BBCF/Jin Kisaragi/Strategy: Difference between revisions

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**On succesful hit it can be picked up with either {{clr|B|5B}} or {{clr|C|5C}} to get a combo.
**On succesful hit it can be picked up with either {{clr|B|5B}} or {{clr|C|5C}} to get a combo.


*66{{clr|A|2A}}
*6{{clr|A|2A}}
**Alternative back roll catch, requires a deeper microdash however. Works much in the same way as 66{{clr|B|2B}} with the added bonus of 2A being somewhat safer.
**Alternative back roll catch, requires a deeper microdash however. Works much in the same way as 66{{clr|B|2B}} with the added bonus of {{clr|A|2A}} being somewhat safer.
**Also loses to forward rolls.
**Also loses to forward rolls.
**On succesful hit it can be picked up with either {{clr|B|5B}} or {{clr|C|5C}} to get a combo.
**On succesful hit it can be picked up with either {{clr|B|5B}} or {{clr|C|5C}} to get a combo.
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*{{clr|B|2B}}
*{{clr|B|2B}}
**It is also possible to check forward rolls, quickrise and No Tech with this, however this option will sideswap on a forward roll if the opponent attempts it while he is right next to Jin.
**It is also possible to check forward rolls, quickrise and No Tech with this, however this option will sideswap on a forward roll if the opponent attempts it while he is right next to Jin.
**Forward roll and delay tech will still beat this option, however you are safe and still in a position to attempt to meaty again.
**Delay tech will still beat this option, however you are safe and still in a position to attempt to meaty again.
**On succesful hit it can be picked up with either {{clr|B|5B}} or {{clr|C|5C}} to get a combo.
**On succesful hit it can be picked up with either {{clr|B|5B}} or {{clr|C|5C}} to get a combo.



Revision as of 16:03, 30 December 2022

 Jin Kisaragi



General Tactics

Jin is one of BB's closest examples to a "Shoto" character. He has tools to deal with just about any situation. His projectiles can provide light zoning and give him space to move. At a midrange he has great pokes like 5C, 3C, and j.C. In a close range, he can use solid normals like 2A to poke at his opponent. Jin's pressure is rather safe, though he can have a difficult time opening up opponents. Jin's gameplan is to use his midrange tools to establish pressure and open up his opponent. Once he's opened up the opponent, he can use his freeze to set up unique combos or tricky restands. He also has many ways to spend meter with his EX specials. For example, he can use 236D to reset pressure, or 214D for certain combos. Jin's Overdrive is an amazing tool that adds to Jin's offense. With a higher cap on his freezes, he can get very creative with how he combos an opponent.


Important Moves

  • 2A: Catches rolls, good pressure tool and surprisingly reliable anti-air option.
  • 6A: Jin's only standing overhead.
  • 2B: Good pressure and frame trap tool
  • 5B: Good pressure tool, useful callout
  • 6B: Great callout and frame trap tool.
  • 2C: Jin's anti-air. Slower than average, but great vertical reach.
  • j.C: Great poke tool and air to air
  • j.2C: Good jumpin button
  • 623C/D: Jin's reversals. 623D costs meter, but hits in a much bigger area around Jin and is comboable.
  • 236A: Jin's projectile. Good for keeping people on their toes

Neutral

Controlling the Space

Pokes and Counterpokes

Anti-Airs

Offense

Like most Blazblue characters, Jin's pressure (and general blockstrings) vary depending on the state of the game. Jin doesn't have many pressure resets, but he has strong stagger pressure (discussed below) and often relies on frame traps and jump cancels in order to continue pressure. Below are some examples of the differents forms of pressure Jin can attempt to perform an opponent, they should not be taken to heart 100% but rather they should act as a means to allow you to gain some insight on what is possible to do in what situations and their potential weaknesses which in return will allow aspiring Jin players to alternate between options on the fly subconsciously after they become more acquainted with them in order to press their advantage.

Once pressure is enforced, opening up opponents can present itself as a challenge. With his strong and rather safe pressure game, Jin can easily enforce a high mental stack on an opponent in order to attempt to open them up. However for Jin to benefit from his main mixup tool 6A he requires at the very least 50 heat or a counterhit and with his only other option being TK j.214D (which is easier to react to and locked behind a 25 heat cost) he is as a result far more reliant on either keeping the locked down with his pressure until he builds enough meter or by constantly attempting to enforce strike/throw situations in his favor. Aside from that Jin also benefits from frustrating opponents in to making risky decisions on their defense as he can potentially cash out with respectable punishes which can lead in to restands.

Grounded Pressure

Jump Cancellable Pressure

Jump CancelStandard Jin jump cancel pressure


Any Button > Jump Cancellable Button > jc > (dl.) j.2C > (dl.) j.C ▷ Any Button > ...
Any Button > Jump Cancellable Button > jc > dl. j.B > j.A > j.A ▷ Any Button > ...

Jin is blessed to have a lot of different jump cancel points in his pressure, most notably with his 2A and 5C. If the opponent lacks a fast H invul anti-air move Jin can potentially loop these sorts of blockstrings over and over until the opponent either makes a potentially unsafe commitment on defense or safer universal mechanics such as Barrier, IB and IBB in order to skew the frame data in his favor or potentially prevent these blockstrings from working properly. If the j.2C is delayed then j.C doesn't not have to be delayed and vice-versa.

It is possible for either of these formulae to potentially cross over the opponent, Jin will cross up if there is a decent delay on the button coming after the jump cancel. On crouching opponents it is very easy to cross over the opponent without any big delays but in most cases the followup button after the jump cancel will whiff unless it is delayed heavily.

Some example of blockstrings :

  • 2A > 2A > jc > j.2C > dl. j.C ▷ ... : will work very reliably on a standing opponent however on an opponent that is already crouching it will be necessary to delay the j.2C otherwise it will whiff entirely but that makes Jin naturally more liable to get anti-aired in the process. It can be followed up potentially by the same sequence or some other form of pressure at Jin's disposal.
  • 2A > 5C > jc > dl. j.B > j.A > j.A ▷ ... : another reliable option to attempt on an opponent, it is still very much possible for the opponent to easily anti-air you. Can be followed with either the same sequence or some other form of pressure at Jin's disposal.

In general however this sort of blockstring is not completely gapless and can be anti-aired pretty reliably by most anti-air options. If the opponent IBs the button that allows the jump cancel on block it makes anti-airing Jin even easier on top of allowing for more options to consider to interrupt this, such as a rising j.A or rising air-throw. On normal barrier, Jin is simply pushed away ever so slightly which results in an easier setup for the opponent to anti-air whereas on IBB the opponent can easily contest the jump cancel pressure with a rising j.A. It is entirely possible for the opponent to invalidate this by dashing forward in order to escape it entirely, naturally this will depend on the character as some of them might be too tall to be able to do this sort of move or completely lack standard movement options whatsoever, thankfully it is possible to call this option out entirely by doing a backwards airdash j.2C after the jump cancel.

Blockstring Examples

Here are some blockstring examples, once again be aware that these shouldn't be static options to fall back upon but only serve as an example of what is possible. Your blockstrings will vary a lot depending on spacing, repetitions and whatever options your opponent may attempt on defense.

2A > 2A > 5B > 2B > 5C > 2C > 3C > 236A

Most basic blockstring, beware that if this is not spaced out properly it is possible for most characters to punish after the fireball if Jin is in jab range, even more punishable on instant block as the fireball is -10 point blank. Be aware that there is a gap between 5C and 2C. Effectively, 2C is a frame trap too in this sequence that can also potentially allow for a safer spacing on block.

2A > 2A > 5B > 2B > 5C > 5D > 236A

Another very basic blockstring, a lot safer than the previous and puts you at a spacing where it is very hard to properly punish Jin. Be aware that 5C > 5D is not airtight and as such it might possible for the opponent to exploit the gap with an instant block with a reversal or some form of guardpoint.

2A > 2A > 5B > 6B > j.236A/j.214C

A basic way to bait mashing from an opponent, 6B has good F invuln, however there will generally be a gap between any previous move and 6B which might be exploited by a more aware opponent with an IB. 6B > j.236A is a good way for Jin to disengage safely because Jin jumps backwards and sends out a projectile. Be aware however that the projectile has a tendency to whiff on crouching opponents if it is done immediately after a 6B which might result in Jin getting punished and putting any form of delay on it might provide the opponent with an opportunity to escape. Another gapless alternative would be j.214C however it is guaranteed to be punished on IB.

2A > 2A > 5B > 5C > 3C > 236D

Snowflake is a great way to reset pressure for the cost of 25 Heat. While snowflake locks an opponent down, you can run mixups like 6A, throw, or delayed attacks. Be aware however that 5C > 236D allows the opponent to utilise their OD and immediately EA you in order to get out of your pressure.

Stagger

Easy to execute and a very powerful tool. Jin's staggers at the start of his pressure generally consists of multiple 2A's delivered at different timings to create frame traps or reset pressure. It's hard to deal with since the opponent is forced to block in case of a frame trap timing stuffing mash attempts. However, Barrier Guard and Instant Barrier can push you farther away and make this lose effectiveness more quickly. So make sure to mix this with other block strings and moves.

Examples:

  • 2A > delay 2A > dash 2A...

By using frame traps, you can scare your opponent off pressing buttons and start using throws, overheads, and jump cancels. Examples of frame traps:

  • 2A > delay 2A (frame trap)
  • 2A > delay 5B (frame trap) > delay 2B (frame trap) > delay 5C (frame trap)

With his arsenal of jump cancellable normals, Jin can jump barrier out of 2A, 5C or 2C and reset pressure with j.2C. It's best to go with 2A, as an opponent may expect you to jump cancel out of C normals since they usually end your pressure. The opponent may go for an anti air, but they can be baited by double jumping. If the opponent is standing, then you can go for j.2C > j.C > ground normal, which is nearly gapless. Once grounded, you get to start pressure again. After some conditioning, you can start incorporating throws i.e j.2c > j.C > dash up throw. 2A > 6A, or raw 6A is also an option.

Examples:

  • 2A > jump cancel > j.2C > j.C...
  • 5B > delay 2B > delay 5C > jump cancel > j.2C > j.C...
  • ...2A > delay 2A > dash 2A...
  • ...2A > 6A
  • ...2A tick throw
  • You may also go for throws and pressure resets with 2A after 5B once you condition the opponent to keep blocking by utilizing 5B > 2B/5C frame traps.

Pressure Resets

Jin possesses an array of options to consider if he desires to reset pressure outside of staggering.

6D

Simplest meterless pressure reset at Jin's disposal, virtually anything can gatling in to 6D. Naturally it is possible to mash on the startup of 6D and as a result it is best to throw it out unexpectedly in your pressure. If the opponent blocks it Jin can continue his pressure afterwards as he normally would although he still has to be mindful of how the opponent blocks it as, IB(B) will limit your options. It is + enough on block to allow you to callout any jump outs or backdashes with 665B although if an opponent is aware he can mash on the 665B attempt, especially if he IB(B)'d. It should be noted that in OD the frame advantage is far greater (+12 from +6).


2D

Another meterless pressure reset, however it is significantly harder to use as Jin must be far enough from the opponent in order to connect the 2D and even then it is only +1 on normal block which doesn't provide Jin with easy ways to extend pressure although it is possible to still catch the opponent with an immediate 236A after 2D as it allows a delayed special cancel. Most commonly used after a far hit 5C. It should be noted that in OD the frame advantage is far greater (+7 from +1).


OD 5D Dash Cancel

Option specific to Overdrive, a cheeky option to consider as it is generally going to be neutral on block if the DC is done immediately, which allows a pressure reset if the opponent respects Jin enough. Obviously it is possible for the opponent to mash after the dash cancel with either a normal to potentially trade or gamble by utilising a reversal.


236D

25 heat pressure reset, it is also possible from virtually any button at Jin's disposal. However it is generally possible for the opponent to either attempt to use a reversal to get out of any move in to 236D or ODR > EA to hit Jin out of 236D. The only airtight gapless way to go in to 236D is from 6C.


6A on hit

6A is essentially a pressure reset for Jin if it is not blocked or hitconfirmed with an RC as it is +4.

Defense

Okizeme

In general, Jin has strong oki. He is able to cover a large set of tech option utilizing a few option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.s. In particular his 2A and 2B are extremely useful. 2A is very consistent at picking up forward roll and quick rise attempts, is a strong meaty option, and can OTG a portion of the cast. 2B is equally strong as it can catch most tech options and OTGs the entire cast, however its rather unreliable at catching forward rolls after the 214B~C ender due to its lower speed and active frames often missing the rolling opponent entirely or hitting them on the other side allowing the opponent to burst you into the corner.

A staple part of Jin's oki is using plinked normals in setups to autoconfirm if the opponent attempts to pick an option other than neutral tech. In most setups you press an initial button that covers various tech options and serves as a whiff frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. if they neutral tech. This normal is then plink Rapidly pressing one button after another, sometimes as quickly as 1 frame apart.ed into another (usually 5B or 5C) to automatically pickup the first button into a combo if they teched. This normal won't come out if the opponent neutral techs.

Combo Enders

214B~C

Staple combo ender for oki that ends in a hard knockdown. Can be comboed into from almost any grounded hit in one way or another, most commonly after 3C. Leaves you very close to the opponent, in which case 2B will likely allow the opponent to sideswitch with Jin even on a succesful roll catch. This knockdown allows Jin to safejump 9f and slower reversals should he choose to not waste time checking rolls.


623C

In heavily scaled combos the second hit of 214B~C doesn't connect, in those situations you have to finish the combo with 623C. Rehhyou ender can also be used to apply a soft knockdown to your opponent making them unable to roll before you act if they choose to not emergency tech as soon as they touch the ground.


j.214C

Air combo ender that ends with a hard knockdown. Midscreen this move is a reset to neutral which may or may not be desirable.


22C High air hit

Jin's best knockdown, usually accomplished by catching a falling opponent hit by 623C > 5B or after OTG 2B.

214B~C Oki

After 214B~C Jin can cover all tech options but not at the same time, by alternating between two different roll checks Jin can force respect from his opponent which will open up opportunities for the use of other mixup options and safejumps.

Back roll check

  • 662B
    • This is the primary option to go for against opponents not mixing up their tech options. 2B will catch backroll, quickrise, and delay tech for a combo. It will also setup an autotimed meaty 2A if the opponent neutral techs.
    • Forward roll is the only option this setup does not cover.
    • On succesful hit it can be picked up with either 5B or 5C to get a combo.
  • 62A
    • Alternative back roll catch, requires a deeper microdash however. Works much in the same way as 662B with the added bonus of 2A being somewhat safer.
    • Also loses to forward rolls.
    • On succesful hit it can be picked up with either 5B or 5C to get a combo.

Forward roll checks

  • 2A
    • This option is primarily used against opponents that like to forward roll and will pickup for a full combo. It also catches quickrise and sets up a fairly easy to time meaty 2A, needing only a slight delay.
    • Delay tech for most characters and backroll will beat this option, but you will be safe and in fact plus enough to attempt to meaty again, if your opponent does not tech you can just go for another 2A or 2B.
    • On succesful hit it can be picked up with either either 5B or 5C to get a combo.
  • 2B
    • It is also possible to check forward rolls, quickrise and No Tech with this, however this option will sideswap on a forward roll if the opponent attempts it while he is right next to Jin.
    • Delay tech will still beat this option, however you are safe and still in a position to attempt to meaty again.
    • On succesful hit it can be picked up with either 5B or 5C to get a combo.

Safejump

After the 214B~C or High air hit 22C ender you can forgo a rollcheck and go for a safejump/air dash mixup instead.

  • 9 dl. j.2C safejump
    • Jin can safejump 9f and slower reversals from a neutral tech. Make sure to delay your air normal to be as late as possible and hold back after inputting the air normal.
    • Both rolls will escape the safejump and delay tech can avoid it hence why establishing respect with roll checks is necessary.
    • Can opt to go for an interuptible low to the ground airdash instead of safejumping to enable late air dash j.2C>j.D vs land 2B/Throw mix.
  • IAD j.2C safejump
    • Safejumps 9f and slower reversals, while also covering backroll.
    • If the opponent backrolls you may cross them up depending on when the j.2C is input.
    • Delay tech and quick rise can both beat this option.

j.214C Oki

Midscreen j.214C ender resets to neutral, in the corner however microdash 2B~5B or 2B~5C covers every wakeup option and recovers in time for a meaty 2A should your opponent choose to neutral tech.

Snowflake Oki

Off of many knockdowns, using 236D is a powerful way to force your opponent to hold upcoming mixups. Popular options that can lead into Snowflake include air hit 22C, air hit 623C and j.214C in the corner. There are other setups as well that can lead to Snowflake oki, so experiment and mess around!

Example of Snowflake Oki covering Different Tech Options


Ice Restands

Combining into 22C while your opponent is frozen can lead to strong restands and create strong reset situations. Because Freeze doesn't go away when they're hit with 22C, you can add damage to a combo and keep them frozen on the ground. By using moves that prorate heavily, you can end the combo prematurely and immediately transition into your pressure again.

Tips and Tricks

  • Use IB and IBB to gain meter quickly! It's especially helpful with Jin's defensive options
  • Overdrive is a strong combo tool for Jin. You're often better holding onto it to deal serious damage later on.

Fighting Jin

A video that shows punishable gaps in Jin pressure

Navigation

 Jin Kisaragi


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