Jin Kisaragi/Combo List

Combos
Note: Combos are for CT version of Blazblue. Some may not work in CS. ↓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 > ↓D > →C > →↓↘B [2950]

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

↓↙← C Combo
↓↙← C (1 hit) > RC > JD > Neutral throw > Throw combo [3000+]

Requires precise timing between rapid cancel and JD.

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 > ~

Corner Throw > ↓↙←B > ↓C > →C > →↙→A > →↙→B > →↙→C [3392]

Extra Tips
↘C > ↓↘→C/D

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

Spacing and distancing

On the ground, →C > →↓↘B can be used to put some distance between you and the opponent. You can combo into this easily from any B combo, or you can use this as an immediate follow-up from Sekkajin's launch hit. Be wary though, as the opponent can roll out of Blizzard's launch, and some characters are able to abuse the newfound distance better than Jin.

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. If under pressure, the ↓↘→D can be delayed slightly so that Jin hits them from below. This will cause the second hit to launch the opponent backwards.

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

Musou Senshouzan (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 Hishougeki (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 Hishougeki (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.

Baiting Bursts
In the air or on the ground, once you see the burst, jump cancel, block, punish with an air combo would be the safest option. On the ground, if you see a burst coming, you can time a EX srk so that the first hit goes through the burst, and then you release D and hit them on the way down! You can also theoretically use a 623B/C in the same way though the timing is different Also, you can Rapid Cancel and block.

Jin's movements

 * Jin can Rapid Cancel his projectile attacks after the opponent blocks or is hit by them. For example, do a 236B when the opponent is close to you, then after the opponent is hit or blocks it, do a Rapid Cancel.


 * After doing 214A/B/C/D while on the ground, you can Rapid cancel this and then air dash or double jump.


 * All characters (except tager) can super jump and then double jump or air dash.


 * Jin's backdash is pretty average IMO, not bad, not great. Same goes for his air mobility.


 * Jin's Ice Cars can help with air mobility, though they're all vulnerabile till you hit the ground (and for a few more frames after that).

Common tricks with Jin

 * Ice Car RC > high/low/throw


 * Mixup after freeze


 * 5A whiff > throw


 * 2C > throw break > continue pressure

How the freezing works

 * Normal drive attacks (5D, 6D, 2D, j.D) can only be the first freeze (not necessarily first hit) in a combo.


 * You can re-freeze from special drive attacks (those that cost 25% heat), throws, and distortion drives (just 632146D really).


 * (Calamity Trigger only) When the opponent is frozen, he can wiggle the joystick to reduce the amount of time frozen in the ice, though there is a minimum amount of time the opponent will be frozen (see Jin's frame data for how much). If you do a combo with a freeze the opponent COULD have shaken out of, the combo counter will turn dark (the word HEAT will turn to a darker color). Otherwise, the combo was guaranteed and the opponent COULD NOT have shaken out of the combo.


 * If you and your opponent trade hits, (say your 5D and the opponent's j.C trade), then the opponent is automatically freed from the ice.