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 Samples

Read first

Jin's overall combo theory is quite extensive, before delving in to it, here are a sizeable amount of combo samples showcasing some relatively common situations and different alternative routes for them. 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.

Notes :

  • 5A/2A, 5B/2B are often interchangeable when they're starters (i.e in cases where 5A works then 2A will also work) unless specified otherwise. 5A whiffs on crouchers, except on Täger and Hakumen. j.C and j.2C are also generally 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 delaying the first j.C for 5C > sjc > j.C > j.2C > ... ever so slightly or using alternative staircase routings, such as 5C > sjc > j.2C > j.C > ... (where the j.C only has to be delayed on Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe) ends up becoming a necessity. This does not apply to staircases where 5C > 2C > sjc > ... is performed, may apply in staircases where 5B/2B > 5C > 2C is performed beforehand.
  • In certain combos "66" will be noted by itself, in that case it means that a dash to be done up until the point Jin reaches the opponent to perform the next sequence.

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. Ex Sideswap
  4. 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. Depending on the distance from the opponent it might be wiser to only let 5B(1) connect (particularly so on Makoto and Noel if the starter was not a point blank hit) and in some instances it is possible for the 2C to whiff entirely if Jin is not close enough.


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.


Sekkajin-Ex followupSide swapping route
Easy

(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.


Basic Throw ComboDay 1 throw combo
Easy

4/5BC DC > 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 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. 623D Starter
  13. 623D Corner Extensions
  14. [CT] Corner Extensions
  15. Throw Combos


Standard Meterless Corner Conversion
Medium

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

Most reliable 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 where the 623B has to be done quite early which can make be a bit tricky to confirm consistently.
  • 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.
  • It might be wiser to sometimes skip the first j.2C and perform j.C > jc > j.C > j.D instead if the opponent is hit when he isn't quite in the corner yet.


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.

The second route is the corner alternative that utilises 5C > 6C > 6D which can allow for more damaging combos, beware that the 22C has to be removed for A and B starters.

  • It should be noted that it is possible to add a 2C after a 5C to tack on some extra damage, possible for all starters but the routes may require some adjustments later on in the staircase, particularly so off-of A starters or jump-ins.


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 aid in conserving your meter.


Midscreen CH 5B/2B Conversions
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
CH 5B(1)/2B > 6C > 2D > 665C > 2C > dl. 6C > 214B~C > 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C

Counterhit 5B/2B combos usually done only if the opponent is standing since the crouch confirm variant is superior in the midscreen. The first route deals a good amount of damage, particularly so off-of a 5B starter, whereas the second route provides better corner carry but slightly less damage for a CH 5B as only 5B(1) will allow the 6C to connect.

For a CH 2B starter on the other hand, the first route ends up dealing less damage compared to the second. The 22C will also whiff entirely off-of a CH 2B starter on Susano'o and Tager without some dash momentum, forcing the usage of the second route instead. Hit confirming a CH 2B is pretty hard, but it is worth to keep in mind if it is ever used consciously as a punish tool.


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.

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.

  • It should be noted that these routes also work for a CH 2C starter on the ground.


Standard CH 3C Conversion
Medium

CH 3C > 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C
Confirm for CH 3C, will work at any range the situation is recognised and a microdash is done immediately, has a pretty generous window to confirm it.


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

The ideal DP punish move, though in a lot of situations it'll be necessary to microdash the 22C in order for it to connect which makes it a bit trickier to use. But as long as the opponent's move is minus enough and recovers in counterhit state then 22C will be a reliable fatal counter punish.

The first route is the 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, but it sacrifices the potential for an ice restand in exchange for a j.214C knockdown, which is good in the corner but as long as 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

A set of rather situational conversions for a 5D or j.D 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. For j.D, Jin will generally be close enough to utilise 6622C without needing to utilise 25 meter.


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 but it is not particularly uncommon to end up tagging people with it depending on their habits on defense as they try to get out of Jin's pressure.

The first route is the go-to routing midscreen for a 6D hit.

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-Icecar CornerCombo 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. Very useful if Jin is slightly outside of the corner as Ex-icecar will be an easy and reliable way to bring him there.

  • It might be wiser to skip the 5C after Ex-Icecar on an A starter and go straight to the 2C as the route becomes a lot more unstable, if that is done then perform a normal jump cancel instead of a superjump cancel.
  • In the event that Ex-icecar doesn't end up bringing Jin close enough to the opponent to perform either 5C or 2C it might still be possible to salvage the combo by picking up 663C into whatever ender is desired.


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 but it is necessary 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, ideally to be done after the third hit of 236D occurs.

  • This route is very unstable off-of an A starter, 5B(1) will have to be performed or if the delay 2C timing is done right going straight in to 5C is still an option.
  • 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.


Ex-DP Starter
Medium

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

Jin's Ex-DP can actually lead in to a combo resulting in okizeme. Be aware that it is possible for the second hit of D-DP to whiff entirely if it is not delayed enough on airborne opponents. In most cases, Jin's D-DP will result in a wallbounce however depending on how the opponent is hit it may not be possible for the opponent to travel long enough after getting hit to actually result in a wall bounce, instead resulting in a tumble that will not allow for a pickup. This generally tends to happen if the opponent is hit by D-DP while they're behind Jin.

The first route is the generic one that can be used anywhere on screen while the second route is the corner variant.


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.

  • It is not feasible to perform 2C > 6C > 6D as any followups will drop immediately after 6D for A starters
  • 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 it is necessary 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 after [CT] entirely and do a normal jump cancel off-of 2C where the first j.2C > j.C are not interchangeable. It is still possible to use 5C before jump cancelling but in that case the 2C has to be skipped instead.


Throw ConversionsReliable throw conversions.
Medium

4/5BC DC > dl. 5C > 2C > 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
4/5BC DC > 22C > 6C > 6D > 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C
j.BC ▷ 6622C > 6B > dl. j.214C > 662B > 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, providing better damage than the standard route.

The third route will be the one primarily used for air throws however it is possible to utilise it even with ground throws as long as a Dash Cancel (66) is performed before the 22C. Keep in mind that Jin's air throw will always sideswitch.

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
  1. Advanced Corner Extension
  2. Max Range CH 5C IAD
  3. High Air-Hit CH 2C
  4. Midscreen FC 22C
  5. Corner FC 22C
  6. Ice Arrow RC Without OD
  7. Advanced Throw Combos

Advanced Corner Extension
Hard

(Starter) > 3C > 623B > (6)623C > 5B > 5C > 2C > 6C > 6D > 22C > 3C > 214B~C
5A/2A > 5B > 623B > 623C > 5B(1) 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. As an example, 5C > 3C > 623B > 623C can be incredibly unreliable at certain distances (in essence if Jin isn't directly in melee range with the original 5C hit) and as such it may be necessary to do an instant microdash 623C after 623B in order to ensure that it does not whiff. It also depends on the opponent's character in regards to whether or not the 623C whiffs off-of certain starters or distances.

  • A 6623C or dash momentum will always be required after a 5C starter on Rachel, Taokaka, Litchi, Arakune, Carl, Hakumen, Hazama, Terumi, Makoto, Valkenhayn.
  • Apply a very small delay to 623B against Täger and Ragna for a 5C starter otherwise the 623C risks whiffing.
  • Some characters require a slight delay on the 5C after 5B in order to connect properly with 6C > 6D : Hakumen, Tsubaki
  • 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, 5B(1) has to be used at all times after 623C and it won't be possible to connect the 6D after 6C at all on some characters : Es, Jubei, Litchi, Makoto, Bang, Carl, Kokonoe, Celica, Hibiki, and Nine. It is possible to use an alternative route but the damage increase becomes inconsequential in that case compared to the standard corner routing (alternative route : 2A > 5B > 623B > 623C > 5B(1) > 5C jc > j.C > j.D > 22C > 214B~C)


Max range CH 5C IAD Route
Hard

CH 5C > 2D > dl. IAD > dl. j.2C > dl. j.C ▷ 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 it is best to delay the j.214C for as long as possible as it will make the 6C delay easier to perform without risking it to whiff entirely which itself allows the combo to be continued with 214B(w)~C.
  • It is somewhat character specific as the 6C is very likely to drop on Hazama, Terumi, Celica and Relius if the corner is not reached and as a result it might be best to utilise another FC route entirely against those characters, luckily from the roundstart position it is possible to reach the corner pretty reliably.


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 > 66 > 5C > 2C > 623C > 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C
Highly situational kill combos that do not utilise OD, they require a full bar of meter and work from anywhere on screen. 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. The routes have 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 otherwise it is a reset to neutral. 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/OR OD is not available.

  • A and B starters for this sort of routing will require the combos to be shortened after 623C, essentially only allowing 623C > 665B > 22C as the ender.
  • Perform a dash immediately after 6A recovers in order to end up right under the opponent as they're still in the air.
  • Depending on how fast the opponent is reached after the 66A it may be necessary to slightly delay 5C.
  • Microdashing the 2B may be necessary in instances where Jin does not end up close enough to the opponent after getting an air hit 5C. 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 662B either.
  • It is also possible to swap the 2B with 5B(1) instead for slightly less damage in exchange for a more stable staircase across all characters as it is possible for the j.214C at the end to drop on some characters if the corner is not reached.
  • This route will also work pretty reliably while in the corner, only requiring the 5C to be delayed and the 2B can be swapped out with 5B entirely for slightly more damage.


Advanced Throw Routes
Hard

4/5BC DC > 665C > 2C > 6C > 623C > 665B > 5C > 2C > sjc > j.C > j.2C > jc > j.C > j.2C > j.214C
4/5BC > 22C > 663C > 623B > 623C > 5B(1) > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C

More advanced throw routes providing minimal increases in damage over the standard routes.

The first route is the midscreen route which can be a bit finnicky, perform the dash cancel as fast as possible then the microdash immediately afterwards and do not delay any of the buttons leading up to 623C. Can be unreliable on some characters, particularly so on Rachel, Litchi, Terumi, Hazama, Bullet and Izanami.

The second route is the corner variant, there aren't any oddities with it other than the fact that it needs Jin to be close enough to the opponent to perform 22C without having to Dash Cancel the throw.

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 Overdrive is factored. However, this section will attempt to cover most of the combo portions to be found spread throughout Jin's combos and the respective scenarios where they can be used. Overdrive related routings will be discussed in their own separate section as this one aims to primarily focus on routes that do not include it.

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 Jin is 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 it won't be possible to get a refreeze later on in the route without investing resources. This sort of routing 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.

  • 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 it is necessary to delay the j.214C as it will make the followups easier and more lenient to perform. 6B > dl. j.214C also sees a lot of use in extending combos after early freezes.


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

Alternative crouch confirm, can lead in to a number of different routings although it will not guarantee 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 Airdash 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 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 but 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 Jin 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

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 > jc or alternatively j.2C > j.C > jc but it will still require 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 Jin 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 an instant 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 unless an instant microdash 22C (632632C) is performed to connect midscreen. The j.C still 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 on screen and are used in a decent amount of cases

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

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

For 5A or 5B starters in scenarios where the hit happened while the opponent was too high up in the air it isn't possible to connect with 5C > 2C, it will be necessary to immediately jump cancel either the 5B or in certain situations for a 5A starter the jump cancel might need to be done immediately. In scenarios where 2B ends up somehow hitting as an anti-air it will generally always be possible to pick up with 5C or 5B.

( ... >) (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 it may be necessary 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 > j.214C

For more prorated combos it will be necessary 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/662B/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 on screen if the conditions allow for it. Commonly followed up by Staircase routings if the combo isn't too prorated. Delaying ever so slightly the 5C, 2C and 623C will make the followup microdashes easier to perform.

In most common cases, it will be possible to replace the 5B with 2B. Be aware that the 2B requires the opponent to be hit higher by 623C and as a result it may not be as accessible to perform over 5B while also dealing less damage comparativly.

665C is done in instances where the absolute highest possible hit with 623C is reached, can be somewhat reliable off-of 236D conversions if some delays are applied to 5C and/or 2C but it is also possible in other scenarios, particularly in some of Jin's harder damage optimal routes. Depending on the starter the delays necessary can either be pretty lenient and easy to apply or they require far more precise timings, in general any grounded C starter will be more lenient compared to every other starter.

Depending on the starter only 5B(1) or 2B will work, where 2B leads to the most damage but as mentioned earlier it may not always be available depending on how high the opponent is sent by 623C. Generally only happens off-of A and B starters or in combos that are very prorated.

( ... >) 662C > 623C > (66)5B/(66)2B/(66)5C > Ender/Followup Routing

An alternative option that is far easier to do as there is no need to perform a microdash whatsoever after 623C but it is nonetheless, deals slightly less damage compared to the more optimised routing in exchange for being. Same points mentioned earlier will apply to this routing

( ... >) (66)5C > 2C > 6C > 623C > 665B > Ender/Followup Routing

Far more situational way of routing with 623C off-of any air hits. It is possible for it to work midscreen but it is far more reliable in the corner. Sees use midscreen primarily in the more optimal throw routes or from 6C > 2D/6D. Sadly, it will not work midscreen on Rachel, Litchi, Hazama, Terumi, Bullet, and Izanami.

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 ender which will provide Jin with some reliable okizeme.

... > 623C > (66)5A/(66)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 but 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 depending on the starter.

Air-To-Air

Jin's air-to-air conversions are incredibly consistent, allowing him to freeze his opponents pretty early on in most situations and even in situations where that might not be possible he can still get reliable access to a knockdown.


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 Jin 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.
  • In scenarios where the air action necessary for the jump cancel is not available, it might possible to simply chain j.C/j.2C straight in to j.D although that may result in some awkwardness after landing (often requiring a 6622C) or potentially even be impossible to connect with j.D depending on how the opponent was hit.

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 slightly more damage in exchange for worse oki in the midscreen.


IAD in air-to-airsReward ranges from unrewarding to potentially quite damaging.


(j.A >) j.B > j.2C > j.214C
CH j.A or j.C/j.2C > j.D22C > Followup Routing
(j.B/j.C >) j.2C623C > 665B > Followup Routing
j.C > j.2C ▷ (66)5C > 2C > Followup Routing

The reward off-of IADs in air-to-airs varies quite dramatically as it heavily depends on the opponent's position in the air. In general, j.A and j.B can be hard to convert easily in to full combos requiring the usage of a quick j.214C to secure a knockdown, unfortunately j.214C itself can be quite unreliable as it will whiff on an opponent that is hit while above Jin quite often.

If j.A is a CH it can be followed up with j.D although confirming that is quite tricky, aside from that only j.C and j.2C will allow j.D to connect reliably after an IAD.

Regarding the more complicated routes, if an opponent is hit with any non A j.X while they're above Jin it will be possible to perform 623C upon landing and if an opponent is hit with a j.C while they're below Jin it might even be possible to follow up with j.2C which will allow Jin to land and pickup with (66)5C > 2C which itself may be followed in a variety of ways, ideal one being with 623C > 665B although 214B(w)~C will also work.

The more complicated routings mentioned here are conveniently also part of Jin's more damaging combos, particularly off-of routes utilising 2D > IAD.

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 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 but 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 Airdash

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.2C > dl. j.C ▷ 665C > Followup Routing
Previous Routing > (66) IAD > j.B > j.2C623C > (66)5B/(66)2B > Followup Routing
Previous Routing > IAD > j.C > dl. j.2C > 623C > (66)5B/(66)2B

The first route sees use mostly after an opponent gets hit by 2D and in some of the more situational 623146D 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 max range CH 5C > 2D.

  • Common route (max range CH 5C) : CH 5C > 2D > dl. IAD > dl. j.2C > dl. j.C ▷ 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 and situational, it is used 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 or off-of stray IAD j.B hits where Jin is below the opponent while also being close enough to the ground to be able to land and immediately perform 623C upon landing. Can be used off-of 6C > 2D quite reliably and depending on timings it might even cause a sideswitch as an example of its usage.

The third route is pretty much identical to the IAD j.B one, although the height at which it will work is slightly lower in comparison. Also works pretty reliably from something like 6C > 2D.

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/66C/662D > 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. It is also possible to pick up with 665C on opponents hit higher in the air by CH 236A. It is also possible to pick up with 665C opponents that have been bounced upwards while grounded by a close range CH 236A although it needs Jin to be spaced out ever so slightly, it is particularly reliable in the corner on most characters. 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 also possible to pick up with 66C or 662D however the 665C will generally be the superior one as it leads to more damaging routes.

Example Routes
Routing Position Notes
CH 236A > 665B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere Specifically for opponents hit in the air by the projectile, simple and reliable route. Can work from a decent distance away from the opponent if they're hit high enough. This route will also work on point blank 236A hits but the j.C will have to be slightly delayed on all characters.
CH 236A > 665C > 2C > 6C > 214B(w)~ > 662B > 5C > sjc > j.C > j.D22C > 3C > 214B~C Anywhere Requires the opponent to be hit higher in the air compared to 665B, this route is unreliable on grounded CH 236A hits even if Jin is close enough for the projectile to launch them. This specific route requires Jin to be somewhat closer to the opponent.
CH 236A > 662D > 665C > 2C > 6C > 214B(w)~ > 662B > 5C > sjc > j.B > j.C > jc > j.B > j.C > j.214C Anywhere Requires a very high air-hit CH 236A within 2D's range. The damage is worse compared to a 665C but whenever the 2D pickup is possible it also grants access to an easy combo.

CH j.236A > 665B/663C/665C/662D/66214D > 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. At max range, a short dash before 214D will be required and Jin must start running immediately for a 3C pickup. It is possible to somewhat hitconfirm either option.

j.236A hits on airborne opponents can potentially land Jin 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. Of course it is possible to use the same routes discussed previously for the grounded version of 236A in those cases.

Example Routes
Routing Position Notes
CH j.236A > 663C > 214B~C Anywhere Rather reliable and works anywhere on screen against grounded opponents, can potentially even work on air hits if Jin is close enough.
CH j.236A > (66)214D > 22C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > jc > j.C > j.2C > j.214C Anywhere Works generally only on grounded opponents, the dash is only required if Jin is a fullscreen away from the opponent.

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 Airdash followup route isn't done but 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.

Example Routes
Routing Position Notes
CH 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C Anywhere Standard route on standing opponents
CH 6B > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > 3C > 214B~C Anywhere Crouch confirm route.
CH 6B > 6C > 2D > 665C > 2C > 6C > 214B(w)~C > 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere Requires a very specific spacing on standing opponents that allows the 6B to hit as late as possible.


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.

Example Routes
Routing Position Notes
CH j.B > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere Simple and standard route, does not require j.B to be low.
CH j.B > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere Crouch confirm route.
CH j.B > 6C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Outside the Corner Requires a rather low j.B hit and to be outside of the corner otherwise 2D will not work properly

CH 623B > 663C/662D/(66)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 663C. It is also possible to potentially pick up with 662D in the midscreen meterlessly but that requires the opponents to very close to Jin as they get hit while being ever so slightly above him and on top of that depending on character it is potentially easier or harder to actually attempt it. Depending on the distance it is also possible to potentially combo with (66)214D as long as the opponent was not hit by CH 623B at its maximum range.

Example Routes
Routing Position Notes
CH 623B > 663C > 214B~C Anywhere Requires the opponent to be pretty close as they get hit, relatively easy meterless pickup that ends in a knockdown.
CH 623B > 662D > 6622C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Outside the corner The ideal 662D route if a perfect placed Counterhit is landed.
CH 623B > (66)214D > 6622C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Outside the corner Relatively reliable pickup and routing as long as the opponent is not hit at max range, might require a microdash Ex-icecar if they get hit slightly further away though.

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.

Example Routes
Routing Position Notes
CH 5C/2C > 6B > j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere Standard route.
CH 5C/2C > 6C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Outside of the corner Good damage and corner carry route however it provides far worse oki if the corner is not reached.
CH 5C/2C > 2D > 6622C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere Standard max range CH 5C/2C pickup.
CH 5C/2C > 2D > 665C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere Alternative max range CH 5C/2C with better corner carry and slightly more damage.
CH 5C/2C > 2D > dl. IAD > dl. j.2C > dl. j.C ▷ 665C > 2C > 623C > 665B > 5C > 2C > sjc > j.2C > j.C > jc > j.C > j.2C > j.214C Anywhere Requires a max range 5C/2C Counterhit, provides Jin with the best damage and good corner carry but it is also far harder compared to the standard route.

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.

Example Routes
Routing Position Notes
CH 5C > (66)5B > 5C > 2C > sjc > j.2C > j.D > 22C > 3C > 214B~C Anywhere Can work from virtually anywhere and if Jin is not close enough it is possible to microdash. Can be a bit unreliable if the opponent is hit high enough as the second of 5B risks whiffing.
CH 5C > (66)5C > 2C > sjc > j.2C > j.C > j.D > 22C > 3C > 214B~C Anywhere This example works at a surprisingly low height, but it still needs the opponent to not be too low. Can work from a distance if a microdash is done.


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 anywhere on screen.


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. Depending on the position on screen and how close Jin is to the opponent, there are a variety of routes that are possible.

Example Routes
Routing Position Notes
CH 3C > 662B > 5C > sjc j.2C > j.C > j.D22C > 3C > 214B~C Anywhere Simple go-to route that will work at any distance.
CH 3C > 662B > 5C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > 2C > sjc > j.B > j.C > j.D22C > 3C > 214B~C Anywhere Works only if Jin is very close to the opponent, notable increase in damage and corner carry.


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. The 6C pickup should generally be avoided as it will lead to far less damage overall, even compared to the generic 2B OTG pickup.

Example Routes
Routing Position Notes
CH TK j.214C > 662C > jc > j.2C > j.C > jc > j.2C > j.C > j.D > (66)22C > 3C > 214B~C Everywhere Standard ideal routing, it might be wiser to do j.2C > j.C > j.D > 6622C instead as the full staircase can be quite unreliable on most characters. If Jin is not close enough to the opponent it might be possible for this routing to not work too well.

FC 22C

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 Routes
Routing Position Notes
FC 22C > 5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.C > j.2C > j.D22C > (66)5C > 3C > 214B~C Anywhere Standard go-to route that works anywhere
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 Anywhere More advanced routing provide better damage and much more corner carry

CH 5D 66 > 5A > Followup Routing

Highly situational routing off-of a close hit CH 5D, virtually impossible to properly hitconfirm this 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. Technically still doable on normal hit 6D however it is far trickier to land without a CH.

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 Jin is close enough to the opponent, ideally followed by 6C > 6D for more damaging routes.


(Starter > ... >) 623B > (66)9 > j.C > jc > j.C > j.2C > j.D ▷ Followup Routing

Reliable pickup in the corner that will grant Jin a freeze restand and will generally always work, has several variations depending on the starter. Microdashing might be necessary depending on distance or character.

  • Common route : (5B>) 5C > 3C > 623B > (66)9 > j.C > j.2C > jc > j.2C > j.D22C > ...
  • A starter : 5A/2A > 5B/5C > 623B > (66)9 > j.C > j.2C > jc > j.2C > j.D22C > ... if 5C is done after the A starter it will be necessary to microdash before the forward jump is done after 623B in all scenarios.


(Starter > ... >) 623B > 669 > j.C > jc > j.2C > j.D ▷ Followup Routing

Basically the same as the previous 623B, except it will work from even further away. Slightly less damage but it will follow the same routes as the ideal go-to.


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

Pickup and/or 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 (Ragna and Tager).

  • 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 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.

Corner Crouch Confirms

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

Pickup in the corner usually done on crouch confirms. 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 > ...

Corner Air-hits

Many of the midscreen ground-to-air hit routings still work decently well in the corner or become far more easier to perform, such as 623C > 5A/5B/5C style of routes. In addition to that, Jin can also utilise 6D instead of 2D off-of air-hit routings in the corner compared to the midscreen.


Corner Counterhits

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

Standard Ex-Specials

Jin's Ex-Specials provide him with the potential to increase his damage quite dramatically or allow Jin to setup advantageous situations, particularly so on standing hits where he wouldn't be able to get much. This section will cover routes that will generally work anywhere on screen, the corner usage of Ex-Specials will be covered in another section.

As a rule of thumb, it is best to avoid ever utilising Ex-Specials on A starters as the damage increase is simply not worth the meter unless the route is guaranteed to kill or sets up for a checkmate situation. Nonetheless, the adjustments required on A starters will still be mentioned as they can come in handy at times.

Ex-Icecar

Potential routings utilising 214D and their variations. Ex-Icecar is an incredibly easy way for Jin to potentially convert any hits on standing opponents in to a decently damaging combo. Although most of the time Ex-Icecar will not lead to the most damage optimal combos compared to 236D but it is far easier to use and more reliable.

Standard Ex-Icecar


(Starter) > 5C > 3C/5D > 214D > Followup Routing
2A > 5C > 214D > Followup Routing

The simplest way to combo with Ex-Icecar. 5C > 5D is especially reliable on air-hits whereas 5C > 3C is more ideal on the ground. Depending on the starter it can be followed up in a number of ways, ideally by 22C > 6B > dl. j.214C > 662B. For a 5C starter only, it is possible to followup with a 2C if Jin is close enough for some more damage, won't work too well with other starters as the routes will need to be adjusted in a way that risks making the combo deal less damage.

For A starters, it will be necessary to either do the Ex-Icecar as fast as possible (in essence, immediately after 5C) in order to get a 22C and still end up able to continue the combo or skip straight to 6B to perform the standard OTG route. Alternatively, for maximum damage midscreen it is possible to perform an extension off-of the freeze with 22C > 6C > 2D > sjc however the route can be very unstable and finnicky.

Standard Route :

  • (5B >) 5C > 3C > 214D > 22C > 6B > dl. j.214C > 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C

A Starter Routes :

  • 2A > 5C > 3C > 214D > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C : least damaging variation although it is quite reliable.
  • 2A > 5C > 214D > 22C > 6B > dl. j.214C ▷ 662B > 5C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C : ideal route that is still quite reliable.
  • 2A > 5C > 3C > 214D > 22C > 6C > 2D > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C : most damaging variation, it is possible to add a 2C after the first 5C if close enough, this routing is quite unstable and finnicky. Can be a bit more reliable by doing j.B > j.C > jc > j.B > j.C instead in exchange for less damage.

Snowflake

Potential routings utilising 236D and their variations. Snowflake is a very good combo tool that can allow for both easy and hard combos. Generally, it will be the ideal Ex-Special to use for maximum damage however the optimised routings can be a bit tricky.

D DP

Potential routings utilising 623D and their variations. D-DP is arguably Jin's best combo tool in the corner, no matter the starter. Outside of the corner, it is rarely worth using as it will lead to subpar combos midscreen however it can still be used as a way to tack on some extra damage at the end of combos.

Hizangeki

Potential routings utilising j.214D and their variations. Hizangeki is a very situational Ex-Special, it is hard to optimally utilise it in combos but it can see a decent amount of use as a starter as it is a potential way for Jin to open up his opponents given that it is a decently fast overhead when done as a TK from any jump cancellable normal in pressure.


j.214D(1) Ender


( ... >) 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 Jin to get a refreeze in scenarios where it normally would not be possible. Under normal circumstances 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 Jin 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 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).

Corner Ex-Specials

Jin gets some different options to consider in his routing once he is close to the corner or already in it for most of his Ex-Specials. However, most of the time it will be best to utilise either 623D or [CT] in order to get the most damaging combo possible but the other Ex-Specials can still be quite useful.

Charged Crush-Trigger

Charged Crush-Trigger is chiefly used in the corner off-of Crouch Confirm combos that utilise 5C > 6C or any Counterhit starter that allows for a 6C followup as it can lead to routes that deal more damage compared to the D-DP ones although the main benefit of [CT] routes there is the ability to get a freeze restand towards the end of the combo.

(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 but 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 > jc > j.2C > j.C > j.D22C > 3C > 214B~C in case the 5C whiffs on the character, skip straight to 2C and perform a normal jump cancel instead of a superjump cancel.
  • 5A/2A crouch confirm route : 5A/2A > 5C > 6C > [CT] > 5C > 2C > jc > j.C > j.2C > jc > j.2C > j.D22C > 3C > 214B~C the 5C can be skipped straight to 2C here on the characters where it drops.

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. Nonetheless, some of them will provide Jin with the highest amount of damage possible within a single combo if Overdrive is not available.

(Previous Routing) > 6B > j.214C > 632146C > (66)3C > Followup Routing/Ender

Situational extension possible close to the corner, requires at least 4 of the Touga's hits to connect with the opponent while they're crumpling which requires Jin to be at a certain distance away from them. 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 although the extension is still possible on them if they aren't exactly in the corner but close to it. Primarily used as a way to dump tons of meter by following it up with 3C > 632146D, although it could potentially be used to extend a route further depending on available resources and combo timer.


(Previous Routing) > 632146D RC > 66A (> 66) > 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 long enough to end up under the opponent (depending on how fast the opponent is reached it may be necessary to delay the 5C or do an immediate IAD after the initial dash and attempt a pickup with an air button. In the corner, the 5C pickup will usually be the most reliable but it requires an obligatory delay.

Ice Restand Extensions

Eventually at some point in the game, the opponent will be frozen and restanded as such there are a number of ways to continue the combo. 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

The 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 enders.

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 the best damage most of the times, it is undesirable midscreen, since it gives Jin no oki whatsoever. At the corner, 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.

(66)2B/5B > 22C

Situational ender off j.214C, 214B(w)~C or 623C. Can lead in to a safejump by:

  • Performing 669j.2C midscreen, which will cover no tech, back roll, quick rise and safejumping 9F reversals with neutral tech.
  • Performing 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.

6C > dl. 22C

Potential alternative ender, easy to get on frozen opponents anywhere on screen. Will lead in to the same safejumps previously discussed with the added benefit of being able to safejump 7F or slower reversals as well.

6B > Max dl. j.214C > 3C > 214B~C/623C

The optimal damage ender after securing a freeze, requires the maximum delay possible on a j.214C after 6B and leads in to the respective okizeme options of 214B~C and 623C. Generally if the combo is too prorated the second hit of Icecar will whiff and as such the 623C will have to be used instead. If ever in doubt, defaulting to the C-DP ender is the safer option.

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, or as a means to potentially be burst safe from longer ranged confirms.

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, 6C and 2D).

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 possible to do it midscreen if the staircase is heavily altered, otherwise it is primarily an option done close the corner.

632146D > 66632146C

Somewhat of a tricky 100 heat ender, normally Touga will whiff pretty reliably after a grounded Ice Arrows in the midscreen unless a microdash is performed. Naturally this ender should only ever be considered if the route results in a kill otherwise Jin is left with no meter whatsoever.

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.

Standard 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. The guidelines below shouldn't be followed religiously but they nonetheless provide a rough outline on how to structure an OD combo meterlessly. Counterhits and Ex-Specials will be covered in their own seperate sections.

In order to maximise the damage out of an OD combo, a certain order has to be followed in regards to the way specials and normals are done :

  • Simply chaining C normals after each other followed by a special provides decent damage when the OD timer is short. 6C however should be somewhat avoided early and instead it should be used for 6C > 2D > EA/Super enders.
  • Depending on the available OD timer, 6B > Special loops will generally provide Jin with the highest amount of damage overall. Ideally they are done once the OD timer lasts at the very least 3 seconds minimum.
  • 623C > 22C > j.214C > 623B 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 (at least until j.214C). 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 should be avoided as it eats in to the OD timer and the damage at the end of normal routes is generally worse if it ends up being used (be aware that the C followup also eats in to the freeze count) but in certain scenarios it might necessary to utilise it, such as in situations where no other special would connect with what came beforehand. 623B on the other hand is rarely ever possible in OD combos, it is generally reserved for the longer duration OD combos (roughly from 6s and onwards) and whether or not it is to be used varies depending on screen positioning and resources as 623B will send the opponent flying away midscreen rendering the possibility of an EA ender moot but with 50 meter it might be possible to finish with 632146C or 632146D.
  • The usual ender for an OD combo will be 3C > EA but it is possible to replace the (66)3C with any of the other C normals (ideally with either 2C or 6C) for a very minimal increase in damage, this of course somewhat depends on the OD timer but if there's an extra 0.5s to spend it is often possible to replace a 3C or even 5C in a combo with 2C. It is also possible to replace 3C > EA with 6B > EA as well which leads to better damage, although that requires an opponent to be frozen before 6B is done which might not be possible depending on the route that was performed.
  • A good chunk of OD combos can be continued even after the OD timer runs out if the EA ender is skipped, depending on the starter. Whether or not an EA ender is preferred can depend greatly on what is desired, though in general if Active Flow is in effect the EA ender is preferred as it will grant Jin with a very good damage ender. Otherwise, in the instances where it is possible to continue the combo further after OD it might be interesting to skip the EA ender entirely in order to get more damage but if the EA ender is done it will guarantee Jin to enter in the Active Flow state (unless he already entered it beforehand earlier in the round).

Standard Meterless OD Routing

NOTE :

  • The standard meterless OD routings displayed here make the assumption that the freeze counter has not been altered in any shape or form. In that regards, ODC can be performed at virtually any point in a combo and as such it must be noted that the ODC routes mentioned in this specific section will only cover scenarios where the ODC is done before the freeze counter is ever altered, generally that can only happen if done very early on in the combo.
  • Depending on the starter for ODC routings, it might be possible for 5C > 3C > EA to not work, and as a result it may be necessary to skip straight to 3C > EA. This is primarily relevant for A starters.
3C > ODC
Routing Position OD Timer Notes
... > 3C > ODC > (66)5C > Special > (66)5C > 2C > 3C > EA Anywhere 2s Simplest route off-of an ODC with a 2s long OD timer that ends with EA.
... > 3C > ODC > (66)5C > 6B > Special > (66)5C > 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 > (66)5C > 6B > Special > 6B > Special > (66)3C > EA. Anywhere 3s Routing off-of a 3s long ODC timer, allows for a simple 6B loop and if it is slightly above 2s (3.25s and above respectively) it is possible to do 5C > 3C > EA instead.
... > 3C > ODC > (66)3C > Special > 6B > Special > 6B > Special > (66)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 > (66)3C is an option that also won't work without a counterhit, however just doing 5C > ODC > 665C > Special/6B > ... will work just fine.

