Jin Kisaragi/Move List

Combos
↓A Combo ↓A > ~ > ↓↙←B ↓A > B > C > ↓↙←B [1570] ↓A > ↓B > B > C > ↓↙←B [1640] ↓A > B > C > ↓C > ↓↙←B [1772] ↓A > ↓B > B> C > ↓C > ↓↙←B [1811]

↓A > ~ > ↓↙←D ↓A > B > C > ↓↙←D [1731] ↓A > ↓B > B > C > ↓↙←D [1776] ↓A > B > C > ↓C > ↓↙←D [1909] ↓A > ↓B > B> C > ↓C > ↓↙←D [1926] ↓↙←D > ↓B > C > hjc > JC > jc > JC > ↓↙←B ^ You can extend the combo in the corner after ↓↙←D

↓A > B > ↘C > ↓B > C > hjc > JB > JC > jc > JC > JD > ↓↙←B [1730] ↓A > B > ↘C > ↓B > C > hjc > JC > JD > landing airdash JB > JC > ↓↙←B ^ For the second combo, you may try JB > delay JC or JB > land ↓B / throw mix up instead of finishing the combo.

↓A > B > C > JB > JC > JD > ↓A > B > ↘C ↓A > B > C > JB > JC > JD > →C > dc > C > ↓C > hjc > JB > JC > jc > JC > (↓↘→A/B)[2400] ^ vs standing opponent, doesn't work on Rachel and Bang, difficult on Carl and Arakune, delay JC after the first JB.

↓A > B > C > C mash (8 hit) > dash C > hjc > JB > JC > JD > land > ↘C ↓A > B > C > C mash (8 hit) > dash C > hjc > JB > JC > jc > JC > JD ^ vs standing opponent, doesn't work on Carl and V-13

↓A > B > C > →C > dC > C > hjc > JB > JC > jc > JC > (JD) > ↓↙←B ↓A > B > C > →C > dc > C > hjc > JB > JC > JD > land B > C > hjc > JB > JC > jc > JC > ↓↙←B ^ vs crouching opponent

→A Combo
→A > ↓↘→B [1146] →A > ↓↙←B [1720] →A > ↓↙←D [1990] →A > →↓↘B [1420] →A > →↓↘D [1644]

→A > C mash (8 hit) > (dash) C > hjc > JB > JC > JD > land B > C > ↘C [2890] →A > C mash (8 hit) > (dash) C > hjc > JB > JC > JD > ↓↙←C [2927] →A > C mash (8 hit) > →C > ↓D [2235] →A > C mash (8 hit) > →C > dc > C > hjc > JB > JC > JD > ↓↙←C [3218] ^ Stable on Arakune, Noel, Tager, Ragna, Litchi

Corner →A > →↓↘B > C > JB > JC > jc > JC > JD > ↓↙←B Corner →A > →↓↘B > C > →C > →D > C > ↓↙←D > ↓C > →↓↘B > →↓↘A Corner →A > →↓↘B > C > →C > →D > C > hjc > JB > JC > JD > ↓↙←B [3859] Corner →A > →↓↘B > C > →C > →D > C > hjc > JB > JC > JD > ↓↙←D > →C > →↓↘B [4556] ^ Stable on Arakune, Hakumen, Tager, Taokaka, V-13

Corner →A > ↓↙←D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←B [3400] Corner →A > ↓↙←D > →C > dc > C > hjc > JC > jc > JC > ↓↙←B [3770] Corner →A > →↓↘D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←B [3300] Corner →A > ↓↙←D > →C > ↓↙←D > ↓C > →↓↘B > →↓↘A [4223]

B Combo
B > C > ↓C > ↓↙←B [2268] Vs Rachel B > C > ↓↙←D > ↓↙←D > ↓↙←C [3673] Corner B > C > ↓↙←D > dash ↓B > C > hjc > JC > jc > JC > ↓↙←B [3212]

B > ↘C > ↓B > C > hjc > JB > JC > jc > JC > JD > ↓↙←B B > ↘C > ↓B > C > hjc > JC > JD > airdash JB > JC > ↓↙←B B > ↘C > ↓B > C > hjc > JC > JD > airdash JB > JC > dash C > JB > JC > rc > JC > dash C > JB > JC > JD > ↓↙←B ^ For the second combo, you may try JB > delay JC or JB > land ↓B / throw mix up instead of finishing the combo.

B (2) > C > JB > JC > JD > →C > dc > C > JB > JC > jc > JB > JC [3100] B (2) > C > JB > JC > JD > B > C > ↓C > ↘C [2700] B (2) > C > JB > JC > JD > ↓A > B > C > ↓C > ↓↙←B [2900] B (2) > C > JB > JC > JD > B/↓B > C > ↓C > ↓↙←B [3000] ^ vs standing opponent, doesn't work on Rachel and Bang, difficult on Carl and Arakune, delay JC after the first JB.

B (2) > C > C mash > C > hjc > JB > JC > jc > JC > JD > land ↘C [2750] B (2) > C > C mash > C > hjc > JB > JC > jc > JC > JD > ↓↙←A [2800] B (2) > C > C mash > C > hjc > JB > JC > jc > JC > JD > ↓↙←D [3000] B (2) > C > C mash > C > hjc > JB > JC > jc > JC > JD > ↓↙←D > (corner) →C > →↓↘B B (2) > C > C mash > C > hjc > JB > JC > jc > JC > JD > ↓↙←D > →↘↓↙←→C Corner B (2) > C > C mash > →C > →D > D > →↘↓↙←→D > →↘↓↙←→D > →A ^ vs standing opponent, doesn't work on Carl and V-13

↓B Combo
↓B > ↘C > ↓B > C > D > →↘↓↙←→D ^ Vs Noel only

↓B > ↘C > ↓↘→D > JB > JC > JD > ↓↙←B ^ Vs Tager only

Corner ↓B > C > →↓↘B > dash C > →C > →D > C > JB > JC > JD > ↓↙←B Corner ↓B > C > →↓↘B > dash C > →C > →D > →D > B > C > ↘C [3032] Corner ↓B > C > →↓↘B > dash C > →↓↘B > JB > JC> jc > JC > JD > ↓↙←B [3229] Corner ↓B > C > →↓↘B > dash C > D > delay →↓↘B > 66 C > →↓↘B > →↓↘A [3058]

C Counter Hit Combo
(Useful to punish Ragna's →↓↘C/D, Noel's ↘, Litchi's →↓↘D, Rachel's ↓C, etc) C CH > D > ↓↙←C C CH > →C > ↓D > JB > JC > JD > ↓↙←B [3475] C CH > →C > ↓D > →C > dc > C > hjc > JC > jc > JC > ↓↙←B [3674] C CH on crouching opponent > →B > C > →C > ↓D > C > hjc > JB > JC > JD > ↓↙←B [3670]

→C Counter Hit Combo
→C CH > C > →C > JB > JC > JD > B > C > ↘C [3447] →C CH > C > →C > JB > JC > jc > JC > JD > ↓↙←B [3659]

↘C Combo
↘C > ↓B > C > hjc > JB > JC > JD > ↓↘→D > land > →↘↓↙←→D > high jump ↓↘→D > land, dash > jump throw

D Combo
D > dc > C > →↓↘B > C > hjc > JB > JC > jc > JC > ↓↙←B D > dc > C / ↓C > jc > JB > JC > JD > ↓↙←C

→D Combo
→D > →C > →↓↘B > C > hjc > JC > ↓↙←D > ↓C > →↓↘B > →↓↘A

→↓↘A Counter Hit Combo
→↓↘A CH > →↘↓↙←→C Corner →↓↘A CH > →C > →D > →D > C mash (8 hit) > C > →C > →↓↘A [4100] Corner →↓↘A CH > C > →C > →D > →C > ↓↙←D > →C > →↓↘C [4500] Corner →↓↘A CH > →C > →D > →D > C mash (8 hit) > ↓↙←D > Corner →↓↘A CH > C > →C > →D > →C > →↘↓↙←→D > →C > →↓↘C [4800] Corner →↓↘A CH > C > →C > →D > →C > ↓↙←D > →C > →↘↓↙←→D > →C > →↓↘C [5100] Corner →↓↘A CH > →C > ↓↙←D (Doesn't work on all characters)

