Please do give credits if you add those to SRK Guide. Im supershadonic of gamefaqs and Capcom Unity and ultrapowerlevel on most places.
COMBOS AND BNBS
Don’t remember damage for some combos.
1 Aerial HP> Standing HP> Special Step> LP Uppercut> Standing MK> Special Step> MP Roundhouse Punch. (374 damage)
2 Aerial HP> Crouching HP> Mental Alertness> LP> HP Move. (350+ damage)
3 Aerial HP> Standing HP> Special Step> LP Uppercut> Standing MK> Super Art (2 guages) (520+ damage)
4 Aerial HP> Standing HP> Special Step> LP Uppercut> Standing MK> EX Fireball with Medium and Low (Both fireballs will hit)> Super Art (3 guages) (588 damage)
5 On Jumping Opponent. Mental Alertness> LK Flying Kick> Crouching MP> Superart
6 On Jumping Opponent. Mental Alertness> LK Flying Kick> Crouching MP> EX Fireball Medium and Light> Superart
7 On Jumping Opponent. Mental Alertness> LK Flying Kick> Crouching MP> Special Step> MP Roundhouse Punch.
8 Aerial HP> Standing HP> EX fbf Punch> quick forward followed with crouching HP> Superart (Havnt tried this combo with EX Fireballs yet though I think juggle rate wont allow Superart after)
9 In Corner. Aerial HP> Standing HP> Special Step> LP Uppercut> Crouching HP> Crouching HP> Superart.
10 In Corner. Aerial HP> Standing HP> Special Step> LP Uppercut> Crouching HP> Crouching HP> Mental Alertness> LK Flying Kick.
11 Aerial HP> Standing HP> Special Step> LP Uppercut> Standing MK> Mental Altertness> LK Flying Kick. (Does less damage than combo 1 but more stylish imo)
12 Aerial HP> Standing HP> EX Mental Alertness> HP (Staggers big)> Target combo (Standing LP> Standing MP can be followed up)> Special Step> LP Uppercut> Standing MK> Superart
13 Aerial HP> Standing HP> EX Mental Alertness> HP (Staggers big)> Target combo (Standing LP> Standing MP can be followed up)> Special Step> LP Uppercut> Standing MK> Special Step> MP Roundhouse Punch. (Dont use another uppercut… it will do lesser damage and you cant follow up with another attack due to juggle counter finished.)
14 In Corner. Aerial HP> Standing HP> EX Mental Alertness> HP (Staggers big)> Target combo (Standing LP> Standing MP can be followed up)> Special Step> LP Uppercut> Crouching HP> Crouching HP> Superart.
ILL ADD ON TAG COMBOS LATER. FOR NOW I MASTERING HIM SOLO. ALSO MOST OF THE SUPERART SETUPS CAN END WITH CROSS ART TOO!
ONE MORE THING. JIN IS S TIER TRUST ME.
TIPS
SPECIAL STEP
Note: To do his Secial Step cancel easily… simply hold Forward on aerial attack. After Aerial HP… as soon as you hit the HP button for standing fierce… let go of forward… and as soon as your HP connects… do a QCF motion and see the Special Step magic.
Key to doing it is holding forward before the attack you wanna cancel it from and as soon as you see the animation for the normal starting after which you have to special step cancel… let go of forward at this point and do a QCF motion on the normal hit’s contact. I never miss this way.
I can successively Special Step easily with Sanding HP, Standing MK and Standing LP>MP Target combo. Those are easier so practice those first.
QCB + PUNCH
Master his Super Armor move. QCB Punch. You can cancel from that into fbf Punch move, Superart or Mental Alertness or Special Step.
You have no guage and successfully block an opponents move with QCB Punch and found a window, go either with a Special Step> LP Uppercut> MK> Special Step> MP Roundhouse Punch
OR
If above is difficult. Then do a Mental Alertness into LP>HP OR HP. Depending on Opponents frame traps… HP comes out fast and does less damage or if next attack is coming out late do a LP>HP in Mental Alertness for bigger damage.
EX QCB Punch into Mental alertness HP can be followed up with LP>MP Target combos making it a great tool for an entire counter combo.
OTHER
If someone Jumps onto your projecile and you’ve recovered from projectile frames… you can Superart or Cross Art them from their.
His B+MP>HP Target combo works a lot like Guy’s from SSFIV.
JIn’s Aerial HK is an insane cross up with a fierce’s worth of damage. You can use that in all my combos above instead of Aerial HP. And thus do all of the above combos after a successful cross up. Pretty USEFUL and a great tool.
One good frame trap is his Crouching MP>Mental Alertness> HP Quick Jab…then rinse or repeat or do same but with Crouching LP.
MENTAL ALERTNESS> FLYING KICK LK
His Mental Alertness>Flying Kick LK is very unpredictable and can not only be a superart setup against jumping guys but its a great gap closer too.
Example
I Aerial HK Someone then do a few LPs with opponent blocking… then I suddenly Mental Alertness> Flying Kick LK to close back and do a good frame Trap with LP>MP>HP>Launcher.
You can from close switch sides with a crouching opponent after cancel from a normal… INSANELY DEADLY MIND GAMES HERE.