OD(R) > 5C
Routing Position OD Timer Notes
ODR > (66)5C > Special > 5C > 2C > 3C > EA Anywhere 2s EA Ender.
ODR > (66)5C > 6B > Special > 6B > Special > (66)3C > EA Anywhere 3s ODR at under 62% HP.
OD(R) > (66)5C > 2C > 6B > Special > 6B > Special > 5C > (66)3C > EA Anywhere 4s Max health neutral OD or under 34% HP ODR.
OD(R) > (66)5C > 6B > 623C > 6B > 22C > 6B > j.214C > 6C > 2D > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Outside of the Corner 4s Non-EA ender route for a max health neutral OD or under 34% HP ODR.
OD > (66)5C > 2C > 6B > Special > 6B > Special > 6B > Special > (66)3C > EA Anywhere 5s Neutral OD route for 5s at under 82% HP.
OD > 5C > 6B > Special > 6B > Special > 6B > Special > 6B > Special > (66)3C > EA Roundstart Position 6s Neutral OD route for 6s at under 63% HP. Follows the ideal Special order. BEWARE, the final special will usually be 623B which will send the opponent flying away and as a result if Jin is unable to reach the corner it is best to either consider another route instead or invest some meter in to an Ex-Special
OD > 5C > 2C > 6B > Special > 6B > Special > 6B > Special > 6C > 2D > EA Anywhere 6s Alternative neutral OD route for a 6s timer. Damage difference between this route and the previous one is negligible.

Beyond a 6s OD timer, it is pretty hard to fully exploit the timer without Counterhit or a meter investment as the freeze limit is essentially exhausted with the 6s OD route.

Counterhit OD Routing

With Counterhits, Jin can consider some potential alternatives for both his ODC and OD(R). Most notably, Jin will get reliable access to 6D very early on in an OD(R) route off-of his C starters if they are counterhits. CH X > ODC routes on the other hand don't always grant Jin with new routings or better damage, notable exception being CH 3C, but instead they provide Jin with a reliable way to immediately perform an unburstable route instead of being forced to route in to 3C > ODC.

CH 3C > ODC
Routing Position OD Timer Notes
CH 3C > ODC > (6)6D > (66)5C > 2C > 3C > EA Anywhere 2s Simple CH 3C > ODC route. It however does not lead in to more damage compared to a standard 3C > ODC route due to how much OD timer the 6D ends up using.
CH 3C > ODC > (6)6D > (66)Special > 3C > EA Anywhere 2.5s At a 2.5s OD timer it is possible to barely end up dealing more damage compared to the standard 3C > ODC routing.
CH 3C > ODC > (6)6D > (66)5C > 2C > 3C > Special > 3C > EA Anywhere 3s It is possible to do Special > 5C > 3C > EA if the ODC timer reaches 3.25s.
CH 3C > ODC > (6)6D > (66)5C > 2C > Special > (66)Special > (66)5C > 3C > EA Anywhere 4s Unusual route that is also pretty finnicky in regards to the timer, if in doubt skip the 5C after (66)Special to ensure the EA ender goes through.

Being able to route in to 6D pretty easily off-of a CH 3C > ODC results in a pretty noticeable increase in damage, but the routes are rather unusual in regards to proper damage optimisations without investing any additional meter. On top of that, hit confirming in to this reliably might be a bit challenging as the ODC has to be done pretty quickly in order to connect 6D and if Jin isn't close enough microdashing whenever possible becomes mandatory.

OD(R) > CH 5C
Routing Position OD Timer Notes
ODR > CH (66)5C > 6D > 5C > 3C > Special > 3C > EA Anywhere 3s <62% HP ODR route.
OD(R) > CH (66)5C > 6D > 662C > Special > (66)Special > 3C > EA Anywhere 4s Max health neutral OD or <34% HP ODR route. If the OD timer ends up being 4.5s after a neutral OD it is possible to perform 5C > 3C > EA pretty reliably.
OD > CH (66)5C > 6D > 6B > Special > 6B > Special > (66)5C > 3C > EA Anywhere 5s OD route at <73% HP. Pretty standard form of routing.
OD > CH (66)5C > 6D > 6B > Special > 6B > Special > 6B > Special > (66)3C > EA Anywhere 6s OD route at <62% HP. If the OD timer is at 6.5s it might even be possible to perform (6)6C > 2D > EA as an ender instead better damage.

Once again, OD > CH 5C enables the usage of an immediate 6D which provides a good increase in damage over the standard routes. Beyond 6s it is also once again incredibly hard to extend a combo further without a meter investment.

Meter Usage

There are a myriad of ways to fit in any form of meter investment during OD, generally the most common Ex-specials used will be 623D and [CT] as they are pretty easy to use and provide noticeable increases in damage. In addition to that, both of Jin's supers end up being worthwhile meter investments.

OD(C/R) > (66)5C > [CT]
Routing Position OD Timer Notes
(... >) OD(C/R) > (66)5C > [CT] > (66)6D > 6B > Special > 3C > EA Anywhere 4s Relatively straightforward, be aware that this route will not work reliably if the freeze counter was use before the ODC (keep in mind j.D and 22C usage will eat in to the freeze counter).
OD > (66)5C > [CT] > (66)6D > 6B > Special > 6B > Special > 3C > EA Anywhere 5s
OD > (66)5C > [CT] > (66)6D > 6B > Special > 6B > Special > 6C > 2D > EA Outside the corner 6s As long as the opponent is not brought directly in the corner this route will work fine.
OD > (66)5C > [CT] > (66)6D > 6B > Special > 6B > Special > 6B > Max dl. j.214C > 3C > EA Anywhere 7s The last special will not cause a freeze, as such a max dl. j.214C is needed for 3C > EA. This route is technically possible with a 6.5s OD timer.

[CT] is a very good 25 meter option to use early on in an OD combo as it will allow the easy usage of 6D. Generally however it is only worth using in situations where the OD timer is at 4s or above.

OD(C/R) > (X) > 632146D RC
Note : X is any normal with a special cancel.
Routing Position OD Timer Notes
... > ODC > 632146D RC > 66D > 66 > 623C > 6622C > 6B > Max dl. j.214C > 3C > 623C Anywhere 2s Extremely tight on the OD timer and not fully burst safe, the RC and 66D > 66 have to be done as quickly as possible. If the starter is a grounded Non-A normal, substitute the last 623C with 214B~C for more damage. Potentially doable from an ODR, but it will require 3s of OD timer at the very least to be reliable from every starter.
(... >) OD(C/R) > (X) > 632146D RC > 66D > 66 > (dl.) 6B > Special > (66)3C > EA Anywhere 4s The standard go-to route that will likely not need any adjustment whatsoever, no matter the normal used before the Ice Arrows RC. Skip X in case of an ODC.
(... >) OD(C/R) > (X) > 632146D RC > 66D > 66 > (dl.) 6B > Special > 6B > Special > 6B > Max dl. j.214C > 3C > 623C Anywhere 4s Alternative that is more damaging, of course it is not burst safe. If the starter is a grounded Non-A normal, substitute the last 623C with 214B~C for more damage.
OD > X > 632146D RC > 66D > 66 > (dl.) 6B > Special > 6B > Special > 6B > (Max dl.) j.214C > 3C > EA Anywhere 6.5s Specifically for C and D starters, due to certain oddities and the fact that C/D normals naturally add to the freeze counter it is possible for j.214C to not freeze at all in which case it will need to be delayed for as long as possible to still allow the 3C pickup. Ideally, in order to guarantee a freeze the 66D is done as quickly as possible after the RC or it is replaced with 6A for slightly less damage but be aware that 6A recovers much faster and as a result the dash and 6B timings will be vastly different.
OD > X > 632146D RC > 66D > 66 > (dl.) 6B > Special > 6B > Special > 6B > Special > 6B > Special > 662C > EA Anywhere 8s This route will not work from a C or D starter whatsoever as the final special (generally 623B) will not freeze at all. It is also possible for the last special to not freeze at all depending on how fast 6D was done after 632146D RC, ideally it is done as fast as possible or it is replaced with 6A for less damage but be aware that 6A recovers much faster and as a result the dash and 6B timings will be vastly different.

For a full on resource dump during OD, Jin can pump up his damage quite dramatically by utilising 632146D RC > 66D early on in a combo. It is possible for virtually any of Jin's normals to combo in to 632146D, even from a normal hit 5A although reliably hitconfirming that is very hard. For ODCs specifically, performing 3C > ODC > 632146D RC as early as possible is necessary otherwise it is borderline pointless to utilise 100 meter for this routing as there are better alternative meter dumps in that case (in essence, avoid doing a full combo before doing ODC > 632146D).

Luckily, the OD 632146D RC routes do not vary too much depending on the starter for the most part. Be aware that in the event that a freeze was not obtained after any form of OD it is possible for 632146D to whiff entirely IF the opponent is crouching, generally this won't be a problem if Jin is very close (or if he microdashes to be close enough) to the opponent for any normal or if the opponent was hit by 3C > ODC but in case he is slightly far away then a C normal will usually be the most reliable way to combo in to 632146D RC.

For the longer OD duration combos, ideally perform a dash immediately after 6D recovers then depending on how fast the opponent is reached after he is flung out by the last hit of Ice Arrows it may be necessary to apply a hefty delay on the 6B as the timing on the delay will of course vary depending on how early the dash was input. Following the standard order for specials is very much applicable here as well.

ODC Enders

This section will cover uses for late ODC extensions, in essence covering situations where a full combo may've been done beforehand but instead of being ended normally it is extended for a while longer with ODC.

Placeholder

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.
  • 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, particularly so on Täger and Ragna.
  • For 623B > 623C style of combos in the corner, it is possible to simply let the two hits of 5B connect after 623C, 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 > sjc > ... but on some characters the 5C whiffs entirely and as such it’ll be necessary 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 Jin is 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.

It is possible to loop [5C > 9jc > j.B > j.2C > j.C] a number of times, generally only if the starter is 5C itself (where it is possible to loop twice even on normal hit) or if the starter is a FC 22C where it is possible to have 3 loops. It will be absolutely necessary to microdash the subsequent 5Cs after the first one.

... > 5D/6D/j.D > 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 and if a freeze is available, has to be a point blank 5D hit with some dash momentum behind it. Possible from a number of different routes where Jin ends up point blank after a dash for a 5D > 22C though the timing for 66 9j.B becomes a lot tighter for those. Technically possible from a j.D or 6D as well, leading in to better damage overall compared to the usual routes in the midscreen however the usual corner specific routes will still deal more damage.

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. 2894 dmg if 669j.C > j.2C > jc > j.2C > j.D is used.
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 2601 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 669j.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.
5C > 9jc > j.B > j.2C > j.C > 665C > 9jc > j.B > j.2C > j.C > j.214C > 665C > jc > j.C > j.2C > j.D > 6622C > 6B > Max dl. j.214C > 3C > 623C Midscreen 4072 29 Tager [4] Hard Damage optimal Tager specific route, can be unreliable if the starter 5C wasn't close to point blank.
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 but 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


Navigation

 Jin Kisaragi


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Mechanics
Application & Advanced Information
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