→↓↘B Combo
→↓↘B > →↘↓↙←→C →↓↘B CH > ↓↙←D > ↓B > C > hjc > JC > jc > JC > ↓↙←B

→↓↘C Counter Hit Combo
→↓↘C CH > →↘↓↙←→D →↓↘C CH > C > hjc > JB > JC > jc > JC > JD > ↓↙←B →↓↘C CH > C > hjc > JC > jc > JC > JD > landing ↓↙←B / mix up

→↓↘D Combo
→↓↘D > →↘↓↙←→C Corner →↓↘D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←B Corner →↓↘D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←D > land > ↓C > →↓↘B > →↓↘A

↓↙←D Combo ↓↙←D > ↓↙←C [3138] ↓↙←D > ↓↙←D > ↓↙←C [4218] ↓↙←D > ↓↙←D > ↓↙←D > ↓↙←C [4982] ^ Vs Rachel only Corner →↓↘D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←B Corner →↓↘D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←D > land > ↓C > →↓↘B > →↓↘A

Throw Combo
Neutral Throw > ↓↙←A (whiff) > dash B > C > ↓C > ↓↙←B [2396] Neutral Throw > ↓↙←A (whiff) > (B) > C > ↓C > hjc > JB > JC > jc > JC > ↓↙←B [2657]

Neutral Throw > C mash (8 hit) >　→C　> dc > C　> hjc JB > JC　> jc JC > JD　[2513] Neutral Throw > C mash (8 hit) >　→C　> ↓D > →C　> dc > C > hjc JB > JC > jc > JC > ↓↙←B [2953]

Corner Neutral Throw (2 hit)> →↓↘B > dash C > hjc > JB > JC > jc > JC > JD > ↓↙←B [2865] Corner Neutral Throw (2 hit)> →↓↘B > dash C > →↓↘B > hjc > JB > JC > jc > JC > ↓↙←B

Back Throw > ↓↙←A (whiff) > C > ↓C > hjc > JC > jc > JC > ↓↙←B [3000]

Center Neutral Throw > ↓↘→D > dash →C > →C > dc > C > hjc > JB > JC > jc > JB > JC [3800] ^ ''Delay ↓↘→D a bit after the throw to connect. Two →C in a row.''

Corner Throw > ↓↙←D > →C > →D > C > hjc > JB > JC > jc > JB > JC [3800]

Air Throw > ↓↘→C [2242] Air Throw > ↓↘→D > land > C > ↓C > hjc > JB > JC > jc > JC > ↓↙←B [3000] Air throw > ↓↘→D > land, dash > jump throw > ~

Extra Tips
↘C > ↓↘→C/D After finishing a combo with ↘C, you can cancel it to ↓↘→C/D to setup okizeme.

JB > JC > JD mix up Whenever you finish a combo with JB > JC > JD, if JD freezes opponent, you can do mix up with: 1) air dash JD, cross up 2) ↓↘→D, not a cross up Any of them hit leads to another combo for Jin.

Ground freeze mix up Anytime your opponent freezes on the ground after a combo, you can try the following: 1) Throw: opponent messed up throw escape when they struggle 2) ↓A > →A : overhead attack, must stand guard 3) ↓A > delay ↓B: low attack, must crouch guard 4) ↓A > throw: catch aggressive opponent with throw counter 5) →D: beats most attacks from struggle, and frame advantage on block

Advanced Analysis

 * Musou Senshyou Zan (214 A/B/C)
 * You can use the various whiffed versions as a transport move.


 * A sneaky use is to use the A version at just the right distance where the move ends, but leaves you at throwing range. Whiff into throw.


 * Ground Hishyou Geki (236 D)
 * The multiple hits occur in series. In combos or block strings, you can throw out this projectile, run after it, and continue your chain while the projectile is still hitting.


 * Air Hishyou Geki (236 D)
 * There is a gap between the second and third projectiles that, when placed just right, forms a "lockdown cage" around your cornered opponent.