BBCF/Jin Kisaragi/Resources

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 Jin Kisaragi


Preface

This page is Jin Kisaragi's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets
If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.
Community Links
Character Discord

Twitter Hashtag

Match Replays

Documents

You can embed links to external documents or User Docs here.

Jin Combo Document.

Old Jin Combo Document.

Jin Corner Routing Document

Corner Unblockable setups

Videos

You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.

Introductory Content

Combos

Miscellaneous Content

Playlist of Fenrich gameplay

Plain Text

You can write your own content here, or post transcriptions of content from potentially impermanent sources here.

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.

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Players to Watch

Name Color Region Status Where to Find Notes
Fenritti
BBCF Jin color 5.png
Japan Inactive PC
Twitter
The Strongest Jin player. Considered one of the greatest CF players of all time. Formerly the best player in Japan.
Kizzie Kay
BBCF Jin color 6.png
United States Inactive PC
Twitter
Solid top Jin player.
Daze
BBCF Jin color 1.png
United States Active PC
Twitter
Solid high level Jin who now plays Mai. Formerly known as XIIIBlades.
ScrubP
BBCF Jin color 1.png
United States Active PC
Solid American Jin specialist.

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