User:Icesinithol

1,394 editsJoined 2 October 2022
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Personal page for drafts and what not.

READ FIRST: The combo list does not account for every possible variations, ideally it will contain more practical, useful and/or optimal combos at Jin's disposal. It goes without saying but learning by heart every single route listed is absolutely not necessary.

Meterless A Starters Note: 5A and 2A are both interchangeable as starters in most scenarios unless specified otherwise.
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 > 2C > 3C > 214B~C Anywhere 2046 14 Everyone [1] Very Easy Alternative BNB combo, 2C can whiff if too far.
2A > 5B > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 2911 20 Everyone [2] Easy Standard crouch confirm route.
2A > 5B > 5C > 6C > 2D > 665C > 2C > (dl.) 6C > 214B(w)~C > 662B > 5B > 22C Midscreen 2764 19 Everyone [3] Medium Alternative crouch confirm, particularly useful if Jin is too far away from the opponent to allow 6B to connect.
2A > 5B > 5C > 6C > 2D > IAD > j.B > j.2C623C > 665B > 22C Anywhere 2601 18 Everyone [4] Hard Utility crouch confirm route, useful for sideswitching anywhere on screen. If done right, the 623C input will have to be mirrored.
2A > 5C > 2C > 6C > 2D > 6622C > 6C > 2D > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Midscreen 3149 21 Everyone [3] Medium Maximum damage variant of the alternative crouch confirm, can be quite tricky and is generally not worth doing despite the damage increase unless the corner is reached as it is otherwise a return to neutral.
2A > 5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 6B > Max dl. j.214C3C > 623C Anywhere 3157 22 Everyone [3] Medium Ideal damage optimal variant of the standard routing.
2A > 5B > 623B > (66)9j.C > j.2C > jc > j.2C > j.D22C > 3C > 214B~C Corner 2689 19 Everyone [2] Easy Standard variant of the corner combo, if not directly in the corner it might be necessary to perform a microdash after 623B.
2A > 5C > 623B > 669j.C > j.2C > jc > j.2C > j.D22C > 6B > Max dl. j.214C > 3C > 214B~C Corner 3028 21 Everyone [3] Medium Higher damage alternative, will always require a microdash jump after 623B and it will be quite unreliable if Jin isn't point blank, particularly so on crouching hits.
2A > 5B > 3C > 623B > 623C > 5B(1) > 5C > 2C > 6C > 6D > 22C > 22C > 3C > 623C Corner 2977 20 Everyone* [3] Medium Alternative route utilising 623B > 623C, *incredibly unreliable if not directly in the corner unless an instant microdash 6623C is performed which can be very tricky to do.
2A > 5C > 3C > 623B > 623C > 5B(1) > 5C > 2C > 6C > 6D > 22C > 22C > 3C > 623C Corner 3118 21 ? [3] Medium Ideal maximum damage route, even more unreliable as 5C will push Jin out further from the corner which will require an instant microdash 6623C to be done on more characters compared to 2A > 5B.
2A > 5C > 6C > 6D > (6)6C > 6D > 5C > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Corner 3147 22 Everyone [3] Medium Corner crouch confirm. Instead of 2C > sjc it is possible to perform 2C > 6C > 5B > 22C for slightly more damage (3174 damage with 22 heat gain).
AA 5A > jc > j.A > j.B > j.2C > jc > j.2C > j.D22C > 3C > 214B~C Anywhere 2239 16 Everyone [2] Easy Most basic AA 5A combo that will work at most heights at which the opponent is hit, will also work from a 2A.
AA 2A > 5B > 5C > 2C > sjc > j.2C > j.D22C > 3C > 214B~C Anywhere 2672 19 Everyone [2] Easy More ideal AA routing, might be wiser to perform 5B(1) as it is more stable for slightly less damage.
AA 2A > 5C > 2C > sjc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 214B~C Anywhere 2970 21 Everyone [2] Easy Even more damaging route, needs the opponent to be hit low enough.
AA 2A > 5C > 2C > dl. 6C > 214B(w)~C > 662B > 5C > sjc > j.2C > j.C > j.D > 22C > 6B > Max dl. j.214C3C > 623C Anywhere 3277 23 Everyone [3] Medium Needs the opponent to be hit very low to the ground otherwise it won't be possible to delay the 6C without it whiffing.
AA 2A > 5C > 2C > 623C > 5B > 5C > 2C > sjc > j.2C > j.D22C > 6B > Max dl. j.214C > 3C > 623C Corner 3365 23 Everyone [3] Medium Needs the opponent to be hit as high as possible to still allow 5C to connect. Can potentially be done midscreen as well but it is unreliable and requires a 665B.
CH 6A > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3395 24 Everyone [2] Easy Standard CH 6A confirm.
CH 6A > 5C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 623C Anywhere 3473 24 Everyone [3] Medium Slightly more optimised damage variant.
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
C Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
D Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
Special Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
Metered A Starters Note: 5A and 2A are both interchangeable as starters in most scenarios unless specified otherwise. Avoid spending meter on 5A/2A starters ever unless the combo guarantees a kill.
Combo Position Damage Meter Gain Works on: Difficulty Notes
2A > 5C > 3C > 214D > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 2931 -13 Everyone [2] Easy Standard Ex-Icecar route, can be done with 18 starting heat.
2A > 5C > 214D > 22C > 6B > dl. j.214C ▷ 662B > 5C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 2999 -13 Everyone [2] Easy More damaging variant. Can be done with 21 starting heat.
2A > 5C > 3C > 214D > 22C > 6C > 2D > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Midscreen 3068 -11 Everyone [3] Medium Simple route although the 2D > sjc can be a bit finnicky. Can be done with 18 starting heat.
2A > 5C > 3C > 236D > 66 dl. 2C > 623C > 665C > 2C > 6C > 214B~C > 662B > 5B > 22C Anywhere 3206 -11 Everyone [4] Hard Advanced route providing good corner carry and oki, ideally the 2C is delayed until the third hit of 236D. Can be done with 18 starting heat.
2A > 5C > 2C > 3C > 22C~D > 665C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.214C Anywhere 3235 -8 Everyone [2] Easy Very easy route that allows for a sideswitch, beware that 22C will whiff if Jin isn't very close to the opponent, skipping 2C or even 3C may be necessary. Possible with 12 starting heat if the original sequence is followed.
2A > 5C > 2C > 3C > 623D > 662C > jc > j.2C > j.C > jc > j.2C > j.C > j.214C Corner 3255 -12 Everyone [3] Medium Pretty standard way of utilising Ex-DP in the corner, microdashing the 2C makes the route more reliable. Can be done with 15 starting heat.
2A > 5C > 623D > (66)2C > 6C > 6D > 5C > jc > j.C > j.2C > jc > j.C > j.2C > j.214C Corner 3460 -10 Everyone [3] Medium Not a particularly complicated combo but it is very prone to dropping. Doing j.C after the first jump cancel is necessary as j.2C is not fast enough, alternatively j.B > j.C can be used instead for slightly less damage (3361 damage with -11 heat gain). Can be done with 21 starting heat.
2A > 5C > 2C > 6C > [CT] > (66)5C* > 2C > 6C > 6D > 22C > 6B > Max dl. j.214C3C > 623C Corner 3651 -6 See Notes [2] Easy Crouch confirm route in the corner, *[CT] > 5C will not work on Izayoi, Izanami and Platinum which means [CT] > (66)2C has to be used instead for slightly less damage (3593 damage with -8 heat gain). Can be done with 15 starting heat.
2A > 5C > 3C > 632146D RC > 66A > 66 > (dl.) 5C > 2C > 623C > 665B > 22C Anywhere 4148 -97 Everyone [4] Hard Kill combo on standing opponents, possible with 93 starting heat. Run until Jin is under the opponent after 6A and delay 5C if necessary. The delay on 5C is mandatory in the corner. It is possible to get 6C > 623C, if the opponent is hit low enough in the air (4289 damage and -96 heat gain).
2A > 5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 6B > Max dl. j.214C > (66)3C > 632146D > 66632146C Midscreen 4423 -100 Everyone [4] Hard Crouch confirm kill combo possible with 79 starting heat, ideally done midscreen without the corner being reached otherwise 632146C will end up dealing less damage or not work. Microdashing 632146C is a necessity.
6A RC > 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.2C > j.C > j.D22C > 3C > 214B~C Anywhere 3331 -38 Everyone [2] Easy Basic 6A RC combo, easy to hitconfirm in to and it will work from 46 starting heat.
6A RC > 5C > 2C > 6B > dl. j.214C ▷ 662B > 5C > 2C > sjc > j.2C > j.D22C > 6B > Max dl. j.214C3C > 623C Anywhere 3545 -38 Everyone [3] Medium "Wishconfirm" route, incredibly hard to properly hitconfirm for this route as it basically requires an incredibly quick 6A RC as it would otherwise not work properly.
CH 6A > 665C > 3C > 623B > (6)623C > 5B(1) > 5C > 2C > 6C > 6D > 22C > 6B > j.214C632146C > 3C > 632146D Corner 4896 -100 See Notes [4] Hard Meter dump damage route possible with 75 starting heat, on some characters it will be necessary to either do an instant microdash 6623C or perform 663C > 623B instead for slightly less damage (4824 damage with the route being possible with 76 starting heat instead). 632146C > 3C will not work in the corner on Ragna, Amane, Noel, Tsubaki and Naoto.
Metered 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
Metered C Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
Metered D Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
Metered Special Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
Throw Starters
Combo Position Damage Meter Gain Works on: Difficulty Notes
5/4BC 66 > 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 66 > 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 66 > 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 66 > 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 66 > 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.) 662C > 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 66 > 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.