jin

jin

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b
* 3 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
Power crush 7~16
H.db+1+2M0i19~34+4+23g~+38g
* Strong Aerial Tailspin
* Balcony Break
* Enter Awakened Breaking Step r10 on hit or block
* Unparryable by traditional parries, Asuka, Nina, etc
* Partially uses remaining Heat time
* Causes wall splat on hit
* Opponent recovers crouching
Power crush 6~18
H.db+1+2,1M, m0, 25,i20~22-13+72a (+56)
* Tornado
* 10 chip damage on block
<div class="plainlist">
* ,Low crush 22~43
* fs44~46</div>
H.db+1+2,2M, sm0, 23,i11~12+4+38a (+28)
* 9 chip damage on block
H.db+1+2,3M, M0, 25,i26~28+2c+22a
* Spike
* 10 chip damage on block
<div class="plainlist">
* ,Low crush 5~25
* fs26~28</div>
H.db+1+2,4M, L0, 10,i16-23+22a
* 4 chip damage on block
H.db+1+2,4,4M, L, m0, 10, 28,i25~26-23+20d (-15)
* Spike
H.db+1+2,DF+3M, L0, 24,i33~34-23-2a
* 10 chip damage on block
<div class="plainlist">
* ,Low crush 5~25
* fs26~28</div>
H.2+3m,h,m57i15~16+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw after 1st hit
* Transitions to Breaking Step automatically on block
* Cancel Breaking Step transition with B
* Chip damage on block
* Jail from 1st attack
* Ends Heat
H.2+3,4m,h,m48i15~16+9+32a (-4)
* Heat Smash
* Wall Crush +21g on block
* Reversal Break
* Balcony Break
* Chip damage on block
* Jail from 1st attack
* Ends Heat
R.df+1+2m,t55+i20-15+0d
* Rage Art
* Reversal Break
* Ereases opponent's recoverable health on hit
* Damage increases with lower health, maximum 80
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
Power crush 8~
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,2h, h5, 12,i10-3+6
Jail from 1st attack with 4f delay
1,2,1h, h, m5, 12, 20,i20~22-16+31a (+21)
* Tornado
* Combo from 2nd CH with 7f delay
* Input can be delayed 9f
* Move can be delayed 4f
* Chip damage on block
<div class="plainlist">
* Low crush 20~49
* fs50~52</div>
1,2,3h, h, m5, 12, 20,i24~26+0+31d
* Spike
* Interrupt with i10 from 2nd block
* Input can be delayed 9f
* Move can be delayed 4f
1,2,4h, h, h5, 12, 26,i20~22-4+23a (+14)
* Balcony Break
* Combo from 3rd hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 4f
1,3h, L5, 9,i16~17-12-1
* Combo from 1st hit with 4f delay
* Grounded hit can be inconsistent
1,3,4h, L, l5, 9, 17,i23-13+3+29a
* Combo from 2nd CH with 7f delay
* Input can be delayed 12f
1+3+4
2h9i10+0+9
2,1h, m9, 9,i16~17-3+6
* Jail from 1st attack with 2f delay
* Same animation as df+1
2,1,4h, m, m9, 9, 18,i18~20-9+4+27a
* Combo from 2nd CH with 8f delay
* Input can be delayed 10f
2,1,4~4h, m, l9, 9, 20,i20~21-31+16a
Interrupt with i16 from 2nd block
2,4h, h9, 20,i24~27-9+11
* Balcony Break
* Combo from 1st hit with 2f delay
* Enter ZEN -6 +14 r26 with F
3h19i14-7+4
3,1h, h19, 7,i20-1+7
* Combo from 1st hit
* Enter ZEN +4 +12 r15 with F
3,1,4h, h, l19, 7, 18,i18-13+3+29a
* Combo from 2nd CH with 9f delay
* Input can be delayed 14f
* Move can be delayed 12f
4h15i13~14-9+10g+13c
* Homing
* Balcony Break
4~3m27i24~34-11~-2+2a~+12a
* Spike
<div class="plainlist">
* Low crush 12~31
* fs32~</div>
1+2m,m,h4,4,16i13 i8 i12-14+12a (+3)
* Balcony Break
* Heat Engager
* Heat Dash +43a (+35), +5
f+3m12i14-16-5
f+3,1m, m12, 17,i22-12+4
* Heat Engager
* Heat Dash +36a (+26), +5
* Combo from 1st hit
* Balcony break on airborne hit
f+4m21i16-17-8+4+42a
* Enter ZEN -1 +11 +49a r26 with F
* Balcony break on airborne hit
f+1+2h,h14,24i14 i9~10-6+21a (+11)
* Balcony Break
* Jail from 1st attack
* Chip damage on block
f+3+4
* Enter Breaking Step r20 with DF
* Steps forward
* Actionable after 10f
High crush 10~39
df+1m10i13~14-3+4+6
df+1,4m, h10, 18,i18~21-9+10g+17a (+8)
* Balcony Break
* Combo from 1st hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 9f
df+1,4~4m, m10, 24,i20-12+10a (+1)
* Balcony Break
df+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* Chip damage on block
df+3m16i12-8+3
df+3~3m20i23~i24+6c+13c
* Spike
* Enter Breaking Step +2c +9c r27 with df
df+4m22i20~i21+0+8c
* Spike
* Heat Engager
* Heat Dash +67a (+50), +5
d+1m,t21,10i21-13+0d
* Balcony break on airborne hit
* Transition to attack throw on standing hit
* -9 on block after absorbing an attack and 8 chip damage on block
Power crush 7~20
d+2L22i22~23-14+4c+71a (+55)
* Balcony break on airborne hit
High crush 8~55
d+3l7i15~16-14-3
d+3,4l, h7, 10,i20~21-11-3
Combo from 1st CH
d+3,4,3l, h, m7, 10, 21,i24~25-12+31d (+23)
* Tornado
* Balcony Break
* Combo from 2nd CH with 2f delay
* Input can be delayed 10f
d+3,4~4l, m7, 24,i20-12+10a (+1)
* Balcony Break
d+4L11i16~17-12-1
High crush 6~31
d+3+4m,m5,15i15 i10~12-19+32a (+22)
<div class="plainlist">
* Low crush 16~31
* fs32~34</div>
db+2m12i16-10-4
db+2,2m, h12, 11,i8-12-7+43a
Jail from 1st attack
db+2,2,3m, h, m12, 11, 21,i35~i36-9+20a
* Balcony break on airborne hit
db+2,3m, M12, 23,i27~i29-8+7a
* Spike
db+3h28i19~i21-10~-8+17a
Balcony break on airborne hit
High crush 4~21
db+4l18i20~21-13+3+13g
db+1+2M0i19~34-11~+4+17g~+32g
* Balcony Break
* +4a (-5) on BT hit
* Unparryable by traditional parries, Asuka, Nina, etc
* Opponent recovers crouching
* Power up in Heat
b+1h11i12-9+2
b+1,2h, h11, 20,i22~24-10+32a (+17)
* Tornado
* Combo from 1st hit with 8f delay
b+1+3
* Strong parry: parries all highs or mids except throws, unblockables and charge moves
* r14 after parrying
* Plus frames after parrying depend on the recovery of the parried move
Parry state 3~9
b+2m12i15~16-11+0
b+2,1m, m12, 10,i14~15-9+2
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 13f delay
b+3m17i16-6+5
* Knee
* Enter ZEN -2 +9 r20 with F
b+3,2m, m17, 20,i19~20-9+9g +21w
* Wall Crush +21g on hit
* Balcony break on airborne hit
b+4m21i17~18-7+15a
Balcony Break
b+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
Parry state 3~10
b+3+4
* Can perform all attacks from ZEN Stance
* Enter Breaking Step with DF
* Cancel on any frame with f
* Transition to dash with f
* Steps backward
* Actionable after 5f
High crush 6~39
ub+4m15i15~17-13+19a (+9)+33a (+23a)
Balcony Break
<div class="plainlist">
* Low crush 9~20
* fs21~23</div>
ub+1+2m!50i75~i76+9a (+0)
* Balcony Break
* Cancel to r50 with b,b
uf+2m18i15~i16-7~-6+6~+7+19a (+10)
* Balcony break on CH
* Evasive, can avoid some attacks due to built-in sidestep
uf+3m17i22~23-9+6+59a
<div class="plainlist">
* Low crush 9~23
* fs24~26</div>
uf+4m13i15~17-13+33a (+23a)
<div class="plainlist">
* Low crush 9~20
* fs21~23</div>
uf+1+2h40i12+0+0d
* Floor Break
* Throw break 1+2
1+2+3+4
* Can't block for 5 seconds
* CH state for 5 seconds
b,f+2m15i15~i16-7+4
b,f+2,1m, h15, 14,i21-5+6+9
* Combo from 1st hit with 8f delay
* Input can be delayed 12f
b,f+2,1,2m, h, m15, 14, 20,i19~20-5+18a (+9)+50a (+3)
* Balcony Break
* Combo from 2nd CH with 15f
* Input can be delayed 16f
* Move can be delayed 10f
b,f+2,1,df+2m, h, M15, 14, 22,i28~29-14+37a (+27)
* Tornado
* Combo from 2nd CH
* Input can be delayed 16f
* Move can be delayed 10f
b,f+2,3m, m15, 17,i25-9+6+59a
* Combo from 1st hit with 4f delay
* Input can be delayed 9f
* Enter ZEN +2 +17g +71a r20 with F
f,F+2m22i14~15-8+15a (+6)
* Heat Engager
* Heat Dash +36a (+26), +5
* Balcony Break
* Cannot be buffered
* 6 chip damage on block
f,F+3m20i23~i25-4+24a
* Spike
* Cannot be buffered
f,F+3,1m, h20, 5,i15+1+7
* Links to 1 jab extensions (e.g. f,F+3,1,2,4)
f,F+4m28i17~i18-7+22a (+12)
Balcony Break
f,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Cancel to sidestep with u
* Cancel to block with b
f,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Can access uf1+2 by inputting 1+2 on frames 1~2
* Unable to act from frames 3~26
<div class="plainlist">
* Low crush 1~20
* fs21~23</div>
qcb+1+3h40i12-20
* Throw break 1
* Opponent recovers FUFA
uf,n,4m20i23~i25-13+32a (+22a)
<div class="plainlist">
* Low crush 9~30
* fs31~33</div>
f,f,F+3m30i22~i23+6+13a~+14a (+3~+4)
* Balcony Break
* Chip damage on block
<div class="plainlist">
* Low crush 3~25
* fs26~28</div>
ws1m7i13~i14-6+5
ws1,2m, m7, 19,i19~20-8+3c
* Spike
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 10f delay
* Input can be delayed 13f
* Enter ZEN -9 +2 r27 with F
ws1,3m, h7, 8,i14-6+4
* Jail from 1st attack
* Transition to r25 backdash with B
ws1,3,2m, h, m7, 8, 4,i18-11-6
Combo from 1st hit
ws1,3,2,1m, h, m, m7, 8, 4, 3,i10-11+3
Combo from 1st hit
ws1,3,2,1,4m, h, m, m, l7, 8, 4, 3, 5,i20~21-31+8
Combo from 1st hit
ws1,3,2,1,4,2m, h, m, m, l, M7, 8, 4, 3, 5, 10,i31~32-16-8
* Combo from 1st hit
* Spike
<div class="plainlist">
* ,Low crush 8~28
* fs29~31</div>
ws1,3~3m, m7, 20,i23~i24+6+13c
* Spike
* Enter Breaking Step +2 +9c with DF
* +16a on BT hit
ws2m14i14~15-12+39a (+29)
ws3m20i16~18-9+10g+22a
* Homing
* Balcony Break
ws4m13i11~12-3+8
ws4,4m, h13, 15,i19~20-7+4
* Combo from 1st hit with 1f delay
FC.df+4L20i25~i26-26+22a
High crush 1~57
CD.DF+4l12i20~i21-31+8c
CD.DF+4,2l, M12, 28,i31~i32-16+21a
* Balcony Break
* Spike
* Combo from 1st hit
* Chip damage on block
<div class="plainlist">
* ,Low crush 8~28
* fs29~31</div>
CD.df:1M22i16~i17-13+36a (+26)
* Tornado
* Chip damage on block
CD.df:2h25i11~i12+5~+6+76a (+60)
* Balcony Break
* Recovers 3f faster on hit or block (t36 r24)
CD.df+1m20i16~i17-13+32a (+22)
* Tornado
* Turns into CD.df#1 while in heat
CD.df+2h20i11~12-10+74a (+58)
* Balcony Break
* Turns into EWHF (CD.df#2) while in heat
OTG.d+1+2L24i19~20-13-2 (-10)
* Spike
ZEN.1m14i16~i17-3+8
ZEN.1,2m, m14, 21,i23~24-14+32a (+6)
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 12f
* Move can be delayed 11f
* Cancel to Breaking Step -11 -12 r40 with DF on frame 20
ZEN.1,3m, h,t14, 14,14,i24~25-9+0d
* Combo from 1st hit
* Transition to attack throw on standing or airborne hit
* +33a (+18) on side hit
* +18a (+11) and balcony break on BT hit
ZEN.2h27i21~i22-5+17a (+8)
* Heat Engager
* Heat Dash +34a (+27), +5
* Homing
* Balcony Break
* Chip damage on block
* +0 on block after absorbing an attack
Power crush 6~20
ZEN.3m20i17~i18-9+10g+22a
* Homing
* Balcony Break
* +17a (+8) on BT hit
ZEN.4M24i27~i33+2~+8+17d~+23d
* Spike
* Chip damage on block
<div class="plainlist">
* Low crush 7~33
* fs34~36</div>
ZEN.1+2l,t10,20i24 i61-14+4 +16w
* Wall Crush +16g on hit
* Transition to attack throw on standing hit
* Recover standing after throw
High crush 10~
ZEN.3+4h25i21~27+9g~+15g+19a (+9) +15w
* Wall Crush +15g~+21g on block
* Balcony Break
* Enter Breaking Step +8 +18a (+8) r32 with DF on frame 40
* Chip damage on block
<div class="plainlist">
* Low crush 10~32
* fs33~35</div>
ZEN.u+1m20i14~i16-16+31a (+21)
* Tornado
* Chip damage on block
<div class="plainlist">
* Low crush 8~43
* fs44~46</div>
1+3t35i12~i14+0+2d
* Homing
* Throw break 1 or 2
* Jin recovers BT on break
2+4t35i12~i14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
Back throwt50+1d
* Unbreakable
* Side switch on hit
Left throwt43-3+0
Throw break 1
Right throwt40-3+0d
* Throw break 2
* Side switch on hit
df+2+3t40i12-2-4d
* Throw break 2