BBCSE/Jin Kisaragi/Frame Data

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System Data

Health: 11500

Combo Rate: 80%

Guard Primers: 5

Movement Options: Double Jump, 1 Airdash, Dash type: Run

Jump Startup: 4

Backdash Time: 22

Backdash Startup Invincibility: 5

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 267 110 80 82 all 0 HB 6 3 9 -2 11 12 Click!
5B SJR 350, 250 144, 103 90 86(once) HL 2 HB 7 4(2)1 13 0 17 14 Click!
  • 2nd attack pulls opponent in on hit or guard
  • counter carries
5C SJR 710 293 90 85 HL 3 HB 10 4 19 -6 29 20 Click!
  • Longer attack hitbox on last 3 active frames
2A SJR 267 110 80 82 all 0 F 7 3 8 -1 12 12 Click!
2B SR 445 184 80 86 L 2 F 9 1 16 -3 20 14 Click!
2C S(J)R 720 298 80 89 HL 3 HB 17 3 24 -10 34 24 Click!
  • 14~19F head invul
  • fatal possible
6A R 640 264 80 92 H 4 HB 19 3 20 -4 33 19 Click!
  • Forces crouch on ground hit, 23F hitstun
  • grounds opponent on air hit, cannot emergency tech
6B SR 690 285 100 92 all 4 H 25 2 5+9F landing +3 during move 19 Click!
  • 4~18F foot invul
  • 9F~ in the air
  • 26F hitstun
6C SR 920 380 100 90 HL 4 HB 19 3 27 -11 42 38 Click!
  • Floats on hit
  • can cancel into dash on hit or block 20~42F
3C SR 650 227 100 84 L 3 F 10 3 29 -15 27 26 Click!
  • Downs on hit
  • cannot emergency tech on CH
j.A SR 267 110 90 82 HA 0 H 7 3 6 - 12 12 Click!
j.B SJR 540 223 90 86 HA 2 H 10 8 23 - 31 17 Click!
  • Can crossup on last 2 active frames
j.C SJR 700 289 70 89 HA 3 H 10 3 20 - 29 19 Click!
  • 4F landing recovery
j.2C SJR 700 289 90 89 HA 3 H 12 5 24 - 31 19 Click!
  • Attack hitbox above Jin on last 3 active frames
Forward Throw -, R, SR 0, 0, 1300 0, 0, 538 90 100x2, 55 100 0, 4, 4 ground throw 7 5 15 - during move 12, 19x2 Click!
  • 2nd attack staggers for 60F on hit
  • 3rd attack floats
  • 100% minimum damage
  • freezes opponent (freeze count 3, lasts 60F)
Back Throw -, SR 0, 1300 0, 538 90 100, 55 100 0, 4 ground throw 7 5 15 - during move 12, 19 Click!
  • 2nd attack floats on hit
  • 100% minimum damage
  • freezes opponent (freeze count 3, lasts 86F)
Air Throw -, SR 0, 1400 0, 579 100 100, 55 90 0 air throw 7 3 18 - during move 12 Click!
  • 100% minimum damage
  • oF hitstop
  • freezes opponent (freeze count 3, lasts 60F)
  • vertical throw range for throw is -60~280
Dash Cancel - - - - - - - - - - total 22F - during move - Click!
Counter Assault R 0 0 50 92 all 4 HB 10 5 37 -26 34 19 Click!
  • 1~20F fully invul
  • blows opponent back on hit
  • 180F Heat Gauge Cooldown
  • longer attack hitbox on last 3 active frames

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Frost Bite
  • Freeze count is how many times freeze can happen in one combo before the attack will have regular properties.
  • 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 and are blown back
  • Freeze duration is not affect by proration or fatal (meaning freeze time will not increase or decrease under any circumstances)
  • Opponents break free from the ice when they are hit by a non-freeze attack or freeze duration passes
  • 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)
5D dSR* 712 294 80 80 all 4 HBP 17 8 25 -14 39 19 Click!
  • Blows opponent 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 R 712 294 80 80 all 4 HBFP 22 3 35 +1 47 19 Click!
  • Pulls opponent in on hit or guard
  • projectile
  • 22F hitstop
  • freezes opponent (freeze count 1, lasts 50F)
6D R 712 294 100 80 all 4 HBFP 35 6 25 +12 during move 19 Click!
  • Projectile Lv 1
  • 24F hitstop
  • freezes opponent (freeze count 1, lasts 60F)
j.D SR 740 306 100 80 all 4 H 16 3 29 - during move 19 Click!
  • 5F landing recovery
  • freezes opponent (freeze count 1, lasts 50F)
Hishougeki
236D
R 712x3 0 90 87 all 4 HBP 27 - total 62F +31 during move 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)
  • projectile guranteed to come out after startup
  • cannot perform Hishouken or ground Hishougeki for 27F after this attack disappears (still able to use Aerial Hishougeki)
Hishougeki (air)
j.236D
R 600x3 0 90 90 all 4 HBP 20 - 20F after landing - during move 19 Click!
  • Consumes 25% heat on 1F
  • Projectile Lv 1
  • startups for projectiles are 20F, 21F, 22F (from bottom up)
  • 180F Heat Gauge Cooldown
  • freezes opponent (freeze count 10, lasts 45F)
  • projectile guranteed to come out after startup
Hirensou
623D
R 400, 1100 0 90 92 HL 4 HB 13 3(24)1 42 -24 during move 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
  • can hold down button on 2nd attack for 55F~ to make attack unblockable (max charge duration is 64F)
  • when attack is charged (even partially), attack comes out 10F from releasing button
Musou Tosshougeki (1)
214D/j.214D
R 640 0 80 90* all 4 HB 17 24 12+5F landing - till landing 19 Click!
  • Consumes 25% heat on 1F
  • ground version is airborne 4F~
  • 70% repeat proration
  • 180F Heat Gauge Cooldown
  • followup starts up when attack hits or is guarded
  • freezes opponent (freeze count 10, lasts 45F)
Musou Tosshougeki (2) R 900 0 80 80* all 4 HB 17+16 3 10+15F landing -9 during move 60 Click!
  • Blows back on hit
  • cannot emergency tech
  • breaks 1 guard primer
  • 70% repeat proration
  • counter hit carries from Musou Tosshougeki (1)

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
A Hishouken
236A
R 500 207 90 89 all 3 HBP 17 - total 47F -6 during move 17 Click!
  • Projectile Lv 1
  • 8F hitstop
  • projectile guranteed to come out after startup
  • cannot perform any Hishouken or ground Hishougeki for 20F after this attack disappears (can use aerial Hishougeki without restriction)
B Hishouken
236B
R 500 207 90 92 all 4 HBP 17 - total 56F -13 during move 19 Click!
  • Projectile Lv 1
  • 8F hitstop
  • projectile guranteed to come out after startup
  • cannot perform any Hishouken or ground Hishougeki for 20F after this attack disappears (can use aerial Hishougeki without restriction)
C Hishouken
236C
R 500 207 90 89 all 3 HBP 39 - total 64F -1 during move 17 Click!
  • Projectile Lv 1
  • 8F hitstop
  • projectile guranteed to come out after startup
  • cannot perform any Hishouken or ground Hishougeki for 20F after this attack disappears (can use aerial Hishougeki without restriction)
Hishouken (air)
j.236A/B/C
R 600 248 85 90 all 4 HBP 18 - total 45F - during move 19 Click!
  • Projectile
  • 11F landing recovery
  • C version has 41F duration
  • projectile guranteed to come out after startup
  • cannot perform Hishouken or ground Hishougeki for 27F after this attack disappears (can use aerial Hishougeki without restriction)
A Fubuki
623A
R 800 331 60 92 HL 4 HB 6 3 33 -17 during move 30 Click!
  • Floats on hit
  • breaks 1 guard primer
  • cannot hit crouching opponent
B Fubuki
623B
R 900 372 68 92* HL 4 HB 15 3 35 -17 during move 62 Click!
  • 4~17F fully invul
  • floats on hit
  • 20F blockstun
  • breaks 1 guard primer
  • cannot hit crouching opponent
  • 50% repeat proration (A version doesn't count)
Rehhyou
623C
R 1300 538 50 92 HL 4 HB 20 3 56 -40 during move 66 Click!
  • 1~22 fully invul
  • floats on hit
A Musou Senshouzan
214A
R 560 463 80 90 all 4 HB 14 9 12+5F landing -7 till landing 19 Click!
  • Airborne from 4F~ onward
  • Wallbounces in corner on aerial hit
  • 20% repeat proration
B Musou Senshouzan (1)
214B
R 580 480 80 85 all 4 HB 17 15 12+5F landing - till landing 19 Click!
  • Airborne from 4F~ onward
  • Followup starts up when attack hits or is guarded
B Musou Senshouzan (2) R 800 662 80 85 all 4 HB 17+16 6 4+18F landing -9 till landing 20 Click!
  • Grounds opponent on hit
  • Counter carries from Musou Senshouzan B (1)
  • breaks 1 guard primer
C Musou Senshouzan (1)
214C
R 640 529 80 90 all 4 HB 19 18 15+5F landing - till landing 24 Click!
  • Airborne from 4F~ onward
  • Followup starts up when attack hits or is guarded
C Musou Senshouzan (2) R 900 745 80 90 all 4 HB 19+16 6 7+18F landing -12 till landing 40 Click!
  • Grounds opponent on hit
  • Counter carries from Musou Senshouzan C (1)
  • breaks 1 guard primer
A Musou Senshouzan (air)
j.214A
R 560 463 80 90 all 4 HB 14 9 5F after landing - till landing 19 Click!
  • wallbounces in corner on aerial hit
B Musou Senshouzan (1) (air)
j.214B
R 580 240 100 85 all 4 HB 14 8 5F after landing - till landing 19 Click!
  • Followup starts up when attack hits or is guarded
B Musou Senshouzan (2) (air) R 800 331 80 85 all 4 HB 14+16 6 18F after landing - till landing 19 Click!
  • Grounds opponent on hit
  • Counter carries from Musou Senshouzan B (air) (1)
  • breaks 1 guard primer
C Musou Senshouzan (1) (air)
j.214C
R 640 264 100 90 all 4 HB 16 6 5F after landing - till landing 24 Click!
  • Followup starts up when attack hits or is guarded
C Musou Senshouzan (2) (air) R 900 372 80 90 all 4 HB 16+16 6 18F after landing - till landing 40 Click!
  • Grounds opponent on hit
  • Counter carries from Musou Senshouzan C (air)(1)
  • breaks 1 guard primer
Sekkajin
CCCC...
R 180xN 74xN 100 95* all 2 HB 8 2(9)3(9)3(9)3 20 -9* during move 14 Click!
  • all attack (except 8th) forces stand on hit
  • 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

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Touga Hyojin
632146C
R 700xN 0 100 80 all 4 HBP 1+8 - total 44F -17 during move 19 Click!
  • 1~1F after superflash fully invul
  • staggers for 48F on ground hit
  • counter carries
  • breaks 1 guard primer
  • 25% minimum damage
  • projectile Lv 2
  • projectile guaranteed to come out after attack startup
  • 180F Heat Gauge Cooldown
Hiyoku Getsumei
632146D
R 800, 100x22, 1100 0 85 70(once) HL 4 HBP 5+5 - total 101F -73 during move 40 Click!
  • 1~6F after superflash fully invul
  • floats on hit
  • counter carries
  • breaks 1 guard primer
  • First and Last hits have 20% minimum damage, all other hits have 10% minimum damage
  • projectile Lv 2
  • attack disappears if Jin gets hit
  • 30F hitstop on first hit, 40F on last hit
  • 1st attack freezes opponent
  • 2nd attack starts up when 1st attack hits
  • 180F Heat Gauge Cooldown
Yukikaze (guard)
236236D
- - - - - - - - 1 14 21 - during move - Click!
  • 1~13F after superflash full-body guard point against High, Low and Projectile attacks
  • on successful guard, 15F hitstop on Jin, 72F on opponent
  • 180F Heat Gauge Cooldown
Yukikaze (attack) R 100, 3700 0 100 100, 60 unblockable 4, 5 HBF, HBP 57* 15 78 - during move 132, 21 Click!
  • Fully invul through animation
  • 2nd attack staggers (cannot tech out of stagger)
  • fatal possible
  • 20% minimum damage
  • 2nd attack is projectile Lv 2
  • startup is reduced to 35F if successful guard was on superflash
  • freezes opponent (lasts 180F)

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Rengoku Hyouya
[2]8D
- death 0 - - unblockable 4 HBP 6+50 5 95 - 140 - Click!
  • 1~till superflash fully invul
  • 180F Heat Gauge Cooldown
  • hold down direction for 30F to perform attack
  • freezes opponent


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 Specials 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 - - - - Special
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
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