meter availability. A good amount of concrete and optimal routes have been developed, however being able to properly understand how to structure an Overdrive combo from scratch can still prove to be useful especially if found in unfamiliar situations.

How to use OD

Overdrive as a general mechanic is very versatile due to its varied and very powerful uses such as a defensive option or simply as a way to extend combos. For Jin specifically, the routings he can get out of OD will vary heavily depending on the available resources, screen position and of course the type of OD used. Jin's health is also another important factor as it will affect the available OD timer, which can also vary depending on the type of OD used.

The first most common way to use OD with Jin is through OD cancels, generally as a way to extend combos in pretty drastic fashion even with a low OD timer. ODC grants Jin the access powerful spikes in damage, especially off-of starters on standing opponents where he would otherwise not get much more than a simple knockdown after a short combo. Naturally as he loses health and gains meter to spend, his ODC routing becomes more and more deadly as he benefits greatly from extended OD timers. ODC timers range from 2s to 4s.

The second most common way to use OD is through OD raids. ODR is essentially a guard cancel, depending on what move the opponent used it is possible to immediately punish them as they recover. The timer is essentially the same as ODC and instead of being used as a way to extend a combo ODR is used as a way to either take your turn back or start a new combo from scratch that utilises Jin's OD freeze effects from the very start. ODR timers range from 2s to 4s.

The third way to use OD is through a Neutral OD. Somewhat more uncommon but very impactful in situations where it does arise as it potentially grants Jin with a potentially devastating combo due to the increased OD timer. It will generally be used as a way to punish very specific moves (such as Arakune's reversal) or as a hard read to high recovery moves such as Susano'o's DP on his wakeup. Neutral OD routes can be similar to ODR routes but they start distinguishing themselves from them pretty clearly after certain health thresholds as Neutral OD lasts twice as long as an ODR/ODC, the timer ranges from 4s to 8s.

OD Combo Structure

Disclaimer: Section is still a work in progress


The structure of an OD route will naturally vary depending on the starter, available timer and resources available. As a result, a few guidelines will be listed however they should not be followed unquestionnably for they exist only to give a rough idea on how to structure an OD combo in different scenarios.

3C > ODC
Routing Position OD Timer Notes
... > 3C > ODC > 665C > Special > 665C > 2C > 3C > EA Anywhere 2s Simplest route off-of an ODC with a 2s long OD timer that ends with EA.
... > 3C > ODC > 665C > 6B > Special > 3C > EA Anywhere 2s Another 2s long OD timer route that ends in EA, if the OD timer is ever so slightly above 2s (2.25s and above respectively) it is possible to perform 5C > 3C > EA which provides much better damage.
... > 3C > ODC > 665C > 6B > Special > 6B > Special > 3C > EA. Anywhere 3s Routing off-of a 3s long ODC timer, if it is slightly above 2s (3.25s and above respectively) it is possible to do 5C > 3C > EA instead.
... > 3C > ODC > 663C > Special > 6B > Special > 6B > Special > 3C > EA Anywhere 4s Routing off-of a 4s long ODC timer.

Both 5C and 3C more or less share the same options after ODC, main issue being that a long range 5C > ODC can't be followed up reliably by any button unless the starter is a CH 5C or it is an air hit and the fact that the window for microdashing after ODC is a lot tighter. 5C > ODC > 663C is an option that also won't work without a counterhit, however just doing 5C > ODC > 5C > Special > ... will work just fine.

OD(R) > 5C
Routing Position OD Timer Notes
ODR > 5C > 3C > Special > 5C > 3C > EA Anywhere 2s EA Ender.
ODR > 5C > 3C > 623C > 6B > j.214C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Outside of the Corner 2s Non-EA ender route.
ODR > 5C > Placeholder Placeholder 3s Placeholder
OD(R) > 5C > Placeholder Placeholder 4s Max health neutral OD or under 34% HP ODR.

In order to maximise the damage out of an OD combo, a certain order has to be followed in regards to the way specials are done. Generally will manifest itself as it follows :

  • 623C > 22C > j.214C/214B~C is the standard order for specials in meterless routes in the midscreen, it is generally very reliable to follow this order if the OD timer is above 3.25s. Below that it might be wiser to sometimes skip the 623C in certain ODC routes where it is technically possible to chain 2 specials as 623C's recovery might result in needing to cut the combo short before applying any extra hits before the EA ender. 214B~C is primarily done only in situations where no other special would connect with what came beforehand as it eats in to the OD timer and the damage is generally worse after it.

OD Combo Examples

Some OD combo examples and their specifics.

3C > ODC > 665C > 623C > 665C > 2C > 22C > 3C > EA

3C > ODC > 665C > 6B > 22C > 6B > j.214C > 6C > 2D > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C

OD > CH 6D

OD > CH 665C > 6D > 66B > 623C > 66B > 22C > 66B > j.214C ▷ 663C > 623D > EA

Requires 7 seconds of Overdrive minimum, highly specific option to consider whenever an opponent whiffs a high recovery move (something like Ragna's 623C for example) if they aren't directly in front of Jin. Unless heat cooldown is on, this routing will build enough meter for 623D on its own. The opponent has to be brought to the corner and have Jin close enough in order to ensure the EA does not whiff after 623D.

Character specific oddities

This section serves the purpose of properly listing any particular character specific oddity, some of these have already been mentioned in previous sections however they are all meant to be collected here to act as a more reliable point of access relating to character specifics.

Do be aware that there may be many more potential character specific oddities that are not listed here which will ideally be added at some point in the future.

  • Delaying the first j.C on some characters (Hakumen, Bullet, Litchi, Terumi, Hibiki, Nine, Naoto, Carl, Valkenhayn, Platinum, Celica, Hazama and Kokonoe) is mandatory in the standard 5C > sjc > j.C > j.2C > ... staircase, though this issue can be avoided by doing j.B > j.2C or j.2C > j.C however that still requires a delay on the j.C on Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe.
  • It is possible to OTG with 665C instead of 662B on Rachel and Täger.
  • It is possible to do j.C > j.2C > jc > j.2C > j.C > j.D22C in the midscreen if off-of a crouch confirm 6B > dl. j.214C > 662B > 5C > sjc if all the j.2C hits are slightly delayed on Ragna. It is also possible on Izanami, Rachel, Arakune, Bang, Nu, Mu, Lambda, Tsubaki, Noel, Izayoi, Makoto, Taokaka, Amane, Azrael, Es, Mai and Jubei on without any specific delays although the previously mentioned character specific delays still apply. If j.C > j.2C > jc > j.2C > j.C > j.D style of routing will not allow a 22C to connect then doing j.2C > j.C > jc > j.2C > j.C > j.D will work, especially on characters where the original routing does not work whatsoever (applies to Nine, Hibiki, Naoto and Bullet). Will generally not work from A starters at all as the j.D will simply whiff. It is absolutely imperative to do 22C immediately as Jin lands on the ground.
  • The 662B > 5C > sjc > j.B > j.C > dl. j.2C > j.2C > j.D22C do not work from A starters and they cannot be followed up with 22C immediately on Täger and Susano'o unless an instant microdash 22C is performed upon landing, which might not be a reliable trick to do depending on the input device used (632632C if done perfectly will grant an instant microdash 22C upon landing).
  • For 623B > 623C style of combos in the corner, depending on the starter it might be necessary to ever so slightly delay the 623B in order to ensure that the followup 623C connects properly on some characters.
  • For 623B > 623C style of combos in the corner, it is possible to simply let the two hits of 5B connect after 623C, however on some of them only 5B(1) will work : Bang, Carl, Hakumen, Nu, Lambda, Mu, Makoto, Celica, Nine, Naoto, Izanami.
  • Charged CT routes are possible in the corner off-of raw 6C, crouch confirms or counterhits which allows the [CT] to be an airhit. It is generally followed up by 5C > 2C > 6C however on some characters the 5C whiffs entirely and as such you’ll have to skip straight to the 2C : Izayoi, Platinum, Izanami.
  • Point blank CH 6C can connect with 6D midscreen on Kagura, Hakumen, Relius, Valkenhayn and Täger. With dash momentum it is even possible to connect CH 6C > 6D on Hazama, Terumi, Bullet and Noel. Potentially useful to keep in mind for punishes.
  • For OD combos, if 5C does not cause a freeze then 5C > 6B style of routing will drop on Izanami, Bang and Carl.
  • It is possible to combo off-of 6A meterlessly by picking up with 5A on normal hit if it hits meaty on the wakeups of Täger and Hakumen. Very specific interaction on top of being rather risky against those two characters.

Character specific routing

Starter > 5C > 9jc > j.B > j.2C > j.C > j.214C ▷ 665C > 2C > sjc > j.C > j.2C > j.D22C > Ender

Täger specific route while he is standing, will work from any starter as long as you're close enough. Beware that if it is an A starter, only 2C > sjc > j.C > j.D will work. On CH 5C starter this routing will not work too well as the j.C after j.2C has a tendency to whiff in that case.

... > 5D > 22C > 66 9j.B > j.2C > j.C > j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

Susanoo specific route while he is standing, has to be a point blank 5D hit. Possible from a number of different routes where Jin ends up point blank for a 5D > 22C though the timing for 66 9j.B becomes a lot tighter for those. Technically possible from a j.D instead of 5D as well, though depending on how close the j.D hit was it is necessary to not perform a microdash before the j.B.

Combo List

A Starters Note: 5A and 2A are both interchangeable on 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.
5A > 5C > 9jc > j.B > j.2C > j.C > j.214C ▷ 665C > 2C > sjc > j.C > j.D22C > 3C > 214B~C Anywhere 3067 21 Tager [3] Medium Tager specific route, works only if he is standing.
B Starters Note: 5B and 2B are interchangeable in all combos except for some 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.
CH 5B > 5D > 22C > 66B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Everywhere 3439 24 Everyone [2] Easy Standing 5B Counterhit Combo that also works from 2B, microdashing the 6B is not necessary but it will make the followups more consistent.
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 > 214B(w)~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 > 214B(w)~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)
5B > 5C > 9jc > j.B > j.2C > j.C > j.214C ▷ 665C > 2C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3624 25 Tager [3] Medium Tager specific route, works only if he is standing.
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 > 214B(w)~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 > 214B(w)~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.
CH 3C > 662B > 5C > sjc > j.C > j.2C > j.D22C > 5C > 3C > 214B~C Anywhere 3385 24 Everyone [3] Medium Will work from a max range CH 3C, if you're closer you can do CH 3C > 662B > 5C > sjc > j.C > j.2C > j.2C > j.C > j.D22C > 3C > 214B~C instead which deals 3502 damage with 25 heat gain.
(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 > 214B(w)~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 > 214B(w)~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.
5C > 9jc > j.B > j.2C > j.C > j.214C ▷ 665C > 2C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3876 27 Tager [3] Medium Tager specific route, works only if he is standing. Be aware that on CH 5C this route will not work.
D Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
j.D > (66)22C > 6B > j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 3203 22 Everyone [2] Easy Standard j.D confirm that will generally always work, depending on the distance the microdash 22C won't be necessary.
2D > (66)22C > 6B > j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 3472 24 Everyone [2] Easy Standard 2D confirm that will generally always work. Depending on the distance the microdash 22C won't be necessary.
2D > 665C > 2C > 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C Anywhere 3479 24 Everyone [3] Medium Better corner carry, will work consistently if the opponent is hit while on the ground. For air hits, depending on the height of the opponent there are other alternative routes (2D > 665C > 2C > 623C > 665B pickups as an example)
5D > 22C > 66B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3651 25 Everyone [2] Easy Will only work if you hit them in melee range, microdashing the 6B is not necessary however it makes the followups more consistent.
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 > 214B(w)~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 > 214B(w)~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.
FC 22C > 665C > 9jc > j.B > j.2C > j.C > 5C > 9jc > j.B > j.2C > j.C > j.214C ▷ 665C > 2C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 4379 31 Tager [3] Medium Tager specific route.
Throw Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
5/4BC > dc dl. 5C > 2C > 6C > 214B(w)~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 > 214B(w)~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 > 214B(w)~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 Starters 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.

Overdrive Combo List

Jin's overdrive allows him to have an almost unparalleled amount of potential combo routes and as such this section will likely only be scratching the surface of what is possible.

Overdrive Cancel duration per HP%: 100~91% = 2,00s; 90~82% = 2,25s; 81~73% = 2,50s; 72~63% = 2,75s; 62~54% = 3,00s; 53~45% = 3,25s; 44~35% = 3,50s; 34~1% = 4,00s. Neutral Overdrive is double the duration of ODC.

100%-82% Health
Combo Position Damage Meter Gain Works on: Difficulty Notes
5B > 5C > ODC > 5B > 5C > 9j dl. j.2C |> 22C > 665C > 3C > 623C > 66C > dl. 22C Corner 3363 23 Everyone [2] Easy Oki ender. Damage ender is 623C > 6B > mdl. j.214C > 3C > 214B~C (3700 dmg, 26 heat). A starter route is A > 5B > ODC [...] (2769 dmg, 11 heat).
5C > 3C > ODC > 665C > 6B > j.214C ▷ 665C > 2C > 3C > EA Anywhere 3759 22 Everyone [2] Easy Universal go-to OD route, if closer you can do 665C > 6B > dl. 22C > 665C > 3C > EA, not advisable on Susanoo/big bodies (3864 dmg).
5C > 3C > ODC > (66)3C > 623C > (66)5C > 2C > 3C > EA Anywhere 3913 22 Everyone [2] Easy At melee range you can add in an extra 2C after the first 5C (4065 damage, 24 heat gain)
5C > 3C > ODC > (66)3C > 623C > 665C > 2C > 3C > 22C > 66C > 2D > sj j.C > j.2C > dj j.2C > j.C > j.214C Midscreen 4587 32 Everyone [3] Medium Damage/meter gain route. Alternative is 22C > 6B > max dl. j.214C > 3C > 214B~C [or 662B > 22C] (4390 [4148] dmg, 31 [29] heat). No AF. Not burst safe either.
<81%-62% Health
Combo Position Damage Meter Gain Works on: Difficulty Notes
5B > 5C > 3C > ODC > 3C > 623C > (66)5C > 3C > 22C > 5C > 3C > EA Anywhere 4016 25 Everyone [2] Easy <62%. 22C might whiff in very specific distances so it's advised to md the 5C after 623C. 632146C can be used as an ender instead of EA, due to the increased combo scaling 632146C will also deal the most damage as an ender while in OD (4636 damage with -25 heat gain).
5C > 3C > ODC > 665C > 6B > 623C > (66)3C > 22C > 3C > EA Anywhere 4233 25 Everyone [2] Easy <62%. This can be confirmed from nearly max range 5C, but in this case you'll have to md the 3C before 22C. 632146D can be used as an ender instead as it will deal good damage due to low scaling (4820 damage with -25 heat gain).
OD > 5C > 6B > 623C > 6B > 22C > 5C* > 3C > 214B > 6B > j.214C > 3C > EA Anywhere 4702 30 Everyone [2] Easy <72%. Neutral OD meterless route. *Omit 5C if 5B was the starter.
6A RC > 5C > 6C > [CT] > 2C > jc j.2C > j.C > dj j.2C > j.D22C > 3C > ODC > 5C > 2C > 623C > 6C > 623B > EA Corner 4443 -60 Everyone [3] Medium <72%. 6A confirm, can be done from 69 heat.
6A RC > 665C > ODC > 5C > 2C > 6B > dl j.632146D > 663C > EA Corner 4448 -98 Everyone [3] Medium <72%. 6A confirm starting with 100 heat, with early lock on the opponent's burst. Can be done from 93 heat.
6A RC > 665C > 6B > dl. j.214C ▷ 662B > 5C > sj j.2C > j.C > j.D22C > 3C > ODC > 5C > dl 6B > dl j.632146D > 663C > EA Corner 4648 -100 Everyone [3] Medium <72%. 6A confirm that uses OD to enhance the damage of the normal route, can be done from 88 heat.
5C > 3C > ODC > 665C > dl 6B > dl j.632146D > 663C > EA Corner 5018 -36 Everyone [2] Easy <72%. Metered high damage 50 heat combo, can be done from 36 heat. Will deal 6205 damage with active flow.
5C > 2C > 3C > 623B > 9j.C > dj j.C > j.D22C > 3C > ODC > 5C > dl 6B > dl j.632146D > 663C > EA Corner 5045 -25 Everyone [3] Medium <72%, can be done from 25 heat. Will deal 4800 damage if 5B is the starter.
OD > 5C > [CT] > 6D > 665C > 3C > 623C > 665C* > 3C > 22C > 3C > EA Anywhere 5305 -6 Everyone [2] Easy <72%. Neutral OD combo using CT. *Omit 665C if 5B was the starter.
OD > CH 5C > 6D > 6B > 623C > 665C > 3C > 22C > 5C > 3C > 214B > 3C > 632146D Anywhere 5755 -33 Everyone [2] Easy <72%. Neutral OD punish combo using 50 heat. Active Flow EA will deal similar damage to the super ender if it is used instead.
OD > 5C > 6B > 623C > 6B > 22C > 5C > 3C > 214B > 6B > j.214C > 6B > dl j.632146D > 632146C Anywhere 5834 -100 Everyone [3] Medium <62%. Neutral OD/Whiff punish read, if you start from roundstart position you can do double 632146D otherwise 632146C will work anywhere. Works from 70 heat.
<44% Health
Combo Position Damage Meter Gain Works on: Difficulty Notes
5C > 3C > ODC > 665C > dl 6B > dl j.632146D > 663C > 214B > 5C > 3C > EA Corner 5393 -36 Everyone [3] Medium Corner specific route, great damage during AF (6401 damage) and doesn't require a lot of heat.
5C > 3C > ODC > 665C > 6B > 623C > 5C > 3C > 22C > 6B > j.632146D > 632146C Anywhere 5517 -75 Everyone [2] Easy Double super ender, although the second is not the OD version it still is an unburstable combo.
5C > 3C > ODC > TK j.632146D > 663C > 214B~C > 5C > 3C > EA Corner 5595 -37 Everyone [4] Hard Corner specific route, can be done from 41 starting heat. Deals 6657 damage with -35 heat gain during AF.
5C > 3C > ODC > 665C > 6B > 623C > 6B > j.632146D > 632146C Anywhere 5756 -80 Everyone [2] Easy Double OD Super ender, 6320 damage during AF.
FC 22C > 669ODC > j.632146D > 663C > 214B~C > 5C > 2C > 3C > EA Corner 6116 -36 Everyone [3] Medium Fatal counter corner route, can be done with 43 starting heat. Deals 7222 damage with -34 heat gain during AF. Try to do the ODC and subsequent j.632146D as quickly as possible after inputting the jump.
<34% Health
Combo Position Damage Meter Gain Works on: Difficulty Notes
5BC(1)RC > 8ODC > j.632146D > 663C > 214B~C > 3C > 22C > 5D > EA Corner 5842 -89 Everyone [4] Hard Corner forward throw route where the first hit of it is RC'd, immediately perform a jump and ODC as soon as you RC the first hit of the throw. Ideally you'll only do this if you are in Active Flow or can guarantee that Active Flow will trigger early. Does Exactly 7000 damage and has -86 heat gain with AF.
5C > 3C > ODC > TK j.632146D > 663C > 214B~C > 3C > 22C > 3C > EA Corner 5878 -28 Everyone [4] Hard Corner specific route for only 50 heat, can be done with 40 starting heat. Deals 6914 damage and -26 heat gain with Active Flow.
5C > 3C > ODC > 632146D RC > 66D > 6[6]5C > 2C > 623C > (66)2C > 3C > EA Anywhere 6300 -90 Everyone [3] Medium The damage may vary, the earlier you do the 6D after the RC the less damage you will lose. Deals around 7400 damage in active flow.
OD > 5C > [CT] > 66D > 66D > 5C > 2C > 623C > 3C > 22C > 6B > dl j.632146D > 663C > EA Corner 6999 -45 Everyone [3] Medium Neutral OD combo at the corner, using 75 heat. Deals around 8171 damage with active flow, with a heat gain of -42.
OD > 6D > 6D > 632146D RC > 6D > 6D > 5C > 2C > 623C > 6B > 22C > 3C > EA Corner 8000 -89 Everyone [3] Medium This combo will never happen. Unless... you hard read something like Susanoo, Kagura, Hibiki, Naoto using DP with OD activation. That or a few select supers (Arakune reversal super namely). Deals 9300 damage with -88 heat gain in AF.

Video Examples

Midscreen

Crouching Confirms

Counter Hits

Corner

Anti air and air to air


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 Jin Kisaragi


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