WELCOME TO HOTEL KISARAGI, HERE ARE YOU ICE CUBES, ENJOY YOUR STAY
This is the Jin beginner guide. Jin is a beginner-friendly character since he follows the Ryu (from Street Fighter) archetype pretty closely. He's also one of the poster children of the game, so I guess that's something else to be proud of?
TABLE OF CONTENTS
First Post:
WHAT DOES HE DO?
WHAT DOES HE NOT DO?
BEFORE YOU BEGIN
NORMAL MOVES
THROWS
COUNTER ASSAULT
SPECIAL MOVES
DRIVE MOVES
DISTORTION DRIVES
ASTRAL HEAT
Second Post:
COMBOS
standard combos, char specific combos, throw combos, corner combos, crouch combos, counterhit combos, etc.
BASIC STRATEGY
MOVING AROUND WITH JIN
HOW FREEZING WORKS
Third Post:
BASIC CHARACTER MATCHUP NOTES
Fourth Post:
REVOLVER CHAIN CHART
WHAT DOES HE DO?
He freezes punks. More accurately, his Drive (Frostbite I think it's called?) encases the opponent in ice, and you can use this time to hit them or position yourself better for when they eventually break free of the ice. He also has fireballs (iceballs?), dragon punches, something resembling a hurricane kick, has some simple target combos, has a super that's a great punishing move. He also uses his super meter differently than other characters in that he has Drive moves that cost 25% Heat (like guilty gear's force breaks or Street Fighter 4's EX attacks). Jin can effectively punish the enemy's mistakes and turn it into good damage.
WHAT DOES HE NOT DO?
He doesn't have an effective gimmick like many of the other characters (arakune, v13, rachel, taokaka, etc). Jin is a pretty normal (boring) character as far as BB goes, so don't play him if you're looking for something super-fancy-crazy-off-the-wall-awesome. A lot of Jin's moves have a good amount of recovery if you miss, so you need to be safe when you attack or punish the opponent
BEFORE YOU BEGIN
I use the number notation and use some fighting game jargon. See http://s1.zetaboards.com/blazblue/pages/index/ and read teh stuff in the Conventions & Notations for definitions.
7 8 9
4 5 6
1 2 3
imagine the 9 numbers above represent the 9 directions you can move on a D-Pad or a Joystick. So 8 would mean jump straight up, 6 would be move forward, 5 would mean standing still. For example 236A would mean move from down, to down-forward to forward, then press A.
NORMAL MOVES
For specific frame data see http://s1.zetaboards.com/blazblue/pages/jin_data/
hopefully, it will be moved to dustloop later so we can keep everything on one site.
5A: one of jin's fastest moves (6 frame startup), but misses on a lot of crouching opponents. This move can hit people like taokaka out of a lot of her drive attacks and can also beat ragna's 5B! Another use for this move is when you opponent is jumping right in front of you and blocking, you can mash on 5A to basically keep him blocking when you get ready for an offensive. Another somewhat funky trick is to chain into this move from 2A on a crouching opponent (which will miss), and then throw them. This works since the recovery on 5A is very short, so you can catch a lot of people off guard.
5B: 2 hits, jump cancelable, 2nd hit is vacuum. This move is fairly fast and has a good hitbox. Can be somewhat used as anti-air, is a normal part of combos, and is used as a tech trap against people who do ground roll forward (the second hit will hit behind Jin, so you will hit them as they roll past you and then you cancel into 5C into a combo).
5C: jump cancelable. On counter hit, you can cancel this into 5D or 6C and it will combo. on crouchers, you can combo 5C into 6C. There is a lot of recovery on whiff, so be careful when using this as a poking tool.
5D: aka Wolf Head. Dash cancelable, and is a great poking tool at further ranges (as well as an anti air of sorts). On hit, the opponent will be frozen and you will be able to combo them. One common thing that players do is 5D > Dash Cancel. This will leave you at a 1 frame disadvantage, and most fast moves don't come out in 5 frames or slower, so while you won't get hit for doing this, your attack will probably lose to what the opponent does (unless you do something with invincibility like say Jin's dragon punches). If the opponent instant blocks this though, he will recover an additional 5 frames quicker, so basically, 5D is good to pressure the opponent, but it's not foolproof. This move can also destroy projectiles
After freezing with 5D: you can cancel into 214C guaranteed. As for other combo opportunities, this is not as clear cut... it depends on if it was counter hit, and how far away they end up. Instead of always going for a combo, you can take this opportunity to do things like set up some mixup (high/low/crossup), go for a throw, wait for them to breakfree + backdash/run away and do another 5D, etc.
6A: an overhead that has very short range, but can cancel into specials on hit only (not on block). This is a risky move since if they block it correctly, then you are helpless (unless you RC). On hit, you can cancel into 214C or 214D for a combo if they're close to the corner. You can also cancel into Sekkajin (mash C), which leads into an air combo, though that's hard and will take some practice to get down correctly.
6B: a hop-kick of sorts, that is NOT an overhead, and it makes you invulnerable to low moves for a while. On hit, you can link into a 2A, or even a 6C on counterhit! This move is special cancelable, so you can do 6B > j.236A/B/C as a way to do a poke then back away from the opponent, or 6B > 214 A/B/C/D to run away (though this requires that the opponent won't get hit by the 214A/B/C/D attack. This moves leaves you at 0 frame advantage/disadvantage, but be warned that there's a lot of startup to this move, so don't rely on this too much since the opponent can easily just hit you out of the air with a 5A. Vs. Arakune, you can 6B to advance forward while avoiding his 2D. You can also do the same thing against v-13's 5D and 236D attack.
6C: works as a combo tool mostly. combos from 5C on crouching and in-the-air opponents, 5C counter hit on any ground hit. It has deceptive vertical range, so if you can position it right, you can use this as an anti-air poke of sorts, but since it's such a slow move, it's very difficult to use due to the amount of foresight needed. This move is dash cancelable, and is used in quite a few combos.
6D: creates a tall ice pillar in front of you. Gives a lot of frame advantage on block (+12), but it's terribly slow, so that limits its usefulness. If it does hit the opponent, they will be frozen for quite a while and you can run up and combo them very easily. Another unconfirmed note, I think this decreases the size of your hittalbe box when jin leans over to create the ice pillar. Note, this move can destory projectiles, but it's a bit hard to time
2A: this move comes out in 7 frames, so it's pretty fast (a frame slower than 5A), but unlike 5A this won't miss on crouchers. use this as a poking tool
2B: hits low and can pick up enemies that are on the ground. Also hits behind Jin, so if the opponent tries to roll behind him, 2B will hit them. After sweeping the opponent you can link a 2B > 5C to air combo (assuming the opponent is close enough).
2C: a high hit with deceptively wide horizontal range, but deceptively short vertical range. While this can be used as an anti air, it's slow, so it's got some drawbacks. This move does has its uses in combos and since it is jump cancelable, it can be used in block strings, and I suppose as a safe anti air option gvien enough time
2D: an ice spike sticks out of the ground about 3 character lengths away in front of Jin. you can combo from 6C to 2D and then while the opponent is frozen run up to them to continue hte combo. It can also be used to try and catch people who backdash, and to catch people who try to do a low-height air dash. This move freezes the opponent on hit, and can also destroy projectiles
3C: a standard sweep. Typically used in ground combos. After doing this, you can link a 2B > 5C > combo. Can potentially be used as a poke since it has a decent amount of range and comes out fairly quickly.
j.A: a quick attack that hits right in front of Jin and is used as an air v. air tool when the opponent is below or right in front of you.
j.B: this move has a lot of horizontal range, and can actually be used as a crossup. This is used in combos, and as an air v air move when j.A would not hit. can also be used as a part of a jump in attack. If you counter hit the opponent with this, you have a LOT of time to react with something. If you're both close to the ground and you CH, you can probably land, jump j.B before the opponent has time to recover!
j.C: while this move appears to have no horizontal range, it actually hits a little in front of Jin. Main use is in combos, or as a jump in (j.B > j.C, land > combo). I've seen many videos of Jins that hit a not-in-the-air enemy with j.C, then land, run up, combo. I haven't had much success with this, but it can be done.
j.D: this move hits all around Jin, and is used as a part of combos, as an air v air move, and as a crossup. If for example the enemy is above you in the air, you can try to jump to the other side of him and press j.D to hit them from behind.
Note that this move is special cancelable, so if you use j.D and the opponent blocks it, you can still throw a 236A/B/C/D to intercept them before they attack, or you can also 214A/B/C/D to move away from the opponent (just make sure you don't run into them). Also of note, if you're suitable high off the ground when you do this move, you can do an air dash or a double jump after this move, so you have quite a few options after this move.
THOWS
all normal throws in the game are special cancelable (except for rachel and v13), so getting a throw means you can do a followup combo. Combos will be listed later.
Forward/Neutral Throw 5BC or 6BC
Freezes on the third hit. After the 2nd hit, you can cancel into a special move. (though normally, you should wait for the third). The idea is to cancel into 214A right after the 3rd hit occurs, so you'll travel right next to the opponent before they are able to break out of the ice and combo them.
Back throw 4BC
The idea is to cancel into 214A right after the 3rd hit occurs, so you'll travel right next to the opponent before they are able to break out of the ice and combo them.
Air throw j.BC
You can cancel this into ice car for simple damage, though if you ahve meter to spare, you may be able to cancel this into j.236D and continue the combo that way. If you air throw them close to teh ground, you can either run up and 5B > combo), or air dash at them and continue pressure that way.
COUNTER ASSAULT aka Dead Angle (DA) aka Alpha Counter
Done by pressing 6AB when blocking. Consumes 50% heat. Jin does his 5C which knocks the opponent away. I haven't used this much so I don't know it's pros and cons very well... anyone want to chime in here?
SPECIAL MOVES
Hishouken (Ice Blade) 236A/B/C aka fireball aka ice edge
ground A version: a normal fireball (ice ball?). Surprisingly, it has frame advantage of +1 according to the frame data posted. I'll have to try using it as a block string ender more.
ground B version: goes fast across teh screen, but you will be in recovery for a while. For some strange reason, i've noticed that it appears to duck some high attacks.
ground C version: has very slow startup, but very little recovery. So if your opponent is far away, you can start doing this move, then run right behind the projectile and have it act as a sort of shield. Another tactic I've seen with this is after a 3C, cancel into this move. If the opponent rolls forward, he will get hit by the projectile, if the opponent rolls back or does a quick getup, then they will be forced to block the projectile.
air A version: goes down at about a 30 degree angle. You are immobile and in counterhit state all the way to the ground as well as for 19 frames afterwards. You can do this quickly off the ground by doing 2369A (though there is a minimum height off the ground you need to be).
air B version: goes down at about a 60 degree angle You are immobile and in counterhit state all the way to the ground as well as for 19 frames afterwards. You can do this quickly off the ground by doing 2369B (though there is a minimum height off the ground you need to be).
air C version: goes straight across the stage, like the ground Hishoukens. You are in recovery and in counterhit state all the way to the ground as well as for 12 frames afterwards. You can do this quickly off the ground by doing 2369C (though there is a minimum height off the ground you need to be).
Musou Senshouzan (Crystal Strike) 214A/B/C aka Ice Ride aka Ice Car
the hit box for this move is only where the ice is, and Jin's entire body is vulnerable to attack, so don't use like how Ragna uses Hell's Fang. All versions also go over low attacks. Ice car is mostly used to travel distances, bait things, or as a part of combos. Doing this move by itself to start an offensive push is asking to get killed.
A version: travels the shortest distance, and only does one hit. This is used as a way to travel a short distance or to go over some low attacks (like 2As, or v-13's 236D) and hit the opponent. If you hit them right at the end of your active frames (or if it's a counter hit), you can combo into a 2A.
B version: travels medium distance and does 2 hits. Second hit only comes out if opponent blocks or is hit by the first hit. Again, you can quickly cover distances with this move as well as go over the enemy's low attacks with this move. You also occasionally see this move as a combo finisher. Note that since this move starts up faster than the C version (by 2 frames), but does less damage, people use this in combos only if the opponent would be able to tech out of a 214C.
C version: travels long distance and does 2 hits. Second hit only comes out if opponent blocks or is hit by the first hit. Basically same uses as the B version, but is used a lot more often to finish combos.
Fubuki (Blizzard) 623 A/B aka dragon punch (dp) aka shoryuken (srk)
these are both effectively dragon punches. On counter hit, the opponent is unable to tech all the way till he hits the ground. If you can counter hit them with Fubuki, you can combo into a 632146C super on their way down, or 214D on their way down, or if you're in the corner, do 5C into the normal air combo.
A version: comes out very fast (6 frames) and can effectively be used as a 'psychic dp' meaning, whenever you expect the opponent to jump at you, do 623A and it will look like you "knew" he was going to jump.
B version: has some invincibility, but comes out much slower (and isn't invincible for the first 5 frames). The opponent is in hit stun for much longer than with the a version. In fact, even on normal hit, you can hit them with a 5C as they fall (if you're both close to the corner).
Rehhyou (Violent Ice) 623C aka dragon punch (dp) aka shoryuken (srk)
think of this as a dragon punch that's very slow, has a lot of invincibility, and hits directly above you (and a little to the front and back). On counter hit, you can combo a 5C > air combo as they land. THis takes some practice so don't be discouraged if you aren't able to get it right away. Basically, use this in block strings after you instant block something, and the opponent's next move is something with a lot of recovery.
Sekkajin (Snow Flower Storm) rapidly press C 4 times, press more for more attacks
Not terribly useful... if hte opponent instant blocks a hit, he can hit you out of hte rest of hte Sekkajin. This move will launch the opponent into the air on the 8th hit. If they're very close to you, when you start this move, you can combo to the 8th hit, then combo into a 6C > dash cancel > 5C > air combo. You can do 6A > sekkajin > the 6C Dash Cancel combo mention before.
DRIVE MOVES (costs 25% heat gauge)
Hishougeki (Flying Ice Strike) 236D aka EX fireball aka Force Break fireball
ground version: shoot out 1 large projectile that does 3 hits. Each hit freezes. gives a LOT of frame advantage on block. Use this in the middle of block strings to keep the opponent blocking (and giving you more time to attack). Also, use this to act as a shield to run behind when fighting characters like Rachel and V13 who can easily cancel out your projectiles otherwise.
Random/useless Note: you can have more tahn one of these out at the same time, so if you get your opponent to block this in teh corner, you can keep doing this move to keep him in block stun as long as you have the meter, haha.
air version: shoot out 3 projectiles 1 in each of the j.236A/B/C directions. Each one freezes on hit. Use this as a jump in option. For example, if you jump in against hakumen, he does a 6A (anti air), but instead of doing something like a j.C, instead do 236D. He will be forced to block it (or if timed right, he will get frozen and you can continue comboing him. You can also use this as a trap of sorts in the corner by doing a block string, jump cancel, then do j.236D at a height where the opponent is effectively boxed in. After the opponent blocks 6B, you can do j.236D, then run up to them and continue attacking them.
Musou Tosshougeki (Freezing Crystal Strike) 214D aka EX ice ride/car aka Force Break ice ride/car
used in combos mostly. After you hit them with this move, you can run up and do a 6C or a 2B (assuming you're not too far away when you do land from 214D) into an air combo. You can also follow this up with 62146C. Basically, this is used as a combo extender. Tt does travels VERY fast (but starts up as fast is A/B ice car), so if you want, you can use it as a way to run to the other side of the stage very quickly (though this is a waste of meter IMO).
Hirensou (Dual Ice Strike) 623D aka EX dragon punch (dp) aka Force Break shoryuken (srk)
invincible, and fairly fast, but not terribly safe on block. There's 2 attacks in this move, the first swipe which has invincibility (and freezes the opponent on hit), and the second one which won't come out until you release the D button. If you charge it long enough (the ground will shake a little bit), then the second hit becomes unblockable. Note that the second hit has no invincibility, so it's still risky because they if block the first hit they can just jump over you and you will be defenseless. The second hit causes the opponent to slide along the ground. Just like with EX ice car, you can combo into into 632146C, or if they're close to the corner, you can follow up with a 6C > combo or 2B > 5C > combo. If you're having problems comboing into either the super of 6C, make sure to delay the second hit of 623D as much as possible.
DISTORTION DRIVES (costs 50% heat gauge)
Touga Hyoujin (Ice Fang) 632146C aka Ice Wave Super
This move comes out very fast and travels across the screen very quickly too. Use this to punish things like Arakune summoning the curse cloud in the air, or any move that has a decent amount of recovery. Be aware that the move does not have any invincibility (well, okay, it's invincible for 1 frame after the super freeze), so you can't use this move as a dragon punch, and if a projectile is about to hit you, you may still get hit and the ice wave super won't come out. You can combo into this from a counter hit fubuki, or a 214D, or a 623D.
Hiyoku Getsumei (Moonsong) 632146D aka Ice Arrow Super aka DEATH RAY
Jin shoots a projectile into the air at about a 30 degree angle. On hit, the opponent is frozen in ice and hit like 20 something times. You will be able to jump up and continue comboing them after the super finishes hitting them. On block, you are left very very vulnerable, as you'll just stay there posing while waiting to eat a counter hit. Basically this is a high risk, high reward move. It is fully invincible until the move actually comes out, so in that sense, it's like a faster, stronger version of 623D with more recovery and costs more to use.
Another common use is to do this off a throw to do a high damage unburstable combo to kill your opponent.
ASTRAL FINISH (ARCTIC DUNGEON) rotate the stick 720 degrees D
Conditions to do an astral finish:
- final round (whoever wins this round would win the entire match)
- it uses 100% heat
- opponent has < 20% life left
- you can only do this once per round... if you miss, you can't do it again
-you need to unlock Jin's astral finish by beating arcade mode with him first.
jin stabs the ground with his sword and freezes the whole ground. if hte opponent is on the ground, they are frozen and die. this move is unblockable. you can combo into this from a throw. note this this move is pretty easy to dodge... just jump right before Jin plunges his sword into teh ground. If you want to do this move as quickly as possible, do a move on the ground first, like a 5B, then start doing the motion, and as soon as the 5B ends, hit D.
you can also check out this thread for more: http://www.dustloop.com/forums/showthread.php?t=6776
more to come



Reply With Quote
]
]




