Rin Kaenbyou

## Basic Information (playstyle, etc)

When dashing, the sprite shrinks dramatically to a cat and can probably low profile very well, and the dash ends with you in a crouching position. You can dash again while in that crouching posture, allowing you to continue low profiling if for some reason you still need to.

Regarding jumping or highjumping, when you start falling your sprite turns into a cat and you fall more slowly. Performing any action aside from moving forwards or backwards will cancel that property and that also includes chikenblocking(?). You can also press down to fall at normal speed. Airteching also does not have this property(?).

It should be noted that for 7D or 9D, the slow-fall property of jumps and highjumps is not added, and that includes 6D8.

It should also be noted that when using j.66, your sprite shrinks into a cat and remains that way until you land, perform an action, or get hit(?). j.44 and flight doesn’t have this property, though flight slightly shrinks your hitbox(?).

## Combos

### ***Midscreen:***

**3a 6b hjc9 j.5a j.6a     1.8k(1835) - in close range. if opponent is too far, you can't hit j.5a)**

*Alt: 3a 6b 6c 236b     1.6k~1.7k(1654 when 6c hits once, 1755 when 6c hits twice)*

*~~Alt: 3a 6b 236b hjc9 j.6a     1.9k~~ - doesn't work anymore*

*~~Alt: 3a 6b hjc9 j.5a j.6b j.6c    2k(2003)~~ - doesn't work anymore*

**j.5a j.8a j.2c j.66 j.8a     2k(2046)**

**j.5a j.2a j.6b j.66 j.5a j.6a    2.1k(2072)**

**j.5a j.2a 6D hjc9 j.5a j.2a j.5c     2.1k(2132)**

(You have to be at hugging range from the opponent to not drop the second j.5a)

**j.5a j.8a j.5c j.236b     2.1k(2146)**

**j.5b j.66 j.5a j.2a j.5b j.66 j.5a j.8a    2.4k~2.5k - 5b has very little hitstun, so try hit first j.5b with distance.**

**~~5aaa 6b 5c 236b hjc9 j.6a     2.6k~~ - doesn't work anymore(can't connect 6b - 5c)**

(The j.6a needs to come out immediately, or this combo drops)

### ***Near corner:***

**j.2a 6a 236b     1.7k(1674)**

(This is basically for when you get a crossup near the corner)

**3a 6b 6c hjc9 j.5a j.6a     2k(2016)**

(Also works in corner, but 6b has to be delayed a little)

*Alt: f.5a 3a 6b 6c hjc9 j.5a j.8a 2.4k(2417)*

**5aaaa 6a 5c(2)     2.4k(2401)**

**214b hjc9 j.5a j.6b j.66 j.5a j.8a     2.5k(2509)**

**j.2b(5) j.66 j.5a j.2a 236b hjc9 j.5a j.8a 2.3k(2347)**

**5aaaa j.5a j.2a j.5a j.2a 2.7k(2699)**

**~~236b hjc9 j.5a j.6a j.6b j.66 j.5a j.8a     2.8k~~ - doesn't work anymore**

~~(Also works in the corner)~~

**~~5aaa 6b d236b hjc9 j.d236b j.66 j.d236b j.66 j.5a j.8a 3k~~ - doesn't work anymore**

### ***Corner:***

**j.2a f.5a 6a 236b     1.9k(1893)**

(This is for when you get a crossup really close to the corner)

**j.5a j.6a f.5a 6a 6b     2.2k(2173)**

**j.5a j.6a 6b j.66 j.5a j.6a     2.2k(2160)**

**f.5a 3a 6b 236b hjc9 j.5a j.8a     2.2k(2188)**

**j.5a j.2a j.5a j.2a j.5a j.2a     2.3k(2339)**

**5aaa 6b 623b hjc9 j.8a     2.5k(2289~2476)**

**f.5a 6a 5b 5c hjc9 j.5a j.8a     2.5k(2236~2473) - depends on 5b rng&5c hit, inconsistent, near corner**

**f.5a 6a 6b 236b hjc9 j.5a j.8a     2.4k(2367)**

**j.5b(3) j.66 j.5a j.2a j.5a j.2a 6a     2.5k(2499)**

*Alt: j.5b(2) j.66 j.5a j.2a j.5a j.2a j.5a j.2a     2.5k(2524)*

**~~j.5a j.2a 236b(3) j.5a j.6a     2.6k~~ - doesn't work anymore**

*Alt: j.5a j.2a j.5a j.2a 236b(1) hjc9 j.5a j.8a     2.5k(2498)*

**5aaaa 6b 5c hjc9 j.8a     2.6k(2648)**

**5b hjc9 j.5b j.5c j.66 j.5a j.6a j.5c    2.6k(~2599)**

**5b hjc9 j.5b j.66 j.5a 5aaa 6b 5c** ~~236b~~(limits before)**3.1k(~3120)**

**5aaa 6b 2c 236b hjc9 j.5a j.8a     2.5k(2526)**

**5aaa 6b 5c 236b** ~~hjc9 j.6a~~(limits before) **2.7k(2736)**