Rin Tohsaka
rin530.png

Normals

5a: Slap. Short range. Hits mid.
5b: Kick aimed upwards. Good for combos, antiair. Misses most crouching opponents. Hits mid.
5c: Single shot aimed downwards. Decent range, slow recovery. Hits mid.

2a: Low poke, better than 5a at poking. Hits low.
2b: Low elbow strike. Moves forward slightly. Hits mid(?).
2c: Generic sweep. Hits low.

j.a: Rin sticks her hand out. Short ranged. Hits high.
j.b: Kick aimed slightly upwards, hits high. Good for combos.
j.c: Flips and kicks, hits high. Knocks down, combo ender.

6c: Two shots. Hits mid.

Specials

(air) 236a/b/c: Forward jewel toss

  • a version: fire = Can be used in combos.
  • b version: ice = Slow, freezes opponent.
  • c version: beam = Very slow, can be used for combos.

214a/b/c: Upwards jewel toss

  • a version: wind = Short ranged. Stays out for a while. Knocks opponent up.
  • b version: ice = Mid ranged. Freezes opponent.
  • c version: fire = Long range. Knocks opponent up.

623a/b/c: Jump kick

  • a version: Jump cancellable.
  • b version: Knocks opponent high.
  • c version: Requires meter. Knocks down.

646a/b/c: Punch

  • a version: Fast, knocks down.
  • b version: Also fast, knocks down. Best for combos.
  • c version: Slow. On standing opponent, will make them slowly fall to ground. Otherwise, knocks down. Can combo from throw.
    • Press C after any version to add fire effect

22a/b/c: Elbow

  • a version: Dodges upwards.
  • b version: Dodges downwards.
  • c version: Moves straight ahead.

Supers

236236a: Rapid punch super.
(air) 236236b: Beam super. Can only combo if the jewels hit as well.

Full mana activate ability

Rin can use infinite jewels for the length.

Grail super

236236c: Rin pulls out the Jeweled Sword of Zeltrech and slashes.

Combos

- 2C > 236A > 623A > j.B > j.236A > (long delay) > j.B > 5B > (short delay) > 623A > j.B > j.236A > j.B > 5B > 623A >

  • (0%) > j.C
  • (30%) > 6239C
  • (60%) > 6239C > 623C
  • (90%) > 6239C > 623B > (RC) > j.B > j.236A > j.B > (JC) > j.B > j.236A > j.B > 5B > 623A >
    • (0%) > j.C
    • (30%) > 6239C > 623A
    • (60%) > 6239C > 623C
      • [midscreen]
        • (100%) > (activate) > 623C (3 hits) > j.236236B
      • [corner]
        • (100%, opponent is low) > 6239B > (activate) > 214C > (TK) j.236B > j.236236B
        • (100%+, opponent is high) > (activate) > 236B > 236236B >
          • (<30%) > 623C > 623A
          • (>30%) > 623C (2 hits) > j.236236B

Default BnB tree.

- 2a > 2b > 2c > 623a > j.b> 236a > j.b > 5b > 623a > j.b > 236a > j.b > 5b > 623a > j.a > j.b > j.c

- 2a > 2b > 5c > 2c > 623a > j.b > 236a > j.b > 5b > 623a > j.b > 236a > j.b > 5b > 623a > 623c

- 2b > 5c > 2c > 623a > j.b > 236a > j.b > 5b > 623a > j.b > 236a > j.b > 5b > 623a > 6239c > 623b > RC > j.b > 236a > j.b > j.b > 236a > j.b> 623a > 6239c

- (after 623c) > 623c > activate > 5b > 623a > j.b > 5b > 623a > 236c > 236236b

- 2c > 236a > 623a > j.b > j.236a > j.b > 5b > 623a > j.b > j.236a > j.b > 5b > 623a > (activate into Grail) > 623c > 623b > (RC) > j.b > j.236a > j.b > (JC) > j.b > j.236a > j.b > 5b > 623a > [(corner) 236236B > 623A] > 236236C
Grail combo.

- (corner) 2c > [22(8)c > 646b~c > 623a]x3 > 6239c > stuff
- (corner) 2c > 22c > 646b~c > [623a 228c 646b~c]x2 623a 6239c
- (corner) throw > 646c~c > [646b~c]xN
Corner Houken loops.

- (623A 646B~C)x3
646 loop.

- (corner) 2b > 5c > 2c > 646b~c > 646 loop > 236236b

- (corner) Throw > 646c~c > 646 loop > 236236b > 623a > activate > 623a > 2369c > (SC)2362369b

Mixups

On a block, end your blockstring with 236A for frame advantage. Try not to get too predictable, like {2A 2B 2C 236A}, or you'll eat RG + combo quite easily.
- 22A/B/C > (RC before hit) > throw

Okizeme options:

- After a knockdown 623C or similar: 214A.
- 669 j.B for a mixup that includes a possible crossup, holding [2] not to crossup, landing for a 2A on either side, or running in for a throw before the grenade lands.

Grenade jewel okis DO NOT WORK AT ALL on Saber.

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