BBCS2/Jin Kisaragi

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Jin Kisaragi


Overview

Jin is a Major in the NOL and one of its elite commanding officers. He is always cool and calm, but is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. He displayed formidable actions to gain his rank during the Ikaruga Civil War. When he heard that Ragna the Bloodedge had arrived on the scene, he quickly abandoned his post to hunt him down by himself.

Health: 11,500
Guard Primers: 5
Play-style: Well-rounded-fighter
Movement Options: 1 Double Jump/Airdash, Run-type Dash

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

  • Freeze count is how many times freeze can happen in one combo before the attack will have regular properties.
  • Freeze duration is not affect by proration or fatal (meaning freeze time will not increase or decrease under any circumstances)
  • Getting frozen in the air will force standing if the opponent touches the ground while frozen.
  • If an attack hits Jin while the enemy is frozen, they can recover from freeze immediately after hitstop.
  • Opponents break free from the ice when they are hit by a non-freeze attack or freeze duration passes


Jin also has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear AC or EX attacks from Street Fighter 4.

  • If Jin attempts an attack that requires 25% Heat without enough Heat, the C version of the attack will occur instead. (Ex: 623D becomes 623C)

Move List

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • A: can block while in the air without using barrier
  • UNB: unblockable
  • All: can be blocked however
  • All attacks can be blocked with aerial barrier unless stated otherwise.

Normal Moves

5A

Quick slap
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
175
90
82
All
0
6
3
9
-2
12
Click!



5B

Great tool for it's range and speed. 2nd hit pulls in.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
350, 250
90
86(once)
HL
2
7
4(2)1
13
±0
14
Click!
  • 2nd attack pulls opponent in on hit or guard
  • counter hit carries



5C

Good zoning tool, but can lose to mash if you're not careful.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
710
90
85
HL
3
10
4
19
-6
20
Click!
  • Longer attack hitbox on last 3 active frames



2A

The range on this move makes it an useful pressure tool.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
175
80
82
All
0
7
3
8
-1
12
Click!



2B

Surprisingly long range for its animation.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
450
70
80
L
2
9
1
16
-3
14
Click!



2C

Long range, cancel to 5C to be safe.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
720
100
85
HL
3
17
3
24
-10
24
Click!
  • 15~16F head invul
  • causes fatal counter



6A

Overhead that's short range, fast, and safe. Need to RC (or CH) to continue combos.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
640
70
92
H
4
19
3
20
-4
19
Click!
  • Forces crouch on ground hit
  • 26F hitstun
  • grounds opponent on air hit
  • breaks 1 guard primer



6B

NOT an overhead.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
690
100
92
all
4
25
2
5+9L
+3
19
Click!
  • 4~18F foot invul
  • airborne 9F~
  • 26F hitstun on ground



6C

Very useful tool in combos, but it's also used to catch jumpers.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
920
100
90
HL
4
19
3
27
-11
38
Click!
  • Floats on hit
  • can cancel into dash on hit or guard 20~42F



3C

Combo ender, occasional zoning tool.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
550
100
84
L
3
10
3
29
-15
26
Click!
  • Downs on hit
  • cannot emergency tech on CH



Counter Assault

Jin5C.png
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0
50
92
all
4
10
5
37
-23
19
Click!
  • 1~20F fully invul
  • blows back on hit
  • 180F Heat Gauge Cooldown
  • longer attack hitbox on last 3 active frames



j.A

Quick startup makes it good for an air-to-air battle.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
175
72
90
HA
1
7
3
9
--
14
Click!



j.B

Hit above, in front, and below Jin. Has a crossup hitbox.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
540
90
89
HA
3
10
8
23
--
17
Click!
  • Can crossup on last 2 active frames



j.C

Pretty safe move to spam from far away. Primarily used for air-to-air.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
80
85
HA
4
10
3
20+4L
--
19
Click!



j.2C

Primarily used for combos and jump-ins.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
90
85
HA
4
12
5
24
--
19
Click!
  • Attack hitbox above Jin on last 3 active frames



Drive Moves

5D

The infamous Wofhead.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
710
80
80
all
4
17
8
25
-14
19
Click!
  • Blows back on air hit
  • can cancel into dash on hit or guard 18~39F
  • freezes opponent (freeze count 1, lasts 26F)
  • can only special cancel with specials that consume 25% and supers



2D

Zoning tool.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
712
80
80
all
4
22
3
35
+5
19
Click!
  • Pulls opponent in on hit or guard
  • projectile (Lv 1)
  • 24F hitstop
  • freezes opponent (freeze count 1, lasts 50F)



6D

Pressure reset tool, combo filler.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
712
100
80
all
4
35
6
25
+12
19
Click!
  • Projectile (Lv 1)
  • 24F hitstop
  • freezes opponent (freeze count 1, lasts 60F)



j.D

Combo filler, gimmicky crossup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
740
100
80
all
3
16
3
29+5L
--
19
Click!
  • freezes opponent (freeze count 1, lasts 50F)



Hishougeki (236D)

Lots of frame advantage, slow startup.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
712x3
90
87
all
4
27
--
total 62F
+31
19
Click!



air Hishougeki (j.236D)

Zoning and crossup tool.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600x3
90
90
all
4
20
--
20L
--
19
Click!
  • Consumes 25% heat on 1F
  • Breaks 1 guard primer
  • projectile (Lv 1)
  • 180F Heat Gauge Cooldown
  • freezes opponent (freeze count 10, lasts 45F)



Hirensou (623D)

Dragon punch. Leads to good damage in the corner.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
400, 1100
90
92
HL
13
20
3(24)1
42
-24
60
Click!
  • Consumes 25% heat on 1F
  • 1~15 fully invul
  • 1st attack floats on hit
  • 1st hit freezes opponent (freeze count 10, lasts 60F)
  • 2nd attack slides down on hit
  • 2nd attack breaks 1 guard primer
  • 1st attack has 0F hitstop, 2nd attack 20F hitstop
  • 180F Heat Gauge Cooldown
  • counter carries
  • attack comes out 10F from releasing button
  • can hold down button on 2nd attack for 55F~ to make attack unblockable (max charge duration is 64F)



Musou Tousshugeki (214D/j.214D)

Really fast. Blows back very far. Can continue combo if near corner

First Hit

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
640
80
90
all
4
17
24
12+5L
--
19
Click!

Second Hit

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
80
80
all
4
17+16
3
10+15L
-9
60
Click!
  • Consumes 25% heat on 1F
  • Ground version is airborne 4F~
  • counter hit carries
  • 70% repeat proration
  • 180F Heat Gauge Cooldown
  • followup starts up when attack hits or is guarded
  • freezes opponent (freeze count 10, lasts 45F)
  • 2nd hit Blows back on hit
  • cannot emergency tech 2nd hit
  • 2nd hit breaks 1 guard primer



Throws

Forward Throw

Dash 6C to combo afterwards.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 0, 700
90
100x2, 55
GR.T
0, 4, 4
7
5
15
--
--x2, 19
Click!
  • 2nd attack staggers for 68F on hit
  • 3rd attack floats on hit
  • 100% minimum damage
  • 0F hitstop
  • freezes opponent (freeze count 3, lasts 70F)



Back Throw

Dash 6C to combo afterwards.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 700
90
100, 55
GR.T
0, 4, 4
7
5
15
--
--, 19
Click!
  • 2nd attack floats on hit
  • 100% minimum damage
  • 0F hitstop
  • freezes opponent (freeze count 3, lasts 80F)




Air Throw

Has a variety of combo options depending on throw height.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 1400
100
100, 55
AIR.T
0, 4
7
3
15
--
12
Click!
  • 100% minimum damage
  • 0F hitstop
  • freezes opponent (freeze count 3, lasts 60F)
  • vertical throw range for throw is 60~280



Special Moves

Hishouken (236A/B/C)

Zoning tool. C version can be for oki in the corner.
A Version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
500
90
89
all
3
17
--
total 47
-6
17
Click!
B Version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
500
90
89
all
4
17
--
total 56
-13
19
Click!
C Version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
500
90
89
all
3
39
--
total 64
-1
17
Click!
  • Projectile (Lv 1)
  • 8F hitstop



air Hishouken (j.236A/B/C)

Shoots only one projectile depending button pressed. Can double jump if performed high enough.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
85
90
all
4
18
--
total 45 + 11L
--
30
Click!
  • Projectile
  • C version has 41F duration



A Fubuki (623A)

No invincibility, but very fast. Can not hit crouchers.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
800
60
92
HL
4
6
3
33
-17
30
Click!
  • Floats on hit
  • breaks 1 guard primer
  • cannot hit crouching opponent



B Fubuki (623B)

Some invincibility, but not on frame 1. Can not hit crouchers.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
68
92
HL
4
17
3
35
-17
62
Click!
  • 6~19 fully invul
  • floats on hit
  • 20F guardstun
  • breaks 1 guard primer
  • cannot hit crouching opponent
  • 50% repeat proration (A version doesn't count)



Rehhyou (623C)

Invincible from frame 1 through all active frames. Very slow.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1300
50
92
HL
4
20
3
56
-40
66
Click!
  • 1~22 fully invul
  • floats on hit
  • breaks 1 guard primer



A Musou Senshouzan (214A/j.214A)

File:Jin214A.png
Mostly useless. Don't mash it like most scrubs.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
560
80
90
all
4
14
9
12+5L
-7
19
Click!
  • Ground version is airborne from 4F~ onward

Air version generates half as much heat as ground version.


B Musou Senshouzan (214B/j.214B)

Combo ender.Use it when you can't use the C version.
ground version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
580
80
85
all
4
17
15
12+5L
-7
19
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
800
80
85
all
4
17+16
6
4+18L
-9
20
Click!
air version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
580
80
85
all
4
17
15
12+5L
-7
19
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
800
80
85
all
4
17+16
6
4+18L
-9
20
Click!
  • Ground version is airborne from 4F~ onward
  • Followup starts up when attack hits or is guarded
  • counterhit carries
  • 2nd hit Grounds opponent on hit
  • 2nd hit breaks 1 guard primer

Air version generates half as much heat as ground version.


C Musou Senshouzan (214C/j.214C)

Combo ender. Ground version goes high off the round.
ground version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
640
80
90
all
4
19
18
12+5L
-7
24
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
80
90
all
4
19+16
6
7+16L
-12
40
Click!
air version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
640
100
90
all
4
16
6
18L
--
26
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
80
90
all
4
16+16
6
18L
--
40
Click!
  • Ground version is airborne from 4F~ onward
  • Followup starts up when attack hits or is guarded
  • counterhit carries
  • 2nd hit Grounds opponent on hit
  • 2nd hit breaks 1 guard primer

Air version generates half as much heat as ground version.


Sekkajin (CCCC...)

File:JinCCCC.png
Combo filler. 8th launches and has 110% bonus proration.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
180xn
100
95
HL
2
8
2(9)3(9)3(9)3
20
-9
14
Click!
  • all attack forces stand on hit
  • all attacks have 0F hitstop
  • 8th attack floats on hit and has 110% bonus proration
  • active frames for 5th attack and on: (10)2(8)2(9)2(8)2(10)2(8)2(9)2(8)2(10)2(8)2
  • frame advantage is -8F off of hits 4, 8, and 12; -6F off of hits 6, 10, and 14



Distortion Drives

Touga Hyojin (632146C)

File:JinIceWave.png
The Ice Wave. Combo ender, punish tool versus zoners.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
800xN
100
80
all
4
1+8
--
44 total
-17
19
Click!
  • 1~1F after superflash fully invul
  • staggers for 56F on ground hit
  • counter carries
  • breaks 1 guard primer
  • 20% minimum damage
  • projectile (Lv 2)
  • projectile guaranteed to come out after attack startup
  • 0F hitstop
  • 180F Heat Gauge Cooldown



Hiyoku Getsumei (632446D)

File:JinIceArrow.png
Invincible startup, great combo ender. Does about 1000 damage minimum.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
800, 140x22, 1000
85
70(once)
HL
all
5+5
--
65T
--
--
Click!
  • 1~6F after superflash fully invul
  • floats on hit
  • counter carries
  • breaks 1 guard primer
  • 20% minimum damage
  • projectile (Lv 2)
  • attack disappears upon getting hit
  • 30F hitstop on first hit, 40F on last hit, 0F on guard
  • 1st attack freezes opponent
  • 2nd attack starts up when 1st attack hits
  • 180F Heat Gauge Cooldown



Yukikaze (236236D) Catch

Doesn't catch low attacks (but it does next game!).

Attack

Unblockable, invincible the whole time.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
--
--
--
--
--
1
14
21
--
--
Click!
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
100, 3700
100
100, 60
UNB
4,5
57
15
78
--
--, 21
Click!
  • 1~superflash full-body guard point against High and Mid attacks for 13F (guard point duration starts after superflash)
  • on successful guard, 15F hitstop on Jin, 72F on opponent
  • 180F Heat Gauge Cooldown
  • Attack is fully invul through animation
  • 2nd hit staggers (cannot emergency tech)
  • causes Fatal Counter
  • 20% minimum damage
  • 2nd attack is projectile (Lv 2)
  • 35F startup if successful guard was on superflash
  • freezes opponent (lasts 180F)



Astral Heat

Rengoku Hyouya ([2]8D)

Silly astral. Freezes the entire ground.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
death
--
--
UNB
4
6+50
5
95
--
--
Click!
  • 1~till superflash fully invul
  • 180F Heat Gauge Cooldown
  • charge down direction for 30F before pressing up + D
  • freezes opponent


Strategy

Offense


Defense


Combos

Notations

- = normal gatling or perform the move after preceding move's recovery
> = cancel into followups of the special move
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
CU = cross-under (mainly for 3C after Straight Punch)
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(text) = whatever's listed in the parentheses is optional
Blue text = opponent must be crouching for combo to work
Red text = requires 50 heat in order to use the combo
Purple text = requires both crouching opponent and 50 heat
Green text = combo is character specific; check the notes to see who it works on
Turquoise text = requires crouching and is character specific
Yellow text = Fatal Counter combo
Orange text = requires Fatal Counter and 50 heat

Midscreen


Corner

Frame Data

See:
http://www.dustloop.com/guides/bbcs2/

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw on 2nd Hit, Jump, Special
5C - 6B 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5D - - - - D Speicals and Supers, Dash
2A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
2B - 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
2C - - 5C, 6C, 3C 5D, 2D, 6D Jump, Special
2D - - - - -
6A - - - - Throw
6B - - - - Special
6C - - - 2D, 6D Special, Dash
6D - - - - -
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Special
j.B j.A - j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.2C - - j.C j.D Jump, Special
j.D - - - - Special
Red = On Hit only
Green = Available on whiff
Blue = Only once per spring
Special = Specials and Supers
Super = Supers only

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