BBCPE/Jin Kisaragi

From Dustloop Wiki
Jump to navigation Jump to search
Jin Kisaragi
BBCP Jin Portrait.png

Health: 11,500

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 22

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Well-rounded-fighter
  

Overview

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. He displayed formidable combat prowess during the Ikaruga Civil War, which earned him his rank as Major and the title "Hero of Ikagura." When he heard that Ragna the Bloodedge was on the move, he quickly abandoned his post to hunt him down by himself.

Drive: Frostbite

Frostbite enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities.
Moves that can freeze have two additional values: Freeze Count and Freeze Duration

  • Freeze Count: This value determines the number of times that an opponent may be frozen in a single combo. Under normal circumstances, an opponent can only be frozen once per combo using a normal Drive attack (5D, 2D, 6D, j.D). If you use another normal Drive attack while the opponent has already been frozen once before, the normal Drive attack will not freeze the opponent. However, EX Specials (214D, 236D, 623D, etc.) ignore the Freeze Count limit. Furthermore, you may freeze the opponent more than once per combo with normal Drive attacks during Overdrive (see the Overdrive section for more details).
  • Freeze Duration: This value determines how long the opponent will be frozen in place after being hit by a move that freezes. Freeze Duration is not affected by hit-stun decay or bonus hit-stun from a Fatal Counter starter; in other words, Freeze Duration is a fixed/set value.
  • If an opponent is crouching or airborne when frozen, they will be forced into a standing state.
  • If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately after hitstop.
  • Opponents will automatically break free from the freeze effect if they are hit by a normal attack, if Jin goes over the Freeze Count limit, and after the Freeze Duration expires.


EX Specials

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.

  • All of Jin's EX Specials freeze the opponent and ignore the Freeze Count limit.
  • If Jin attempts an attack that requires 25% Heat without sufficient meter, the C version of the attack will occur instead (for example, inputting 623D with 24 Heat will cause Jin to perform 623C).
  • All EX Specials trigger Heat cooldown for 180 frames upon use.
  • Jin will gain a reduced amount of Heat during a combo after using an EX Special.
  • Although EX Specials ignore Freeze Count, there are other restrictions in place. If you trigger SMP by using the same EX Special twice in the same combo, the EX Special will not freeze the opponent again.


Overdrive: Frost End

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, 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, have higher P2, and freeze for a longer period of time.
  • EX Specials gain additional properties: 214D~C wall bounces, j.214D ground bounces, 22C~D deals more hits and additional damage, 236D can be dash cancelled, and 623D(2) launches the opponent.
  • EX Specials lose their 180F cool-down period.
  • 632146C and 236236D have enhanced animations and deal additional damage.
  • Freeze attacks that trigger SMP will still fail to freeze the opponent.

You can only freeze the opponent up to 5 times in a single OD combo (not counting EX Specials). The specials' Freeze Count limit of 5 is shared with the sword normals/Drives' Freeze Count limit of 3, meaning that you can only freeze the opponent up to 3 times with sword normals and/or Drives and 2 more times with special attacks for a maximum of 5 freezes per OD combo (again, not including EX Specials, which ignore the Freeze Count limit).

Pros/Strengths

  • Above-average health.
  • Jin has tools to deal with just about any situation, from air-to-air battles to both short- and long- range ground battles.
  • High average damage. Jin can hit-confirm pretty much everything and turn those hit-confirms into damaging combos, especially when he has 25 Heat.
  • Has access to various reversal options, including two reversal DPs (DP C and DP D), which cover different situations, as well as a counter super (Yukikaze).
  • One of the better Overdrives in terms of damage output.
  • He can play an effective zoning game with his projectiles (Ice Blades) and his pokes, such as 5C, 5D, 2D, and j.C.
  • Jin is a fairly straight-forward character, making him perfect for newbies. His bread and butter combos are relatively simple in terms of execution.
  • Very strong, safe pressure: Jin excels at placing opponents in frightening situations and can force such situations easily.


Cons/Weaknesses

  • Jin is the standard "jack of all trades, master of none" character. He doesn't excel at anything in particular (though he doesn't have any outstanding weaknesses).
  • While his standing overhead (6A) is among the fastest in the game, it cannot be followed up unless on CH or with 50 Heat for a Rapid Cancel.
  • Jin's basic high-low mix-up is weak without 25-50 Heat when he can use TK Hizangeki or RC 6A.
  • While Jin's offence is strong, his mix-up is less "wild" than other characters'; consequently, Jin relies on his Freeze attacks for unconventional resets, as well as punishing opponents for selecting their defensive options poorly, utilising frame traps, etc.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 90F 90F 120F 180F 240F 300F 360F 450F 540F 600F

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 6 3 11 -2 B -

Standard jab. Whiffs on crouching opponents except those with large crouching hit-boxes, such as Tager and Relius. Can be used as an anti-air against late/weak jump-ins. Jump-cancellable on hit and block.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
350*2 SO(J)R All 7 4(2)1 19 -6 B -

A two-hit move. Both hits have a slight vacuum effect. It has good reach and quick a start-up, making it a common combo starter. Leads to your basic high-low mix-up, since it gatlings into 2B and 6A on the first hit, or it can be used to frame trap, set-up throws, etc. Can be jump-cancelled on hit only.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOJR All 10 4 19 -6 B -

  • 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 start-up, particularly for its range. Use it as a frame trap or to fish for CHs in neutral. Jump-cancellable on hit and block.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 7 3 9 -1 F -

A relatively slow jab but it has decent reach and typically leaves Jin safe on block. Mostly used for stagger pressure and sometimes as a situational anti-air, as Jin's hitbox shrinks quite a bit when peforming 2A, allowing him to low-profile some air attacks. Jump-cancellable on hit and block.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SO(J)R Low 9 1 16 -3 F -

Hits low. Two frames slower than 2A, but 2B has more range and is a better starter; in return, it has more recovery than 2A. Can be used to reset pressure from time to time.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
770 SOJR HL 17 3 31 -15 B 9-19H

  • Head invuln 9-19f.
  • Freezes opponent for 40F during OD. Freeze Count 3.

It has a huge vertical hit-box but it has significant start-up and recovery. Can be used as an effective frame trap since it can be jump-cancelled on hit and block. As an anti-air, 2C is slower than some of Jin's other options, but it has a lengthy period of head invuln and great vertical range, making it useful against certain air approaches; however, 2C can be beaten by quick attacks due to its start-up. Head invuln begins well before active frames and extends through them.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 R H 19 3 22 -8 B -

Extremely quick overhead, but it can only be followed up if it lands as a counter-hit or with 25-50 Heat. 2A, 5A, and 5B 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 cancel into it at obvious points. Very unsafe on block. Beware using this move without 50 Heat for a Rapid Cancel.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
690 SOR All 25 2 5+9L +3 H 4-18F

  • Low invuln 4-18f.

Invulnerable to lows early in its start-up, but it's pretty slow. 6B is positive on block so it can be used to reset pressure from time to time if your opponent is respecting and to situationally beat 2A mash.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
920 SOR HL 19 3 31 -13 B -

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

It has a pretty good vertical hit-box, so it can be used as a situational anti-air in the corner, though it lacks head invuln. 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.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 SOR L 10 3 29 -15 F -

Jin's sweep. It has decent reach and start-up 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. Combo tool.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR H 7 3 6 - H -

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

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
540 SOJR H 10 8 23 - H -

Pretty versatile move: it can be used as a jump-in, for cross-ups, etc. During the latter active frames, the hitbox extends fully. Capable of hitting above, in front of, below, and behind Jin at certain frames.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOJR HA 10 3 20+4L - H -

  • 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 most characters have at least one move that can low profile j.C. Can be jump-cancelled on hit and block.

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOJR H 13 5 24 - H -

  • Freezes opponent for 40F during OD. Freeze Count 3

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


Drive Moves

5D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 DrRD All 17 8 20 -9/-3 HBFP -

It has a massive hit-box which makes this a good poking tool but it's relatively slow and has quite a bit of recovery. Can be special canceled.

2D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 R All 22 3 35 +3/+9 HBFP* -

Pretty good hit-box and range 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 from time to time. Can be special canceled. Can be jump canceled on hit only.

6D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
810 R All 35 6 25 +12/+18 HBFP -

It has a pretty decent hit-box but it has a ridiculously slow start-up. It's positive on block so it can be used to reset pressure from time to time.

j.D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
740 SOR All 16 3 29+5L - HBFP -

It hits all around Jin so it can be used as a high-risk cross-up with an IAD. Mostly used as combo filler.

Hishougeki

236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Uncharged 800x3 R/RDa All 19 - 59T 0 HBFP* -
Charged 800x3 R/RDa All 33 - 63T +30 HBFP* -

The charged version has a lot of frame advantage but it's pretty slow. You'll rarely ever use this move as there are better things to spend your meter on.

Air Hishougeki

j.236D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800x3 R All 33 - 50T/35T - HBFP* -

This move can be used to bait and punish anti-airs since it has recoil that makes Jin float a bit as he fires it.

Hirensou

623D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700, 1100 R HL 13 3(24)1 42 -24 B 1-15 All

Your go-to reversal, being a VS starter, you can only confirm it into 3C > 214B~C mid-screen. The 2nd hit becomes unblockable if you charge it long enough.

Musou Tousshugeki

214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1st hit 640 R LA 17 24 4+5L -10 F -
2nd hit (214D~C) 900 R All 17 3 8+19L -11 H -

Can be used to punish projectile zoners if you get a read on them but other than that, this move is primarily used as combo filler.

Hizangeki

j.214D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1007 (300, 1200) R All,HA 8 1(13)3 22 - 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 air combos.


Universal Mechanics

Forward Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,0,1400 R,SOR T(70) 7 5 15 - T -

Unblockable (lulz)

Back Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 SOR T(70) 7 5 15 - T -

Switcheroo in the corner.

Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 SOR T(90) 7 3 18+3L - T -

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

Counter Assault

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 5 37 -23 B 1-20 All

Uses 5C's animation frames, and as every other CA, it's punishable on whiff and block.

Crush Trigger

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R All-Barrier 30-60 1 27 +2 B -

This move is actually pretty decent if you use it after the opponent is frozen. This move counts as a special, so you can cancel most normals into this move.


Special Moves

Hishouken

236A, air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 500 R All 14 - 44T -6 HBFP* -
Air 600 R All 18 - 45T - HBFP* -

Primarily used to zone and annoy your opponents. It makes the opponent float and eventually knocks them down on CH, so you can combo into this move if you're close enough and begin your offense on your opponent after the knockdown.

Fubuki

623B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R HL 8 3 33 -17 B 5-9H

  • Cannot hit crouching opponents.
  • Head invuln frames 5-9.

It has a ridiculously large hit-box for its quick start-up, which makes this a pretty decent anti-air, but it's extremely negative on block. While a DP, this one is primarily an anti-air tool rather than a reversal -- Fubuki lacks full-body invincibility but is head invincible beginning frame 5. Thanks to its speed, hitbox, and head invuln frames, it works well as an anti-air, 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 massive punish combo due to the move's lengthy recovery, while on block, you retain the option of Rapid Cancelling to remain safe.

Rehhyou

623C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1100 R HL 20 3 56 -40 B 1-22 All

This reversal is ridiculously slow and punishable on block or whiff. Most characters have an option select to use against it, so use it with caution after wake-up.

Musou Senshouzan

214B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1st Hit 780 R LA 17 9 4+3 -8 F -
2nd hit (1st hit hits) (214B~C) 200 R All 15 6 3+22L -12 H -
2nd hit (1st hit whiffs) (214B~C) 800 R All 36 6 3+22L -12 H -

The infamous "Ice Car", using it during neutral is asking for trouble. 2nd hit floats the opponent after a 3C, so it can be used as a combo finisher.

Hizansen

j.214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R All 13 3 Till L+7 - H -

Pretty good hit-box and the recoil causes Jin to float a bit which makes this a decent air to ground and useful for baiting and punishing certain anti-airs.

Sekkajin

22C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
22C 220x4 - All 8 2(3)2(3)2(3)2 29 -17 B -
Followup (22C~D) 400,800 R All 25 8 57 - B,HBFP -
Followup (OD) (22C~D) 200x6,800 R All 25 1,2x4,7 57 - Bx6, HBFP -

Now a FC, use it to punish highly punishable moves. You must be close to the opponent in order to trigger this move, otherwise Jin will go into a whiff animation which is punishable. Can be canceled into the follow-up with 25 Heat.

The 22C follow-up is useful for switching sides with your opponent mid-combo in the corner.


Distortion Drives

Touga Hyojin

632146C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 700xN R All 1+8 - 44T -16 HBFP*(2) 1-2 All
Overdrive 700xN, 400x3,1000 R All 1+8 - 44T -16 HBFP* 1-2 All

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, albeit small, a minimum distance to hit.

Hiyoku Getsumei

632146D air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 800, 100x22, 1100 R HL 5+5 - 63T -35 HBFP*(2) 1-11 All
Air 800, 100x22, 1100 R All 5+5 - until L+11 - HBFP*(2) 1-13 All

Your go-to combo finisher when you need to add extra damage to a combo.

Yukikaze

236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - 1 14 21 - - 1-14C
Attack (Normal) 100, 3700 R UNB 57 15 78 - B,HBFP All
Attack (OD) 100, 1000x5 R UNB 57 15 78 - Bx5,HBFP All

Situational counter reversal that catches both highs and lows, can be effective when used in certain situations or against certain moves.


Astral Heat

Rengoku Hyouya

[2]8D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - L 6+50 5 95 - FP* 1-6 All

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.


External References


Navigation

BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc