BBCPE/Jin Kisaragi/Strategy

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Jin is one of those characters that has a tool for almost every situation. Jack of all trades, master of none type of character. He has pretty good poking tools such as 5C, 2D, ,j.C and Fubuki as well as his Ice Blades if he wants to play a zoning game. He has moderately fast normals with good range such as 5B and 2A if he's close to the opponent. You'll want to play him as the match-up dictates, zone against opponents with a weak neutral game (Tager, Kagura) and rush in against opponents with a stronger neutral game (Nu, Rachel).

In any other situation, you'll want to fish for CHs using 5C and j.C, as well as fish for confirms with Ice Blades and 2D. Once you confirm into a combo, you get the options to either finish your combo and knock the opponent down or freeze them and attempt a mix-up.

Jin's basic mix-up options are rather weak. While his 6A is insanely fast, it can't be followed up unless you RC it or land a CH. That which means that Jin must use his Drives in an attempt to mix-up the opponent. However, in the corner you gain the option of jump canceling 5B at the end of a combo; you'll use its vacuum effect to drag the opponent towards you just enough so that you can IAD towards the corner, squeeze in that gap that you just made with the vacuum effect, and attempt a quick cross-up using j.2C. If you have 25 Heat, you can go for TK Hizangeki and use it as an overhead. If you have 50 Heat, you can RC 6A into a full crouching combo.

In short, Jin will be fishing for CHs and confirms with j.C, 5C, Ice Blades, and 2D. He'll want to force the opponent into the corner where he becomes a real threat thanks to Hizangeki and his 5B resets.


Use but not abuse Jin's j.C as a poke and an air-to-air. Jin can zone and successfully poke the majority of the cast with j.C because of its insane range and speed. It leads to a nice combo on CH as well. It can be crouched under and punished though, that's why you shouldn't abuse it.

5C and 2D can also be used to poke the opponent but the latter is highly punishable on whiff. You're going to want to use 5C according to the opponent that you're facing. If they have a move that's faster than your 5C at its optimal range then you'll want to refrain from using it too often. 2D needs to be used when you've conditioned the opponent to block it. Some common examples of these scenarios include the 5C > 2D block string, 2D on their neutral wake-up, against a move with a lot of recovery, and as your opponent is falling down. You can just throw it out naked but you have to make sure that the opponent will block it at the very least.

2A has a pretty good hit-box, low profiles under certain moves, and can be used to start pressure. You'll be using this move to poke from time to time.

The Ice Blades are a decent way to try and get a response out of your opponent. You'll mostly be using TK j.236C because it has less recovery than 236A. If the opponent jumps over the TK j.236C and tries to approach you, then you can try to intercept their approach with j.A, j.C, or an air throw depending on the distance between you and your opponent. If the opponent just sits there and blocks it, then you can try and get in. If they IB it, then you have to be careful as to how you want to rush down as you lose a bit of frame advantage. You'll be trying this approach from all the way across the screen as even TK j.236C can be punished with an IAD > air attack.

The Ice Wave super comes in extremely handy against zoners. On reaction, you can stuff things like Rachel's Tempest Dahlia or Lambda's 214D. Outside of that, zoners will have to play a lot more reserved because the Ice Wave will mow down any and every projectile.


Once you get in, you'll want to start using 2A to pressure. Do 2A x n > dash > 2A x n and see how the opponent reacts to that. If they're mashing A then frame trap them next time with 5C. If they're mashing reversals then bait them next time by simply holding back or jumping. If they're trying to jump away then simply delay your 2As from time to time; the opponent will most likely be hit during the jump start-up and you can hit-confirm from there. That or just do 2A > 2B and the low will connect since they're letting go off down + back in order to jump away.

You'll want to use 2B to reset pressure now that 5B is -6 on block. 2B is -3 but with proper conditioning, you can setup frame-trap and reversal bait scenarios. Other than that, you'll want to use 6B or 2D to reset pressure depending on the distance between you and your opponent. Throw some jump cancels here and there and try to screw with your opponent's head using j.2C.

Since throws, 2B, and 6A can only take you so far when it comes to opening the opponent up, you'll want to use Hizangeki when you have the meter. Performing a TK motion using Hizangeki will give you a 22F overhead that leads to 4K+ in the corner. Canceling 6B before you touch the ground into Hizangeki yields similar results.

Freeze Resets

Another important aspect of Jin's mix-up includes the use of resets. Jin can go for a reset any time he freezes an opponent or after 5B on the ground. From a j.D high in the air you can use a 5B to tag them if they're not holding barrier. The way this works is that you'll most likely be below them when you use j.D, you'll land and have enough time to use 5B for a reset. If they're holding barrier then you can pressure reset. Other than that, you can also run under them after the j.D and attempt a cross-under mix-up with 5B.

From a 6D freeze late in a combo, you can create a scenario where the opponent will have to guess whether to block high, low, or tech a throw. Your options here are jump > air dash > j.B/j.2C, jump > falling j.2C low to the ground for a feint high and then you'll land and do 2B.


Mid-screen, 214B~C Knockdown

You don't really have many options in terms of catching rolls after this type of knockdown. 2A will act as a meaty if the opponent goes for a neutral tech and will OTG them for a new combo if they try to sneak-in a quick tech. 2A will only catch forward rolls if you were relatively far away from the opponent after the 214B~C knockdown or if they're too slow with their forward roll. There's nothing you can do if the opponent decides to go for a back roll, other than chase after them. The main reason you'll be using this type of combo finisher is because of the Heat gain (+9 on the 2nd hit of 214B~C).

Mid-screen, 22C Stagger

You sacrifice a bit of damage and Heat gain but you lock your opponent down with a stagger. From there you can start some new pressure or go for some high-low or throw mix-up. This is the go-to combo finisher if you absolutely must not allow your opponent any breathing room.

Mid-screen, 3C > 22C Knockdown

You sacrifice a bit of damage and Heat gain compared to 214B~C and the lockdown from 22C but you carry the opponent further into the screen and closer to the corner. Furthermore, you gain the ability to punish any type of roll after this type of knockdown. After the 22C, you need to run up to the opponent and use 5B if you suspect a forward roll. If they neutral tech, it will act as a meaty and if they roll forward they'll get caught. If you suspect that they will roll backwards then run up to them and use 5C, the 5C will act as a meaty and catch the back roll for huge damage.

Corner, 22C Knockdown

The standard combo finisher in the corner. All you have to do is jump and use j.2C low to the ground to use it as a meaty, to catch forward rolls, and to safe jump reversals.

Corner, j.214C Knockdown

This type of knockdown is only used if you go into the damage route in a corner combo. Your best option here is to go for run-up 2A which will act as a meaty and if timed correctly it will tag the opponent out of a forward roll. The opponent will not be able to roll out of the corner because you'll body block them as you go for the run-up 2A.


Jin has some pretty decent defensive tools with Yukikaze, DP D, DP B, 2A, and 2C.

Yukikaze is better used against your opponent's pokes where you're out of your opponent's throw range. If you read a poke or wanna be flashy with a reversal kill, then use Yukikaze. It can also be used to escape projectile oki scenarios such as Rachel's frog, Makoto's orb, or Kagura's orb. Yukikaze truly shines as an escape tool when Carl or Relius use their Rhapsody of Memories/Duo Bios super to force you to block. Not only will you be able to dodge the dolls trying to lock you down because of Yukikaze's invulnerability but Carl and Relius will be forced to find a way to dodge Yukikaze, and a simple super jump > double jump won't cut it. That's because when Jin hits any of the dolls with Yukikaze, it extends the active frames considerably.

DP D is your go-to reversal; it has amazing range and the second hit can be charged up and released at any time in order to screw with your opponent trying to dodge it or punish it. You should only use DP C if you get a really good read on your opponent; it has horrible horizontal range, speed, and gives the opponent all the time in the world to punish you with their best combo starter.

As far as anti-airs go, you have Fubuki, 2A, and 2C. Fubuki is extremely fast, has pretty good reach, and has head invulnerability starting on frame 4 but it's negative on block and punishable on whiff. 2A shrinks Jin's hurt-box and allows him to low profile under a few jump-in attacks. 2C has an insane vertical reach and has head invulnerability starting on frame 9 but it has a slow, 17F start-up and a ton of recovery on whiff.

BlazBlue: Chrono Phantasma Extende
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