BBCF/Jin Kisaragi

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Jin Kisaragi
BBCF Jin Portrait.png

Health: 11,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 22 / Invul: 1-5

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

Overview[edit]

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[edit]

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: Determines the number of times that an opponent may be frozen in a single combo. Jin's normal Drive attacks have Freeze Count 1 so they can only be the first Freeze in a combo, else they just do regular hitstun. However, EX Specials (214D, 236D, 623D, etc.) have very high Freeze Counts (10) effectively ignoring the Freeze Count limit.
  • 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 hitstun decay or bonus hitstun from a Fatal Counter starter; in other words, Freeze Duration is a constant value.
Additional Freeze Details
  • If an opponent is crouching or airborne when frozen, they will be forced into a standing state. This makes freeze useful for setting up resets.
  • If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately.
  • Opponents will automatically break free from the freeze effect if they are hit by a non-freezing attack, if Jin goes over the Freeze Count limit, and after the Freeze Duration expires.

EX Specials[edit]

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 have Freeze Count 10, effectively ignoring the Freeze Count limit.
  • If Jin attempts an attack that requires 25% Heat without sufficient meter, the non-EX version will be done instead (for example, inputting 623D with 10 Heat will cause Jin to perform 623C).
  • All EX Specials trigger Heat cooldown for 180 frames upon use.

Overdrive: Frost End[edit]

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, 3C, 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 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, and 623D(2) wallbounces the opponent.
  • EX Specials lose their 180F cooldown period.

Because of these new properties, Jin can use Overdrive to either do lots of unburstable damage like most characters, or to go for resets using Freeze.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • 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 hitconfirm pretty much everything and turn those hitconfirms 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 straightforward 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.
  • Jin is the standard "jack of all trades, master of none" character. Though he doesn't have any outstanding weaknesses, he doesn't excel at anything in particular, and will likely be strictly outperformed by a more specialized character in their strong areas.
  • Jin's basic high/low mixup is weak without 25-50 Heat when he can use TK Hizangeki or RC 6A.
  • While Jin's pressure is strong, his mixup is less "wild" than other characters'; consequently, Jin relies on punishing opponents for selecting their defensive options poorly, utilizing frame traps, etc., all of which require a solid understanding of pressure situations to properly utilize.


Normal Moves[edit]

5A[edit]
5A
BBCS Jin 5A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 6 3 11 -2 B

Standard jab. Whiffs on crouching opponents except those with large crouching hitboxes, such as Tager and Relius. Can be used as an antiair against late/weak jumpins. Jump cancelable on hit and block.

5B[edit]
5B
BBCS Jin 5B.png
Great tool for its range and speed.
Damage Guard Startup Active Recovery Frame Adv Attribute
400*2 Mid 8 4(2)1 16 -3 B
  • CF 2.0: Startup changed from 7f to 8f.

A two hit move. Both hits have a slight vacuum effect. It has good reach and quick a startup, making it a common combo starter. Used as a frame trap tool since it can cancel into many normals, and being only -3, makes the opponent guess if you will frame trap them with a gatling or reset pressure. Has a backward hitbox that is capable of hitting cross-up. In addition to its use in pressure, 5B is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly. Can be jump canceled on hit only.


5C[edit]
5C
BBCS Jin 5C.png
Good zoning tool.
Damage Guard Startup Active Recovery Frame Adv Attribute
800 Mid 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 startup, particularly for its range. Use it as a frame trap or to fish for CHs in neutral. Jump cancelable on hit and block. On CH, 5C > 3C will confirm even at max range.

The first active frame has little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!


2A[edit]
2A
BBCS Jin 2A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 7 4 9 -1 F

Average startup but it has decent reach and is only -1 on block. Mostly used for stagger pressure and sometimes as a situational antiair, as Jin's hitbox shrinks quite a bit, allowing him to low profile some air attacks, such as his own j.B. Jump cancelable on hit and block. It also has use as a meaty, as if an opponent tries to forward roll, Jin will autocorrect and tag them, while an opponent who neutral techs will block 2A.

2B[edit]
2B
BBCS Jin 2B.png
Slight phantom hitbox past his hand.
Damage Guard Startup Active Recovery Frame Adv Attribute
600 Low 9 2 15 -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. Gained one active frame in 2.0, though total duration on whiff remains unchanged.


2C[edit]
2C
BBCS Jin 2C.png
Huge vertical range, head invul.
Damage Guard Startup Active Recovery Frame Adv Attribute
930 Mid 17 3 31 -17 B
  • Head invul 9-19f
  • Freezes opponent for 40F during OD, Freeze Count 3

It has a huge vertical hitbox but it has significant startup and recovery. Can be used as an effective frame trap due to long startup and good reward on counter hit. As an antiair, 2C is slower than some of Jin's other options, but it has a lengthy period of head invul and great vertical range, making it useful against certain air approaches; however, 2C can be beaten by quick attacks due to its startup. Those weaknesses aside, 2C has amazing vertical range and is your strongest option against air attacks directly above your head. Jump-cancellable on block, so even if an opponent tries to bait 2C with a double jump, you retain the option of jump-cancelling, albeit perhaps not offensive momentum.

6A[edit]
6A
BBCS Jin 6A.png
Terrifying overhead. End your opponent's life with this.
Damage Guard Startup Active Recovery Frame Adv Attribute
640 High 19 3 20 -4 B
  • 110% bonus proration. Forces crouch on hit.

Quick and hard to see overhead, but it can only be followed up if it lands as a counter hit or with 25-50 Heat. 2A and 5A 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 throw it in at obvious points. You give up pressure if this is blocked without meter to Rapid Cancel, but reward is poor without meter. With meter, however, 6A is absolutely terrifying and will easily lead into huge damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On hit, can link to fast normals but 6A itself cannot be canceled to anything.


6B[edit]
6B
BBCS Jin 6B.png
Low crush, leads to your best damage midscreen.
Damage Guard Startup Active Recovery Frame Adv Attribute
840 All 19 4 4+14L -3 H
  • Low invul 4-22f

A key combo component in metered and crouching combos. In pressure, it crushes lows and throws, and while it leaves Jin next to the opponent at -3 on block, you can cancel the recovery into air or ground specials for more options to force more respect or simply back off safely.


6C[edit]
6C
BBCS Jin 6C.png
Combo filler, especially in the corner.
Damage Guard Startup Active Recovery Frame Adv Attribute
1060 Mid 19 3 31 -13 B
  • Freezes opponent for 45F during OD, Freeze Count 3

It has a pretty good vertical hitbox, so it can be used as a situational antiair in the corner, though it lacks head invul. Jin moves forward while performing the attack. 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. 6C > 6D can be used against opponents who are truly respecting your pressure or you can cancel 6C into 236D for a true blockstring.

3C[edit]
3C
BBCF Jin 3C.png
Combo ender, occasional footsie tool.
Damage Guard Startup Active Recovery Frame Adv Attribute
900 Low 13 4 28 -15 F

Jin's sweep, redrawn to now use his sword so it can now cause freeze during Overdrive. It has long reach and fast startup for its range, 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 or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving 3C more range than the image suggests.


j.A[edit]
j.A
BBCS Jin jA.png
Good for air-to-air.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 High/Air 7 3 9 - 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[edit]
j.B
BBCS Jin jB.png
Hits above, in front, and below Jin. Has a crossup hitbox.
Damage Guard Startup Active Recovery Frame Adv Attribute
600 High/Air 9 7 30 - H

Pretty versatile move: it can be used as a jumpin, for crossups, 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[edit]
j.C
BBCS Jin jC.png
Safe air poke at range, strong air-to-air.
Damage Guard Startup Active Recovery Frame Adv Attribute
850 High/Air 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 it is easily low profiled when used air-to-ground. Can be jump canceled on hit only.

j.2C[edit]
j.2C
BBCS Jin j2C.png
Excellent jumpin and pressure tool.
Damage Guard Startup Active Recovery Frame Adv Attribute
850 High 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 jumpin due to its hitbox; unlike j.C, j.2C has a stronger vertical hitbox, whereas j.C has a superior horizontal one. Can be jump cancelled on hit and block.


Drive Moves[edit]

  • Data in [ ] refers to Jin in Overdrive.
5D[edit]
5D
BBCS Jin 5D.png
The infamous Wolfhead.
Damage Guard Startup Active Recovery Frame Adv Attribute
960 All 17 8 20 -11[-5] BP

It has a massive hitbox which makes this a good poking tool but it's relatively slow and has quite a bit of recovery. Can be special canceled. 5D > dash cancel is -6[±0] on block.


2D[edit]
2D
BBCS Jin 2D.png
Zoning tool. Whiff at your own peril.
Damage Guard Startup Active Recovery Frame Adv Attribute
960 All 22 3 Total 57 +1[+7] P1*

Pretty good hitbox and range make it seem enticing to use as a spacing tool, 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, but the move requiring distance from the opponent in order to connect in exchange for the only minor frame advantage makes it somewhat limited.


6D[edit]
6D
BBCS Jin 6D.png
Pressure reset, combo filler.
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 All 31 9 Total 65 +6[+12] P1*

It has a huge vertical hitbox but it has a ridiculously slow startup. It's very positive on block so it can be used to reset pressure from time to time and also a general purpose meaty oki tool. Jin's best drive move P1/P2 for starting combos.


j.D[edit]
j.D
BBCS Jin jD.png
The Netplay Crossup
Damage Guard Startup Active Recovery Frame Adv Attribute
970 All 16 3 29+5L - HP

It hits all around Jin so it can be used as a high risk crossup with an IAD. Mostly used as combo filler, connecting it during an air combo will restand the opponent.


Hishousetsu[edit]
Hishousetsu
236D (air OK)
BBCF Jin Hishousetsu.png
"Snowflake."
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 600*3 All 18 - Total: 52 +27 P1*
Air 600*3 All 24 - Total: 40+8L - P1*

236D is a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, it resets pressure very well (especially off of 6C, in which case the cancel is airtight and Jin is moved forwards), and it can allow continued pressure after normally unsafe pressure options like j.D, 6C, 3C, etc. while simultaneously auto-hitconfirming. It can also be placed either during okizeme for the opponent to wake up into or planted during certain neutral situations to passively control space for little risk.


Hirensou[edit]
Hirensou
623D
BBCS Jin Hirensou.png
Dragon punch, corner combo tool.
Damage Guard Startup Active Recovery Frame Adv Attribute
900, 1200 Mid 13 2 (23~77) 3 42 -26 B
  • Full invul frames 1-21

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


Musou Tousshugeki[edit]
Musou Tousshugeki
214D
BBCS Jin MusouTousshugeki.png
Vroom! (Ice-car)
Version Damage Guard Startup Active Recovery Frame Adv Attribute
1st hit 640 Low/Air 17 10 16+7L -10 F
2nd hit (214D~C) 1200 All 14 3 9+18L -13 H

Can sometimes be used to punish projectile zoners if you get a read on them, but the move lacks any sort of invul or hitbox shenanigans that would give it notable priority so don't expect miracles. Mostly sees use as a metered combo part - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.


Hizangeki[edit]
Hizangeki
j.214D
BBCP Jin Hizangeki.png
Combo part, overhead.
Damage Guard Startup Active Recovery Frame Adv Attribute
600, 1200 All, High/Air 9 1(9)3 22+5L - H
  • Fastest TK j.214D startup is 22 frames
  • TK j.214D is ±0 on block

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 combos.


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
BBCS Jin FThrow.png
Can cancel the third hit.
Damage Guard Startup Active Recovery Frame Adv Attribute
0,0,1500 Throw(70) 7 3 23 - T

Jin has pretty solid throw range for Blazblue standards, and he gets pretty good damage and corner carry off it meterless. Can kara throw with 3C for additional range.

Back Throw[edit]
Back Throw
BBCS Jin BThrow.png
Can cancel the 2nd hit.
Damage Guard Startup Active Recovery Frame Adv Attribute
0,1500 Throw(70) 7 3 23 - T

Switcheroo if you are in the corner, otherwise identical.

Air Throw[edit]
Air Throw
BBCS Jin AThrow.png
Has a variety of combo options depending on throw height.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 Throw(90) 7 3 23+3L - T

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

Counter Assault[edit]
Counter Assault
BBCS Jin 5C.png
Jin's Counter Assault, it uses 5C's animation.
Damage Guard Startup Active Recovery Frame Adv Attribute
0 All 13 5 34 -20 B

Copies 5C's reliable hitbox. As with every other CA, it's punishable on whiff and block.

Crush Trigger[edit]
Crush Trigger
BBCP Jin CT.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 Barrier 20 1 25 ±0 B
Charged 1000 Barrier 30~61 1 25 ±0 B

Sometimes sees use in combos. This move counts as a special, so you can cancel most normals into this move.


Special Moves[edit]

Hishouken[edit]
Hishouken
236A, air OK
BBCS Jin Hishouken.png
Zoning tool.
BBCP Jin AirHishouken.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 600 All 13 - 44T -8 P1*
Air 600 All 20 - Total 49+L - P1*

Primarily used to zone and annoy your opponents. Counter hit launches the opponent for a combo with 5B if used from within about 5C range, otherwise it just pesters them.


Fubuki[edit]
Fubuki
623B
BBCS Jin Fubuki.png
Fast antiair. Pray it hits them.
Damage Guard Startup Active Recovery Frame Adv Attribute
950 Mid 8 3 33 -17 B
  • Head invul frames 5-10

Thanks to its speed, hitbox, and head invul frames, Fubuki works well as an antiair, 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 punish due to the move's lengthy recovery, while on block, you at least retain the option of Rapid Canceling to keep the initiative.


Rehhyou[edit]
Rehhyou
623C
BBCS Jin Rehhyou.png
Meterless DP. Don't expect miracles.
Damage Guard Startup Active Recovery Frame Adv Attribute
1300 Mid 13 3 45 -29 B
  • Full invul frames 1-15

Meterless reversal, but the horizontal range leaves something to be desired, and you're in a terrible counter hit state for the entire huge recovery window if you miss or get blocked. Does not lead to reward except on air counter hit, and even then is a very poor starter.

Musou Senshouzan[edit]
Musou Senshouzan
214B
BBCS Jin MusouSenshouzanB.png
The good old
Version Damage Guard Startup Active Recovery Frame Adv Attribute
1st Hit 640 Low/Air 17 8 16+7L -10 F
2nd Hit (214B~C) 1000 All 14 4 6+20L -13 H

The infamous "Ice Car", sadly even less fit for neutral than it was in days past. Mostly used as combo filler and as a combo finisher. Can create tricky pressure situations with RC on the second hit, but beware guard cancel overdrive. Despite looking like Jin is off the floor, he is still considered grounded during the first part and can be ground thrown out of the move.


Hizansen[edit]
Hizansen
j.214C
BBCP Jin Hizansen.png
Aerial combo ender.
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 All 13 3 Till L+7 - H

Pretty good hitbox and the recoil causes Jin to float a bit which makes this a decent air to ground and useful for baiting and punishing certain antiairs. Causes hard knockdown which makes it a good combo ender in or near the corner, but it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable.


Sekkajin[edit]
Sekkajin
22C
BBCS Jin Sekkajin.png
Must be close to the opponent to attack...
BBCP Jin SekkajinFar.png
...or else Jin just stands there.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
22C 385*4 All 8 2(3)2(3)2(3)2 28 -13 B

Fatal Counters, 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 followup with 25 Heat on hit.

Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets that the opponent cannot delay tech/roll out of, and are tricky to reversal out of because Jin can simply run up and 5A up to three times before doing the mixup to throw off timing.

Version Damage Guard Startup Active Recovery Frame Adv Attribute
Followup (22C~D) 400, 800 All 25 8 68 - B
Followup (OD) (22C~D) 200x6, 800 All 25 1,2x4,7 68 - B

The 22C followup, it's useful for switching sides with your opponent mid-combo in the corner.


Distortion Drives[edit]

Touga Hyojin[edit]
Touga Hyojin
632146C
BBCS Jin IceWave.png
Punish tool.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 1600, 400*4 All 1+8 - 44T -17 P2*
Overdrive Followup 400*3, 1200 All - - - - P2*

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 a small minimum distance in order to connect. You WILL get hit out of the startup if a projectile is already too close to you or a poke is about to touch you when you finish inputting the move, so don't throw it out on a whim.

The best time (and frankly only time) to use Touga Hyojin during combos is during Overdrive as it has the highest Minimum Damage during Overdrive at 1120.


Hiyoku Getsumei[edit]
Hiyoku Getsumei
632146D air OK
BBCS Jin IceArrow.png
Invincible startup, damaging metered combo ender.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 1000, 200*14, 1100 Mid 5+5 - Total 108 -80 P2*
Air 1000, 200*14, 1100 All 5+5 - until L+15 - P2*
Ground (Overdrive) 1000, 200*20, 1100 Mid 5+5 - Total 108 -80 P2*
Air (Overdrive) 1000, 200*20, 1100 All 5+5 - until L+10 - P2*

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

After air OD version, can combo into 632146C for more damage and a very stylish combo ender. Rapid canceling the 632146D early in a combo instead tends to lead to more damage, however.


Yukikaze[edit]
Yukikaze
236236D
BBCS Jin Yukikaze1.png
Catches any blockable attack.
BBCS Jin Yukikaze2.png
Unblockable, invincible the whole time.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Catch - - - - 1+33 - -
Attack (Normal) 500, 3500 Unblockable 57 15 77 - B
Attack (OD) 500*5, 3500 Unblockable 57 15 77 - B
  • Counterattack stance, attack only comes out if Jin is attacked with a non-throw attack.
  • Superflash occurs on 1F, can catch attacks from 1-14F.
  • If triggered on a non-projectile move, attacker is stuck in hitstop until Jin attacks.
  • If triggered on 1F, then Jin does a faster version of the attack where startup is 21F

Situational counter reversal that catches both highs and lows, can be effective when used against safejumps or to escape setups meant to pin down Jin in blockstun such as Carl's Rhapsody of Memories (236236D) or Tsubaki's Requiem Maledictus (632146B). In these situations, the opponent can often avoid the attack, but Jin is fully invincible so the best they can do is get a meaty afterwards.


Exceed Accel[edit]

Gekka Hyourou
ABCD during Overdrive
BBCF Jin Gekka.png
DP #6
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 300*4, 1250 All 20[10] 3 34 -10 B
Active Flow 600, 400*10, 1250 All 20[10] 3 34 -10 B

Is full invul frame 1, and for no meter! It ends your overdrive when used whether successful or not, and the non-Active Flow version leads to poor damage raw or in combos. However it will put Jin into Active Flow if he is not already, and even attempting and failing to use it as a reversal will leave Jin with more burst gauge remaining than trying to burst.

Startup is shortened to 10f if buffered out of OD activation or if canceled into.


Astral Heat[edit]

Rengoku Hyouya
[2]8D
BBCS Jin Astral.png
Hits the entire ground. Can combo into this.
BBCS Jin Astral2.png
Damage Guard Startup Active Recovery Frame Adv Attribute
Death Low 6+25 5 95 -86 F

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, 2D, and 6D.


External References[edit]



BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc