BBCF/Jin Kisaragi: Difference between revisions

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|name=5A
|name=5A
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=CSOJR
  |cancel=CSOJR
  |damage=300
  |damage=300
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|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=SO(J)R
  |cancel=SO(J)R
  |damage=350, 250
  |damage=350, 250
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|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=SOJR
  |cancel=SOJR
  |damage=710
  |damage=710
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|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=CSOJR
  |cancel=CSOJR
  |damage=300
  |damage=300
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|name=2B
|name=2B
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=SO(J)R
  |cancel=SO(J)R
  |damage=500
  |damage=500
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|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=SOJR
  |cancel=SOJR
  |damage=720
  |damage=720
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|name=6A
|name=6A
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=R
  |cancel=R
  |damage=640
  |damage=640
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|name=6B
|name=6B
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=SOR
  |cancel=SOR
  |damage=690
  |damage=690
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|name=6C
|name=6C
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=SOR
  |cancel=SOR
  |damage=920
  |damage=920
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|name=3C
|name=3C
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=SOR
  |cancel=SOR
  |damage=650
  |damage=650
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|name=j.A
|name=j.A
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=CSOR
  |cancel=CSOR
  |damage=300
  |damage=300
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|name=j.B
|name=j.B
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=SOJR
  |cancel=SOJR
  |damage=540
  |damage=540
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|name=j.C
|name=j.C
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=SOJR
  |cancel=SOJR
  |damage=700
  |damage=700
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|imageSize=175x250px
|imageSize=175x250px
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |cancel=SOJR
  |cancel=SOJR
  |damage=700
  |damage=700
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|caption=The infamous Wofhead
|caption=The infamous Wofhead
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=800
  |damage=800
  |cancel=DrRD
  |cancel=DrRD
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|caption=Zoning tool.
|caption=Zoning tool.
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=720
  |damage=720
  |cancel=R
  |cancel=R
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|caption=Pressure reset tool, combo filler.
|caption=Pressure reset tool, combo filler.
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=810
  |damage=810
  |cancel=R
  |cancel=R
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|caption=Combo filler, gimmicky crossup.
|caption=Combo filler, gimmicky crossup.
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=740
  |damage=740
  |cancel=SOR
  |cancel=SOR
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|caption=
|caption=
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Ground
  |version=Ground
  |damage=
  |damage=
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  |description=
  |description=
  }}
  }}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air
  |version=Air
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|caption=Dragon punch. Leads to good damage in the corner.
|caption=Dragon punch. Leads to good damage in the corner.
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=700, 1100
  |damage=700, 1100
  |cancel=R
  |cancel=R
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|caption=Really fast. Used for combos. Can continue combo if semi-near corner.
|caption=Really fast. Used for combos. Can continue combo if semi-near corner.
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=1st hit
  |version=1st hit
  |damage=640
  |damage=640
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  |description=
  |description=
  }}
  }}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=2nd hit (214D~C)
  |version=2nd hit (214D~C)
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|name=Hizangeki
|name=Hizangeki
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=1184 (300, 1500)
  |damage=1184 (300, 1500)
  |cancel=R
  |cancel=R
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|name=Forward Throw
|name=Forward Throw
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=0,0,1400
  |damage=0,0,1400
  |cancel=R,SOR
  |cancel=R,SOR
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|name=Back Throw
|name=Back Throw
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=0,1400
  |damage=0,1400
  |cancel=SOR
  |cancel=SOR
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|name=Air Throw
|name=Air Throw
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=0, 1400
  |damage=0, 1400
  |cancel=SOR
  |cancel=SOR
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|name=Counter Assault
|name=Counter Assault
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=0
  |damage=0
  |cancel=R
  |cancel=R
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|name=Crush Trigger
|name=Crush Trigger
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=1000
  |damage=1000
  |cancel=R
  |cancel=R
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|caption2=Can double jump or air dash if performed high enough.
|caption2=Can double jump or air dash if performed high enough.
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Ground
  |version=Ground
  |damage=500
  |damage=500
Line 1,005: Line 1,005:
  |hitbox=
  |hitbox=
  }}
  }}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air
  |version=Air
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|name=Fubuki
|name=Fubuki
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=800
  |damage=800
  |cancel=R
  |cancel=R
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|imageSize=175x250px
|imageSize=175x250px
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=1100
  |damage=1100
  |cancel=R
  |cancel=R
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|name=Musou Senshouzan
|name=Musou Senshouzan
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=1st Hit
  |version=1st Hit
  |damage=780
  |damage=780
Line 1,131: Line 1,131:
The infamous "Ice Car", using it during neutral is asking for trouble.
The infamous "Ice Car", using it during neutral is asking for trouble.
  }}
  }}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=2nd hit (1st hit hits) (214B~C)
  |version=2nd hit (1st hit hits) (214B~C)
  |damage=200
  |damage=200
Line 1,156: Line 1,156:
It floats the opponent after a 3C, so it can be used as a combo finisher.  
It floats the opponent after a 3C, so it can be used as a combo finisher.  
  }}
  }}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=2nd hit (1st hit whiffs) (214B~C)
  |version=2nd hit (1st hit whiffs) (214B~C)
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|name=Hizansen
|name=Hizansen
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=1000
  |damage=1000
  |cancel=R
  |cancel=R
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|name=Sekkajin
|name=Sekkajin
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=22C
  |version=22C
  |damage=220x4
  |damage=220x4
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Now a FC, 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 follow-up with 25 Heat.  
Now a FC, 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 follow-up with 25 Heat.  
  }}
  }}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Followup (22C~D)
  |version=Followup (22C~D)
  |damage=400,800
  |damage=400,800
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  |description=
  |description=
  }}
  }}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Followup (OD) (22C~D)
  |version=Followup (OD) (22C~D)
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|input=632146C
|input=632146C
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=700xN
  |damage=700xN
Line 1,337: Line 1,337:
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
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|input=632146D air OK
|input=632146D air OK
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Ground
  |version=Ground
  |damage=800, 100x22, 1100
  |damage=800, 100x22, 1100
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  |description=
  |description=
  }}
  }}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air
  |version=Air
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|input=236236D
|input=236236D
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Catch
  |version=Catch
  |damage=
  |damage=
Line 1,456: Line 1,456:
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Attack (Normal)
  |version=Attack (Normal)
  |damage=100, 3700
  |damage=100, 3700
Line 1,480: Line 1,480:
  |description=
  |description=
  }}
  }}
{{AttackData-BBCPE
{{AttackData-BBCF
  |header=no
  |header=no
  |version=Attack (OD)
  |version=Attack (OD)
Line 1,515: Line 1,515:
|name=Gekka Hyourou
|name=Gekka Hyourou
|data=
|data=
{{AttackData-BBCPE
{{AttackData-BBCF
  |version=Normal
  |version=Normal
  |cancel=
  |cancel=
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  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Active Flow
  |version=Active Flow
Line 1,579: Line 1,579:
|input=[2]8D
|input=[2]8D
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=Death
  |damage=Death
  |cancel=
  |cancel=

Revision as of 02:39, 26 October 2016

Jin Kisaragi
BBCF Jin Portrait.png

Health: 11,000
Combo Rate: 70%
Prejump:
Backdash Time 22 / Invul: 1-5


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

Overview

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

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: This value determines the number of times that an opponent may be frozen in a single combo. Under normal circumstances, an opponent can only be frozen once per combo using a normal Drive attack (5D, 2D, 6D, j.D). If you use another normal Drive attack while the opponent has already been frozen once before, the normal Drive attack will not freeze the opponent. However, EX Specials (214D, 236D, 623D, etc.) have very high Freeze Counts (10) effectively ignoring the Freeze Count limit. Furthermore, you may freeze the opponent more than once per combo with normal Drive attacks during Overdrive (see the Overdrive section for more details).
  • 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 hit-stun decay or bonus hit-stun from a Fatal Counter starter; in other words, Freeze Duration is a constant value.
  • If an opponent is crouching or airborne when frozen, they will be forced into a standing state.
  • If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately after hitstop.
  • Opponents will automatically break free from the freeze effect if they are hit by a normal attack, if Jin goes over the Freeze Count limit, and after the Freeze Duration expires.


EX Specials

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 ignore the Freeze Count limit.
  • If Jin attempts an attack that requires 25% Heat without sufficient meter, the C version of the attack will occur instead (for example, inputting 623D with 24 Heat will cause Jin to perform 623C).
  • All EX Specials trigger Heat cooldown for 180 frames upon use.


Overdrive: Frost End

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, 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, have higher P2, 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, 236D can be dash cancelled, and 623D(2) launches the opponent.
  • EX Specials lose their 180F cool-down period.

You can only freeze the opponent up to 5 times in a single OD combo (not counting EX Specials). The specials' Freeze Count limit of 5 is shared with the sword normals/Drives' Freeze Count limit of 3, meaning that you can only freeze the opponent up to 3 times with sword normals and/or Drives and 2 more times with special attacks for a maximum of 5 freezes per OD combo (again, not including EX Specials, which ignore the Freeze Count limit).

Pros/Strengths

  • 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 hit-confirm pretty much everything and turn those hit-confirms 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 straight-forward 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.


Cons/Weaknesses

  • Jin is the standard "jack of all trades, master of none" character. He doesn't excel at anything in particular (though he doesn't have any outstanding weaknesses).
  • While his standing overhead (6A) is among the fastest in the game, it cannot be followed up unless on CH or with 50 Heat for a Rapid Cancel.
  • Jin's basic high-low mix-up is weak without 25-50 Heat when he can use TK Hizangeki or RC 6A.
  • While Jin's offence is strong, his mix-up is less "wild" than other characters'; consequently, Jin relies on his Freeze attacks for unconventional resets, as well as punishing opponents for selecting their defensive options poorly, utilising frame traps, etc.


Ambox warning.png This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Jin 5A.png
300 All 6 3 9 - B -
5B
5B
BBCS Jin 5B.png
Great tool for its range and speed.
350, 250 All 7 4(2)1 19 - B -
5C
5C
BBCS Jin 5C.png
Good zoning tool, but can lose to mash if you're not careful.
710 All 10 4 19 - B -
2A
2A
BBCS Jin 2A.png
300 All 7 3 8 - F -
2B
2B
BBCS Jin 2B.png
Surprisingly long range for its animation.
500 Low 9 1 16 - F -
2C
2C
BBCS Jin 2C.png
Long vertical range, has head invul before and through the first active frame.
720 HL 17 3 24 - B -
6A
6A
BBCS Jin 6A.png
Overhead, short range, fast, -8 on block. Requires resources or CH for conversions.
640 H 19 3 22 - B -
6B
6B
BBCS Jin 6B.png
NOT an overhead. Goes over lows.
690 All 25 2 5+9L - H -
6C
6C
BBCS Jin 6C.png
Combo filler, especially in the corner.
920 HL 19 3 31 - B -
3C
3C
BBCF Jin 3C.png
Combo ender, occasional zoning tool.
650 L 10 3 29 - F -
j.A
j.A
BBCS Jin jA.png
Good for an air-to-air battle.
300 H 7 3 6 - H -
j.B
j.B
BBCS Jin jB.png
Hits above, in front, and below Jin. Has a cross-up hitbox.
540 H 10 8 23 - H -
j.C
j.C
BBCS Jin jC.png
Safe air poke at range, strong air-to-air.
700 HA 10 3 20+4L - H -
j.2C
j.2C
BBCS Jin j2C.png
Primarily used for combos and jump-ins.
700 H 13 5 24 - H -


Drive Moves

5D
5D
BBCS Jin 5D.png
The infamous Wofhead
800 All 17 8 20 - HBFP -
2D
2D
BBCS Jin 2D.png
Zoning tool.
720 All 22 3 35 - HBFP* -
6D
6D
BBCS Jin 6D.png
Pressure reset tool, combo filler.
810 All 35 6 25 - HBFP -
j.D
j.D
BBCS Jin jD.png
Combo filler, gimmicky crossup.
740 All 16 3 29+5L - HBFP -
Hishousetsu
Hishousetsu
236D (air OK)
BBCF Jin Hishousetsu.png
Air - - Air - -
Hirensou
Hirensou
623D
BBCS Jin Hirensou.png
Dragon punch. Leads to good damage in the corner.
700, 1100 HL 13 3(24)1 42 - B -
Musou Tousshugeki
Musou Tousshugeki
214D
BBCS Jin MusouTousshugeki.png
Really fast. Used for combos. Can continue combo if semi-near corner.
640 LA 17 24 4+5L - F - 900 All 17 3 8+19L - H -
Hizangeki
Hizangeki
j.214D
BBCP Jin Hizangeki.png
Aerial combo ender or used as an overhead.
1184 (300, 1500) All,HA 8 1(13)3 22 - H -


Universal Mechanics

Forward Throw
Forward Throw
BBCS Jin FThrow.png
Can cancel into specials and supers on 3rd hit.
0,0,1400 T(70) 7 5 15 - T -
Back Throw
Back Throw
BBCS Jin BThrow.png
Can cancel into specials and supers on 2nd hit.
0,1400 T(70) 7 5 15 - T -
Air Throw
Air Throw
BBCS Jin AThrow.png
Has a variety of combo options depending on throw height.
0, 1400 T(90) 7 3 18+3L - T -
Counter Assault
Counter Assault
BBCS Jin 5C.png
Jin's Counter Assault, it uses 5C's animation.
0 All 13 5 37 - B -
Crush Trigger
Crush Trigger
BBCP Jin CT.png
1000 All-Barrier 30-60 1 27 - B -


Special Moves

Hishouken
Hishouken
236A, air OK
BBCS Jin Hishouken.png
Zoning tool.
BBCP Jin AirHishouken.png
Can double jump or air dash if performed high enough.
500 All 14 44T - HBFP* - 600 All 18 45T - HBFP* -
Fubuki
Fubuki
623B
BBCS Jin Fubuki.png
Head invincibility starting on frame 5 and lasts through initial active frames. Cannot hit crouchers.
800 HL 8 3 33 - B -
Rehhyou
Rehhyou
623C
BBCS Jin Rehhyou.png
Invincible from frame 1 through all active frames. Very slow.
1100 HL 20 3 56 - B -
Musou Senshouzan
Musou Senshouzan
214B
BBCS Jin MusouSenshouzanB.png
780 LA 17 9 4+3 - F - 200 All 15 6 3+22L - H - 800 All 36 6 3+22L - H -
Hizansen
Hizansen
j.214C
BBCP Jin Hizansen.png
The new aerial combo ender.
1000 All 13 3 Till L+7 - H -
Sekkajin
Sekkajin
22C
BBCS Jin Sekkajin.png
Must be close to the opponent to attack...
BBCP Jin SekkajinFar.png
...or else Jin just stands there
220x4 All 8 2(3)2(3)2(3)2 29 - B - 400,800 All 25 8 57 - B,HBFP - 200x6,800 All 25 1,2x4,7 57 - Bx6, HBFP -


Distortion Drives

Touga Hyojin
Touga Hyojin
632146C
BBCS Jin IceWave.png
Punish tool and combo ender
700xN All 1+8 44T - HBFP*(2) - 700xN, 400x3,1000 All 1+8 44T - HBFP* -
Hiyoku Getsumei
Hiyoku Getsumei
632146D air OK
BBCS Jin IceArrow.png
Invincible startup, now a decent combo ender (1000 minimum damage). Has much less recovery on whiff and block.
800, 100x22, 1100 HL 5+5 63T - HBFP*(2) - 800, 100x22, 1100 All 5+5 until L+11 - HBFP*(2) -
Yukikaze
Yukikaze
236236D
BBCS Jin Yukikaze1.png
Catches any blockable attack.
BBCS Jin Yukikaze2.png
Unblockable, invincible the whole time.
1 14 21 - - 100, 3700 UNB 57 15 78 - B,HBFP - 100, 1000x5 UNB 57 15 78 - Bx5,HBFP -


Exceed Accel

Gekka Hyourou
ABCD during Overdrive
2100 All - - 4290 All - -


Astral Heat

Rengoku Hyouya
[2]8D
BBCS Jin Astral.png
Hits the entire ground. Combos from ground throw.
BBCS Jin Astral2.png
Death L 6+50 5 95 - FP* -


External References