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.D ▷ 22C > 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.2C ▷ 623C > 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.D ▷ 22C > 6B > Max dl. j.214C ▷ 3C > 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.D ▷ 22C > 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.D ▷ 22C > 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.D ▷ 22C > 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.D ▷ 22C > 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.D ▷ 22C > 6B > Max dl. j.214C ▷ 3C > 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.214C ▷ 3C > 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.D ▷ 22C > 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.D ▷ 22C > 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.D ▷ 22C > 6B > Max dl. j.214C ▷ 3C > 623C |
Anywhere |
3473 |
24 |
Everyone |
[3] Medium |
Slightly more optimised damage variant.
|