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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SO(J)R |damage=400*2 |starter=N |guard= | |cancel=SO(J)R |damage=400*2 |starter=N |guard=High/Low |level=2 |attribute=B |startup=8 |active=4(2)1 |recovery=16 |frameAdv=-3 |invul=- |hitbox= | ||
|description=*CF 2.0: Startup changed from 7f to 8f. | |description=*CF 2.0: Startup changed from 7f to 8f. | ||
A two hit move. Both hits have a slight vacuum effect. It has good reach and quick a startup, making it a common combo starter. Used as a frame trap tool since it can cancel into many normals, and being only -3, makes the opponent guess if you will frame trap them with a gatling or reset pressure. Has a backward hitbox that is capable of hitting cross-up. In addition to its use in pressure, 5B is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly. Can be jump canceled on hit only. | A two hit move. Both hits have a slight vacuum effect. It has good reach and quick a startup, making it a common combo starter. Used as a frame trap tool since it can cancel into many normals, and being only -3, makes the opponent guess if you will frame trap them with a gatling or reset pressure. Has a backward hitbox that is capable of hitting cross-up. In addition to its use in pressure, 5B is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly. Can be jump canceled on hit only. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SOJR |damage=800 |starter=N |guard= | |cancel=SOJR |damage=800 |starter=N |guard=High/Low |level=3 |attribute=B |startup=10 |active=4 |recovery=19 |frameAdv=-6 |invul=- |hitbox= | ||
|description=*Freezes opponent for 40F during OD. Freeze Count 3. | |description=*Freezes opponent for 40F during OD. Freeze Count 3. | ||
A strong zoning and neutral tool. One of Jin's best pokes. It has a pretty quick startup, particularly for its range. Use it as a frame trap or to fish for CHs in neutral. Jump cancelable on hit and block. On CH, 5C > 3C will confirm even at max range. | A strong zoning and neutral tool. One of Jin's best pokes. It has a pretty quick startup, particularly for its range. Use it as a frame trap or to fish for CHs in neutral. Jump cancelable on hit and block. On CH, 5C > 3C will confirm even at max range. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SOR |damage=600 |starter=N |guard= | |cancel=SOR |damage=600 |starter=N |guard=Low |level=2 |attribute=F |startup=9 |active=2 |recovery=15 |frameAdv=-3 |invul=- |hitbox= | ||
|description= | |description= | ||
Hits low. Two frames slower than 2A, but 2B has more range and is a better starter; in return, it has more recovery than 2A. Can be used to reset pressure from time to time. Gained one active frame in 2.0, though total duration on whiff remains unchanged. | Hits low. Two frames slower than 2A, but 2B has more range and is a better starter; in return, it has more recovery than 2A. Can be used to reset pressure from time to time. Gained one active frame in 2.0, though total duration on whiff remains unchanged. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SOJR |damage=930 |starter=N |guard= | |cancel=SOJR |damage=930 |starter=N |guard=High/Low |level=3 |attribute=B |startup=17 |active=3 |recovery=31 |frameAdv=-17 |invul=9-19H |hitbox= | ||
|description=*Head invul 9-19f | |description=*Head invul 9-19f | ||
*Freezes opponent for 40F during OD, Freeze Count 3 | *Freezes opponent for 40F during OD, Freeze Count 3 | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=R |damage=640 |starter=N |guard= | |cancel=R |damage=640 |starter=N |guard=High |level=4 |attribute=B |startup=19 |active=3 |recovery=20 |frameAdv=-4 |invul= |hitbox= | ||
|description=*110% bonus proration. Forces crouch on hit. | |description=*110% bonus proration. Forces crouch on hit. | ||
Quick and hard to see overhead, but it can only be followed up if it lands as a counter hit or with 25-50 Heat. 2A and 5A are the only moves that gatling into 6A, so beware becoming predictable in your strings: Jin's 6A is an excellent tool that's difficult to block due to its speed and animation, but opponents aware of your gatling options will block 6A easily if you simply throw it in at obvious points. You give up pressure if this is blocked without meter to Rapid Cancel, but reward is poor without meter. With meter, however, 6A is absolutely terrifying and will easily lead into huge damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On hit, can link to fast normals but 6A itself cannot be canceled to anything. | Quick and hard to see overhead, but it can only be followed up if it lands as a counter hit or with 25-50 Heat. 2A and 5A are the only moves that gatling into 6A, so beware becoming predictable in your strings: Jin's 6A is an excellent tool that's difficult to block due to its speed and animation, but opponents aware of your gatling options will block 6A easily if you simply throw it in at obvious points. You give up pressure if this is blocked without meter to Rapid Cancel, but reward is poor without meter. With meter, however, 6A is absolutely terrifying and will easily lead into huge damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On hit, can link to fast normals but 6A itself cannot be canceled to anything. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SOR |damage=1060 |starter=N |guard= | |cancel=SOR |damage=1060 |starter=N |guard=High/Low |level=5 |attribute=B |startup=19 |active=3 |recovery=31 |frameAdv=-13 |invul= |hitbox= | ||
|description=*Freezes opponent for 45F during OD, Freeze Count 3 | |description=*Freezes opponent for 45F during OD, Freeze Count 3 | ||
It has a pretty good vertical hitbox, so it can be used as a situational antiair in the corner, though it lacks head invul. Jin moves forward while performing the attack. Other than that, this move is mostly used as combo filler or as a high risk frame trap. One of Jin's strongest combo starters. 6C > 6D can be used against opponents who are truly respecting your pressure or you can cancel 6C into 236D for a true blockstring. | 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. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SOR |damage=900 |starter=N |guard= | |cancel=SOR |damage=900 |starter=N |guard=Low |level=3 |attribute=F |startup=13 |active=4 |recovery=28 |frameAdv=-15 |invul= |hitbox= | ||
|description= | |description= | ||
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. | 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. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=CSOR |damage=300 |starter=S |guard= | |cancel=CSOR |damage=300 |starter=S |guard=High/Air |level=0 |attribute=H |startup=7 |active=3 |recovery=9 |frameAdv= |invul= |hitbox= | ||
|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. | A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SOJR |damage=600 |starter=N |guard= | |cancel=SOJR |damage=600 |starter=N |guard=High/Air |level=2 |attribute=H |startup=9 |active=7 |recovery=30 |frameAdv= |invul= |hitbox= | ||
|description= | |description= | ||
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. | 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. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SO(J)R |damage=850 |starter=N |guard= | |cancel=SO(J)R |damage=850 |starter=N |guard=High/Air |level=3 |attribute=H |startup=10 |active=3 |recovery=20+4L |frameAdv= |invul= |hitbox= | ||
|description=*Freezes opponent for 40F during OD, Freeze Count 3 | |description=*Freezes opponent for 40F during OD, Freeze Count 3 | ||
Another great zoning/neutral move. Mostly used as an air-to-air and to control space while fishing for CHs. Be careful not to be too predictable with this as it is easily low profiled when used air-to-ground. Can be jump canceled on hit only. | 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. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SOJR |damage=850 |starter=N |guard= | |cancel=SOJR |damage=850 |starter=N |guard=High |level=3 |attribute=H |startup=13 |active=5 |recovery=24 |frameAdv= |invul= |hitbox= | ||
|description=*Freezes opponent for 40F during OD, Freeze Count 3 | |description=*Freezes opponent for 40F during OD, Freeze Count 3 | ||
Another versatile move, as it hits all around Jin. Primarily used as a jumpin due to its hitbox; unlike j.C, j.2C has a stronger vertical hitbox, whereas j.C has a superior horizontal one. Can be jump cancelled on hit and block. | 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. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=900, 1200 |cancel=R |starter=S, N |guard= | |damage=900, 1200 |cancel=R |starter=S, N |guard=High/Low |level=4 |attribute=B |startup=13 |active=2 (23~77) 3 |recovery=42 |frameAdv=-26 |invul=1-21 All |hitbox= | ||
|description=*Full invul frames 1-21 | |description=*Full invul frames 1-21 | ||
Your go-to reversal. Being a VS starter, you can only confirm it into 3C > 214B~C midscreen. The 2nd hit becomes unblockable and Fatal Counters if you charge it long enough. | Your go-to reversal. Being a VS starter, you can only confirm it into 3C > 214B~C midscreen. The 2nd hit becomes unblockable and Fatal Counters if you charge it long enough. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=1st hit |damage=640 |cancel=R |starter=S |guard= | |version=1st hit |damage=640 |cancel=R |starter=S |guard=Low/Air |level=4 |attribute=F |startup=17 |active=10 |recovery=16+7L |frameAdv=-10 |invul= |hitbox= | ||
|description= | |description= | ||
}} | }} | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=600, 1200 |cancel=R |starter=N |guard=All, | |damage=600, 1200 |cancel=R |starter=N |guard=All, High/Air | ||
|level=0,5 |attribute=H |startup=9 |active=1(9)3 |recovery=22+5L |frameAdv= |invul= |hitbox= | |level=0,5 |attribute=H |startup=9 |active=1(9)3 |recovery=22+5L |frameAdv= |invul= |hitbox= | ||
|description=*Fastest TK j.214D startup is 22 frames | |description=*Fastest TK j.214D startup is 22 frames | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0,0,1500 |cancel=R,DaSOR |starter=Sp,S |guard= | |damage=0,0,1500 |cancel=R,DaSOR |starter=Sp,S |guard=Throw(70) | ||
|level=0,4,4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox= | |level=0,4,4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox= | ||
|description= | |description= | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0,1500 |cancel=DaSOR |starter=S |guard= | |damage=0,1500 |cancel=DaSOR |starter=S |guard=Throw(70) | ||
|level=0,4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox= | |level=0,4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox= | ||
|description= | |description= | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 |cancel=SOR |starter=S |guard= | |damage=0, 1500 |cancel=SOR |starter=S |guard=Throw(90) | ||
|level=0 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox= | |level=0 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox= | ||
|description= | |description= | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Uncharged |damage=1000 |cancel=R |starter=N |guard= | |version=Uncharged |damage=1000 |cancel=R |starter=N |guard=Barrier | ||
|level=3 |attribute=B |startup=20 |active=1 |recovery=25 |frameAdv=±0 |invul=}} | |level=3 |attribute=B |startup=20 |active=1 |recovery=25 |frameAdv=±0 |invul=}} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Charged |damage=1000 |cancel=R |starter=N |guard= | |version=Charged |damage=1000 |cancel=R |starter=N |guard=Barrier | ||
|level=3 |attribute=B |startup=30~61 |active=1 |recovery=25 |frameAdv=±0 |invul= |description= | |level=3 |attribute=B |startup=30~61 |active=1 |recovery=25 |frameAdv=±0 |invul= |description= | ||
Sometimes sees use in combos. This move counts as a special, so you can cancel most normals into this move. | Sometimes sees use in combos. This move counts as a special, so you can cancel most normals into this move. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=950 |cancel=R |starter=N |guard= | |damage=950 |cancel=R |starter=N |guard=High/Low |level=4 |attribute=B |startup=8 |active=3 |recovery=33 |frameAdv=-17 |invul=5-10H |hitbox= | ||
|description=*Head invul frames 5-10 | |description=*Head invul frames 5-10 | ||
Thanks to its speed, hitbox, and head invul frames, Fubuki works well as an antiair, particularly for covering specific angles taken by opponents and against very fast air attacks that can't be answered with 2C. Just make sure the move is at least blocked: on whiff, Jin is vulnerable to a punish due to the move's lengthy recovery, while on block, you at least retain the option of Rapid Canceling to keep the initiative. | 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. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1300 |cancel=R |starter=S |guard= | |damage=1300 |cancel=R |starter=S |guard=High/Low |level=4 |attribute=B |startup=13 |active=3 |recovery=45 |frameAdv=-29 |invul=1-15 All |hitbox= | ||
|description=*Full invul frames 1-15 | |description=*Full invul frames 1-15 | ||
Meterless reversal, but the horizontal range leaves something to be desired, and you're in a terrible counter hit state for the entire huge recovery window if you miss or get blocked. Does not lead to reward except on air counter hit, and even then is a very poor starter. | Meterless reversal, but the horizontal range leaves something to be desired, and you're in a terrible counter hit state for the entire huge recovery window if you miss or get blocked. Does not lead to reward except on air counter hit, and even then is a very poor starter. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=1st Hit |damage=640 |cancel=R |starter=N |guard= | |version=1st Hit |damage=640 |cancel=R |starter=N |guard=Low/Air |level=4 |attribute=F |startup=17 |active=8 |recovery=16+7L |frameAdv=-10 |invul= |hitbox= | ||
|description= | |description= | ||
}} | }} | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Ground |damage=1000, 200*14, 1100 |cancel=R |starter=N |guard= | |version=Ground |damage=1000, 200*14, 1100 |cancel=R |starter=N |guard=High/Low |level=4 |attribute=P2* |startup=5+5 |active= |recovery=Total 108 |frameAdv=-80 |invul=1-11 All |hitbox= | ||
|description= | |description= | ||
}} | }} | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Ground (Overdrive) |damage=1000, 200*20, 1100 |cancel=R |starter=N |guard= | |version=Ground (Overdrive) |damage=1000, 200*20, 1100 |cancel=R |starter=N |guard=High/Low |level=4 |attribute=P2* |startup=5+5 |active= |recovery=Total 108 |frameAdv=-80 |invul=1-11 All |hitbox= | ||
|description= | |description= | ||
}} | }} | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Attack (Normal) |damage=500, 3500 |cancel=R |starter=N |guard= | |version=Attack (Normal) |damage=500, 3500 |cancel=R |starter=N |guard=Unblockable | ||
|level=4,5 |attribute=B |startup=57 |active=15 |recovery=77 |frameAdv= |invul=All |hitbox=jin/236236D_1 | |level=4,5 |attribute=B |startup=57 |active=15 |recovery=77 |frameAdv= |invul=All |hitbox=jin/236236D_1 | ||
|description= | |description= | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Attack (OD) |damage=500*5, 3500 |cancel=R |starter=N |guard= | |version=Attack (OD) |damage=500*5, 3500 |cancel=R |starter=N |guard=Unblockable | ||
|level=4 |attribute=B |startup=57 |active=15 |recovery=77 |frameAdv= |invul=All |hitbox= | |level=4 |attribute=B |startup=57 |active=15 |recovery=77 |frameAdv= |invul=All |hitbox= | ||
|description= | |description= | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=Death |cancel= |starter= |guard= | |damage=Death |cancel= |starter= |guard=Low |level=4 |attribute=F |startup=6+25 |active=5 |recovery=95 |frameAdv=-86 |invul=1-6 All |hitbox= | ||
|description= | |description= | ||
You'll really only use this move if you're paired up with a sandbag since Jin needs all the meter he can get. If you must... it combos from ground throws, 2D, and 6D. | You'll really only use this move if you're paired up with a sandbag since Jin needs all the meter he can get. If you must... it combos from ground throws, 2D, and 6D. |
Revision as of 23:49, 7 December 2017
Jin Kisaragi |
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Health: 11,000
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Overview
Jin is a Major in the NOL and one of its elite commanding officers. While known for his cool and calm demeanor, he is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. He displayed formidable combat prowess during the Ikaruga Civil War, which earned him his rank as Major and the title "Hero of Ikagura." When he heard that Ragna the Bloodedge was on the move, he quickly abandoned his post to hunt him down by himself.
Drive: Frostbite
Frostbite enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities.
Moves that can freeze have two additional values: Freeze Count and Freeze Duration
- Freeze Count: Determines the number of times that an opponent may be frozen in a single combo. Jin's normal Drive attacks have Freeze Count 1 so they can only be the first Freeze in a combo, else they just do regular hitstun. However, EX Specials (214D, 236D, 623D, etc.) have very high Freeze Counts (10) effectively ignoring the Freeze Count limit.
- Freeze Duration: This value determines how long the opponent will be frozen in place after being hit by a move that freezes. Freeze Duration is not affected by hitstun decay or bonus hitstun from a Fatal Counter starter; in other words, Freeze Duration is a constant value.
- Additional Freeze Details
- If an opponent is crouching or airborne when frozen, they will be forced into a standing state. This makes freeze useful for setting up resets.
- If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately.
- Opponents will automatically break free from the freeze effect if they are hit by a non-freezing attack, if Jin goes over the Freeze Count limit, and after the Freeze Duration expires.
EX Specials
Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear AC, EX attacks from Street Fighter 4, and SB Skills from Persona 4 Arena.
- All of Jin's EX Specials freeze the opponent and have Freeze Count 10, effectively ignoring the Freeze Count limit.
- If Jin attempts an attack that requires 25% Heat without sufficient meter, the non-EX version will be done instead (for example, inputting 623D with 10 Heat will cause Jin to perform 623C).
- All EX Specials trigger Heat cooldown for 180 frames upon use.
Overdrive: Frost End
Frost End is Jin's Overdrive. During Overdrive, all of Jin's sword normals and specials freeze the opponent; the Freeze Count limit for Jin's normal Drive attacks is altered; and Jin's EX specials gain additional properties (ground bounce, wall bounce, etc.).
- Sword normals (5C, 2C, 3C, 6C, j.C, j.2C) will now freeze the opponent and have a Freeze Count limit of 3.
- Normal Drives (5D, 2D, 6D, j.D) gain an extended Freeze Count limit of 3.
- Special moves will now freeze the opponent and have a Freeze Count limit of 5.
- Normal Drives (5D, 2D, 6D, j.D) gain more frame advantage and freeze for a longer period of time.
- EX Specials gain additional properties: 214D~C wall bounces, j.214D ground bounces, 22C~D deals more hits and additional damage, and 623D(2) wallbounces the opponent.
- EX Specials lose their 180F cooldown period.
Because of these new properties, Jin can use Overdrive to either do lots of unburstable damage like most characters, or to go for resets using Freeze.
Strengths/Weaknesses
Strengths | Weaknesses |
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|
|
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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Drive Moves
- Data in [ ] refers to Jin in Overdrive.
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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Hishousetsu
Hishousetsu 236D (air OK) |
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Hirensou
Hirensou 623D |
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Musou Tousshugeki
Musou Tousshugeki 214D |
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Hizangeki
Hizangeki j.214D |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Special Moves
Hishouken
Hishouken 236A, air OK |
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Fubuki
Fubuki 623B |
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Rehhyou
Rehhyou 623C |
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Musou Senshouzan
Musou Senshouzan 214B |
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Hizansen
Hizansen j.214C |
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Sekkajin
Sekkajin 22C |
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Distortion Drives
Touga Hyojin
Touga Hyojin 632146C |
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Hiyoku Getsumei
Hiyoku Getsumei 632146D air OK |
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Yukikaze
Yukikaze 236236D |
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Exceed Accel
Gekka Hyourou ABCD during Overdrive |
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Astral Heat
Rengoku Hyouya [2]8D |
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External References
- Japanese Name: ジン=キサラギ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •