Input notation for 2XKO Jinx combos

Input Meaning
1–9 (numpad) Directions (1=down‑back, 2=down, 3=down‑forward, 4=back, 6=forward, 7=up‑back, 8=up, 9=up‑forward)
L / M / H Light / Medium / Heavy normals
S1 / S2 Special 1 / Special 2
j.X Do button X in the air
jc Jump cancel
dl.X Delay input X slightly
X > Y Cancel X into Y
X, Y Link: do Y after X recovers

Two move names matter for routing: Fishbones (S2) and the rocket jump (2S2). Jinx also has an air S2 that extends juggles, and her level 3 ultimate is input with S1+S2.


Bread‑and‑butter combo routes (meterless and 1 bar)

These are the day‑one routes that stabilize Jinx’s air series and give you a simple cashout when you have meter.

Starter / Context Route (numpad + buttons) Bars Est. dmg Notes
Anywhere, simple air juggle M > 2H > 9 jc > jH > j2H > j2H 0 ~282 Beginner‑friendly, solid meter build
2L hit‑confirm 2L > M > 2H > 9 jc > jH > j2H > dl.jH, 5H > 2H > j[H] 0 ~309 Leaves you in the air for post‑knockdown setups
Anywhere, advanced air extension M > H > 2H > 9 jc > jM > jH > j2H > j2S2 > jS2, S1+(L/M/H) 0 / 1 / 3 ~505 (with super ender) Can end meterless by swapping final j2S2 for j2H
Tip: the second j2H in the simple route not only stabilizes height, it also builds extra meter before your knockdown.

Confirming from down‑forward Medium (3M)

If you like to poke with 3M (down‑forward Medium), route it into a consistent juggle and optional cashout. The sequence below builds from the grounded launch into Jinx’s signature air series and a clean finish.

3M > 2H > 9 jc > jH > j2H > 2S2 (dl.) > L, M, 4H > S2 > jH > S1 > S2 (super)
  • Delay the 2S2 slightly so the rocket kick pops them high enough to link L, M on landing.
  • 4H stabilizes spacing before S2; the jump Heavy catches their height for the S1 into S2 super finish.
  • If you’re out of meter, skip the S1 > S2 super and take jH knockdown into setplay.

High‑damage 3‑bar routes (solo)

When you want to spend it all, these anywhere routes cash out reliably for strong solo damage.

Route (numpad + buttons) Bars Est. dmg Notes
H > 2H > jH > j2H > j2S2 > jH > 2H > jH > jS1 > jS2 > S1+S2 3 ~753 Stable anywhere juggle into aerial specials, then level 3
H > 2H > jH > j2H > j2S2 > jH > 4H (dl.) > S2 > jH > jS1 > jS2 > S1+S2 3 ~768 Slight delay on 4H improves scaling and height for the later S2
jH > 4H > jS2 > jH > j2H > j2S2 > jS2 > 3H > 2S2 > jS1 > jS2 > S1+S2 3 ~758 All jumps are super jumps to maintain height
Note: for the 4H link in the second route, a short delay avoids pushback that would otherwise cause S2 to whiff.

Air route timing: jump cancel, super jump, delays

  • Jump cancel from 2H with 9 (up‑forward) to keep corner carry and momentum. If you’re too slow, the first jH will fall out.
  • Super jump helps late‑combo height: tap down then up quickly (2 then 8/9) to gain distance and airtime for jM/jH extensions.
  • Delay cues matter. A small pause before 2S2 keeps them close enough to land L, M on the ground. A slight delay before 4H prevents spacing issues before a grounded S2 insert.
  • If pushback makes j2H whiff after jH, shorten the air string to jH > j2H once, then go into j2S2 or land and continue.

Meter gain and the Zap gauge

Jinx’s air strings build solid meter—especially when you include a second j2H before your knockdown. Use meter in three places:

  • Early stabilize: j2S2 to re‑lift mid‑string and extend.
  • Projectile enders: jS2 before landing to add hits and keep height consistent.
  • Cashout: S1 into S2 super or S1+S2 for level 3 when scaling is favorable.

Her Zap projectile (a back‑S2 special gated by a gauge) is best spent to force a neutral reset or slotted into longer extensions where added speed and hits will connect. Don’t toss it into block—save it for confirmed hits or to punish obvious movement.


Setplay and extensions (OTG, traps, assists)

  • OTG extensions: endings like j[H] leave time for 2S2 on grounded opponents if spacing permits. Alternatively, end with 2S1 to set up meaty pressure.
  • Trap layering: you can weave Clappy (down‑S1) into longer routes as a slow projectile that later occupies space during oki. Set it before a launch or after a knockdown where you recover first.
  • Projectile cancels: grounded S1 shots cancel cleanly into S2 specials; use this to pin opponents during blockstrings and to hold height during air enders (jS1 > jS2).
  • Assist synergy: grapplers and pull assists can drag opponents back into S2 and trap setups. With a pull assist available, you can shorten the air series and call assist before your S2 to relaunch while preserving scaling.

Meterless optimization target (very hard)

If you want to squeeze more without spending bar, there is headroom in jS2 loops and late juggles. One example target is a meterless, anywhere string that cycles jS2 twice mid‑combo before finishing with j2H for a knockdown. It’s execution‑heavy but rewards you with strong meter gain and corner carry.


Why these routes work

Jinx’s best solo damage comes from three ideas: keep the opponent slightly above chest height, insert rocket lift (2S2 or jS2) as late as the juggle allows, and finish with aerial specials before landing into a super. The simple BnBs teach the height and timing, the down‑forward Medium confirm proves you can stabilize from your most practical poke, and the 3‑bar routes show how to sequence jS1 into jS2 to pad hit count before the level 3.

If you can consistently hit the beginner air route, add one layer: replace the last j2H with j2S2 > jS2 and watch how much easier the later cashout becomes. From there, slot in delays and super jumps to fit the 700‑plus routes, and you’ve got a kit that scales from day one to tournament‑ready.