No edit summary |
|||
Line 86: | Line 86: | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=CSOJR | |cancel=CSOJR | ||
|damage=300 | |damage=300 | ||
Line 117: | Line 117: | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=SO(J)R | |cancel=SO(J)R | ||
|damage=350, 250 | |damage=350, 250 | ||
Line 148: | Line 148: | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=SOJR | |cancel=SOJR | ||
|damage=710 | |damage=710 | ||
Line 178: | Line 178: | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=CSOJR | |cancel=CSOJR | ||
|damage=300 | |damage=300 | ||
Line 209: | Line 209: | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=SO(J)R | |cancel=SO(J)R | ||
|damage=500 | |damage=500 | ||
Line 240: | Line 240: | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=SOJR | |cancel=SOJR | ||
|damage=720 | |damage=720 | ||
Line 272: | Line 272: | ||
|name=6A | |name=6A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=R | |cancel=R | ||
|damage=640 | |damage=640 | ||
Line 304: | Line 304: | ||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=SOR | |cancel=SOR | ||
|damage=690 | |damage=690 | ||
Line 335: | Line 335: | ||
|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=SOR | |cancel=SOR | ||
|damage=920 | |damage=920 | ||
Line 366: | Line 366: | ||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=SOR | |cancel=SOR | ||
|damage=650 | |damage=650 | ||
Line 398: | Line 398: | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=CSOR | |cancel=CSOR | ||
|damage=300 | |damage=300 | ||
Line 429: | Line 429: | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=SOJR | |cancel=SOJR | ||
|damage=540 | |damage=540 | ||
Line 460: | Line 460: | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=SOJR | |cancel=SOJR | ||
|damage=700 | |damage=700 | ||
Line 492: | Line 492: | ||
|imageSize=175x250px | |imageSize=175x250px | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|cancel=SOJR | |cancel=SOJR | ||
|damage=700 | |damage=700 | ||
Line 526: | Line 526: | ||
|caption=The infamous Wofhead | |caption=The infamous Wofhead | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=800 | |damage=800 | ||
|cancel=DrRD | |cancel=DrRD | ||
Line 557: | Line 557: | ||
|caption=Zoning tool. | |caption=Zoning tool. | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=720 | |damage=720 | ||
|cancel=R | |cancel=R | ||
Line 588: | Line 588: | ||
|caption=Pressure reset tool, combo filler. | |caption=Pressure reset tool, combo filler. | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=810 | |damage=810 | ||
|cancel=R | |cancel=R | ||
Line 619: | Line 619: | ||
|caption=Combo filler, gimmicky crossup. | |caption=Combo filler, gimmicky crossup. | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=740 | |damage=740 | ||
|cancel=SOR | |cancel=SOR | ||
Line 651: | Line 651: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage= | |damage= | ||
Line 669: | Line 669: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
Line 697: | Line 697: | ||
|caption=Dragon punch. Leads to good damage in the corner. | |caption=Dragon punch. Leads to good damage in the corner. | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=700, 1100 | |damage=700, 1100 | ||
|cancel=R | |cancel=R | ||
Line 729: | Line 729: | ||
|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- | {{AttackData-BBCF | ||
|version=1st hit | |version=1st hit | ||
|damage=640 | |damage=640 | ||
Line 753: | Line 753: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=2nd hit (214D~C) | |version=2nd hit (214D~C) | ||
Line 787: | Line 787: | ||
|name=Hizangeki | |name=Hizangeki | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=1184 (300, 1500) | |damage=1184 (300, 1500) | ||
|cancel=R | |cancel=R | ||
Line 821: | Line 821: | ||
|name=Forward Throw | |name=Forward Throw | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0,0,1400 | |damage=0,0,1400 | ||
|cancel=R,SOR | |cancel=R,SOR | ||
Line 852: | Line 852: | ||
|name=Back Throw | |name=Back Throw | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0,1400 | |damage=0,1400 | ||
|cancel=SOR | |cancel=SOR | ||
Line 883: | Line 883: | ||
|name=Air Throw | |name=Air Throw | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, 1400 | |damage=0, 1400 | ||
|cancel=SOR | |cancel=SOR | ||
Line 914: | Line 914: | ||
|name=Counter Assault | |name=Counter Assault | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0 | |damage=0 | ||
|cancel=R | |cancel=R | ||
Line 945: | Line 945: | ||
|name=Crush Trigger | |name=Crush Trigger | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=1000 | |damage=1000 | ||
|cancel=R | |cancel=R | ||
Line 982: | Line 982: | ||
|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- | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage=500 | |damage=500 | ||
Line 1,005: | Line 1,005: | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
Line 1,039: | Line 1,039: | ||
|name=Fubuki | |name=Fubuki | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=800 | |damage=800 | ||
|cancel=R | |cancel=R | ||
Line 1,074: | Line 1,074: | ||
|imageSize=175x250px | |imageSize=175x250px | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=1100 | |damage=1100 | ||
|cancel=R | |cancel=R | ||
Line 1,106: | Line 1,106: | ||
|name=Musou Senshouzan | |name=Musou Senshouzan | ||
|data= | |data= | ||
{{AttackData- | {{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- | {{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- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=2nd hit (1st hit whiffs) (214B~C) | |version=2nd hit (1st hit whiffs) (214B~C) | ||
Line 1,191: | Line 1,191: | ||
|name=Hizansen | |name=Hizansen | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=1000 | |damage=1000 | ||
|cancel=R | |cancel=R | ||
Line 1,227: | Line 1,227: | ||
|name=Sekkajin | |name=Sekkajin | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=22C | |version=22C | ||
|damage=220x4 | |damage=220x4 | ||
Line 1,252: | Line 1,252: | ||
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- | {{AttackData-BBCF | ||
|version=Followup (22C~D) | |version=Followup (22C~D) | ||
|damage=400,800 | |damage=400,800 | ||
Line 1,276: | Line 1,276: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Followup (OD) (22C~D) | |version=Followup (OD) (22C~D) | ||
Line 1,313: | Line 1,313: | ||
|input=632146C | |input=632146C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=700xN | |damage=700xN | ||
Line 1,337: | Line 1,337: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,372: | Line 1,372: | ||
|input=632146D air OK | |input=632146D air OK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage=800, 100x22, 1100 | |damage=800, 100x22, 1100 | ||
Line 1,396: | Line 1,396: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
Line 1,432: | Line 1,432: | ||
|input=236236D | |input=236236D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Catch | |version=Catch | ||
|damage= | |damage= | ||
Line 1,456: | Line 1,456: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Attack (Normal) | |version=Attack (Normal) | ||
|damage=100, 3700 | |damage=100, 3700 | ||
Line 1,480: | Line 1,480: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{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- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|cancel= | |cancel= | ||
Line 1,539: | Line 1,539: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{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- | {{AttackData-BBCF | ||
|damage=Death | |damage=Death | ||
|cancel= | |cancel= |
Revision as of 02:39, 26 October 2016
Jin Kisaragi |
---|
Health: 11,000
|
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.
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 |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
j.2C
j.2C |
---|
Drive Moves
5D
5D |
---|
2D
2D |
---|
6D
6D |
---|
j.D
j.D |
---|
Hishousetsu
Hishousetsu 236D (air OK) |
---|
Hirensou
Hirensou 623D |
---|
Musou Tousshugeki
Musou Tousshugeki 214D |
---|
Hizangeki
Hizangeki j.214D |
---|
Universal Mechanics
Forward Throw
Forward Throw |
---|
Back Throw
Back Throw |
---|
Air Throw
Air Throw |
---|
Counter Assault
Counter Assault |
---|
Crush Trigger
Crush Trigger |
---|
Special Moves
Hishouken
Hishouken 236A, air OK |
---|
Fubuki
Fubuki 623B |
---|
Rehhyou
Rehhyou 623C |
---|
Musou Senshouzan
Musou Senshouzan 214B |
---|
Hizansen
Hizansen j.214C |
---|
Sekkajin
Sekkajin 22C |
---|
Distortion Drives
Touga Hyojin
Touga Hyojin 632146C |
---|
Hiyoku Getsumei
Hiyoku Getsumei 632146D air OK |
---|
Yukikaze
Yukikaze 236236D |
---|
Exceed Accel
Gekka Hyourou ABCD during Overdrive |
---|
Astral Heat
Rengoku Hyouya [2]8D |
---|
External References
- Japanese Name: ジン=キサラギ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •