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 the previous move into the following move.
->/~ = Cancel 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. = Jump
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
[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 = Lambda-11
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = Nu-13
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


For more information, check the Jin Combo Document.

Old Jin Combo Document.

Combo List

A Starters

Note: 5A and 2A are interchangeable in all standing routes.

Combo Position Damage Meter Gain Works on: Difficulty Notes
2A > 5B > 2B > 5C > 3C > 214B~C Anywhere 1872 13 Everyone [1] Very Easy BNB combo. 5B(2) whiffs on Noel and Makoto if far.
2A > 5B > 5C > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C Anywhere 2911 20 Everyone [2] Easy Standard crouching combo. Has to delay j.2C on some characters (such as Hazama, Litchi, Hakumen, ...), but you can do j.B > j.2C as an alternative. If two 2A were used, do 5B(1) or 2B, or if three were used, do 5C right away.
2A > 2B > 5C > 6C > 2D, 6622C, 3C > 214B~C Midscreen 2441 17 Everyone [2] Easy Useful if 2A hit at max range where 6B whiffs. Depending on the distance, 6C and 2D might whiff on some characters (for instance, Litchi, Nine, Murakumos, ...), as well as 22C requiring a longer microdash in order to connect. If three 2A were used, do 5C right away.
2A > 5B > 3C > 623B, 623C, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 2976 21 Everyone [2] Easy Corner route if very close, as it has to be at the edge of the corner in order for 623C to connect.
2A > 5B > 623B, 669j.C > jc > j.C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C Corner 2804 20 Everyone [3] Medium Corner route if far.
2A > 5B > 5C > 6C > 6D, > (6)6D, 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 2989 21 Everyone [2] Easy For crouching opponents in the corner. Has to be close otherwise requires a microdash 5C.
2A > 5C > 6C > 6D, 6C > 6D, 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 3147 22 Everyone [2] Easy Damaging alternative that still works if a bit further from the corner.
2A > 5B > 5C > 6C > 2D > 9adc > j.B > j.2C, 623C, 665B > 22C Cornered 2592 18 Everyone [3] Medium Sideswap combo. 5B will only connect if close. 623C is mirrored.
j.A > j.B > jc > j.A > j.C > j.D, (22C), 665B > 5C > 3C > 214B~C Anywhere 1749~2177 12~14 Everyone [2] Easy Occasional air to air confirm.
6A RC 665C > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C Anywhere 3331 -38 Everyone [2] Easy Requires 50 heat (46 starting heat). Standard overhead combo that has plenty of time to confirm, so no need to autopilot it. On counter hit, you can link 5C without RCing.
6A RC 5C > 6C > [CT] > 2C > jc > j.2C > j.C > jc > j.2C > j.D, 22C, 6B > maxdl. j.214C, 3C > 623C Corner 3947 -61 Everyone [3] Medium Requires 75 heat (69 starting heat). Higher reward confirm off 6A.

B Starters

Note: 5B and 2B are interchangeable in all combos except CH and AA routes.

Combo Position Damage Meter Gain Works on: Difficulty Notes
5B > 2B > 5C > 2C > 3C > 214B~C Anywhere 2388 17 See notes [1] Very Easy Same BNB. 5B(2) whiffs on Noel and Makoto if far.
5B > 5C > 2C > 6B > dl. j.214C, 662B > 5C > sjc > j.2C > j.C > j.D, 22C, 3C > 214B~C Anywhere 3587 25.66 Everyone [2] Easy Standard crouching confirm into knockdown.
AA 5B > 5C > 2C > sjc > j.2C > j.D, 22C, 5C > 3C > 214B~C Anywhere 3272 23.5 Everyone [2] Easy Anti-air confirm into knockdown.
AA 5B > 5C > 2C > sjc > j.2C > j.D, ad j.2C > j.C > j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3598 25.5 Everyone [2] Easy Alternate damaging anti-air route. Bad ender if far from corner. Alternatively you can end it in a safejump by performing 662B > 22C, 669j.2C.
CH 5B > jc > 9j.2C > j.D, 22C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3644 25.66 See notes [2] Easy Only works on standing hit. Doesn't work on: Bang, Plat, Bullet, Hibiki, Es and Jubei.
5B > 5C > 5D > 22C, 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 3661 26 Everyone [1] Very Easy Close range confirm. 2B won't work as a starter unless it's followed up by 5B or had microdash momentum while done very closely.
5B > 5C > 2C > 3C > 623B, (66)9j.C > j.2C > jc j.2C > j.D, 22C, 3C > 214B~C Corner 3587 25 Everyone [2] Easy Route if far from corner. Do (66)9j.C > jc > j.C > j.D for a more stable route.
5B > 5C > 2C > 6C > 6D, 6C > 6D, 5C > 2C > 6C > 214Bw~C, 2B > 22C Corner 3713 26 Everyone [2] Easy Tight route, can't delay anything. Solid damage and good oki ender.
5B > 5C > 6C > 2D > 9adc j.B > j.2C > 623C, 665B(1) > 5C > 2C > 6C > 214Bw~C, 662B > 22C Cornered 3498 25 Everyone [4] Hard Sideswap route. Requires good timings and microdashes, but has a decent oki ender if close enough to the corner.
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)

C Starters

Combo Position Damage Meter Gain Works on: Difficulty Notes
CH 5C > 6B > dl. j.214C, 662B > 5C > sjc > j.B > j.C > dl. j.2C > jc > j.2C > j.D, 22C, 3C > 214B~C Anywhere 3845 27.5 See notes [3] Medium Midrange punish and most stable route. Doesn't work at max range. Has to shorten the aerial part on Susano'o and Tager. Crouching uses the same route, plus a 2C after the first 5C (3934 dmg, 28 heat).
CH 5C > 6C > 2D, dl. 665C > 2C > 6C > 214Bw~C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Midscreen 3965 28.33 Everyone [3] Medium Alternate route, but has worse ender if far from corner.
CH 5C > 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 > 214Bw~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.
(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 > 214Bw~C, 2B > 22C Corner 4198 30 Everyone [2] Easy Corner crouching confirm with oki ender. If far from corner, do microdash 5C after 6D. Staircase values: 4237 dmg, 30 heat.
6C > 6D, (66)5C > 2C > 6C > 623C, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 4384 31.33 Everyone [2] Easy Stray hit high damage corner confirm.
Falling ad j.2C > j.D, 22C, 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 3428 24.5 See notes [2] Easy Delayed airdash mixup j.2C. Has to delay further against some characters (Taokaka, Murakumos, Hibiki, Izanami, Es, Jubei, ...).
5C > 3C/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 > 214Bw~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.

D Starters

Combo Position Damage Meter Gain Works on: Difficulty Notes
6D, 6622C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 4148 29 Everyone [2] Easy Stray(?) hit confirm. You don't get many options so just go for damage.
6D, 22C, 3C > 623B, 623C, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 4589 32.66 Everyone [2] Easy Jin's best raw meterless starter. If a bit far, do microdash 3C to stabilize. In that case, do 5B(1).

Special Starters

Combo Position Damage Meter Gain Works on: Difficulty Notes
CH 623B, 214D, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 2976 -13 Everyone [2] Easy Requires 25 heat (18 starting heat). Has to be very close. If the opponent is high, you have to delay the 214D until they get close to the ground.
CH 623B, 665C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D, 22C, 3C > 214B~C Corner 3310 23.66 Everyone [2] Easy Corner meterless combo. Has to wait until they're close to the ground to use 5C.
CH 236A, 665B > 5C > 2C > sjc > j.2C > j.C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C Anywhere 3507 25 Everyone [3] Medium Damaging fireball frametrap combo. Has to be close.
CH 236A, 665C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D, 22C, 6B > maxdl. j.214C, 3C > 214B~C Corner 3859 27 Everyone* [3] Medium Requires you to be at corner training distance against most characters apart from Bang, Tager and Susano'o who will require 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 > 214Bw~C, 662B > 5C > jc > j.C > j.214C Cornered 4131 29 Everyone [4] Hard Corner sideswap fatal combo if more than 1/4 away from the corner edge.
FC 22C, 6C > [CT], 5C* > 2C > 6C > 623C, 5B(1) > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D, 22C, 3C > 214B~C Corner 4956 -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 > 214Bw~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.

Throw Starters

Combo Position Damage Meter Gain Works on: Difficulty Notes
5/4BC > dc dl. 5C > 2C > 6C > 214Bw~C, 662B > 5C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3203 23 Everyone [2] Easy Standard easy throw combo, but has bad ender if far from corner.
5BC > dc 5C > 2C > 623C, 665B(1) > 5C > dl. 2C > dl. 6C > 214Bw~C, 662B > 22C Anywhere 3154 22 Everyone [3] Medium Harder confirm that ends in a better oki scenario anywhere. Dash cancel and do 5C as soon as possible.
j.BC, 6622C, 6B > dl. j.214C, 662B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Anywhere 3199 22 Everyone [2] Easy Air throw damage combo. It always sideswaps so if you wish for better oki, do a shorter ground combo instead.
5BC > dc 22C, 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214C Corner 3349 24 Everyone [1] Very Easy Easy corner combo, works if a bit off the corner as well.
5BC > 22C, 3C > 623B, 623C, 5B(1) > 5C > 2C > 6C > 214Bw~C, 2B > 22C Corner 3266 23 Everyone* [2] Easy Oki ender corner throw combo. If a bit far or against *Makoto/Hakumen, you'll have to do microdash 3C.
5BC > dc 22C, 6C > 6D, > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.632146D Corner 3869 -22 Everyone [3] Medium Requires 50 heat (28 starting heat). Standard corner throw combo ending in super.
5BC > dc 22C, 6C > 6D, 5B > 5C > 2C > sjc > j.C > j.2C > jc > j.2C > j.C > j.214D > j.632146D Corner 4153 -23 Everyone [2] Easy Requires 75 heat. Similar as above but easier.

Miscellaneous section

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 Section

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
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.
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).

<44% Health

Combo Position Damage Meter Gain Works on: Difficulty Notes
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
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 and doesn't require a lot of heat.
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
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.
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
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.

Combo Theory

General

6B > dl. j.214C

Core portion in Jin's CH/crouching combos, usually followed up by 662B at the beginning or end of combos. The deeper the microdash, the more delayed it has to be. Some tips and tricks to do it:

  • Microdashing 6B might help against distant freezed opponents after 22C, as the distance traveled will be larger and effectively will shorten the microdash;
  • Delay j.214C as much as you can, as it grants you more time to OTG and allows microdashing to a greater extent to hit distant opponents;
  • Perform the microdash as Jin starts falling or is about to touch the ground;
  • Do 663B, for there are no other crouching B normals to overlap 2B.

3C can also be done and is mainly used in optimal enders or for a trade-off between oki and damage midscreen, requiring the maximum delay j.214C allows. The tips aforesaid apply to it as well.


OTG route

Another core portion in Jin's CH/crouching combos, for it allows you to do a pick up OTG with 662B after 6B > dl. j.214C to continue the combo. There are three common routes:

  • 662B > 5C > sjc > j.2C > j.C > j.D, 22C, the most consistent throughout every starter, with no problems whatsoever except that delaying j.C on some characters (Hakumen, Litchi and Hazama for example) is mandatory, though you can avoid this issue by doing j.B > j.2C instead. 2B > 5C > 2C > sjc > j.2C > j.D is also an alternative;
  • 662B > 5C > sjc > j.B > j.C > dl. j.2C > jc > j.2C > j.D, 22C, a good trade-off for consistence and damage. Doesn't work on Tager and Susano'o and will drop if from an A starter.
  • 662B > 5C > sjc > j.2C > j.C > jc > j.2C > j.C > j.D is the most damaging but only advisable near the corner, since most of the times you won't be sufficiently near for 22C to connect midscreen.

If the opponent gets further after 6B > j.214C, deepening the microdash before 2B becomes necessary, as there is a risk that you will be too far for 22C to connect later, which is especially true for 5C > 2C > sjc > j.2C > j.D. It is important to note that you won't have enough frame advantage to land and do 22C after j.D if you are high in the air and at your opponent's height, so generally the ideal position is to be right under them.


5C > 2C > dl. 6C > 214Bw~C

Usually done after a throw or an ground-to-air hit, it can be done anywhere and leads into the OTG route, Staircase or a safejump depending on the combo proration and freeze count. The higher 5C hit, the more delayed the subsequent parts have to be (normally 6C) in order to avoid Ice Car's follow-up to whiff.


623B > 623C


623B > (66)9j.C > jc > j.C


6C > 6D


Enders

Staircase

Common air combo ender for Jin's early freeze combos, usually done after a 2C > sjc or 5C > jc if there isn't enough hitstun for the former. Though it leads to your best damage most of the times, it is undesirable midscreen, since it gives you no oki whatsoever. At the corner, however, the best way to keep frame advantage to be able to check roll and quickrise is by doing j.C > j.2C > jc > j.2C > j.C > j.214C.


3C > 214B~C/623C

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 is only used in short starter combos such as 623C RC (when you aren't sure if 214B would connect) or in lenghty prorated combos when (usually) preceded by 6B > mdl. j.214C.


662B/5B/66C > 22C

Situational ender off j.214C, 214Bw~C or 623C, except for 6C which is done after a freeze at the corner's edge. Depending on the combo timer, can lead into a safejump by:

  • Inputting 669j.2C midscreen, which will cover no tech, back roll, quick rise and safejumping 9F reversals with neutral tech;
  • Inputting 9j.2C at the corner or 8j.2C at its edge, which will cover the same options aforementioned plus forward roll, though some characters with small roll hurtboxes such as Izanami, Hazama and Naoto can avoid the setup by simply rolling forward.

Video Examples

Midscreen

Crouching Confirms

Counter Hits

Corner

Anti air and air to air


External References

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