BBCF/Jin Kisaragi: Difference between revisions

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==Overview==
{{BBCF/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=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.


======<span style="visibility:hidden;font-size:0">Overview</span>======
Unfortunately, Jin lacks immediate access to his strongest mixups, as they require resources. 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.
{{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.
{{BBCF/Infobox
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)
| reversal = [[#Rehhyou|623C]] (13F)<br/>[[#Hirensou|623D]] (13F)<br/>[[#Hiyoku Getsumei|632146D]] (10F)<br/>[[#Kokuujin: Yukikaze|236236D]] (Catch 1~14F)
| fatalStarter = [[#Sekkajin|22C]]<br/>[[#Hirensou|623[D] (2)]]<br/>[[#Kokuujin:_Yukikaze|236236D]]
}}
{{card|width=4
|header=Drive: Reitou (Frost Bite)
|content=Jin's Drive gives him the ability to freeze his opponents, allowing for extended combos and unconventional reset opportunities.
<!-- There's a better way to write this, I think.-->
As a basic rule of thumb, Jin's Drive normals can only freeze once in a combo and he can use his EX-Specials for further freezes.


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.
See the [[BBCF/Damage#Hit_Effects|attack attribute page]] for more details on how Freeze works.
|lore= Jin is a Major in the NOL and one of its elite commanding officers. While known for his cool and calm demeanor, he is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. After the events of Chrono Phantasma, he begins to work with Trinity Glassfille to stop Terumi and Izanami once and for all.
|quote=
|summary= is a good all around character with mechanics that will be familiar to people who have played more traditional fighting games.
|pros=
*Has tools for just about any situation.
*High average damage.
*Can hitconfirm pretty much everything into damaging combos, especially when he has 25 Heat.
*Has access to various reversal options, including two reversal DPs and a counter super (Yukikaze).
*Great Overdrive that gives him multiple reset opportunities.
*Effective zoning game with strong projectiles and pokes.
*Straightforward character with low execution barrier.
*Strong and safe pressure.  


|cons=
Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks from ''Guilty Gear Accent Core +R'', EX Attacks from ''Street Fighter IV'', and SB Skills from ''Persona 4 Arena''.  
*Resource-dependent; needs Heat and/or Overdrive for his strongest mixups, combos and resets.
|unique_mechanic1_name= Drive: Frostbite
|unique_mechanic1=
Frostbite enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities.
<!-- There's a better way to write this, I think.-->
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 [[BBCF/Attack_Attributes#Miscellaneous_Hit_Effects|attack attribute page]] for more details on how Freeze works.
* 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 {{clr|D|623D}} with less than 25 Heat will cause Jin to perform {{clr|C|623C}}).
* All EX-Specials trigger Heat cooldown for about 3 seconds (180F) upon use.
|header2=Overdrive: Zettou (Frost End)
|content2=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 (groundbounce, wallbounce, etc.).  


Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear AC, EX attacks from Street Fighter 4, and SB Skills from Persona 4 Arena.
*Sword normals ({{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|C|6C}}, {{clr|C|j.C}}, {{clr|C|j.2C}}) will now freeze the opponent and have a Freeze Count limit of 3.
* All of Jin's EX Specials freeze the opponent and have Freeze Count 10, effectively ignoring the Freeze Count limit.
*Normal Drives ({{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|j.D}}) gain an extended Freeze Count limit of 3.
* 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 10 Heat will cause Jin to perform 623C).
* All EX Specials trigger Heat cooldown for about 3 seconds (180F) upon use.
|unique_mechanic2_name= Overdrive: Frost End
|unique_mechanic2=
Frost End 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.  
*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.  
*Normal Drives ({{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|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.
*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.
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.
}}
{{card|width=4
|header=[[File:Beginner.png|50px]] [[/Starter|Starter Guide]]
|content=Need help getting started? Go to [[/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
}}
}}
</div>
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
*All of Jin's Normal moves and Drive moves are Special and Super canceable except {{clr|A|6A}} and {{clr|D|6D}}
===<big>{{clr|A|5A}}</big>===
{{BBCF Move Card
|input=5A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 11
}}
Standard jab. Whiffs on crouching opponents except those with large crouching hitboxes, such as Tager and Hakumen. Can be used as an antiair against late/weak jumpins.
*Cancels into itself up to 3 times per string.
*Jump cancelable on hit and block.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}


===<big>5A</big>===
===<big>{{clr|B|5B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Jin_5A.png |"Proceed this way to the trash can, if you please"
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 8
</div>
|active  = 4
<div class="attack-info">
|inactive2= 2
{| class="wikitable attack-data"
|active3  = 1
{{FrameDataHeader-BBCF}}
|recovery = 16
|-
}}
{{#cargo_query:tables=MoveData_BBCF
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, {{clr|B|5B}} is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly.
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
*Jump cancelable on hit.
|where=chara="{{SUBPAGENAME}}" and input="5A"
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
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. Jump cancelable on hit and block.
</div>
</div>


===<big>5B</big>===
===<big>{{clr|C|5C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_5B.png |Great tool for its range and speed.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 10
</div>
|active  = 4
<div class="attack-info">
|recovery = 19
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
A strong zoning and neutral tool. While it is a good poke, Jin's hurtbox extends before the active hurtbox reaches out fully and as a result it might end up losing to other potentially slower pokes at certain distances, making it better suited as a counter-poke. It has a pretty quick startup, particularly for its range. Use it as a frame trap, punish tool or even to fish for CHs in neutral. On CH, {{clr|C|5C}} > {{clr|B|6B}} is the go-to confirm however at longer ranges {{clr|C|5C}} > {{clr|D|2D}} will be the only way to pick as {{clr|B|6B}} risks whiffing.
==== ====
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. Can be jump canceled on hit only.  
</div>
</div>


===<big>5C</big>===
The first two active frames have little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!
<div class="attack-container">
*Freezes opponent for 30F during OD. Freeze Count 3.
<div class="attack-gallery">
*Hitbox fully extends on frame 12.
<gallery widths="210px" heights="210px" mode="nolines">
*Jump cancelable on hit and block.
BBCS_Jin_5C.png |Good zoning tool.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Freezes opponent for 40F during OD. Freeze Count 3.
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. Jump cancelable on hit and block. On CH, 5C > 3C will confirm even at max range.


The first active frame has little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!
===<big>{{clr|A|2A}}</big>===
</div>
{{BBCF Move Card
</div>
|input=2A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active   = 4
|recovery = 9
}}
Average startup but very long range for a {{clr|A|2A}} 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 {{clr|B|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 {{clr|A|2A}}.
*Jump and Throw cancelable on hit and block.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}


===<big>2A</big>===
===<big>{{clr|B|2B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_2A.png | Using the sheath is apparently quicker
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 9
</div>
|active  = 2
<div class="attack-info">
|recovery = 15
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
Hits low. Two frames slower than {{clr|A|2A}}, but {{clr|B|2B}} has more range and is a better starter; in return, it has more recovery than {{clr|A|2A}}. Can be used to reset pressure from time to time and as an alternative for forward roll catches, though it is more prone to switching sides with the opponent on succesful hit compared to {{clr|A|2A}}.
==== ====
*One of the few jump cancellable 2As


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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}},
</div>
{{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
</div>
}}


===<big>2B</big>===
===<big>{{clr|C|2C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_2B.png |Slight phantom hitbox past his hand.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 17
</div>
|active  = 3
<div class="attack-info">
|recovery = 31
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
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, {{clr|C|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, {{clr|C|2C}} can be beaten by quick attacks due to its startup. Those weaknesses aside, {{clr|C|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 {{clr|C|2C}} with a double jump, you retain the option of jump-cancelling, albeit perhaps not offensive momentum.
==== ====
*Head invul 9-19f.
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.
*Freezes opponent for 30F during OD, Freeze Count 3.
</div>
*Jump cancelable on hit and block.
</div>
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|3|6C}}, {{clr|3|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
 
===<big>2C</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Jin_2C.png |Huge vertical range, head invul.  
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Head invul 9-19f
*Freezes opponent for 40F during OD, Freeze Count 3
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.
</div>
</div>


===<big>6A</big>===
===<big>{{clr|A|6A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_6A.png |Terrifying overhead. End your opponent's life with this.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 19
</div>
|active  = 3
<div class="attack-info">
|recovery = 20
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
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. {{clr|A|2A}} and {{clr|A|5A}} are the only moves that gatling into {{clr|A|6A}}, so beware becoming predictable in your strings: Jin's {{clr|A|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 {{clr|A|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, {{clr|A|6A}} is absolutely terrifying and will easily lead into good 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 {{clr|A|6A}} itself cannot be canceled to anything.
==== ====
*110% bonus proration.  
*110% bonus proration.  
*Forces crouch on hit.  
*Forces crouch on hit.  
*Jin's only standing overhead
*Jin's only standing overhead.
Quick and hard to see overhead, 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.  
*+4 on normal hit.
</div>
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None.
</div>
}}


===<big>6B</big>===
===<big>{{clr|B|6B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_6B.png |Low crush, leads to your best damage midscreen.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 19
</div>
|active  = 4
<div class="attack-info">
|recovery = 4
{| class="wikitable attack-data"
|specialRecovery= 14
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
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.
==== ====
*Looks like an overhead, but isn't.
*Looks like an overhead, but isn't.
*Beats 2A mash
*Can beat F attribute moves, especially reliable against {{clr|A|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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
</div>
}}
</div>


===<big>6C</big>===
===<big>{{clr|C|6C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_6C.png |Combo filler, especially in the corner.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 19
</div>
|active  = 3
<div class="attack-info">
|recovery = 31
{| class="wikitable attack-data"
}}
{{FrameDataHeader-BBCF}}
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. {{clr|C|6C}} > {{clr|D|6D}} can be used against opponents who are truly respecting your pressure or you can cancel {{clr|C|6C}} into  {{clr|D|236D}} for a true blockstring.
|-
*Freezes opponent for 45F during OD, Freeze Count 3.
{{#cargo_query:tables=MoveData_BBCF
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}, {{clr|D|6D}}
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*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.
</div>
</div>


===<big>3C</big>===
===<big>{{clr|C|3C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=3C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Jin_3C.png |Combo ender, occasional footsie tool.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 13
</div>
|active  = 4
<div class="attack-info">
|recovery = 28
{| class="wikitable attack-data"
}}
{{FrameDataHeader-BBCF}}
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 {{clr|B|5B}} at max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving {{clr|C|3C}} more range than the image suggests.
|-
*Freezes opponent for 30F during OD, Freeze Count 3.
{{#cargo_query:tables=MoveData_BBCF
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="3C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
</div>
</div>


===<big>j.A</big>===
===<big>{{clr|A|j.A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_jA.png |Good for air-to-air.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 7
</div>
|active  = 3
<div class="attack-info">
|recovery = 9
{| class="wikitable attack-data"
}}
{{FrameDataHeader-BBCF}}
A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range and it is not jump cancellable on hit.
|-
*Cannot be jump-cancelled on hit or block.
{{#cargo_query:tables=MoveData_BBCF
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}},  {{clr|B|j.B}},  {{clr|C|j.C}},  {{clr|C|j.2C}},  {{clr|D|j.D}}
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range.
</div>
</div>


===<big>j.B</big>===
===<big>{{clr|B|j.B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_jB.png |Hits above, in front, and below Jin. Has a crossup hitbox.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 9
</div>
|active  = 7
<div class="attack-info">
|recovery = 30
{| class="wikitable attack-data"
}}
{{FrameDataHeader-BBCF}}
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, {{clr|A|j.A}} > {{clr|B|j.B}} to tag an airborne opponent then react accordingly. Reverse beat into {{clr|A|j.A}} allows for a gapless gatling after {{clr|B|j.B}} jumpins that can be used to tickthrow due to the low blockstun it applies.
|-
*Reverse beats into {{clr|A|j.A}}.
{{#cargo_query:tables=MoveData_BBCF
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}},  {{clr|C|j.C}},  {{clr|C|j.2C}}
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
</div>
</div>


===<big>j.C</big>===
===<big>{{clr|C|j.C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_jC.png |Safe air poke at range, strong air-to-air.  
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 10
</div>
|active  = 3
<div class="attack-info">
|recovery = 20
{| class="wikitable attack-data"
|specialRecovery = 4
{{FrameDataHeader-BBCF}}
}}
|-
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.
{{#cargo_query:tables=MoveData_BBCF
*Freezes opponent for 30F during OD, Freeze Count 3.
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.2C}},  {{clr|D|j.D}}
|where=chara="{{SUBPAGENAME}}" and input="j.C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Freezes opponent for 40F 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.
</div>
</div>


===<big>j.2C</big>===
===<big>{{clr|C|j.2C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_j2C.png |Excellent jumpin and pressure tool.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 13
</div>
|active  = 5
<div class="attack-info">
|recovery = 24
{| class="wikitable attack-data"
}}
{{FrameDataHeader-BBCF}}
Another versatile move, as it hits all around Jin. Primarily used as a jumpin due to its hitbox; unlike {{clr|C|j.C}}, {{clr|C|j.2C}} has a stronger vertical hitbox, whereas {{clr|C|j.C}} has a superior horizontal one. Can be jump cancelled on hit and block.
|-
*Freezes opponent for 30F during OD, Freeze Count 3.
{{#cargo_query:tables=MoveData_BBCF
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}},  {{clr|D|j.D}}
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.2C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Freezes opponent for 40F 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.
</div>
</div>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
*Data in [ ] refers to Jin in Overdrive.
*Data in [ ] refers to Jin in Overdrive.


===<big>5D</big>===
===<big>{{clr|D|5D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_5D.png| Makes the same noise as the lion
{{clr|D|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. The reward off-of stray hits is generally quite small however as Jin requires at least 25 meter in order to convert into a full combo if he isn't point blank or in the corner.
</gallery>
*Dash Cancelable on hit and block. Dash cancel is -6[±0] on block.
</div>
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Has a dash cancel by inputting 66 during the move


It 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. 5D > dash cancel is -6[±0] on block.
===<big>{{clr|D|2D}}</big>===
</div>
{{BBCF Move Card
</div>
|input=2D
 
|description=
===<big>2D</big>===
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.
<div class="attack-container">
*Vacuums the opponent on hit and block.
<div class="attack-gallery">
*The hitbox is high enough to catch some characters double jump start up.
<gallery widths="210px" heights="210px" mode="nolines">
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
BBCS_Jin_2D.png|Zoning tool. Whiff at your own peril.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*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.
</div>
</div>


===<big>6D</big>===
===<big>{{clr|D|6D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_6D.png|Pressure reset, combo filler.
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 {{clr|B|5B}}(1) or in place of a jump cancel after {{clr|A|2A}}/{{clr|C|5C}}/{{clr|C|2C}}. Jin's best drive move P1/P2 for starting combos.
</gallery>
*110% Bonus Proration.
</div>
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*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 and also a general purpose meaty oki tool. Jin's best drive move P1/P2 for starting combos.
</div>
</div>


===<big>j.D</big>===
===<big>{{clr|D|j.D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_jD.png|The Netplay Crossup
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
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.  
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.  
</div>
</div>


<br style="clear:both;"/>
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}


==Universal Mechanics==
==Universal Mechanics==


===<big>Forward Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=B+C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_FThrow.png |Can cancel the third hit.
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 {{clr|C|3C}} for additional range.
</gallery>
You can rapid cancel the first hit of his forward throw before the 1500 damage strike, which means you don't use the very bad proration of the throw, as such it can lead to very good damage for OD meter dump, especially in the corner.
</div>
*Third hit is dash cancellable.
<div class="attack-info">
*The first hit of the forward throw can be Rapid Cancelled.
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*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.
</div>
</div>
===<big>Back Throw</big>===
<span class="input-badge">'''4B+C'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Jin_BThrow.png |Can cancel the 2nd hit.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="4BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
Switcheroo if you are in the corner, otherwise identical.
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''j.B+C'''</span>
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.B+C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_AThrow.png |Has a variety of combo options depending on throw height.
As with every other air throw, this acts a pretty decent air-to-air. Be aware that it will always sideswitch.
</gallery>
*Always sidewitches.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
As with every other air throw, this acts a pretty decent air-to-air.
</div>
</div>


===<big>Counter Assault</big>===
===<big>Counter Assault</big>===
<span class="input-badge">'''When blocking 6A+B'''</span>
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6A+B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_5C.png |
Copies {{clr|C|5C}}'s reliable hitbox. As with every other CA, it's punishable on whiff and block.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6AB"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
Copies 5C's reliable hitbox. As with every other CA, it's punishable on whiff and block.
</div>
</div>


===<big>Crush Trigger</big>===
===<big>Crush Trigger</big>===
<span class="input-badge">'''5A+B (Chargeable)'''</span>
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5A+B,5[A+B] |versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Jin_CT.png |Looks cool if anything else
Charged version sees use in the most damaging combos for less than 100 Heat. Notably it combos from {{clr|C|6C}} in the corner and OD {{clr|C|C}} normals 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 Overdrive you can surprise your opponent and seal their Burst with Crush Trigger > RC > OD to end a round.
</gallery>
 
</div>
*Hard KD on air hit.
<div class="attack-info">
*During OD, freezes for 60F. Freeze Count 3.
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Uncharged}}
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5AB"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|-
 
{{AttackVersion|name=Charged}}
==Special Moves==
{{#cargo_query:tables=MoveData_BBCF
===<big>Dash Cancel</big>===
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
{{InputBadge|66 After specific moves}}
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"
{{BBCF Move Card
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|input=66 Cancel
|description=
Functionally identical to Ragna's dash cancel, mostly a situational combo tool, shouldn't really be used in pressure outside of OD. 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.
*Used instead of Jin's normal forward dash whenever you input 66 during moves that allow dash cancels.
*Only possible after {{clr|D|5D}} on hit or block, or after landing either grounded throw.
}}
}}
|}
==== ====
Sometimes sees use in combos. This move counts as a special, so you can cancel most normals into this move.
</div>
</div>
<br style="clear:both;"/>


==Special Moves==
===<big>Hishouken</big>===
===<big>Hishouken</big>===
<span class="input-badge">'''236A (air OK)'''</span>
{{InputBadge|{{clr|A|236A}} (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236A,j.236A
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBCS_Jin_Hishouken.png |Zoning tool.
|description=
BBCP_Jin_AirHishouken.png |
Primarily used to zone and annoy your opponents. Counter hit launches the opponent for a combo with {{clr|B|5B}} if used from within about {{clr|C|5C}} range, otherwise it just pesters them.
</gallery>
 
</div>
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.
<div class="attack-info">
*The most basic of basic projectiles.
{| class="wikitable attack-data"
*Freezes in OD.
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="j.236A")
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
*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
</div>
</div>


===<big>Hishousetsu</big>===
===<big>Hishousetsu</big>===
<span class="input-badge">'''236D (air OK)'''</span>
{{InputBadge|{{clr|D|236D}} with 25 Heat (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236D,j.236D |versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Jin_Hishousetsu.png|"Snowflake."
Colloquially known as "Snowflake", {{clr|D|236D}} is a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, resets pressure very well (especially off of {{clr|C|6C}}, in which case the cancel is airtight and Jin is moved forwards), and it can allow for continued pressure after normally unsafe pressure options like {{clr|D|j.D}}, {{clr|C|6C}}, {{clr|C|3C}}, etc. while simultaneously auto-hitconfirming. Can situationally also see use as an okizeme option, particularly in the corner, or simply planted during certain neutral situations to passively control space for little risk.
</gallery>
*TK {{clr|D|j.236D}} is +38 on block.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="236D" or input="j.236D")
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
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.
</div>
</div>


===<big>Fubuki</big>===
===<big>Musou Senshouzan</big>===
<span class="input-badge">'''623B'''</span>
{{InputBadge|{{clr|B|214B}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214B,214B~C |versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_Fubuki.png |Fast antiair. Pray it hits them.
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="623B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Head invul frames 5-10
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.
</div>
</div>


===<big>Rehhyou</big>===
===<big>Musou Tosshougeki</big>===
<span class="input-badge">'''623C'''</span>
{{InputBadge|{{clr|D|214D}} with 25 Heat}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214D,214D~C |versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_Rehhyou.png|Meterless DP. Don't expect miracles.
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="623C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Full invul frames 1-15
Meterless reversal, 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. Has a bad starter rating and only leads to reward on air counter hit. However, you can get a safe jump with CH.


Sees some use as filler in corner combos. If you land this DP while your opponent is high enough in the air, you can combo afterwards with 5A or 5B and still get an ender.
===<big>Fubuki</big>===
</div>
{{InputBadge|{{clr|B|623B}}}}
</div>
{{BBCF Move Card
|input=623B
|description=
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 {{clr|C|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 {{clr|C|623C}} or {{clr|C|j.C}} into {{clr|D|j.D}} for an easy freeze.


===<big>Hirensou</big>===
<span class="input-badge">'''623D'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Jin_Hirensou.png|Dragon punch, corner combo tool.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="623D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Full invul frames 1-21
*Second hit wallsticks in the corner
Your go-to reversal. Huge horizontal hitbox and very fast. Sends the opponent flying for a wall bounce at midscreen. Being a VS starter, you can only confirm it into 3C > 214B~C midscreen. The 2nd hit becomes unblockable and Fatal Counters if you charge it long enough. However, the second hit can be low profile by some characters. This move is relatively unsafe on block but has solid pushback.
</div>
</div>


===<big>Musou Senshouzan</big>===
===<big>Rehhyou</big>===
<span class="input-badge">'''214B'''</span>
{{InputBadge|{{clr|C|623C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=623C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_MusouSenshouzanB.png|The good ol' Ice Car
A mediocre 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 high anti-air counter hits although it allows for a safejump on an opponent if it ever counterhits them.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="214B" or input="214B~C")
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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.
</div>
</div>


For most cases, gets outclassed by {{clr|D|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.


===<big>Musou Tosshougeki</big>===
Sees use as filler in some of Jin's harder and more optimised routes anywhere on screen.
<span class="input-badge">'''214D'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Jin_MusouTousshugeki.png|Vroom! (Ice-car)
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="214D~C" or input="236H")
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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. Mostly sees use as a metered combo part - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.
</div>
</div>


 
It also possible to get a very short extension meterlessly if an opponent is hit very high in the air, generally followed up with {{clr|B|5B}} > {{clr|C|22C}}.
===<big>Hizansen</big>===
<span class="input-badge">'''j.214C'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Jin_Hizansen.png|Aerial combo ender.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.214C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Causes a very short untechable crumple
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, but it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable.
</div>
</div>


===<big>Hizangeki</big>===
===<big>Hirensou</big>===
<span class="input-badge">'''j.214D'''</span>
{{InputBadge|{{clr|D|623D}} with 25 Heat}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=623D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Jin_Hizangeki.png|Combo part, overhead.
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 in to a wallbounce midscreen as long as they are not hit behind Jin. Being a VS starter, you can only confirm it into {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} midscreen. This move is relatively unsafe on block but has solid pushback and it is possible to frame-trap by delaying the second hit if the first one is ever blocked. Beware, the second hit can be airblocked safely while certain moves on the ground can either low profile it or invul through it.
</gallery>
*Second hit is chargeable.
</div>
**Fully charged hit is a Fatal Counter.
<div class="attack-info">
**Fully charged hit becomes unblockable on the ground only (can still be blocked without barrier in the air).
{| class="wikitable attack-data"
*Second hit wallsticks in the corner and is a long starter.
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.214D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Fastest TK j.214D startup is 22 frames
*TK j.214D is -5 on block
*Causes untechable crumple on groundhit
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.
</div>
</div>


===<big>Sekkajin</big>===
===<big>Sekkajin</big>===
<span class="input-badge">'''22C'''</span>
{{InputBadge|{{clr|C|22C}} near opponent}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=22C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_Sekkajin.png |Must be close to the opponent to attack...
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 {{clr|A|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.
BBCP_Jin_SekkajinFar.png |...or else Jin just stands there.
*'''Fatal Counters.
</gallery>
*Freezes opponent for 50F if already frozen. Freeze Count 3. During OD, Freeze Count 5.
</div>
*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.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="22C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Fatal Counters
*Retains Freeze
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.
===<big>Sekkajin Followup</big>===
</div>
{{InputBadge|{{clr|C|22C}}~{{clr|D|D}} with 25 Heat}}
</div>
{{BBCF Move Card
|input=22C~D
|description=
The {{clr|C|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 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}(w)~{{clr|C|C}} midscreen.
}}


===<big>Hizansen</big>===
{{InputBadge|{{clr|C|j.214C}}}}
{{BBCF Move Card
|input=j.214C
|description=
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 {{clr|B|6B}} > dl {{clr|C|j.214C}} routes, and is usually continued the combo with {{clr|B|662B}}. But it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable. When used as an air combo ender, the lower Jin is to the ground the more frame advantage the knockdown has.
*Causes a short untechable crumple on ground hit.
*Causes a long untechable crumple on ground Counterhit.
}}


===<big>Sekkajin Followup</big>===
===<big>Hizangeki</big>===
<span class="input-badge">'''22C~D'''</span>
{{InputBadge|{{clr|D|j.214D}} with 25 Heat}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.214D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_SekkajinFollowup.png |Useful for easy sideswaps
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. Unlike its meterless version it recovers before touching the ground if done high enough in the air, allowing Jin to link {{clr|D|j.632146D}} to finish air combos near the corner with a super if 75% Heat is available.
</gallery>
*Fastest TK {{clr|D|j.214D}} overhead is 24 frames (20 frames excluding jump startup).
</div>
*TK {{clr|D|j.214D}} is -5 on block.
<div class="attack-info">
*Causes untechable crumple on groundhit.
{| class="wikitable attack-data"
*Causes ground bounce on Overdrive air hit.
{{FrameDataHeader-BBCF}}
*First hit cannot hit grounded opponents, even if hitboxes overlap.
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="22C~D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
The 22C followup, it's useful for switching sides with your opponent mid-combo in the corner.
</div>
</div>
<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
===<big>Touga Hyojin</big>===
===<big>Touga Hyojin</big>===
<span class="input-badge">'''632146C'''</span>
{{InputBadge|{{clr|C|632146C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=632146C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_IceWave.png |Punish tool.
Jin launches a fast shockwave of slashes that flies toward the opponent.
</gallery>
----
</div>
'''Normal Version'''
<div class="attack-info">
 
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Attack}}
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="632146C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Overdrive Followup}}
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="632146C OD Followup"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
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.
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'''


The best time (and frankly only time) to use Touga Hyojin during combos is during Overdrive as it has the highest Minimum Damage during Overdrive at 1120.
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. However, {{clr|D|632146D}} is still a better ender in the corner due to Touga missing most of its extra hits.
</div>
 
</div>
*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.
}}


===<big>Hiyoku Getsumei</big>===
===<big>Hiyoku Getsumei</big>===
<span class="input-badge">'''632146D (air OK)'''</span>
{{InputBadge|{{clr|D|632146D}} (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=632146D,j.632146D |versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_IceArrow.png |Invincible startup, damaging metered combo ender.
'''Normal Version'''
</gallery>
 
</div>
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.  
<div class="attack-info">
----
{| class="wikitable attack-data"
'''Overdrive Version'''
{{FrameDataHeader-BBCF|version=yes}}
 
|-
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 {{clr|C|3C}} to continue your combo meterless or finish it with a microdash {{clr|C|3C}} > EA.
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|-
|}
==== ====
*Launches a very high speed projectile at 30 degrees upwards (ground version) or 30 degrees downwards (Aerial version).
*If the first hit is blocked or misses, other hits do not occur.


Your go-to combo finisher when you need to add extra damage to a combo.  
===<big>Kokuujin: Yukikaze</big>===
{{InputBadge|{{clr|D|236236D}}}}
{{BBCF Move Card
|input=236236D,236236D Attack |versioned=input
|description=
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 ({{clr|D|236236D}}) or Tsubaki's Requiem Maledictus ({{clr|B|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.


After air OD version, can combo into 632146C for more damage and a very stylish combo ender. Rapid canceling the 632146D early in a combo instead tends to lead to more damage, however.
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.
</div>
----
</div>
'''Overdrive Version'''


===<big>Kokuujin: Yukikaze</big>===
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.  
<span class="input-badge">'''236236D'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Jin_Yukikaze1.png |Catches any blockable attack.
BBCS_Jin_Yukikaze2.png |Unblockable, invincible the whole time.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Catch}}
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236236D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|-
{{AttackVersion|name=Attack}}
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236236D Attack"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Counterattack stance, HBFP guard point throughout, hitting the guard point triggers followup attack.
*Superflash occurs on 1F, can catch attacks from 1-14F.
*If triggered on a non-projectile move, attacker is stuck in hitstop until Jin attacks.
*If triggered on 1F, then Jin does a faster version of the attack where startup is 21F
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.
</div>
</div>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
===<big>Gekka Hyourou</big>===
===<big>Gekka Hyourou</big>===
<span class="input-badge">'''ABCD during Overdrive'''</span>
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=ABCD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Jin_Gekka.png |DP #6
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 {{clr|A|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.
</gallery>
*Good vertical hitbox, not so good horizontally.
</div>
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves like every other Exceed Accel.]]
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="ABCD"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Behaves like all other [http://www.dustloop.com/wiki/index.php/BBCF/Offense#Exceed_Accel Exceed Accels]
*Deals slightly more damage than most EAs.
*Good vertical hitbox
*Great combo ender for Jin
*Good pushback makes it difficult to punish.
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.
Startup is shortened to 10f if buffered out of OD activation or if canceled into.
</div>
</div>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===<big>Rengoku Hyouya</big>===
===<big>Rengoku Hyouya</big>===
<span class="input-badge">'''[2]8D'''</span>
{{InputBadge|{{clr|D|[2]8D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=[2]8D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Jin_Astral.png |Hits the entire ground. Can combo into this.
A rather impractical fullscreen low, a bit harder to use due to Jin's reliance on meter. It combos from ground throws, {{clr|D|2D}}, {{clr|D|6D}}, Counterhit {{clr|D|j.D}} if it connects at its lowest possible height, Counterhit {{clr|C|6C}}, Counterhit {{clr|C|3C}} and Fatal Counter {{clr|C|22C}}.
BBCS_Jin_Astral2.png|
 
</gallery>
Because the invul 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.
</div>
*Long invuln to go with its long startup, but runs out of invuln just before becoming active.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="[2]8D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Generous invuln frames
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.
In some obscure cases this move can trade with sufficiently meaty attacks. When this happens, Jin will be put in counterhit state and the opponent willtake no damage but briefly stagger. It appears that it will never kill the opponent.
</div>
</div>
<br style="clear:both;"/>


==External References==
==Colors==
*[https://docs.google.com/document/d/1QwbsPA_oYp0ackRYXr7qBGOAJp0Lo1VrH-dxyU6xenM/edit Combo Doc]
{{BBCFColors|Size=120|Character=Jin}}
*Japanese Name: ジン=キサラギ
*[http://www14.atwiki.jp/jinkisaragi/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1385828857/ Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=jn&pref=0 Arcade Profile Dan Rankings]
*[https://docs.google.com/document/d/1QwbsPA_oYp0ackRYXr7qBGOAJp0Lo1VrH-dxyU6xenM/edit Jin Combo Document]
<br style="clear:both;"/>
<br style="clear:both;"/>


==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|BBCF|Jin Kisaragi|size=42px}}</center>
{{BBCF/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-BBCF}}
 
{{BBCF/Navigation}}

Latest revision as of 01:09, 28 March 2024

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 resources. 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.
BBCF Jin Kisaragi Nameplate.png


BBCF Jin Kisaragi Portrait.png
Health
11,000
Prejump
4F
Backdash
22F (1~5F Inv All, 3~16 airborne)
Fastest Attack
5A (6F, whiffs crouchers)
2A (7F)
Reversals
623C (13F)
623D (13F)
632146D (10F)
236236D (Catch 1~14F)
Fatal Starters
22C
623[D] (2)
236236D
Drive: Reitou (Frost Bite)

Jin's Drive gives him the ability to freeze his opponents, allowing for extended combos and unconventional reset opportunities. As a basic rule of thumb, Jin's Drive normals can only freeze once 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 Accent Core +R, EX Attacks from Street Fighter IV, 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 (Frost End)

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 (groundbounce, wallbounce, 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.
Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

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

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 11 -2 +7 B
Total: 19

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

  • Cancels into itself up to 3 times per string.
  • Jump cancelable on hit and block.

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

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400×2 Mid 8 4(2)1 16 -3 -4 B
Total: 30

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.

  • Jump cancelable on hit.

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

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 10 4 19 -6 -6 B
Total: 32

A strong zoning and neutral tool. While it is a good poke, Jin's hurtbox extends before the active hurtbox reaches out fully and as a result it might end up losing to other potentially slower pokes at certain distances, making it better suited as a counter-poke. It has a pretty quick startup, particularly for its range. Use it as a frame trap, punish tool or even to fish for CHs in neutral. On CH, 5C > 6B is the go-to confirm however at longer ranges 5C > 2D will be the only way to pick as 6B risks whiffing.

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

  • Freezes opponent for 30F during OD. Freeze Count 3.
  • Hitbox fully extends on frame 12.
  • Jump cancelable on hit and block.

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

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 4 9 -1 +7 F
Total: 19

Average startup but very long range for a 2A 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.

  • Jump and Throw cancelable on hit and block.

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

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Low 9 2 15 -3 +1 F
Total: 25

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 and as an alternative for forward roll catches, though it is more prone to switching sides with the opponent on succesful hit compared to 2A.

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

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
930 Mid 17 3 31 -17 -24 B 9~19 H
Total: 50

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.

  • Head invul 9-19f.
  • Freezes opponent for 30F during OD, Freeze Count 3.
  • Jump cancelable on hit and block.

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

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
640 High 19 3 20 -4 -15 B
Total: 41

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 good 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.

  • 110% bonus proration.
  • Forces crouch on hit.
  • Jin's only standing overhead.
  • +4 on normal hit.

Gatling options: None.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
840 All 19 4 4+14L -3 -14 H 4~22 F
Total: 40

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.

  • Looks like an overhead, but isn't.
  • Can beat F attribute moves, especially reliable against 2A mash.

Gatling options: None

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1060 Mid 19 3 31 -13 -26 B
Total: 52

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.

  • Freezes opponent for 45F during OD, Freeze Count 3.

Gatling options: 2D, 6D

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Low 13 4 28 -15 -18 F
Total: 44

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.

  • Freezes opponent for 30F during OD, Freeze Count 3.

Gatling options: None

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 3 9 H
Total: 18

A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range and it is not jump cancellable on hit.

  • Cannot be jump-cancelled on hit or block.

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

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 High/Air 9 7 30 H
Total: 45

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.

  • Reverse beats into j.A.

Gatling options: j.A,  j.C,  j.2C

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 High/Air 10 3 20+4L H
Total: 36

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.

  • Freezes opponent for 30F during OD, Freeze Count 3.

Gatling options: j.2C,  j.D

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 High/Air 13 5 24 H
Total: 41

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.

  • Freezes opponent for 30F during OD, Freeze Count 3.

Gatling options: j.C,  j.D

Drive Moves

  • Data in [ ] refers to Jin in Overdrive.

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
960 All 17 8 20 -11 [-5] -18 BP

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. The reward off-of stray hits is generally quite small however as Jin requires at least 25 meter in order to convert into a full combo if he isn't point blank or in the corner.

  • Dash Cancelable on hit and block. Dash cancel is -6[±0] on block.

Gatling options: None

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
960 All 22 3 Total: 57 +1 [+7] -31 P1

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.

  • Vacuums the opponent on hit and block.
  • The hitbox is high enough to catch some characters double jump start up.

Gatling options: None

6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 31 6 Total: 65 +6 [+12] -39 P1

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.

  • 110% Bonus Proration.

Gatling options: None

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
970 All 16 3 29+5L HP

Universal Mechanics

Ground Throw

B+C or 4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw 7 3 23 -6 T

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 first hit of his forward throw before the 1500 damage strike, which means you don't use the very bad proration of the throw, as such it can lead to very good damage for OD meter dump, especially in the corner.

  • Third hit is dash cancellable.
  • The first hit of the forward throw can be Rapid Cancelled.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 5 37 -23 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B

Charged version sees use in the most damaging combos for less than 100 Heat. Notably it combos from 6C in the corner and OD C normals 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 Overdrive you can surprise your opponent and seal their Burst with Crush Trigger > RC > OD to end a round.

  • Hard KD on air hit.
  • During OD, freezes for 60F. Freeze Count 3.

Special Moves

Dash Cancel

66 After specific moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22 +4

Functionally identical to Ragna's dash cancel, mostly a situational combo tool, shouldn't really be used in pressure outside of OD. 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.

  • 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.

Hishouken

236A (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A 800→600 All 13 Until Offscreen Total: 44 -7 -18 P1
j.236A 800→600 All 20 Until Offscreen Total: 49+8L P1

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.

  • The most basic of basic projectiles.
  • Freezes in OD.

Hishousetsu

236D with 25 Heat (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236D 600×3 All 18 169 Total: 52 +27 -26 P1
j.236D 600×3 All 24 169 Total: 40+8L P1

Colloquially known as "Snowflake", 236D is a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, resets pressure very well (especially off of 6C, in which case the cancel is airtight and Jin is moved forwards), and it can allow for continued pressure after normally unsafe pressure options like j.D, 6C, 3C, etc. while simultaneously auto-hitconfirming. Can situationally also see use as an okizeme option, particularly in the corner, or simply planted during certain neutral situations to passively control space for little risk.

  • TK j.236D is +38 on block.

Musou Senshouzan

214B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214B 640 Low 17 8 19+7L -10 -24 F
214B~C 1000 All 14 4 6+20L -13 -17 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.

Musou Tosshougeki

214D with 25 Heat

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214D 640 Low 17 10 19+7L -10 -26 F
214D~C 1200 All 14 3 9+18L -13 -17 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.

Fubuki

623B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
950 Mid 8 3 33 -17 -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.

Rehhyou

623C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1300 Mid 13 3 49 -33 -38 B 1~15 All

A mediocre 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 high anti-air counter hits although it allows for a safejump on an opponent if it ever counterhits them.

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 use as filler in some of Jin's harder and more optimised routes anywhere on screen.

It also possible to get a very short extension meterlessly if an opponent is hit very high in the air, generally followed up with 5B > 22C.

Hirensou

623D with 25 Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900, 1200 Mid, All {Air} 13 3(25~79)1 42 -24 -55~109 B 1~21 All

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 in to a wallbounce midscreen as long as they are not hit behind Jin. 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 it is possible to frame-trap by delaying the second hit if the first one is ever blocked. Beware, the second hit can be airblocked safely while certain moves on the ground can either low profile it or invul through it.

  • Second hit is chargeable.
    • Fully charged hit is a Fatal Counter.
    • Fully charged hit becomes unblockable on the ground only (can still be blocked without barrier in the air).
  • Second hit wallsticks in the corner and is a long starter.

Sekkajin

22C near opponent

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
385×4 All 8 2(3)2(3)2(3)2 28 -13 -26 B

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.

  • 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.

Sekkajin Followup

22C~D with 25 Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Hizansen

j.214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 13 3 Until L+7 H

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. When used as an air combo ender, the lower Jin is to the ground the more frame advantage the knockdown has.

  • Causes a short untechable crumple on ground hit.
  • Causes a long untechable crumple on ground Counterhit.

Hizangeki

j.214D with 25 Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 1200 All, High/Air 9 1(9)3 22+5L H

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. Unlike its meterless version it recovers before touching the ground if done high enough in the air, allowing Jin to link j.632146D to finish air combos near the corner with a super if 75% Heat is available.

  • Fastest TK j.214D overhead is 24 frames (20 frames excluding jump startup).
  • 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.

Distortion Drives

Touga Hyojin

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1600, 400×N All 1+(30 Flash)+8 Until Offscreen Total: 44 -16 -18 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. However, 632146D is still a better ender in the corner due to Touga missing most of its extra hits.

  • 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.

Hiyoku Getsumei

632146D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146D 1000, 200×14, 1100
[1000, 200×20, 1100]
All 5+(45 Flash)+5 Until Offscreen Total: 63
[Total: 54]
-35 [-26] -37 [-28] 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.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146D Normal 80 82 4
j.632146D Normal 80 82 4

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236236D 1+(36 Flash)+33 1~14 Guard HBFP+Burst
236236D Attack 500, 3500
[500×5, 3500]
Unblockable 57 15
[3,3,3,3,3]
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.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236236D
236236D Attack Normal 100 100, 60 [100, 92×5] 4

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 followup hits on hit
  • Crumple Duration 9999F, Crumple Fall 53F
  • [Initial attack can only hit once (but can be "blocked" 5 times)]
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 300×4, 1250
{600, 400×10, 1250}
All 20 [10] 3 34 -10 -30 [-20] 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.

Astral Heat

Rengoku Hyouya

[2]8D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 27315 Low/Air 6+(60 Flash)+25 10 95 -86 -109 F 1~30 All

A rather impractical fullscreen low, a bit harder to use due to Jin's reliance on meter. It combos from ground throws, 2D, 6D, Counterhit j.D if it connects at its lowest possible height, Counterhit 6C, Counterhit 3C and Fatal Counter 22C.

Because the invul 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.

  • Long invuln to go with its long startup, but runs out of invuln just before becoming active.

Colors

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Navigation

 Jin Kisaragi


To edit frame data, edit values in BBCF/Jin Kisaragi/Data.


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