BBCF/Jin Kisaragi: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
{{BBCF/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=Jin is one of Blazblue's closest examples of a "Shoto" character. He's a '''good all-arounder''' with many tools for any given situation. He is also '''beginner friendly''' and relatively easy to pick up. Jin's unique mechanics come in the form of his Drive and his EX Specials. Jin's Drive gives him the ability to Freeze his opponents and followup with attacks, or create unique mixups to continue his offense. Jin's EX specials allow him to use stronger versions of his special attacks at the cost of Heat. Jin's Overdrive is also an amazing tool that powers up his Freeze mechanic and greatly improves his damage.


======<span style="visibility:hidden;font-size:0">Overview</span>======
Unfortunately, Jin lacks immediate access to his strongest mixups, as they require resources. As a result, Jin typically relies on stagger pressure, backed up by his solid neutral tools. Additionally, Jin is a rather '''meter hungry''' character. On top of system mechanics, Jin needs to spend Heat to make the most of his unique options. Despite some of these shortcomings, Jin still sees use at the highest levels of play. A good understanding of Blazblue's mechanics and fundamentals will take any Jin player far.
{{Overview
}}
|overview= Jin is one of Blazblue's closest examples of a "Shoto" character. He's a '''good all-arounder''' with many tools for any given situation. He is also '''beginner friendly''' and relatively easy to pick up. Jin's unique mechanics come in the form of his Drive and his EX Specials. Jin's Drive gives him the ability to Freeze his opponents and followup with attacks, or create unique mixups to continue his offense. Jin's EX specials allow him to use stronger versions of his special attacks at the cost of Heat. Jin's Overdrive is also an amazing tool that powers up his Freeze mechanic and greatly improves his damage.
{{BBCF/Infobox
 
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)
Unfortunately, Jin lacks immediate access to his strongest mixups, as they require meter. As a result, Jin typically relies on stagger pressure, backed up by his solid neutral tools. Additionally, Jin is a rather '''meter hungry''' character. On top of system mechanics, Jin needs to spend Heat to make the most of his unique options. Despite some of these shortcomings, Jin still sees use at the highest levels of play. A good understanding of Blazblue's mechanics and fundamentals will take any Jin player far.
|lore= 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. After the events of Chrono Phantasma, he begins to work with Trinity Glassfille to stop Terumi and Izanami once and for all.
|voice_actor= Tetsuya Kakihara
|quote=
|summary= is a good all around character with mechanics that will be familiar to people who have played more traditional fighting games.
|pros=
*'''All-Rounder:''' Jin has tools for just about every situation. He can poke effectively, he has great pressure and Oki options, and he can even zone with some effectiveness. This gives him a lot of versatility in matchups.
*'''Easy Gameplan:''' Jin is a straightforward character with low execution barrier.
*'''Consistent Conversions:''' The freeze property on Jin's {{clr|D|j.D}} and his 25 meter Drive specials allow Jin to get full combos from air to airs and far hits respectively for lower resources than most other characters.
*'''Defensive Powerhouse:''' Jin has access to various reversal options, including two reversal DPs and a counter super (Yukikaze).
*'''Zettou:''' A great Overdrive that gives him new reset opportunities, improved offense and a notable increase to his damage ceiling especially if he chooses to invest meter.
 
 
|cons=
*'''Resource-dependent:''' Needs Heat and/or Overdrive for his strongest mixups, combos and resets. While Jin is still somewhat effective without meter, he'll be constantly burning it throughout the match.
| fastestAttack = [[#5A|5A]] (6F whiffs crouchers)<br/>[[#2A|2A]] (7F)
| reversal = [[#Rehhyou|623C]] (13F)<br/>[[#Hirensou|623D]] (13F)<br/>[[#Hiyoku Getsumei|632146D]] (10F)<br/>[[#Kokuujin: Yukikaze|236236D]] (Catch 1~14F)
| reversal = [[#Rehhyou|623C]] (13F)<br/>[[#Hirensou|623D]] (13F)<br/>[[#Hiyoku Getsumei|632146D]] (10F)<br/>[[#Kokuujin: Yukikaze|236236D]] (Catch 1~14F)
| fatalStarter = [[#Sekkajin|22C]]<br/>[[#Hirensou|623[D] (2)]]
| fatalStarter = [[#Sekkajin|22C]]<br/>[[#Hirensou|623[D] (2)]]<br/>[[#Kokuujin:_Yukikaze|236236D]]
|unique_mechanic1_name= Drive: Reitou
}}
|unique_mechanic1=
{{card|width=4
Reitou enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities.
|header=Drive: Reitou (Frost Bite)
|content=Jin's Drive gives him the ability to freeze his opponents, allowing for extended combos and unconventional reset opportunities.
<!-- There's a better way to write this, I think.-->
<!-- There's a better way to write this, I think.-->
As a basic rule of thumb, Jin's Drive normals can only cause the first freeze in a combo and he can use his EX Specials for further freezes.
As a basic rule of thumb, Jin's Drive normals can only freeze once in a combo and he can use his EX-Specials for further freezes.
 
See the [[../Damage#Hit_Effects|attack attribute page]] for more details on how Freeze works.


See the [[BBCF/Attack_Attributes#Miscellaneous_Hit_Effects|attack attribute page]] for more details on how Freeze works.
Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks from ''Guilty Gear Accent Core +R'', EX Attacks from ''Street Fighter IV'', and SB Skills from ''Persona 4 Arena''.  


Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear ACR, 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.  
* 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 {{clr|D|623D}} with less than 25 Heat will cause Jin to perform {{clr|C|623C}}).
* If Jin attempts an attack that requires 25% Heat without sufficient meter, the non-EX version will be done instead (for example, inputting {{clr|D|623D}} with less than 25 Heat will cause Jin to perform {{clr|C|623C}}).
* All EX Specials trigger Heat cooldown for about 3 seconds (180F) upon use.
* All EX-Specials trigger Heat cooldown for about 3 seconds (180F) upon use.
|unique_mechanic2_name= Overdrive: Zettou
|header2=Overdrive: Zettou (Frost End)
|unique_mechanic2=
|content2=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 (groundbounce, wallbounce, etc.).  
Zettou 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 ({{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|C|6C}}, {{clr|C|j.C}}, {{clr|C|j.2C}}) will now freeze the opponent and have a Freeze Count limit of 3.
*Sword normals ({{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|C|6C}}, {{clr|C|j.C}}, {{clr|C|j.2C}}) will now freeze the opponent and have a Freeze Count limit of 3.
Line 43: Line 33:
*Special moves will now freeze the opponent and have a Freeze Count limit of 5.  
*Special moves will now freeze the opponent and have a Freeze Count limit of 5.  
*Normal Drives ({{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|j.D}}) gain more frame advantage and freeze for a longer period of time.  
*Normal Drives ({{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|j.D}}) gain more frame advantage and freeze for a longer period of time.  
*Most EX Specials gain better effects on hit for combo extensions, and lose their heat cooldown period.
*Most EX-Specials gain better effects on hit for combo extensions, and lose their heat cooldown period.


Jin gains many new combo routes and damage through these new properties. Jin can use Overdrive to either do lots of unburstable damage like most characters, or to go for new resets using Freeze.
Jin gains many new combo routes and damage through these new properties. Jin can use Overdrive to either do lots of unburstable damage like most characters, or to go for new resets using Freeze.
}}
{{card|width=4
|header=[[File:Beginner.png|50px]] [[/Starter|Starter Guide]]
|content=Need help getting started? Go to [[/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
}}
}}
</div>
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
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|input=5A
|input=5A
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 11
}}
Standard jab. Whiffs on crouching opponents except those with large crouching hitboxes, such as Tager and Hakumen. Can be used as an antiair against late/weak jumpins.
*Cancels into itself up to 3 times per string.
*Cancels into itself up to 3 times per string.
*Jump cancelable on hit and block.
*Jump cancelable on hit and block.
Standard jab. Whiffs on crouching opponents except those with large crouching hitboxes, such as Tager and Hakumen. Can be used as an antiair against late/weak jumpins.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
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|input=5B
|input=5B
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 4
|inactive2= 2
|active3  = 1
|recovery = 16
}}
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, {{clr|B|5B}} is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly.
*Jump cancelable on hit.
*Jump cancelable on hit.
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, {{clr|B|5B}} is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
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|input=5C
|input=5C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 4
|recovery = 19
}}
A strong zoning and neutral tool. While it is a good poke, Jin's hurtbox extends before the active hurtbox reaches out fully and as a result it might end up losing to other potentially slower pokes at certain distances, making it better suited as a counter-poke. It has a pretty quick startup, particularly for its range. Use it as a frame trap, punish tool or even to fish for CHs in neutral. On CH, {{clr|C|5C}} > {{clr|B|6B}} is the go-to confirm however at longer ranges {{clr|C|5C}} > {{clr|D|2D}} will be the only way to pick as {{clr|B|6B}} risks whiffing.
The first two active frames have little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!
*Freezes opponent for 30F during OD. Freeze Count 3.
*Freezes opponent for 30F during OD. Freeze Count 3.
*Hitbox fully extends on frame 12.
*Hitbox fully extends on frame 12.
*Jump cancelable on hit and block.
*Jump cancelable on hit and block.
A decent zoning and neutral tool. While it is a decent poke, Jin's hurtbox extends before the active hurtbox reaches out fully and as a result it might end up losing to other potentially slower pokes at certain distances, conversely this makes his {{clr|C|5C}} pretty decent as a counterpoke. It has a pretty quick startup, particularly for its range. Use it as a frame trap, punish tool or even to fish for CHs in neutral. On CH, {{clr|C|5C}} > {{clr|C|3C}} will always be a reliable option however {{clr|C|5C}} > {{clr|D|2D}} is a much better long range confirm.
The first two active frames have little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
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|input=2A
|input=2A
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 9
}}
Average startup but very long range for a {{clr|A|2A}} 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 {{clr|B|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 {{clr|A|2A}}.
*Jump and Throw cancelable on hit and block.
*Jump and Throw cancelable on hit and block.
Average startup but very long range for a {{clr|A|2A}} 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 {{clr|B|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 {{clr|A|2A}}.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
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|input=2B
|input=2B
|description=
|description=
Hits low. Two frames slower than {{clr|A|2A}}, but {{clr|B|2B}} has more range and is a better starter; in return, it has more recovery than {{clr|A|2A}}. Can be used to reset pressure from time to time and as an alternative for forward roll catches, though it is more prone to switching sides with the opponent on succesful hit compared to {{clr|A|2A}}. Gained one active frame in 2.0, though total duration on whiff remains unchanged.  
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 2
|recovery = 15
}}
Hits low. Two frames slower than {{clr|A|2A}}, but {{clr|B|2B}} has more range and is a better starter; in return, it has more recovery than {{clr|A|2A}}. Can be used to reset pressure from time to time and as an alternative for forward roll catches, though it is more prone to switching sides with the opponent on succesful hit compared to {{clr|A|2A}}.


[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}},
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}},
Line 110: Line 129:
|input=2C
|input=2C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 3
|recovery = 31
}}
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, {{clr|C|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, {{clr|C|2C}} can be beaten by quick attacks due to its startup. Those weaknesses aside, {{clr|C|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 {{clr|C|2C}} with a double jump, you retain the option of jump-cancelling, albeit perhaps not offensive momentum.
*Head invul 9-19f.
*Head invul 9-19f.
*Freezes opponent for 30F during OD, Freeze Count 3.
*Freezes opponent for 30F during OD, Freeze Count 3.
*Jump cancelable on hit and block.
*Jump cancelable on hit and block.
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, {{clr|C|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, {{clr|C|2C}} can be beaten by quick attacks due to its startup. Those weaknesses aside, {{clr|C|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 {{clr|C|2C}} with a double jump, you retain the option of jump-cancelling, albeit perhaps not offensive momentum.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|3|6C}}, {{clr|3|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|3|6C}}, {{clr|3|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
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|input=6A
|input=6A
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 19
|active  = 3
|recovery = 20
}}
Quick and hard to see overhead that resets pressure on hit, but it can only be followed up if it lands as a counter hit or with 50 Heat. {{clr|A|2A}} and {{clr|A|5A}} are the only moves that gatling into {{clr|A|6A}}, so beware becoming predictable in your strings: Jin's {{clr|A|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 {{clr|A|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, {{clr|A|6A}} is absolutely terrifying and will easily lead into good damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On CH, can link to fast normals but {{clr|A|6A}} itself cannot be canceled to anything.
*110% bonus proration.  
*110% bonus proration.  
*Forces crouch on hit.  
*Forces crouch on hit.  
*Jin's only standing overhead.
*Jin's only standing overhead.
*+4 on normal hit.
*+4 on normal hit.
Quick and hard to see overhead that resets pressure on hit, but it can only be followed up if it lands as a counter hit or with 50 Heat. {{clr|A|2A}} and {{clr|A|5A}} are the only moves that gatling into {{clr|A|6A}}, so beware becoming predictable in your strings: Jin's {{clr|A|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 {{clr|A|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, {{clr|A|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 CH, can link to fast normals but {{clr|A|6A}} itself cannot be canceled to anything.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None.
}}
}}
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|input=6B
|input=6B
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 19
|active  = 4
|recovery = 4
|specialRecovery= 14
}}
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.
*Looks like an overhead, but isn't.
*Looks like an overhead, but isn't.
*Beats {{clr|A|2A}} mash.
*Can beat F attribute moves, especially reliable against {{clr|A|2A}} mash.
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.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
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|input=6C
|input=6C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 19
|active  = 3
|recovery = 31
}}
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. {{clr|C|6C}} > {{clr|D|6D}} can be used against opponents who are truly respecting your pressure or you can cancel {{clr|C|6C}} into  {{clr|D|236D}} for a true blockstring.
*Freezes opponent for 45F during OD, Freeze Count 3.
*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. {{clr|C|6C}} > {{clr|D|6D}} can be used against opponents who are truly respecting your pressure or you can cancel {{clr|C|6C}} into  {{clr|D|236D}} for a true blockstring.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}, {{clr|D|6D}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
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|input=3C
|input=3C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 4
|recovery = 28
}}
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 {{clr|B|5B}} at max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving {{clr|C|3C}} more range than the image suggests.
*Freezes opponent for 30F during OD, Freeze Count 3.
*Freezes opponent for 30F during OD, Freeze Count 3.
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 {{clr|B|5B}} at max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving {{clr|C|3C}} more range than the image suggests.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
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|input=j.A
|input=j.A
|description=
|description=
A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range and oddly it is not jump cancellable on hit.
{{#invoke:FrameChart|drawFrameData
 
|startup  = 7
|active  = 3
|recovery = 9
}}
A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range and it is not jump cancellable on hit.
*Cannot be jump-cancelled on hit or block.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}},  {{clr|B|j.B}},  {{clr|C|j.C}},  {{clr|C|j.2C}},  {{clr|D|j.D}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}},  {{clr|B|j.B}},  {{clr|C|j.C}},  {{clr|C|j.2C}},  {{clr|D|j.D}}
}}
}}
Line 175: Line 220:
|input=j.B
|input=j.B
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 7
|recovery = 30
}}
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. Jump cancelable on hit and block. Crucial air to air confirm tool, {{clr|A|j.A}} > {{clr|B|j.B}} to tag an airborne opponent then react accordingly. Reverse beat into {{clr|A|j.A}} allows for a gapless gatling after {{clr|B|j.B}} jumpins that can be used to tickthrow due to the low blockstun it applies.
*Reverse beats into {{clr|A|j.A}}.
*Reverse beats into {{clr|A|j.A}}.
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. Jump cancelable on hit and block. Crucial air to air confirm tool, {{clr|A|j.A}} > {{clr|B|j.B}} to tag an airborne opponent then react accordingly. Reverse beat into {{clr|A|j.A}} allows for a gapless gatling after {{clr|B|j.B}} jumpins that can be used to tickthrow due to the low blockstun it applies.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}},  {{clr|C|j.C}},  {{clr|C|j.2C}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}},  {{clr|C|j.C}},  {{clr|C|j.2C}}
}}
}}
Line 185: Line 234:
|input=j.C
|input=j.C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 3
|recovery = 20
|specialRecovery = 4
}}
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.
*Freezes opponent for 30F during OD, Freeze Count 3.
*Freezes opponent for 30F 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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.2C}},  {{clr|D|j.D}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.2C}},  {{clr|D|j.D}}
}}
}}
Line 195: Line 249:
|input=j.2C
|input=j.2C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 5
|recovery = 24
}}
Another versatile move, as it hits all around Jin. Primarily used as a jumpin due to its hitbox; unlike {{clr|C|j.C}}, {{clr|C|j.2C}} has a stronger vertical hitbox, whereas {{clr|C|j.C}} has a superior horizontal one. Can be jump cancelled on hit and block.
*Freezes opponent for 30F during OD, Freeze Count 3.
*Freezes opponent for 30F during OD, Freeze Count 3.
Another versatile move, as it hits all around Jin. Primarily used as a jumpin due to its hitbox; unlike {{clr|C|j.C}}, {{clr|C|j.2C}} has a stronger vertical hitbox, whereas {{clr|C|j.C}} has a superior horizontal one. Can be jump cancelled on hit and block.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}},  {{clr|D|j.D}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}},  {{clr|D|j.D}}
}}
}}
Line 208: Line 266:
|input=5D
|input=5D
|description=
|description=
{{clr|D|5D}} 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. The reward off-of stray hits is generally quite small however as Jin requires at least 25 meter in order to convert into a full combo if he isn't point blank or in the corner.
*Dash Cancelable on hit and block. Dash cancel is -6[±0] on block.
*Dash Cancelable on hit and block. Dash cancel is -6[±0] on block.
{{clr|D|5D}} 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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
Line 219: Line 275:
|input=2D
|input=2D
|description=
|description=
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.
*Vacuums the opponent on hit and block.
*Vacuums the opponent on hit and block.
*The hitbox is high enough to catch some characters double jump start up.
*The hitbox is high enough to catch some characters double jump start up.
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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
Line 230: Line 285:
|input=6D
|input=6D
|description=
|description=
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 most effective if used at a point when an opponent wouldn't expect a reset such as after {{clr|B|5B}}(1) or in place of a jump cancel after {{clr|A|2A}}/{{clr|C|5C}}/{{clr|C|2C}}. Jin's best drive move P1/P2 for starting combos.
*110% Bonus Proration.
*110% Bonus Proration.
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 most effective if used at a point when an opponent wouldn't expect a reset such as after {{clr|B|5B}}(1) or in place of a jump cancel after {{clr|A|2A}}/{{clr|C|5C}}/{{clr|C|2C}}. Jin's best drive move P1/P2 for starting combos.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
Line 252: Line 306:
|input=B+C
|input=B+C
|description=
|description=
*Third hit is dash cancellable.
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 {{clr|C|3C}} for additional range.
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 {{clr|C|3C}} for additional range.
You can rapid cancel the first hit of his forward throw before the 1500 damage strike, which means you don't use the very bad proration of the throw, as such it can lead to very good damage for OD meter dump, especially in the corner.
You can rapid cancel the first hit of his forward throw before the 1500 damage strike, which means you don't use the very bad proration of the throw, as such it can lead to very good damage for OD meter dump, especially in the corner.
*Third hit is dash cancellable.
*The first hit of the forward throw can be Rapid Cancelled.
}}
}}


Line 262: Line 317:
|input=j.B+C
|input=j.B+C
|description=
|description=
As with every other air throw, this acts a pretty decent air-to-air.  
As with every other air throw, this acts a pretty decent air-to-air. Be aware that it will always sideswitch.
*Always sidewitches.
}}
}}


Line 278: Line 334:
|input=5A+B,5[A+B] |versioned=input
|input=5A+B,5[A+B] |versioned=input
|description=
|description=
*This move counts as a special, so you can cancel most normals into this move.  
Charged version sees use in the most damaging combos for less than 100 Heat. Notably it combos from {{clr|C|6C}} in the corner and OD {{clr|C|C}} normals anywhere. Jin can get good damage and oki if he catches a crouching opponent with it in the corner, this combined with Jin's stickiness during pressure makes it an occasional suprise tool for 25 Heat. With 75 Heat and Overdrive you can surprise your opponent and seal their Burst with Crush Trigger > RC > OD to end a round.
 
*Hard KD on air hit.
*During OD, freezes for 60F. Freeze Count 3.
*During OD, freezes for 60F. Freeze Count 3.
Charged version sees use in the most damaging combos for less than 100 Heat. Notably it combos from {{clr|C|6C}} in the corner and OD {{clr|C|5C}} anywhere. Jin can get good damage and oki if he catches a crouching opponent with it in the corner, this combined with Jin's stickiness during pressure makes it an occasional suprise tool for 25 Heat. With 75 Heat and low health Overdrive you can surprise your opponent and seal their Burst with Crush Trigger > RC > OD to end a round.
}}
}}


Line 289: Line 346:
|input=66 Cancel
|input=66 Cancel
|description=
|description=
Functionally identical to Ragna's dash cancel, mostly a situational combo tool, shouldn't really be used in pressure outside of OD. However do be aware that it is not like a regular dash, Jin will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the short run, meaning there are instances where using this mindlessly during pressure will get you severely punished.
*Used instead of Jin's normal forward dash whenever you input 66 during moves that allow dash cancels.
*Used instead of Jin's normal forward dash whenever you input 66 during moves that allow dash cancels.
*Only possible after {{clr|D|5D}} on hit or block, or after landing either grounded throw.
*Only possible after {{clr|D|5D}} on hit or block, or after landing either grounded throw.
Functionally identical to Ragna's dash cancel, mostly a combo tool, shouldn't really be used in pressure outside of OD. However do be aware that it is not like a regular dash, Jin will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the short run, meaning there are instances where using this mindlessly during pressure will get you severely punished.
}}
}}


Line 301: Line 357:
|versioned=input
|versioned=input
|description=
|description=
*The most basic of basic projectiles.
*Freezes in OD.
Primarily used to zone and annoy your opponents. Counter hit launches the opponent for a combo with {{clr|B|5B}} if used from within about {{clr|C|5C}} range, otherwise it just pesters them.  
Primarily used to zone and annoy your opponents. Counter hit launches the opponent for a combo with {{clr|B|5B}} if used from within about {{clr|C|5C}} range, otherwise it just pesters them.  


When used in the air, Jin will jump backwards before throwing it. Makes it useful to suddenly change momentum and fake out commitments in neutral.
When used in the air, Jin will jump backwards before throwing it. Makes it useful to suddenly change momentum and fake out commitments in neutral.
*The most basic of basic projectiles.
*Freezes in OD.
}}
}}


===<big>Hishousetsu</big>===
===<big>Hishousetsu</big>===
{{InputBadge|{{clr|D|236D}} (Air OK)}}
{{InputBadge|{{clr|D|236D}} with 25 Heat (Air OK)}}
{{BBCF Move Card
{{BBCF Move Card
|input=236D,j.236D |versioned=input
|input=236D,j.236D |versioned=input
|description=
|description=
{{clr|D|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 {{clr|C|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 {{clr|D|j.D}}, {{clr|C|6C}}, {{clr|C|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.
Colloquially known as "Snowflake", {{clr|D|236D}} is a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, resets pressure very well (especially off of {{clr|C|6C}}, in which case the cancel is airtight and Jin is moved forwards), and it can allow for continued pressure after normally unsafe pressure options like {{clr|D|j.D}}, {{clr|C|6C}}, {{clr|C|3C}}, etc. while simultaneously auto-hitconfirming. Can situationally also see use as an okizeme option, particularly in the corner, or simply planted during certain neutral situations to passively control space for little risk.
*TK {{clr|D|j.236D}} is +38 on block.
}}
}}


Line 321: Line 378:
|input=214B,214B~C |versioned=input
|input=214B,214B~C |versioned=input
|description=
|description=
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.
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 delayed RC on first hit or immediate 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.
 
In short combos, Jin can skip Ice Car's followup to enforce a blue beat situation with {{clr|A|2A}} or {{clr|B|2B}}, as the pickup allows him to get a much stronger combo and a freeze restand. If done often enough, Jin can condition the opponent to always tech the first hit, allowing him to mix on okizeme instead
}}
}}


===<big>Musou Tosshougeki</big>===
===<big>Musou Tosshougeki</big>===
{{InputBadge|{{clr|D|214D}}}}
{{InputBadge|{{clr|D|214D}} with 25 Heat}}
{{BBCF Move Card
{{BBCF Move Card
|input=214D,214D~C |versioned=input
|input=214D,214D~C |versioned=input
|description=
|description=
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, Jin is still considered grounded until he starts the second slash so it can't even defeat throws. Mostly sees use as a metered combo tool - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.
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, Jin is still considered grounded until he starts the second slash so it can't even defeat throws. Mostly sees use as a metered combo tool - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.
}}
}}
Line 349: Line 407:
|input=623C
|input=623C
|description=
|description=
An alright meterless reversal with huge vertical range that is decent at catching air crossups, 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. Worse still, Jin is considered to be crouching during this move, meaning your opponent can potentially inflict even more damage if they get a counterhit and crouch confirm against it. Has a bad starter rating and only leads to reward on air counter hit. However, you can get a safe jump with CH. For most cases, gets outclassed by {{clr|D|623D}} as a much better reversal, relegating this move for when you don't have the Heat to spend, or are countering more aerial approaches.
A mediocre meterless reversal with huge vertical range that is decent at catching air crossups, 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. Worse still, Jin is considered to be crouching during this move, meaning your opponent can potentially inflict even more damage if they get a counterhit and crouch confirm against it. Has a bad starter rating and only leads to reward on high anti-air counter hits although it allows for a safejump on an opponent if it ever counterhits them.
 
For most cases, gets outclassed by {{clr|D|623D}} as a much better reversal, relegating this move for when you don't have the Heat to spend, or are countering more aerial approaches.
 
Sees use as filler in some of Jin's harder and more optimised routes anywhere on screen.


Sees some use as filler in corner combos. If you land this while your opponent is high enough in the air, you can combo afterwards with {{clr|A|5A}} or {{clr|B|5B}} and still get an ender.
It also possible to get a very short extension meterlessly if an opponent is hit very high in the air, generally followed up with {{clr|B|5B}} > {{clr|C|22C}}.
}}
}}


===<big>Hirensou</big>===
===<big>Hirensou</big>===
{{InputBadge|{{clr|D|623D}}}}
{{InputBadge|{{clr|D|623D}} with 25 Heat}}
{{BBCF Move Card
{{BBCF Move Card
|input=623D
|input=623D
|description=
|description=
Your go-to reversal that hits all around Jin. Huge horizontal hitbox and hefty invul frames. Sees a lot of love in corner combos. Sends the opponent flying in to a wallbounce midscreen as long as they are not hit behind Jin. Being a VS starter, you can only confirm it into {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} midscreen. This move is relatively unsafe on block but has solid pushback and it is possible to frame-trap by delaying the second hit if the first one is ever blocked. Beware, the second hit can be airblocked safely while certain moves on the ground can either low profile it or invul through it.
*Second hit is chargeable.
*Second hit is chargeable.
**Fully charged hit is a Fatal Counter.
**Fully charged hit is a Fatal Counter.
**Fully charged hit becomes unblockable on the ground only (can still be blocked without barrier in the air).
**Fully charged hit becomes unblockable on the ground only (can still be blocked without barrier in the air).
*Second hit wallsticks in the corner and is a long starter.
*Second hit wallsticks in the corner and is a long starter.
Your go-to reversal that hits all around Jin. Huge horizontal hitbox and hefty invul frames. Sees a lot of love in corner combos. Sends the opponent flying for a wall bounce at midscreen. Being a VS starter, you can only confirm it into {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} midscreen. This move is relatively unsafe on block but has solid pushback and you can try a frame-trap with delaying the second hit and waiting your opponent to open up. However, the second hit can be low profiled by some characters.
}}
}}


Line 371: Line 433:
|input=22C
|input=22C
|description=
|description=
Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets in the form of restands. This ensures that the opponent cannot delay tech/roll out of the reset, and are tricky to reversal out of because Jin can simply run up and {{clr|A|5A}} (up to about 3 times) to throw off a defender's timing. From an ice restand, you can throw, use an overhead, use a low, or simply continue pressure. There are ''many'' mixups and pressure resets Jin can use.
*'''Fatal Counters.
*'''Fatal Counters.
*Freezes opponent for 50F if already frozen. Freeze Count 3. During OD, Freeze Count 5.
*Freezes opponent for 50F if already frozen. Freeze Count 3. During OD, Freeze Count 5.
*You must be close to the opponent in order to trigger this move, otherwise Jin will go into a punishable whiff animation. Can be canceled into the followup on hit for 25 Heat.  
*You must be close to the opponent in order to trigger this move, otherwise Jin will go into a punishable whiff animation. Can be canceled into the followup on hit for 25 Heat.  
Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets in the form of restands. This ensures that the opponent cannot delay tech/roll out of the reset, and are tricky to reversal out of because Jin can simply run up and {{clr|A|5A}} (up to about 3 times) to throw off a defender's timing. From an ice restand, you can throw, use an overhead, use a low, or simply continue pressure. There are ''many'' mixups and pressure resets Jin can use.
}}
}}


===<big>Sekkajin Followup</big>===
===<big>Sekkajin Followup</big>===
{{InputBadge|{{clr|C|22C}}~{{clr|D|D}}}}
{{InputBadge|{{clr|C|22C}}~{{clr|D|D}} with 25 Heat}}
{{BBCF Move Card
{{BBCF Move Card
|input=22C~D
|input=22C~D
|description=
|description=
The {{clr|C|22C}} followup, it's useful for switching sides with your opponent mid-combo in the corner. It sends the opponent flying a little in air. Can combo into {{clr|C|665C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}(w)~{{clr|C|C}} midscreen.
The {{clr|C|22C}} followup, it's useful for switching sides with your opponent mid-combo in the corner. It sends the opponent flying a little in air. Can combo into 66{{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}(w)~{{clr|C|C}} midscreen.
}}
}}


Line 391: Line 452:
|input=j.214C
|input=j.214C
|description=
|description=
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. Sees love in midscreen {{clr|B|6B}} > dl {{clr|C|j.214C}} routes, and is usually continued the combo with {{clr|B|662B}}. But it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable. When used as an air combo ender, the lower Jin is to the ground the more frame advantage the knockdown has.
*Causes a short untechable crumple on ground hit.
*Causes a short untechable crumple on ground hit.
*Causes a long untechable crumple on ground Counterhit.
*Causes a long untechable crumple on ground Counterhit.
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. Sees love in midscreen {{clr|B|6B}} > dl {{clr|C|j.214C}} routes, and is usually continued the combo with {{clr|B|662B}}. But it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable. When used as an air combo ender, the lower Jin is to the ground the more frame advantage the knockdown has.
}}
}}


===<big>Hizangeki</big>===
===<big>Hizangeki</big>===
{{InputBadge|{{clr|D|j.214D}}}}
{{InputBadge|{{clr|D|j.214D}} with 25 Heat}}
{{BBCF Move Card
{{BBCF Move Card
|input=j.214D
|input=j.214D
|description=
|description=
*Fastest TK {{clr|D|j.214D}} overhead is 22 frames.
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. Unlike its meterless version it recovers before touching the ground if done high enough in the air, allowing Jin to link {{clr|D|j.632146D}} to finish air combos near the corner with a super if 75% Heat is available.
*Fastest TK {{clr|D|j.214D}} overhead is 24 frames (19 frames excluding jump startup).
*TK {{clr|D|j.214D}} is -5 on block.
*TK {{clr|D|j.214D}} is -5 on block.
*Causes untechable crumple on groundhit.
*Causes untechable crumple on groundhit.
*Causes ground bounce on Overdrive air hit.
*Causes ground bounce on Overdrive air hit.
*First hit cannot hit grounded opponents, even if hitboxes overlap.
*First hit cannot hit grounded opponents, even if hitboxes overlap.
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.
}}
}}


Line 424: Line 484:
'''Overdrive Version'''
'''Overdrive Version'''


During Overdrive, the wave will freeze the opponent and Jin will deal several extra hits. Serves you as the combo ender as it has the highest Minimum Damage during Overdrive at 1120.
During Overdrive, the wave will freeze the opponent and Jin will deal several extra hits. Serves you as the combo ender as it has the highest Minimum Damage during Overdrive at 1120. However, {{clr|D|632146D}} is still a better ender in the corner due to Touga missing most of its extra hits.


*Not a singular projectile. Instead each hit of this attack is a new instantaneous projectile spawning slightly ahead of the previous.
*Not a singular projectile. Instead each hit of this attack is a new instantaneous projectile spawning slightly ahead of the previous.
Line 469: Line 529:
|input=ABCD
|input=ABCD
|description=
|description=
One of Jin's better combo enders in Active Flow. It's particularly great for Jin because it keeps the opponent near Jin, allowing for solid oki. It also hits an angle, so it functions well as an antiair. The pushback also makes it difficult for most characters to punish this move. On regular block, only characters with long and quick jabs (e.g Ragna {{clr|A|5A}}) can punish this after a microdash. On instant block, however, most of the cast can punish this move. Like many EAs with good vertical hitboxes, this move has a relatively average horizontal hitbox. At some spacings, certain characters can even duck and cause this move to whiff entirely. However, this spacing is very precise and difficult to maintain in a match.
*Good vertical hitbox, not so good horizontally.
*Good vertical hitbox, not so good horizontally.
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves like every other Exceed Accel.]]
*[[../Mechanics#Exceed_Accel| Otherwise behaves like every other Exceed Accel.]]
 
One of Jin's better combo enders in Active Flow. It's particularly great for Jin because it keeps the opponent near Jin, allowing for solid oki. It also hits an angle, so it functions well as an antiair. The pushback also makes it difficult for most characters to punish this move. On regular block, only characters with long and quick jabs (e.g Ragna {{clr|A|5A}}) can punish this after a microdash. On instant block, however, most of the cast can punish this move. Like many EAs with good vertical hitboxes, this move has a relatively average horizontal hitbox. At some spacings, certain characters can even duck and cause this move to whiff entirely. However, this spacing is very precise and difficult to maintain in a match.
}}
}}


==Astral Heat==
==Astral Heat==
===<big>Rengoku Hyouya</big>===
===<big>Rengoku Hyouya</big>===
{{InputBadge|{{clr|D|[2]8D}}}}
{{InputBadge|{{clr|D|[2]8D}} when [[../Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBCF Move Card
{{BBCF Move Card
|input=[2]8D
|input=[2]8D
|description=
|description=
*Long invuln to go with its long startup, but runs out of invuln just before becoming active.
A rather impractical fullscreen low, a bit harder to use due to Jin's reliance on meter. It combos from ground throws, {{clr|D|2D}}, {{clr|D|6D}}, Counterhit {{clr|D|j.D}} if it connects at its lowest possible height, Counterhit {{clr|C|6C}}, Counterhit {{clr|C|3C}} and Fatal Counter {{clr|C|22C}}.
A rather impractical fullscreen low, a bit harder to use due to Jin's reliance on meter for his ex-specials. It combos from ground throws, {{clr|D|2D}}, {{clr|D|6D}}, Counterhit {{clr|D|j.D}} if it connects at its lowest possible height, Counterhit {{clr|C|6C}}, Counterhit {{clr|C|3C}} and Fatal Counter {{clr|C|22C}}.


Because the invul runs out as the move becomes active, it's possible for it to trade. When this happens, Jin will get counter hit and fail to continue into rest of the Astral, while the opponent will be staggered but take no damage.
Because the invul runs out as the move becomes active, it's possible for it to trade. When this happens, Jin will get counter hit and fail to continue into rest of the Astral, while the opponent will be staggered but take no damage.
*Long invuln to go with its long startup, but runs out of invuln just before becoming active.
}}
}}


==Colors==
==Colors==
{{BBCFColors|Size=120|Character=Jin}}
{{BBCFColors|Size=120|Character=Jin}}
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==External References==
*Japanese Name: ジン=キサラギ
*[http://www14.atwiki.jp/jinkisaragi/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1385828857/ Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=jn&pref=0 Arcade Profile Dan Rankings]
*[https://blazblue.wiki/wiki/Jin_Kisaragi/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
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==Navigation==
==Navigation==
<center>{{Character Label|BBCF|Jin Kisaragi|42px|BBCF_Jin_Icon.png}}</center>
<center>{{Character Label|BBCF|Jin Kisaragi|size=42px}}</center>
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{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
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Revision as of 00:40, 12 April 2024

Overview

Overview

Jin is one of Blazblue's closest examples of a "Shoto" character. He's a good all-arounder with many tools for any given situation. He is also beginner friendly and relatively easy to pick up. Jin's unique mechanics come in the form of his Drive and his EX Specials. Jin's Drive gives him the ability to Freeze his opponents and followup with attacks, or create unique mixups to continue his offense. Jin's EX specials allow him to use stronger versions of his special attacks at the cost of Heat. Jin's Overdrive is also an amazing tool that powers up his Freeze mechanic and greatly improves his damage.

Unfortunately, Jin lacks immediate access to his strongest mixups, as they require resources. As a result, Jin typically relies on stagger pressure, backed up by his solid neutral tools. Additionally, Jin is a rather meter hungry character. On top of system mechanics, Jin needs to spend Heat to make the most of his unique options. Despite some of these shortcomings, Jin still sees use at the highest levels of play. A good understanding of Blazblue's mechanics and fundamentals will take any Jin player far.
BBCF Jin Kisaragi Nameplate.png


BBCF Jin Kisaragi Portrait.png
Health
11,000
Prejump
4F
Backdash
22F (1~5F Inv All, 3~16 airborne)
Fastest Attack
5A (6F, whiffs crouchers)
2A (7F)
Reversals
623C (13F)
623D (13F)
632146D (10F)
236236D (Catch 1~14F)
Fatal Starters
22C
623[D] (2)
236236D
Drive: Reitou (Frost Bite)

Jin's Drive gives him the ability to freeze his opponents, allowing for extended combos and unconventional reset opportunities. As a basic rule of thumb, Jin's Drive normals can only freeze once in a combo and he can use his EX-Specials for further freezes.

See the attack attribute page for more details on how Freeze works.

Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear Accent Core +R, EX Attacks from Street Fighter IV, 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 less than 25 Heat will cause Jin to perform 623C).
  • All EX-Specials trigger Heat cooldown for about 3 seconds (180F) upon use.
    Overdrive: Zettou (Frost End)

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 (groundbounce, wallbounce, 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.
  • Most EX-Specials gain better effects on hit for combo extensions, and lose their heat cooldown period.
Jin gains many new combo routes and damage through these new properties. Jin can use Overdrive to either do lots of unburstable damage like most characters, or to go for new resets using Freeze.
Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

  • All of Jin's Normal moves and Drive moves are Special and Super canceable except 6A and 6D

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 11 -2 +7 B
Total: 19

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

  • Cancels into itself up to 3 times per string.
  • Jump cancelable on hit and block.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400×2 Mid 8 4(2)1 16 -3 -4 B
Total: 30

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.

  • Jump cancelable on hit.

Gatling options: 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 10 4 19 -6 -6 B
Total: 32

A strong zoning and neutral tool. While it is a good poke, Jin's hurtbox extends before the active hurtbox reaches out fully and as a result it might end up losing to other potentially slower pokes at certain distances, making it better suited as a counter-poke. It has a pretty quick startup, particularly for its range. Use it as a frame trap, punish tool or even to fish for CHs in neutral. On CH, 5C > 6B is the go-to confirm however at longer ranges 5C > 2D will be the only way to pick as 6B risks whiffing.

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

  • Freezes opponent for 30F during OD. Freeze Count 3.
  • Hitbox fully extends on frame 12.
  • Jump cancelable on hit and block.

Gatling options: 6B, 2C, 6C, 3C, 5D, 2D, 6D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 4 9 -1 +7 F
Total: 19

Average startup but very long range for a 2A 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.

  • Jump and Throw cancelable on hit and block.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 5D, 2D, 6D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Low 9 2 15 -3 +1 F
Total: 25

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 and as an alternative for forward roll catches, though it is more prone to switching sides with the opponent on succesful hit compared to 2A.

Gatling options: 5B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
930 Mid 17 3 31 -17 -24 B 9~19 H
Total: 50

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.

  • Head invul 9-19f.
  • Freezes opponent for 30F during OD, Freeze Count 3.
  • Jump cancelable on hit and block.

Gatling options: 6B, 6C, 3C, 5D, 2D, 6D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
640 High 19 3 20 -4 -15 B
Total: 41

Quick and hard to see overhead that resets pressure on hit, but it can only be followed up if it lands as a counter hit or with 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 good damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On CH, can link to fast normals but 6A itself cannot be canceled to anything.

  • 110% bonus proration.
  • Forces crouch on hit.
  • Jin's only standing overhead.
  • +4 on normal hit.

Gatling options: None.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
840 All 19 4 4+14L -3 -14 H 4~22 F
Total: 40

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.

  • Looks like an overhead, but isn't.
  • Can beat F attribute moves, especially reliable against 2A mash.

Gatling options: None

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1060 Mid 19 3 31 -13 -26 B
Total: 52

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.

  • Freezes opponent for 45F during OD, Freeze Count 3.

Gatling options: 2D, 6D

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Low 13 4 28 -15 -18 F
Total: 44

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.

  • Freezes opponent for 30F during OD, Freeze Count 3.

Gatling options: None

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 3 9 H
Total: 18

A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range and it is not jump cancellable on hit.

  • Cannot be jump-cancelled on hit or block.

Gatling options: j.A,  j.B,  j.C,  j.2C,  j.D

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 High/Air 9 7 30 H
Total: 45

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. Jump cancelable on hit and block. Crucial air to air confirm tool, j.A > j.B to tag an airborne opponent then react accordingly. Reverse beat into j.A allows for a gapless gatling after j.B jumpins that can be used to tickthrow due to the low blockstun it applies.

  • Reverse beats into j.A.

Gatling options: j.A,  j.C,  j.2C

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 High/Air 10 3 20+4L H
Total: 36

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.

  • Freezes opponent for 30F during OD, Freeze Count 3.

Gatling options: j.2C,  j.D

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 High/Air 13 5 24 H
Total: 41

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.

  • Freezes opponent for 30F during OD, Freeze Count 3.

Gatling options: j.C,  j.D

Drive Moves

  • Data in [ ] refers to Jin in Overdrive.

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
960 All 17 8 20 -11 [-5] -18 BP

5D 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. The reward off-of stray hits is generally quite small however as Jin requires at least 25 meter in order to convert into a full combo if he isn't point blank or in the corner.

  • Dash Cancelable on hit and block. Dash cancel is -6[±0] on block.

Gatling options: None

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
960 All 22 3 Total: 57 +1 [+7] -31 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.

  • Vacuums the opponent on hit and block.
  • The hitbox is high enough to catch some characters double jump start up.

Gatling options: None

6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 31 6 Total: 65 +6 [+12] -39 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 most effective if used at a point when an opponent wouldn't expect a reset such as after 5B(1) or in place of a jump cancel after 2A/5C/2C. Jin's best drive move P1/P2 for starting combos.

  • 110% Bonus Proration.

Gatling options: None

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
970 All 16 3 29+5L HP

Universal Mechanics

Ground Throw

B+C or 4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw 7 3 23 -6 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. You can rapid cancel the first hit of his forward throw before the 1500 damage strike, which means you don't use the very bad proration of the throw, as such it can lead to very good damage for OD meter dump, especially in the corner.

  • Third hit is dash cancellable.
  • The first hit of the forward throw can be Rapid Cancelled.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 5 37 -23 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B

Charged version sees use in the most damaging combos for less than 100 Heat. Notably it combos from 6C in the corner and OD C normals anywhere. Jin can get good damage and oki if he catches a crouching opponent with it in the corner, this combined with Jin's stickiness during pressure makes it an occasional suprise tool for 25 Heat. With 75 Heat and Overdrive you can surprise your opponent and seal their Burst with Crush Trigger > RC > OD to end a round.

  • Hard KD on air hit.
  • During OD, freezes for 60F. Freeze Count 3.

Special Moves

Dash Cancel

66 After specific moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22 +4

Functionally identical to Ragna's dash cancel, mostly a situational combo tool, shouldn't really be used in pressure outside of OD. However do be aware that it is not like a regular dash, Jin will run for a fixed duration during which he can be counterhit and is unable to do anything until the end of the short run, meaning there are instances where using this mindlessly during pressure will get you severely punished.

  • Used instead of Jin's normal forward dash whenever you input 66 during moves that allow dash cancels.
  • Only possible after 5D on hit or block, or after landing either grounded throw.

Hishouken

236A (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A 800→600 All 13 Until Offscreen Total: 44 -7 -18 P1
j.236A 800→600 All 20 Until Offscreen Total: 49+8L 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.

When used in the air, Jin will jump backwards before throwing it. Makes it useful to suddenly change momentum and fake out commitments in neutral.

  • The most basic of basic projectiles.
  • Freezes in OD.

Hishousetsu

236D with 25 Heat (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236D 600×3 All 18 169 Total: 52 +27 -26 P1
j.236D 600×3 All 24 169 Total: 40+8L P1

Colloquially known as "Snowflake", 236D is a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, resets pressure very well (especially off of 6C, in which case the cancel is airtight and Jin is moved forwards), and it can allow for continued pressure after normally unsafe pressure options like j.D, 6C, 3C, etc. while simultaneously auto-hitconfirming. Can situationally also see use as an okizeme option, particularly in the corner, or simply planted during certain neutral situations to passively control space for little risk.

  • TK j.236D is +38 on block.

Musou Senshouzan

214B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214B 640 Low 17 8 19+7L -10 -24 F
214B~C 1000 All 14 4 6+20L -13 -17 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 delayed RC on first hit or immediate 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.

In short combos, Jin can skip Ice Car's followup to enforce a blue beat situation with 2A or 2B, as the pickup allows him to get a much stronger combo and a freeze restand. If done often enough, Jin can condition the opponent to always tech the first hit, allowing him to mix on okizeme instead

Musou Tosshougeki

214D with 25 Heat

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214D 640 Low 17 10 19+7L -10 -26 F
214D~C 1200 All 14 3 9+18L -13 -17 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, Jin is still considered grounded until he starts the second slash so it can't even defeat throws. Mostly sees use as a metered combo tool - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.

Fubuki

623B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
950 Mid 8 3 33 -17 -17 B 5~10 H

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.

Important for meterless routes in the corner, as you can continue combo with 623C or j.C into j.D for an easy freeze.

Rehhyou

623C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1300 Mid 13 3 49 -33 -38 B 1~15 All

A mediocre meterless reversal with huge vertical range that is decent at catching air crossups, 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. Worse still, Jin is considered to be crouching during this move, meaning your opponent can potentially inflict even more damage if they get a counterhit and crouch confirm against it. Has a bad starter rating and only leads to reward on high anti-air counter hits although it allows for a safejump on an opponent if it ever counterhits them.

For most cases, gets outclassed by 623D as a much better reversal, relegating this move for when you don't have the Heat to spend, or are countering more aerial approaches.

Sees use as filler in some of Jin's harder and more optimised routes anywhere on screen.

It also possible to get a very short extension meterlessly if an opponent is hit very high in the air, generally followed up with 5B > 22C.

Hirensou

623D with 25 Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900, 1200 Mid, All {Air} 13 3(25~79)1 42 -24 -55~109 B 1~21 All

Your go-to reversal that hits all around Jin. Huge horizontal hitbox and hefty invul frames. Sees a lot of love in corner combos. Sends the opponent flying in to a wallbounce midscreen as long as they are not hit behind Jin. Being a VS starter, you can only confirm it into 3C > 214B~C midscreen. This move is relatively unsafe on block but has solid pushback and it is possible to frame-trap by delaying the second hit if the first one is ever blocked. Beware, the second hit can be airblocked safely while certain moves on the ground can either low profile it or invul through it.

  • Second hit is chargeable.
    • Fully charged hit is a Fatal Counter.
    • Fully charged hit becomes unblockable on the ground only (can still be blocked without barrier in the air).
  • Second hit wallsticks in the corner and is a long starter.

Sekkajin

22C near opponent

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
385×4 All 8 2(3)2(3)2(3)2 28 -13 -26 B

Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets in the form of restands. This ensures that the opponent cannot delay tech/roll out of the reset, and are tricky to reversal out of because Jin can simply run up and 5A (up to about 3 times) to throw off a defender's timing. From an ice restand, you can throw, use an overhead, use a low, or simply continue pressure. There are many mixups and pressure resets Jin can use.

  • Fatal Counters.
  • Freezes opponent for 50F if already frozen. Freeze Count 3. During OD, Freeze Count 5.
  • You must be close to the opponent in order to trigger this move, otherwise Jin will go into a punishable whiff animation. Can be canceled into the followup on hit for 25 Heat.

Sekkajin Followup

22C~D with 25 Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400, 800
[200×6, 800]
All 25 10 [2×5,8] 52 -45 B

The 22C followup, it's useful for switching sides with your opponent mid-combo in the corner. It sends the opponent flying a little in air. Can combo into 665C > 2C > 6C > 214B(w)~C midscreen.

Hizansen

j.214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 13 3 Until 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. Sees love in midscreen 6B > dl j.214C routes, and is usually continued the combo with 662B. But it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable. When used as an air combo ender, the lower Jin is to the ground the more frame advantage the knockdown has.

  • Causes a short untechable crumple on ground hit.
  • Causes a long untechable crumple on ground Counterhit.

Hizangeki

j.214D with 25 Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 1200 All, High/Air 9 1(9)3 22+5L H

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. Unlike its meterless version it recovers before touching the ground if done high enough in the air, allowing Jin to link j.632146D to finish air combos near the corner with a super if 75% Heat is available.

  • Fastest TK j.214D overhead is 24 frames (19 frames excluding jump startup).
  • TK j.214D is -5 on block.
  • Causes untechable crumple on groundhit.
  • Causes ground bounce on Overdrive air hit.
  • First hit cannot hit grounded opponents, even if hitboxes overlap.

Distortion Drives

Touga Hyojin

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1600, 400×N All 1+(30 Flash)+8 Until Offscreen Total: 44 -16 -18 P2 1~2 All

Jin launches a fast shockwave of slashes that flies toward the opponent.


Normal Version

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.


Overdrive Version

During Overdrive, the wave will freeze the opponent and Jin will deal several extra hits. Serves you as the combo ender as it has the highest Minimum Damage during Overdrive at 1120. However, 632146D is still a better ender in the corner due to Touga missing most of its extra hits.

  • Not a singular projectile. Instead each hit of this attack is a new instantaneous projectile spawning slightly ahead of the previous.
    • This property allows this move to destroy even other level 2 projectiles without being affected by the time it reaches the opponent.
  • Cannot hit more than 5 times in total, regardless of hitboxes.

Hiyoku Getsumei

632146D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146D 1000, 200×14, 1100
[1000, 200×20, 1100]
All 5+(45 Flash)+5 Until Offscreen Total: 63
[Total: 54]
-35 [-26] -37 [-28] P2 1~11 All
j.632146D 1000, 200×14, 1100
[1000, 200×20, 1100]
All 5+(32 Flash)+5 Until Ground Total: Until L+15
[Total: Until L+10]
P2 1~13 All

Normal Version

Jin launches a very high speed projectile at 30 degrees upwards (ground version) or 30 degrees downwards (Aerial version). Outside Overdrive, this is your go-to combo finisher when you need to add extra damage to a combo.


Overdrive Version

During Overdrive the damage increases and the recovery decreases, making it possible to link other supers after this move if the air version was done close enough to the ground (after 6B or as a TK motion), in the corner however you can link a microdash 3C to continue your combo meterless or finish it with a microdash 3C > EA.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146D Normal 80 82 4
j.632146D Normal 80 82 4

632146D:

  • Values in [] are during OD
  • First hit freezes for 45. Freeze Count 20
  • Only does 1 hit on block
  • Minimum Damage 15%: 735 [915]
  • reversal


j.632146D:

  • Values in [] are during OD
  • First hit freezes for 45. Freeze Count 20
  • Only does 1 hit on block
  • Minimum Damage 15%: 735 [915]

Kokuujin: Yukikaze

236236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236236D 1+(36 Flash)+33 1~14 Guard HBFP+Burst
236236D Attack 500, 3500
[500×5, 3500]
Unblockable 57 15
[3,3,3,3,3]
77 B 1~End All

A super parry, akin to what Hakumen has.


Normal Version

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.

It should be noted that it can punish certain projectile attacks. Since superflash and guard point begin on the first frame, if the guard point blocks during the superflash, Jin skips his part of the super flash and goes right into the attack while everything else is still paused as normal for the superflash, even on projectile attacks, effectively the attack's startup time becomes 21F.


Overdrive Version

OD version deals extra hits and has a cooler ender. Not that you shouldn't use it, but your reversal options all freezes during OD and allows for possibly more damaging combos.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236236D
236236D Attack Normal 100 100, 60 [100, 92×5] 4

236236D:

  • If an attack is caught on 1F, then attack startup begins during super flash (attack startup effectively reduced to 21)
  • On Guard Point, hitstop for Jin is 4F. Opponent hitstop is 72F
  • parry reversal


236236D Attack:

  • Values in [] are during OD
  • First hit Fatal Counter
  • Only does followup hits on hit
  • Crumple Duration 9999F, Crumple Fall 53F
  • [Initial attack can only hit once (but can be "blocked" 5 times)]
  • All except last hit Freeze for 180. Freeze Count 60
  • Minimum Damage 20%: 800 [1200]

Exceed Accel

Gekka Hyourou

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 300×4, 1250
{600, 400×10, 1250}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]

One of Jin's better combo enders in Active Flow. It's particularly great for Jin because it keeps the opponent near Jin, allowing for solid oki. It also hits an angle, so it functions well as an antiair. The pushback also makes it difficult for most characters to punish this move. On regular block, only characters with long and quick jabs (e.g Ragna 5A) can punish this after a microdash. On instant block, however, most of the cast can punish this move. Like many EAs with good vertical hitboxes, this move has a relatively average horizontal hitbox. At some spacings, certain characters can even duck and cause this move to whiff entirely. However, this spacing is very precise and difficult to maintain in a match.

Astral Heat

Rengoku Hyouya

[2]8D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 27315 Low/Air 6+(60 Flash)+25 10 95 -86 -109 F 1~30 All

A rather impractical fullscreen low, a bit harder to use due to Jin's reliance on meter. It combos from ground throws, 2D, 6D, Counterhit j.D if it connects at its lowest possible height, Counterhit 6C, Counterhit 3C and Fatal Counter 22C.

Because the invul runs out as the move becomes active, it's possible for it to trade. When this happens, Jin will get counter hit and fail to continue into rest of the Astral, while the opponent will be staggered but take no damage.

  • Long invuln to go with its long startup, but runs out of invuln just before becoming active.

Colors

BBCF Jin color 1.png
BBCF Jin color 2.png
BBCF Jin color 3.png
BBCF Jin color 4.png
BBCF Jin color 5.png
BBCF Jin color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Jin color 7.png
BBCF Jin color 8.png
BBCF Jin color 9.png
BBCF Jin color 10.png
BBCF Jin color 11.png
BBCF Jin color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Jin color 13.png
BBCF Jin color 14.png
BBCF Jin color 15.png
BBCF Jin color 16.png
BBCF Jin color 17.png
BBCF Jin color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Jin color 19.png
BBCF Jin color 20.png
BBCF Jin color 21.png
BBCF Jin color 22.png
BBCF Jin color 23.png
BBCF Jin color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


Navigation

Jin Kisaragi


To edit frame data, edit values in BBCF/Jin Kisaragi/Data.


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