BBCSE/Jin Kisaragi: Difference between revisions

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==Move List==
==Move List==
: ''See also: [[Frame_Data_%28Jin_BBCSE%29|Jin Full Frame Data]]''
Note for the Guard section in the tables:
Note for the Guard section in the tables:
*H: can block while standing
*H: can block while standing

Revision as of 20:55, 29 January 2012

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 Lasts

  • Freeze count is how many times freeze can happen in one combo before the attack will have regular properties.
  • Lasts is how long the freeze will last and is not affect by proration or fatal (meaning freeze time will not increase or decrease due to damage scaling)
  • 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

See also: Jin Full Frame Data

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 Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
267
110
80
82
6
3
9
-2
Click!



5B

Great tool for it's range and speed. 2nd hit pulls in.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
350, 250
144, 103
90
86(once)
7
4(2)1
13
±0
Click!
  • 2nd attack pulls opponent in on hit or guard
  • Counter hit carries
  • Air unblockable



5C

Good zoning tool, but can lose to mash if you're not careful.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
710
293
90
85
10
4
19
-6
Click!
  • Longer attack hitbox on last 3 active frames
  • Air unblockable



2A

The range on this move makes it a decent pressure tool.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
267
110
80
82
7
3
8
-1
Click!



2B

Surprisingly long range for its animation.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
445
184
80
86
9
1
16
-3
Click!



2C

Long vertical range, has head invul before and through the first active frame, slow.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720
298
80
89
17
3
24
-10
Click!
  • Head invulnerable during frames 14-19.
  • Fatal Counter
  • Air unblockable



6A

Overhead that's short range, fast, but negative on block. Need to RC (or CH) to continue combos.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640
264
80
92
19
3
20
-4
Click!
  • Forces crouch on ground hit
  • 26F hitstun
  • Grounds opponent on air hit
  • Air unblockable



6B

NOT an overhead.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
690
285
100
92
25
2
5+9L
+3
Click!
  • 4~18F foot invul
  • Airborne 9F~
  • 26F hitstun on ground



6C

Combo filler (especially in the corner).
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
920
380
100
90
19
3
27
-11
Click!
  • Floats on hit
  • Can cancel into dash on hit or guard during frames 20~42
  • Air unblockable



3C

Combo ender, occasional zoning tool.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650
227
100
84
10
3
29
-15
Click!
  • Downs on hit
  • Cannot emergency tech on CH



j.A

Quick startup makes it good for an air-to-air battle.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
267
110
90
82
7
3
6
--
Click!



j.B

Hit above, in front, and below Jin. Has a crossup hitbox.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
540
223
90
86
10
8
23
--
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 Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
289
70
89
10
3
20+4L
--
Click!
  • Has 4 frames of landing recovery



j.2C

Primarily used for combos and jump-ins.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
289
90
85
12
5
24
--
Click!
  • Attack hitbox above Jin on last 3 active frames



Counter Assault

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




Drive Moves

5D

The infamous Wofhead.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
710
293
80
80
17
8
25
-14
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. Breaks a primer.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
712
294
80
80
22
3
35
+1
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 Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
712
294
100
80
35
6
25
+12
Click!
  • projectile (Lv 1)
  • 24F hitstop
  • freezes opponent (freeze count 1, lasts 60F)



j.D

Combo filler, gimmicky crossup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
740
306
100
80
16
3
29 + 5 landing
--
Click!
  • freezes opponent (freeze count 1, lasts 50F)
  • 5 frame landing recovery



Hishougeki (236D)

Lots of frame advantage, slow startup.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
712x3
(163x3)
90
87
27
--
total 62F
+31
Click!
  • Consumes 25% heat on 1F
  • Breaks 1 guard primer



air Hishougeki (j.236D)

Zoning and crossup tool. Has horrible recovery so make sure it lands.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600x3
(138x3)
90
90
20
--
20L
--
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 Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400, 1100
(92, 253)
90
92
13
3(24)1
42
-24
Click!
  • Consumes 25% heat on 1F
  • 1~15 fully invul
  • 1st attack floats on hit
  • 1st hit freezes opponent (freeze count 10, lasts 60F)
  • 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)
  • 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



Musou Tousshugeki (214D/j.214D)

File:Jin214A.png
Really fast. Used for combos or to run away.
Blows back very far. Can continue combo if near corner

First Hit

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640
(147)
80
90
17
24
12 + 5 landing
--
Click!

Second Hit

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
900
(247)
80
80
17+16
3
10 + 15 landing
-9
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

Can cancel into specials and supers on 3rd hit.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 0, 1300
??
90
100x2, 55
7
5
15
--
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

Can cancel into specials and supers on 2rd hit.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1300
??
90
100, 55
7
5
15
--
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 Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400
0, 579
100
100, 55
7
3
15
--
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/B/C Versions
A Version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500
207
90
89
17
--
total 47
-6
Click!
B Version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500
207
90
89
17
--
total 56
-13
Click!
C Version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500
207
90
89
39
--
total 64
-1
Click!
  • Projectile (Lv 1)
  • 8F hitstop



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

File:JinJ236ABC.png
Shoots only one projectile depending button pressed. Can double jump if performed high enough.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
248
85
90
18
--
total 45 + 11 landing
--
Click!
  • Projectile
  • C version has 41F duration



A Fubuki (623A)

No invincibility, but very fast. Can not hit crouchers.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
331
60
92
6
3
33
-17
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 Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
900
372
68
92
17
3
35
-17
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 Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1300
538
50
92
20
3
56
-40
Click!
  • 1~22 fully invul
  • floats on hit
  • breaks 1 guard primer



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

File:Jin214A.png
Wall bounces in the corner. Use after ground throw to follow opponent for combos.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560
463
80
90
14
9
12+5L
-7
Click!
  • Ground version is airborne from 4F~ onward
  • Air version generates half as much heat as ground version



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

File:Jin214A.png
Combo ender.
Use it when you can't use the C version.
ground version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
580
480
80
85
17
15
12 + 5 landing
-7
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
662
80
85
17+16
6
4 + 18 landing
jin/214B_2
Click!
air version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
580
240
80
85
17
15
12 + 5 landing
--
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
331
80
85
17+16
6
4 + 18 landing
-9
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



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

File:Jin214A.png
Combo ender. Ground version goes high off the round.
Jin214B.png
ground version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640
529
80
90
19
18
12 + 5 landing
-7
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
900
745
80
90
19+16
6
7 + 16 landing
-12
Click!
air version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640
264
100
90
16
6
18 landing
--
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
900
372
80
90
16+16
6
18 landing
--
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



Sekkajin (CCCC...)

File:JinCCCC.png
Combo filler.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
180xn
74xn
100
95
8
2(9)3(9)3(9)3
20
-9
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. Great combo ender, punish tool versus zoners.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700xN
(184xN)
100
80
1+8
--
44 total
-17
Click!
  • 1~1F after superflash fully invul
  • staggers for 56F on ground hit
  • counter carries
  • breaks 1 guard primer
  • 25% 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, but not very good as a combo ender (about 700 minimum damage). Has a lot of recovery.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800, 160x22, 1100
??
85
70(once)
5+5
--
65 total
--
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)

Catches highs and lows.
Unblockable, invincible the whole time.

Catch

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
--
--
--
--
1
14
21
--
Click!


Attack

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
100, 3700
(23, 851)
100
100, 80
57
15
78
--
Click!
  • 1~superflash full-body guard point against High Mid, and low 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)

Unblockable and freezes the entire ground. Combos from ground throw.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death
--
--
--
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 after A Ice car in the corner)
(N) = only use the Nth attack of the move (for example, if 5B(1) is written, you only use the first hit of 5B)
(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

Revolver Action Table

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


BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc