BBCF/Jin Kisaragi

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Overview

Overview

Jin is one of Blazblue's closest examples of a "Shoto" character. He's a good all-arounder with many tools for any given situation. He is also beginner friendly and relatively easy to pick up. Jin's unique mechanics come in the form of his Drive and his EX Specials. Jin's Drive gives him the ability to Freeze his opponents and followup with attacks, or create unique mixups to continue his offense. Jin's EX specials allow him to use stronger versions of his special attacks at the cost of Heat. Jin's Overdrive is also an amazing tool that powers up his Freeze mechanic and greatly improves his damage.

Unfortunately, Jin lacks immediate access to his strongest mixups, as they require meter. As a result, Jin typically relies on stagger pressure, backed up by his solid neutral tools. Additionally, Jin is a rather meter hungry character. On top of system mechanics, Jin needs to spend Heat to make the most of his unique options. Despite some of these shortcomings, Jin still sees use at the highest levels of play. A good understanding of Blazblue's mechanics and fundamentals will take any Jin player far.
Playstyle
Jin Kisaragi is a good all around character with mechanics that will be familiar to people who have played more traditional fighting games.
Pros Cons
  • All-Rounder: Jin has tools for just about every situation. He can poke effectively, he has great pressure and Oki options, and he can even zone with some effectiveness. This gives him a lot of versatility in matchups.
  • Easy Gameplan: Jin is a straightforward character with low execution barrier.
  • Scary Combo Game: Thanks to his open gatling table, great normals and freeze, Jin can hitconfirm anything into sizeable damage and corner carry, especially if he has 25 meter to spend on his Drive-enhanced specials.
  • Defensive Powerhouse: Jin has access to various reversal options, including two reversal DPs and a counter super (Yukikaze).
  • Zettou: A great Overdrive that gives him multiple reset opportunities which can send his already high damage even higher and makes him a terrifying threat in pressure.
  • Resource-dependent: Needs Heat and/or Overdrive for his strongest mixups, combos and resets. While Jin is still somewhat effective without meter, he'll be constantly burning it throughout the match.

Drive: Reitou

Reitou enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities. As a basic rule of thumb, Jin's Drive normals can only cause the first freeze in a combo and he can use his EX Specials for further freezes.

See the attack attribute page for more details on how Freeze works.

Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear ACR, EX attacks from Street Fighter 4, and SB Skills from Persona 4 Arena.

  • All of Jin's EX Specials freeze the opponent and have Freeze Count 10, effectively ignoring the Freeze Count limit.
  • If Jin attempts an attack that requires 25% Heat without sufficient meter, the non-EX version will be done instead (for example, inputting 623D with less than 25 Heat will cause Jin to perform 623C).
  • All EX Specials trigger Heat cooldown for about 3 seconds (180F) upon use.

Overdrive: Zettou

Zettou is Jin's Overdrive. During Overdrive, all of Jin's sword normals and specials freeze the opponent; the Freeze Count limit for Jin's normal Drive attacks is altered; and Jin's EX specials gain additional properties (ground bounce, wall bounce, etc.).

  • Sword normals (5C, 2C, 3C, 6C, j.C, j.2C) will now freeze the opponent and have a Freeze Count limit of 3.
  • Normal Drives (5D, 2D, 6D, j.D) gain an extended Freeze Count limit of 3.
  • Special moves will now freeze the opponent and have a Freeze Count limit of 5.
  • Normal Drives (5D, 2D, 6D, j.D) gain more frame advantage and freeze for a longer period of time.
  • Most EX Specials gain better effects on hit for combo extensions, and lose their heat cooldown period.

Jin gains many new combo routes and damage through these new properties. Jin can use Overdrive to either do lots of unburstable damage like most characters, or to go for new resets using Freeze.

Normal Moves

  • All of Jin's Normal moves and Drive moves are Special and Super canceable except 6A and 6D

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 11 -2 B
  • Cancels into itself up to 3 times per string.
  • Jump cancelable on hit and block.

Standard jab. Whiffs on crouching opponents except those with large crouching hitboxes, such as Tager and Relius. Can be used as an antiair against late/weak jumpins.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80 +7

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400×2 Mid 8 4(2)1 16 -3 B
  • Jump cancelable on hit.

A two hit move. Both hits have a slight vacuum effect. It has good reach and quick a startup, making it a common combo starter. Used as a frame trap tool since it can cancel into many normals, and being only -3, makes the opponent guess if you will frame trap them with a gatling or reset pressure. Has a backward hitbox that is capable of hitting cross-up. In addition to its use in pressure, 5B is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly.

Gatling options: 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 100 85 -4

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Mid 10 4 19 -6 B
  • Freezes opponent for 30F during OD. Freeze Count 3.
  • Hitbox fully extends on frame 12.
  • Jump cancelable on hit and block.

A strong zoning and neutral tool. One of Jin's best pokes. It has a pretty quick startup, particularly for its range. Use it as a frame trap or to fish for CHs in neutral. On CH, 5C > 3C will confirm even at max range.

The first two active frames have little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!

Gatling options: 6B, 2C, 6C, 3C, 5D, 2D, 6D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 -6
  • During OD Freezes for 30, Freeze Count 3

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 7 4 9 -1 F
  • Jump and Throw cancelable on hit and block.

Average startup but it has decent reach and is only -1 on block. Mostly used for stagger pressure and sometimes as a situational antiair, as Jin's hitbox shrinks quite a bit, allowing him to low profile some air attacks, such as his own j.B. Jump cancelable on hit and block. It also has use as a meaty, as if an opponent tries to forward roll, Jin will autocorrect and tag them, while an opponent who neutral techs will block 2A.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 5D, 2D, 6D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80 +7

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Low 9 2 15 -3 F

Hits low. Two frames slower than 2A, but 2B has more range and is a better starter; in return, it has more recovery than 2A. Can be used to reset pressure from time to time. Gained one active frame in 2.0, though total duration on whiff remains unchanged.

Gatling options: 5B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85 +1

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
930 Mid 17 3 31 -17 B 9~19 H
  • Head invul 9-19f.
  • Freezes opponent for 30F during OD, Freeze Count 3.
  • Jump cancelable on hit and block.

It has a huge vertical hitbox but it has significant startup and recovery. Can be used as an effective frame trap due to long startup and good reward on counter hit. As an antiair, 2C is slower than some of Jin's other options, but it has a lengthy period of head invul and great vertical range, making it useful against certain air approaches; however, 2C can be beaten by quick attacks due to its startup. Those weaknesses aside, 2C has amazing vertical range and is your strongest option against air attacks directly above your head. Jump-cancellable on block, so even if an opponent tries to bait 2C with a double jump, you retain the option of jump-cancelling, albeit perhaps not offensive momentum.

Gatling options: 6B, 6C, 3C, 5D, 2D, 6D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89 -24
  • During OD Freezes for 30, Freeze Count 3

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
640 High 19 3 20 -4 B
  • 110% bonus proration.
  • Forces crouch on hit.
  • Jin's only standing overhead.
  • +4 on normal hit.

Quick and hard to see overhead that resets pressure on hit, but it can only be followed up if it lands as a counter hit or with 50 Heat. 2A and 5A are the only moves that gatling into 6A, so beware becoming predictable in your strings: Jin's 6A is an excellent tool that's difficult to block due to its speed and animation, but opponents aware of your gatling options will block 6A easily if you simply throw it in at obvious points. You give up pressure if this is blocked without meter to Rapid Cancel, but reward is poor without meter. With meter, however, 6A is absolutely terrifying and will easily lead into huge damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On CH, can link to fast normals but 6A itself cannot be canceled to anything.

Gatling options: None.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 92 -15
  • Bonus Proration 110%

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
840 All 19 4 4+14L -3 H 4~22 F
  • Looks like an overhead, but isn't.
  • Beats 2A mash.

A key combo component in metered and crouching combos. In pressure, it crushes lows and throws, and while it leaves Jin next to the opponent at -3 on block, you can cancel the recovery into air or ground specials for more options to force more respect or simply back off safely.

Gatling options: None

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92 -14

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1060 Mid 19 3 31 -13 B
  • Freezes opponent for 45F during OD, Freeze Count 3.

It has a pretty good vertical hitbox, so it can be used as a situational antiair in the corner, though it lacks head invul. Jin moves forward while performing the attack. Other than that, this move is mostly used as combo filler or as a high risk frame trap. One of Jin's strongest combo starters. 6C > 6D can be used against opponents who are truly respecting your pressure or you can cancel 6C into 236D for a true blockstring.

Gatling options: 2D, 6D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 100 84 -26
  • During OD Freezes for 45, Freeze Count 3

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Low 13 4 28 -15 F
  • Freezes opponent for 30F during OD, Freeze Count 3.

Jin's sweep, redrawn to now use his sword so it can now cause freeze during Overdrive. It has long reach and fast startup for its range, but it's punishable on block if you don't special cancel it. It can also be used to low profile under certain moves, such as Ragna's 5B at max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving 3C more range than the image suggests.

Gatling options: None

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89 -18
  • During OD Freezes for 30, Freeze Count 3

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 3 9 H

A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range.

Gatling options: j.A,  j.B,  j.C,  j.2C,  j.D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 High/Air 9 7 30 H
  • Reverse beats into j.A.

Pretty versatile move: it can be used as a jumpin, for crossups, etc. During the latter active frames, the hitbox extends fully. Capable of hitting above, in front of, below, and behind Jin at certain frames. Jump cancelable on hit and block. Crucial air to air confirm tool, j.A > j.B to tag an airborne opponent then react accordingly. Reverse beat into j.A allows for a gapless gatling after j.B jumpins that can be used to tickthrow due to the low blockstun it applies.

Gatling options: j.A,  j.C,  j.2C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 High/Air 10 3 20+4L H
  • Freezes opponent for 30F during OD, Freeze Count 3.

Another great zoning/neutral move. Mostly used as an air-to-air and to control space while fishing for CHs. Be careful not to be too predictable with this as it is easily low profiled when used air-to-ground. Can be jump canceled on hit only.

Gatling options: j.2C,  j.D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89
  • During OD Freezes for 30, Freeze Count 3

j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 High/Air 13 5 24 H
  • Freezes opponent for 30F during OD, Freeze Count 3.

Another versatile move, as it hits all around Jin. Primarily used as a jumpin due to its hitbox; unlike j.C, j.2C has a stronger vertical hitbox, whereas j.C has a superior horizontal one. Can be jump cancelled on hit and block.

Gatling options: j.C,  j.D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89
  • During OD Freezes for 30, Freeze Count 3

Drive Moves

  • Data in [ ] refers to Jin in Overdrive.

5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
960 All 17 8 20 -11 [-5] BP
  • Dash Cancelable on hit and block. Dash cancel is -6[±0] on block.

5D has a massive hitbox which makes this a good poking tool but it's relatively slow and has quite a bit of recovery. Can be special canceled.

Gatling options: None

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 79 [89] -18
  • Values in [] are during OD
  • Freezes for 26 [36]. Freeze Count 1 [3]
  • On Dash Cancel, Jin does a 22F dash. Frame advantage in this case is -6 [0]

2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
960 All 22 3 Total: 57 +1 [+7] P1
  • Vacuums the opponent on hit and block.
  • The hitbox is high enough to catch some characters double jump start up.

Pretty good hitbox and range make it seem enticing to use as a spacing tool, but if you whiff this you're guaranteed to get punished. It has a bit of frame advantage so it can be used to reset pressure, but the move requiring distance from the opponent in order to connect in exchange for the only minor frame advantage makes it somewhat limited.

Gatling options: None

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82 [92] -31
  • Values in [] are during OD
  • Freezes for 40 [55]. Freeze Count 1 [3]

6D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 31 6 Total: 65 +6 [+12] P1
  • 110% Bonus Proration.

It has a huge vertical hitbox but it has a ridiculously slow startup. It's very positive on block so it can be used to reset pressure from time to time most effective if used at a point when an opponent wouldn't expect a reset such as after 5B(1) or in place of a jump cancel after 2A/5C/2C. Jin's best drive move P1/P2 for starting combos.

Gatling options: None

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 100 84 [94] -39
  • Values in [] are during OD
  • Freezes for 45 [55]. Freeze Count 1 [3]
  • Bonus Proration 110%

j.D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
970 All 16 3 29+5L HP

It hits all around Jin so it can be used as a high risk crossup with an IAD. Mostly used as combo filler, connecting it during an air combo will restand the opponent.

Gatling options: None

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 82 [92]
  • Values in [] are during OD
  • Freezes for 50 [60]. Freeze Count 1 [3]

Universal Mechanics

Ground Throw

B+C or 4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw 7 3 23 T
  • Third hit is dash cancellable.

Jin has pretty solid throw range for Blazblue standards, and he gets pretty good damage and corner carry off it meterless. Can kara throw with 3C for additional range. You can rapid cancel the throw before the 1500 damage strike, which means you don't use the very bad proration of throw, as such it can lead to very good damage for OD meter dump.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0×2, 4 100 50 -6
  • Freezes for 55. Freeze Count 3
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw 7 3 23+3L T

As with every other air throw, this acts a pretty decent air-to-air.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Freezes for 65. Freeze Count 3
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 5 37 -23 B 1~20 All

Copies 5C's reliable hitbox. As with every other CA, it's punishable on whiff and block.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • This move counts as a special, so you can cancel most normals into this move.
  • During OD, freezes for 60F. Freeze Count 3.

Charged version sees use in the most damaging combos for less than 100 Heat. Notably it combos from 6C in the corner and OD 5C anywhere. Jin can get good damage and oki if he catches a crouching opponent with it in the corner, this combined with Jin's stickiness during pressure makes it an occasional suprise tool for 25 Heat. With 75 Heat and low health Overdrive you can surprise your opponent and seal their Burst with Crush Trigger > RC > OD to end a round.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 3 80 60 -19
5[A+B] Long 3 80 100 -29~60

5A+B:

  • During OD, freezes for 60. Freeze Count 3

5[A+B]:

  • During OD, freezes for 60. Freeze Count 3

Special Moves

Dash Cancel

66 After specific moves

Damage Guard Startup Active Recovery On-Block Attribute Invuln
22
  • Used instead of Jin's normal forward dash whenever you input 66 during moves that allow dash cancels.
  • Only possible after 5D on hit or block, or after landing either grounded throw.

Functionally identical to Ragna's dash cancel, mostly a combo tool but occasionally can be used to pressure opponents. However do be aware that it is not like a regular dash, Jin will run for a fixed duration during which he can be counterhit and is unable to do anything until the end of the short run, meaning there are instances where using this mindlessly during pressure will get you severely punished.

Starter Rating Level P1 P2 On-ODR Cancel Timing
+4

Hishouken

236A (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 All 13 Until Offscreen Total 44 -7 P1*
600 All 20 Until Offscreen Total 49+8L P1*
  • The most basic of basic projectiles.
  • Freezes in OD.

Primarily used to zone and annoy your opponents. Counter hit launches the opponent for a combo with 5B if used from within about 5C range, otherwise it just pesters them.

When used in the air, Jin will jump backwards before throwing it. Makes it useful to suddenly change momentum and fake out commitments in neutral.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236A Normal 3 90 89 -18
j.236A Normal 3 90 89

236A:

  • During OD freezes for 30. Freeze Count 5
  • During the first 9? active frames, damage 800 and floats opponent on CH

j.236A:

  • During OD freezes for 30. Freeze Count 5
  • During the first 9? active frames, damage 800

Hishousetsu

236D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236D 600×3 All 18 169 Total: 52 +27 P1*
j.236D 600×3 All 24 169 Total: 40+8L P1*

236D is a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, it resets pressure very well (especially off of 6C, in which case the cancel is airtight and Jin is moved forwards), and it can allow continued pressure after normally unsafe pressure options like j.D, 6C, 3C, etc. while simultaneously auto-hitconfirming. It can also be placed either during okizeme for the opponent to wake up into or planted during certain neutral situations to passively control space for little risk.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236D Normal 3 90 89×3 -26
j.236D Normal 3 90 89×3

236D:

  • Freezes for 36. Freeze Count 10

j.236D:

  • Freezes for 36. Freeze Count 10

Musou Senshouzan

214B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 640 Low 17 8 16+7L -10 F
214B~C 1000 All 14 4 6+20L -13 H

The infamous "Ice Car", sadly even less fit for neutral than it was in days past. Mostly used as combo filler and as a combo finisher. Can create tricky pressure situations with RC on the second hit, but beware guard cancel overdrive. Despite looking like Jin is off the floor, he is still considered grounded during the first part and can be ground thrown out of the move.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214B Normal 3 90 89 -21
214B~C Long 3 90 89 -17

214B:

  • On hit/block, goes into recovery animation
  • During OD freezes for 45. Freeze Count 5

214B~C:

  • During OD freezes for 45. Freeze Count 5

Musou Tosshougeki

214D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214D 640 Low 17 10 16+7L -11 F
214D~C 1200 All 14 3 9+18L -13 H

Can sometimes be used to punish projectile zoners if you get a read on them, but the move lacks any sort of invul or hitbox shenanigans that would give it notable priority so don't expect miracles, Jin is still considered grounded until he starts the second slash so it can't even defeat throws. Mostly sees use as a metered combo tool - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214D Normal 3 90 89 -23
214D~C Long 3 90 89 -17

214D:

  • Freezes for 45. Freeze Count 10. Otherwise 26F hitstun
  • On hit/block, goes into recovery animation

214D~C:

Fubuki

623B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
950 Mid 8 3 33 -17 B 5~10 H

Thanks to its speed, hitbox, and head invul frames, Fubuki works well as an antiair, particularly for covering specific angles taken by opponents and against very fast air attacks that can't be answered with 2C. Just make sure the move is at least blocked: on whiff, Jin is vulnerable to a punish due to the move's lengthy recovery, while on block, you at least retain the option of Rapid Canceling to keep the initiative.

Important for meterless routes in the corner, as you can continue combo with 623C or j.C into j.D for an easy freeze.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 82 -17
  • During OD freezes for 55. Freeze Count 5

Rehhyou

623C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 Mid 13 3 49 -33 B 1~15 All
  • Meterless reversal.

An alright meterless reversal with huge vertical range that is decent at catching air crossups, but the horizontal range leaves something to be desired and you're in a terrible counter hit state for the entire huge recovery window if you miss or get blocked. Worse still, Jin is considered to be crouching during this move, meaning your opponent can potentially inflict even more damage if they get a counterhit and crouch confirm against it. Has a bad starter rating and only leads to reward on air counter hit. However, you can get a safe jump with CH. For most cases, gets outclassed by 623D as a much better reversal, relegating this move for when you don't have the Heat to spend, or are countering more aerial approaches.

Sees some use as filler in corner combos. If you land this while your opponent is high enough in the air, you can combo afterwards with 5A or 5B and still get an ender.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 60 92 -38
  • During OD freezes for 70. Freeze Count 5
  • reversal

Hirensou

623D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900, 1200 Mid, All 13 3(23~77)1 42 -26 B 1~21 All
  • Second hit is chargeable.
    • Fully charged hit is a Fatal Counter.
    • Fully charged hit becomes unblockable. (can be Barriered in the air)
  • Second hit wallsticks in the corner and is a long starter.

Your go-to reversal that hits all around Jin. Huge horizontal hitbox and hefty invul frames. Sees a lot of love in corner combos. Sends the opponent flying for a wall bounce at midscreen. Being a VS starter, you can only confirm it into 3C > 214B~C midscreen. This move is relatively unsafe on block but has solid pushback and you can try a frame-trap with delaying the second hit and waiting your opponent to open up. However, the second hit can be low profiled by some characters.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short, Long 4 70 92×2 -55~109
  • First hit freezes for 50. Freeze Count 10
  • Second hit is Unblockable and Fatal Counter if fully charged
  • reversal

Sekkajin

22C near opponent

Damage Guard Startup Active Recovery On-Block Attribute Invuln
385×4 All 8 2(3)2(3)2(3)2 28 -13 B
  • Fatal Counters.
  • Freezes opponent for 50F if already frozen. Freeze Count 3. During OD, Freeze Count 5.
  • You must be close to the opponent in order to trigger this move, otherwise Jin will go into a punishable whiff animation. Can be canceled into the followup on hit for 25 Heat.

Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets in the form of restands. This ensures that the opponent cannot delay tech/roll out of the reset, and are tricky to reversal out of because Jin can simply run up and 5A (up to about 3 times) to throw off a defender's timing. From an ice restand, you can throw, use an overhead, use a low, or simply continue pressure. There are many mixups and pressure resets Jin can use.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 -26
  • Fatal Counter
  • If opponent was frozen, then last hit freezes for 50. Freeze Count 3
  • During OD, last hit freezes for 50. Freeze Count 5
  • If too far away from opponent Jin does not attack and does a pose instead, total duration 37

Sekkajin Followup

22C~D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400, 800
[200×6, 800]
All 25 10 [2×5,8] 52 -45 B

The 22C followup, it's useful for switching sides with your opponent mid-combo in the corner. It sends the opponent flying a little in air. Can combo into 665C > 2C > 6C > 214B(w)~C midscreen.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 100, 74 [100×6, 74]
  • First hit of followup freezes for 70. Freeze Count 10
  • Only 1 hit on block/whiff. Recovery in this case is 52F

Hizansen

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 13 3 Until L+7 H
  • Causes a short untechable crumple on ground hit.
  • Causes a long untechable crumple on ground Counterhit.

Pretty good hitbox and the recoil causes Jin to float a bit which makes this a decent air to ground and useful for baiting and punishing certain antiairs. Causes hard knockdown which makes it a good combo ender in or near the corner. Sees love in midscreen 6B > dl j.214C routes, and is usually continued the combo with 662B. But it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 90 82
  • During OD freezes for 55. Freeze Count 5

Hizangeki

j.214D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 1200 All, High/Air 9 1(9)3 22+5L H
  • Fastest TK j.214D startup is 22 frames.
  • TK j.214D is -5 on block.
  • Causes untechable crumple on groundhit.
  • Causes ground bounce on Overdrive air hit.
  • First hit cannot hit grounded opponents, even if hitboxes overlap.

You can use this move as an overhead if you use it immediately off the ground with a TK motion. Other than that, it can be used to extend combos.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 90 100, 82
  • First hit freezes for 80. Freeze Count 10

Distortion Drives

Touga Hyojin

632146C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1600, 400×N All 1+(30 Flash)+8 Until Offscreen Total 44 -16 P2* 1~2 All

Jin launches a fast shockwave of slashes that flies toward the opponent.


Normal Version

It can catch people off guard or pushing buttons from time to time during neutral. Pretty useful against projectile zoners. Definitely not a super you want to use up close, as it has a small minimum distance in order to connect. You WILL get hit out of the startup if a projectile is already too close to you or a poke is about to touch you when you finish inputting the move, so don't throw it out on a whim.


Overdrive Version

During Overdrive, the wave will freeze the opponent and Jin will deal several extra hits. Serves you as the combo ender as it has the highest Minimum Damage during Overdrive at 1120.

  • 20% Minimum damage: 640 [1120]
  • Not a singular projectile. Instead each hit of this attack is a new instantaneous projectile spawning slightly ahead of the previous.
    • This property allows this move to destroy even other level 2 projectiles without being affected by the time it reaches the opponent.
  • Cannot hit more than 5 times in total, regardless of hitboxes.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 72 -18
  • During OD freezes for 100. Freeze Count 20
  • Minimum Damage 20%: 320+80×N

Hiyoku Getsumei

632146D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
632146D 1000, 200×14, 1100
[1000, 200×20, 1100]
All 5+(45 Flash)+ 5 Until Offscreen Total 63
[Total 54]
-35 [-26] P2* 1~11 All
j.632146D 1000, 200×14, 1100
[1000, 200×20, 1100]
All 5+(32 Flash)+5 Until Ground Total Until L+15
[Total Until L+10]
P2* 1~13 All

Normal Version

Jin launches a very high speed projectile at 30 degrees upwards (ground version) or 30 degrees downwards (Aerial version). Outside Overdrive, this is your go-to combo finisher when you need to add extra damage to a combo.


Overdrive Version

During Overdrive the damage increases and the recovery decreases, making it possible to link other supers after this move if the air version was done close enough to the ground (after 6B or as a TK motion), in the corner however you can link a microdash 3C to continue your combo meterless or finish it with a microdash 3C > EA.

  • If the first hit is blocked or missed, other hits do not occur.
  • Minimum damage: 735 [915]
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
632146D Normal 4 80 82 -37 [-28]
j.632146D Normal 4 80 82

632146D:

  • Values in [] are during OD
  • First hit freezes for 45. Freeze Count 20
  • Only does 1 hit on block
  • Minimum Damage 15%: 735 [915]
  • reversal

j.632146D:

  • Values in [] are during OD
  • First hit freezes for 45. Freeze Count 20
  • Only does 1 hit on block
  • Minimum Damage 15%: 735 [915]

Kokuujin: Yukikaze

236236D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236236D 1+(36 Flash)+33 1~14 Guard HBFP+Burst
236236D Attack 500, 3500
[500×5, 3500]
Unblockable 57 15 77 B 1~End All

A super parry, akin to what Hakumen has.


Normal Version

Situational counter reversal that catches both highs and lows, can be effective when used against safejumps or to escape setups meant to pin down Jin in blockstun such as Carl's Rhapsody of Memories (236236D) or Tsubaki's Requiem Maledictus (632146B). In these situations, the opponent can often avoid the attack, but Jin is fully invincible so the best they can do is get a meaty afterwards.

It should be noted that it can punish certain projectile attacks. Since superflash and guard point begin on the first frame, if the guard point blocks during the superflash, Jin skips his part of the super flash and goes right into the attack while everything else is still paused as normal for the superflash, even on projectile attacks, effectively the attack's startup time becomes 21F.


Overdrive Version

OD version deals extra hits and has a cooler ender. Not that you shouldn't use it, but your reversal options all freezes during OD and allows for possibly more damaging combos.

  • 20% minimum damage (Normal: 800 OD: 1200). Not that you will ever see this.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236236D
236236D Attack Normal 4 100 100, 60 [100, 92×5]

236236D:

  • If an attack is caught on 1F, then attack startup begins during super flash (attack startup effectively reduced to 21)
  • On Guard Point, hitstop for Jin is 4F. Opponent hitstop is 72F
  • parry reversal

236236D Attack:

  • Values in [] are during OD
  • First hit Fatal Counter
  • Only does 1 hit on whiff
  • All except last hit Freeze for 180. Freeze Count 60
  • Minimum Damage 20%: 800 [1200]

Exceed Accel

Gekka Hyourou

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 300×4, 1250
{600, 400×10, 1250}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

One of Jin's better combo enders in Active Flow. It's particularly great for Jin because it keeps the opponent near Jin, allowing for solid oki. It also hits an angle, so it functions well as an antiair. The pushback also makes it difficult for most characters to punish this move. On regular block, only characters with long and quick jabs (e.g Ragna 5A) can punish this after a microdash. On instant block, however, most of the cast can punish this move. Like many EAs with good vertical hitboxes, this move has a relatively average horizontal hitbox. At some spacings, certain characters can even duck and cause this move to whiff entirely. However, this spacing is very precise and difficult to maintain in a match.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 100 -30 [-20]
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 305 {585+58}

Astral Heat

Rengoku Hyouya

[2]8D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 27315 Low/Air 6+(60 Flash)+25 10 95 -86 F 1~30 All
  • Long invuln to go with its long startup, but runs out of invuln just before becoming active.

An impractical fullscreen low. You'll really only use this move if you're paired up with a sandbag since Jin needs all the meter he can get. If you must... it combos from ground throws, 2D, and 6D.

Because the invuln runs out as the move becomes active, it's possible for it to trade. When this happens, Jin will get counter hit and fail to continue into rest of the Astral, while the opponent will be staggered but take no damage.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92 -109

Colors

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BBCF Jin color 24.png
Color 19
Color 20
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Color 22
Color 23
Color 24


External References


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