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| Special moves | Basic Moves

Special moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
in rage b+1+2 h 55 13 pc8~ -9 KND KND Rage art
in rage f, n, d, d/f+1+2 hm 25,35 11~12 ,41~42 (14~) -7~-6 Launch(Launch (JG?)) Launch(Launch (JG?)) Rage drive
in rage f, n, d, d/f+1+2, D/F hm, (Crouch dash) 25,35 11~12 ,41~42 (14~) +14~+15g Launch(Launch (JG?)) Launch(Launch (JG?)) Rage drive
in rage f, n, d, d/f+1+2, 3 hm, h (TJ) 25,35,25 js10~ +8~+13g KND KND Rage drive
in rage f, n, d, d/f+1+2, 3, 1 hm, h (TJ), m (TC) 25,35,25,24 cs15~21 +9(wl+15g) KND KND Rage drive
1 h 7 10 +1 +8 +8
1, 2 h, h 7,12 10 -2 +3 +7
1, 2, 3 h, h, m 7,12,20 10 0~+2 KND KND
1, 2, 4 h, h, h 7,12,26 10 -4~-2 KND Launch Tail spin
1, 3 h, h 7,10 10 -6 +4 +4
1, 3, F h, h, (CDS) 7,10 10 -7 +3 +3
1, 3, B h, h, (Special) 7,10 10 -6 +4 +4
1, 3, 2 h, h, m 7,10,10 10 -1 +4 +4
1, 3, 2, 1 h, h, m, m 7,10,10,10 10 -7 +7 +7
1, 3, 2, 1, 4 h, h, m, m, l 7,10,10,10,10 10 -13~-12 +3~+4 +3~+4
1, 3~3 h, m 7,20 10 +6~+8 KND KND
1, 3~3, d/f+3 h, m, m 7,20,20 10 -14 KND KND
1, d+3 h, l 9,7 10 -12~-11 -1~0 -1~0
1, d+3, 4 h, l, l 7,9,17 10 -13 +3 Launch
2 h 9 10 0 +9 +9
2, 1 h, m 9,9 10 -3~-2 +6~+7 +6~+7
2, 1, 4 h, m, m 9,9,18 10 -9~-7 +4 +4
2, 1, 4~4 h, m, l 9,9,20 10 -31 KND KND
2, 4 h, h 9,20 10 -9~-6 KND KND Tail spin
3 h 19 14 -7 +4 +4
3, 1 h, h 19,7 14 -1 +7 +7
3, 1, F (to ZEN) h, h (ZEN) 19,7 14 +4 +12 +12
3, 1, 4 h, h, l 19,7,18 14 -13 +3 Launch
4 h 18 13~14 -9~-8 +16~+17kg Launch Homing, Tail spin
4~3 or WS+4~3 m (TJ) 27 24~34d (25~) js12~ -14~-4 KND KND
1+2 mmh 5,5,20 12,20,32 -14 KND KND
3+4 h (throw) 10(,24) 20 pc8~19 -9 Throw(KND) Throw(KND) Power crush
f+2 h 12 16~17 -5~-4 +4~+5 +4~+5
f+3 m 16 12 -8 +3 +3
f+3~3 m 20 23~26 +6~+9 KND KND
f+3~3, d/f+3 m, m 20,20 23~26 -14 KND KND
f+4 m 21 16~17 -8~-7 +4~+5 KND/Launch Range dependent
f+4, F m, (CDS) 21 16~17 -1~0 +11~+12 Launch
f+1+2 hh 14,24 14,23~24 -9~-8 KND KND Wall bounce
f+1+2 (Second hit whiff) h 14 14 -27 -16 -16
d/f+1 m 10 13~14 -3~-2 +4~+5 +6~+7
d/f+1, 4 m, h 10,18 13~14 -9~-6 +10~+13kg KND Tail spin
d/f+1, 4~4 m, m 10,24 13~14 -12 CS CS
d/f+2 m 15 15~16 -7~-6 +4~+5a Launch
d/f+3 m 12 14 -16 -5 -5
d/f+3, 3 m, h 12,14 14 -8 +8 +8
d/f+3, 3, f m, h, (CDS) 12,14 14 -7 +9 +9
d/f+3, 3, b m, h, (Special) 12,14 14 -8 +8 +8
d/f+4 m 22 20~21 -3~-2 +8~+9s Launch
d/f+1+2 m(Absorbs 1 h/m hit) 20 23~24 (3~10) -12~-11 +6~+7 (KND) +6~+7 (KND)
d+1 m 24 21 -7 KND KND Wall bounce
d+3 l 7 15~16 -13~-12 -2~-1 -2~-1
d+3, 3 l, m 7,10 15~16 -14 -1 -1
d+4 l (TC) 11 16~17 cs6~ -12~-11 -1~0 -1~0
d+3+4 mm 5,20 15,25~27 js16~ -19~-17 Launch Launch
d+3+4 (Second hit miss) m 5 15 js16~ -30 -19 -19
d/b+2 m 12 16 -10 -4 FS(+3) 16
d/b+2, 2 m, h 12,11 16 -12 -7 (CS) -7
d/b+2, 2, 3 m, h, m 12,11,21 16 -9~-8 CS CS
d/b+2, 3 m, m 12,23 16 -8~-6 KND KND
d/b+3 h (TC) 28 19~21 cs4~ -11~-9 KND KND Tail spin
d/b+4 l 18 20~21 -13~-12 +3~+4 KND
d/b+1+2 m((Special)) 0 25~55 -25~+5 -10~+30 -10~+30
b+2 m 12 15~16 -11~-10 0~+1 0~+1
b+2, 1 m, m 12,10 15~16 -9~-8 +2~+3 +2~+3
b+3 m 17 16 -6 +5 CS
b+3, f m, (CDS) 17 15~16 -2~-1 +9~+10 CS
b+4 m 21 17~18 -7~-6 KND KND
u/b+1+2 ! 70 75 KND KND KND
u/f+2 m 18 15~16 -7~-6 +6~+7 KND
u/b+3 m (TJ) 13 22~23 js9~ -11~-10 +4~+5 CS
u or u/f+3 m (TJ) 17 22~23 js9~ -9~-8 +6~+7 CS (10~+11)
u+4 m (TJ) 15 15~17 js9~ -13~-11 KND Launch
u/f+4 m (TJ) 13 15~17 js9~ -13~-11 Launch Launch
f, F+2 m 24 14~15 (15~) -8~-7 KND KND
f, F+3 m 20 23~25 (24~) 0~+2 Launch Launch
f, F+3, 1 m, h 20,5 23~25 (24~) +1 +7 +7
f, F+3, 1, 3 m, h, h 20,5,10 23~25 (24~) -6 +4 +4
f, F+3, 1, 3, 2 m, h, h, m 20,5,10,10 23~25 (24~) -1 +4 +4
f, F+3, 1, 3 , 2, 1 m, h, h, m, m 20,5,10,1010 23~25 (24~) -7 +7 +7
f, F+3, 1, 3 , 2, 1, 4 m, h, h, m, m, l 20,5,10,1010,10 23~25 (24~) -13~-12 +3~+4 +3~+4
f, F+4 m 19 21~24 (22~) +0~+3s +8~+11s KND
b, f+2 m 15 15~16 (15~) -7~-6 +4~+5 FS (+11~+12g) 24~25
b, f+2, 1 m, h 15,14 15~16 (15~) -5 +6 +9
b, f+2, 1, 2 m, h, m 15,10,20 15~16 (15~) -5~-4 KND KND
b, f+2, 1, d/f+2 m, h, m 15,10,28~29 28 (15~) -14 Launch Launch
b, f+2, 3 m, m 15,17 15~16 (15~) -12 +6 CS
b, f+2, 3, f m, m, (CDS) 15,17 15~16 (15~) -1 +17g CS
WS+1 m 10 13~14 -6~-5 +5~+6 +5~+6
WS+1, 2 m, m 10,16 13~14 -8~-7 +3~+4s +3~+4s
WS+1, 2, f m, m, (CDS) 10,16 13~14 -9~-8 +2~+3s +2~+3s
WS+2 m 14 14~15 -12~-11 Launch Launch
WS+3 m 20 16~18 -9~-7 +7~+9 (+19g wc) +7~+9 (+19g wc) Homing, Tail spin, wall crush
WS+4 m 16 11~12 -3~-2 +8~+9 +8~+9
Opponent Down d+2 l(On grounded opponent) 19(24) 19~20 -13~-12 +3~+4 +3~+4
1+3+4 (Special) 19~20
d+1+2 (to ZEN) (Special) (TC)(CDS) (10~)
b+1 (to CDS) (Special) (TC)(CDS) (5~)
CDS F (Special) (5~)
ZEN or CDS D/F (Crouch dash) RC
ZEN or CDS 1 m 14 16~17 (21~) -3~-2 +8~+9 +8~+9
ZEN or CDS 1, 2 m, m 14,21 16~17 (21~) -14~-13 KND KND
ZEN or CDS 1, 3 m, h 14,18 16~17 (21~) -9 KND KND
ZEN or CDS 2 m 27 22~23 (27~) -14~-13 KND KND
ZEN or CDS 3 m 20 17~18 (22~) -9~-8 +10~+11kg Launch Tail spin, Homing
ZEN or CDS 4 l (TC) 20 25~26s (30~) cs1~ -26 KND KND
ZEN or CDS 1+2 hh 8,20 13,29~30 (18~) -13~-12 Launch Launch
ZEN or CDS 3+4 h (TJ) 25 22~27 (27~) js10~ +8~+13g KND KND
f, n, d, d/f (Crouch dash) 22~27 (27~) 10~
f, n, d, d/f, u/f (Special) (TJ)(Crouch dash) 22~27 (27~) 10~
f, n, d, D/F+1 m 20 16~17 (20~) -13~-12 Launch Launch
f, n, d, d/f+1 m 22 16~17 (19~) -13~-12 Launch Launch
f, n, d, D/F+2 h 20 11~12 (15~) -10~-9 KND KND
f, n, d, d/f+2 h 25 11~12 (14~) +5~+6 Tail spin Tail spin
f, n, d, d/f+3 m 20 16~18 (19~) -9~-7 +10~+12kg Launch Homing, Tail spin
f, n, d, d/f+4 l 10 20~21 (23~) -31 Launch Launch
f, n, d, d/f+4, 3+4 l, m (TJ) 10,27 d js26~ -14~-4 KND KND
f, n, d, d/f, 26~

Basic Moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
1 h 7 10 +1 +8 +8
2 h 9 10 0 +9 +9
3 h 19 14 -7 +4 +4
4 h 18 13~14 -9~-8 +16~+17kg KND Homing, Tail spin
f+1 h 7 10 +1 +8 +8
f+2 h 12 16~17 -5~-4 +4~+5 +4~+5
f+3 m 16 12 -8 +3 +3
f+4 m 21 16~17 -8~-7 +4~+5 KND
d/f+1 m 10 13~14 -3~-2 +4~+5 +6~+7
d/f+2 m 15 15~16 -7~-6 +4~+5a Launch
d/f+3 m 12 14 -16 -5 -5
d/f+4 m 22 20~21 -3~-2 +8~+9s Launch
d+1 m 24 21 -7 KND KND Wall bounce
d+2 Sm (TC) 8 11s cs4~ -4 +7 +7
d+3 l 7 15~16 -13~-12 -2~-1 -2~-1
d+4 l (TC) 13 16~17 cs6~ -12~-11 -1~0 -1~0
d/b+1 Sm (TC) 5 10s cs4~ -5 +6 +6
d/b+2 m 12 16 -10 -4 FS(+3) 16
d/b+3 h (TC) 28 19~21 cs4~ -13~-11 KND KND Tail spin
d/b+4 l 18 20~21 -13~-12 +3~+4 KND
b+1 (to CDS) (Special) (TC)(CDS) 20~21
b+2 m 12 15~16 -11~-10 0~+1 0~+1
b+3 m 17 16 -6 +5 CS
b+4 m 21 17~18 -7~-6 KND KND
u/b or u or u/f+1 m (TJ) 12 18 js9~ -8 +3 +3
u/b or u+2 h 17 15~16 -12~-11 +9~+10g +9~+10g
u/f+2 m 18 15~16 -7~-6 +6~+7 KND
u/b+3 m (TJ) 13 22~23 js9~ -11~-10 +4~+5 CS
u or u/f+3 m (TJ) 17 22~23 js9~ -9~-8 +6~+7 CS (10~+11)
u/b+4 m (TJ) 11 15~17 js9~ -20~-18 -8~-6 -8~-6
u+4 m (TJ) 15 15~17 js9~ -13~-11 KND Launch (JG?)
u/f+4 m (TJ) 13 15~17 js9~ -13~-11 Launch (JG?) Launch (JG?)
u/f, n+4 m 25 23(29,35) js9~33 -11(-13) Launch (JG?) Launch (JG?)
WS+1 m 10 13~14 -6~-5 +5~+6 +5~+6
WS+2 m 14 14~15 -12~-11 Launch (JG?) Launch (JG?)
WS+3 m 20 16~18 -9~-7 +10~+12kg Launch Homing, Tail spin
WS+4 m 16 11~12 -3~-2 +8~+9 +8~+9
FC+1 Sm (TC) 5 10s cs1~ -5 +6 +6
FC+2 Sm (TC) 8 11s cs1~ -4 +7 +7
FC+3 l (TC) 12 16s cs1~ -17 -3 -3
FC+4 l (TC) 10 12s cs1~ -15 -4 -4
SS+1 h 7 10(11~) +1 +8 +8
SS+2 h 9 10(11~) 0 +9 +9
SS+3 h 19 14(15~) -7 +4 +4
SS+4 h 18 13~14 (14~) -9~-8 +16~+17kg CS Homing, Tail spin
BT 1 or 2 h 15 8 -8 +3 +3
BT 3 or 4 h 25 10 -8 KND KND
BT d+1 or 2 Sm 10 10s cs1~ -2 +9 +9
BT d+3 or 4 l 12 10s cs1~ -11 +3 +3


25 Responses

  1. I’m confused here, Jin’s f,F+3 is listed as, 23~25(24). If it has 23 startup frames and is active frames on i23. Which means the fastest it can be inputted is on i25 because it takes 2 frames of input from the f,F. It’s listed that it can be inputted on i24 which is confusing me (I’m still kinda new to reading frame data).

    1. you can buffer the first F during recovery frames, ergo only the n input is accounted for in this case. (see King ff1 spin combo route tutorials, they can explain it better than i can)

  2. The patch notes said ff3 was now definitively 0 on block now so having it still say “0~+2” might be a little misleading.

    1. Yes, but I think it still has 3 active frames. So if you manage to get it guarded at the last active frame, then it’s +2

  3. Hi folks,

    I have taken the season 2 Jin data and put it in a spreadsheet which makes it easier to calculate combo damage and shows frame data.
    I’m happy to share this with others and have made it editable to allow everyone to add to it (valuably please) 🙂

    I’m not a Jin player so don’t really know his moves well so there may be errors and there is scope for more content.

    Here’s the link:
    https://docs.google.com/spreadsheets/d/1m2mKDt0DaEbDHcaoRT-rjr3SXyk4JIEfnR_9R_s0HZw/edit?usp=sharing

    The same thing could be done for other characters and I encourage you all to do this if you want but I won’t be adding these myself.

    Thanks,
    Patrick

    1. @Patrick, very clean and detailed spreadsheet. I will make use of this daily. Thanks my friend.

  4. 1,2,3 can be +2? How? It’s always 0 for me. A 1 followup always trades with opponents’ 1.

  5. It says here that on grounded d+2 has 19 damage, while that’s the scaled value it has on the ground. You can hit a standing opponent with it for full 24 damage.

  6. Hello! I tested this out yesterday; WS4 is more than +6 on hit. Care to check it out? Thanks for keeping us updated!

  7. What are”d/f+3 When hit , d+1+2 m, (Special)” and “b+1 (to CDS) (Special)”

    1. When hit means something that does not happen if opponent blocks it. (Special) usually means move transitions to a stance

    2. They removed that df3 on hit, d1+2 ability on t7 anyways. It shor the fact of my life loca

    3. tion uldn’t be here as they possibly never has it in t7 vanilla.
    1. That’s just wave dash cancel to u/f+3 all frames would be input frames so could be -1~-6 (ROUGHLY) Plus the start-up frames of u/f+3 -9~-8.. Depends how well you can execute a wave dash and where you want the cancel to perform the attack.

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