BBCF/Jin Kisaragi: Difference between revisions

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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SO(J)R |damage=400*2 |starter=N |guard=HL
  |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=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR |damage=800 |starter=N |guard=HL
  |cancel=SOJR |damage=800 |starter=N |guard=High/Low |level=3 |attribute=B |startup=10 |active=4 |recovery=19 |frameAdv=-6 |invul=- |hitbox=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR |damage=600 |starter=N |guard=L
  |cancel=SOR |damage=600 |starter=N |guard=Low |level=2 |attribute=F |startup=9 |active=2 |recovery=15 |frameAdv=-3 |invul=- |hitbox=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR |damage=930 |starter=N |guard=HL
  |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=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=R |damage=640 |starter=N |guard=H
  |cancel=R |damage=640 |starter=N |guard=High |level=4 |attribute=B |startup=19 |active=3 |recovery=20 |frameAdv=-4 |invul= |hitbox=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR |damage=1060 |starter=N |guard=HL
  |cancel=SOR |damage=1060 |starter=N |guard=High/Low |level=5 |attribute=B |startup=19 |active=3 |recovery=31 |frameAdv=-13 |invul= |hitbox=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR |damage=900 |starter=N |guard=L
  |cancel=SOR |damage=900 |starter=N |guard=Low |level=3 |attribute=F |startup=13 |active=4 |recovery=28 |frameAdv=-15 |invul= |hitbox=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=CSOR |damage=300 |starter=S |guard=HA
  |cancel=CSOR |damage=300 |starter=S |guard=High/Air |level=0 |attribute=H |startup=7 |active=3 |recovery=9 |frameAdv= |invul= |hitbox=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR |damage=600 |starter=N |guard=HA
  |cancel=SOJR |damage=600 |starter=N |guard=High/Air |level=2 |attribute=H |startup=9 |active=7 |recovery=30 |frameAdv= |invul= |hitbox=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SO(J)R |damage=850 |starter=N |guard=HA
  |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=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR |damage=850 |starter=N |guard=H
  |cancel=SOJR |damage=850 |starter=N |guard=High |level=3 |attribute=H |startup=13 |active=5 |recovery=24 |frameAdv= |invul= |hitbox=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900, 1200 |cancel=R |starter=S, N |guard=HL
  |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=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=1st hit |damage=640 |cancel=R |starter=S |guard=LA
  |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=
|level=4 |attribute=F |startup=17 |active=10 |recovery=16+7L |frameAdv=-10 |invul= |hitbox=
  |description=
  |description=
  }}
  }}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600, 1200 |cancel=R |starter=N |guard=All,HA
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,0,1500 |cancel=R,DaSOR |starter=Sp,S |guard=T(70)
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,1500 |cancel=DaSOR |starter=S |guard=T(70)
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500 |cancel=SOR |starter=S |guard=T(90)
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |damage=1000 |cancel=R |starter=N |guard=B
  |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=B
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=950 |cancel=R |starter=N |guard=HL
  |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=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1300 |cancel=R |starter=S |guard=HL
  |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=
|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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=1st Hit |damage=640 |cancel=R |starter=N |guard=LA
  |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=
|level=4 |attribute=F |startup=17 |active=8 |recovery=16+7L |frameAdv=-10 |invul= |hitbox=
  |description=
  |description=
  }}
  }}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground |damage=1000, 200*14, 1100 |cancel=R |starter=N |guard=HL
  |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=
|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=HL
  |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=
|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=UNB
  |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=UNB
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=Death |cancel= |starter= |guard=L
  |damage=Death |cancel= |starter= |guard=Low |level=4 |attribute=F |startup=6+25 |active=5 |recovery=95 |frameAdv=-86 |invul=1-6 All |hitbox=
|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
BBCF Jin Portrait.png

Health: 11,000
Combo Rate: 60%
Prejump:
Backdash Time 22 / Invul: 1-5


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

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
  • Jin has tools to deal with just about any situation, from air-to-air battles to both short and long range ground battles.
  • High average damage. Jin can hitconfirm pretty much everything and turn those hitconfirms into damaging combos, especially when he has 25 Heat.
  • Has access to various reversal options, including two reversal DPs (DP C and DP D), which cover different situations, as well as a counter super (Yukikaze).
  • One of the better Overdrives in terms of damage output.
  • He can play an effective zoning game with his projectiles (Ice Blades) and his pokes, such as 5C, 5D, 2D, and j.C.
  • Jin is a fairly straightforward character, making him perfect for newbies. His bread and butter combos are relatively simple in terms of execution.
  • Very strong, safe pressure: Jin excels at placing opponents in frightening situations and can force such situations easily.
  • Jin is the standard "jack of all trades, master of none" character. Though he doesn't have any outstanding weaknesses, he doesn't excel at anything in particular, and will likely be strictly outperformed by a more specialized character in their strong areas.
  • Jin's basic high/low mixup is weak without 25-50 Heat when he can use TK Hizangeki or RC 6A.
  • While Jin's pressure is strong, his mixup is less "wild" than other characters'; consequently, Jin relies on punishing opponents for selecting their defensive options poorly, utilizing frame traps, etc., all of which require a solid understanding of pressure situations to properly utilize.


Normal Moves

5A
5A
BBCS Jin 5A.png
300 All 6 3 11 - B -
5B
5B
BBCS Jin 5B.png
Great tool for its range and speed.
400*2 High/Low 8 4(2)1 16 - B -
5C
5C
BBCS Jin 5C.png
Good zoning tool.
800 High/Low 10 4 19 - B -
2A
2A
BBCS Jin 2A.png
300 All 7 4 9 - F -
2B
2B
BBCS Jin 2B.png
Slight phantom hitbox past his hand.
600 Low 9 2 15 - F -
2C
2C
BBCS Jin 2C.png
Huge vertical range, head invul.
930 High/Low 17 3 31 - B -
6A
6A
BBCS Jin 6A.png
Terrifying overhead. End your opponent's life with this.
640 High 19 3 20 - B -
6B
6B
BBCS Jin 6B.png
Low crush, leads to your best damage midscreen.
840 All 19 4 4+14L - H -
6C
6C
BBCS Jin 6C.png
Combo filler, especially in the corner.
1060 High/Low 19 3 31 - B -
3C
3C
BBCF Jin 3C.png
Combo ender, occasional footsie tool.
900 Low 13 4 28 - F -
j.A
j.A
BBCS Jin jA.png
Good for air-to-air.
300 High/Air 7 3 9 - H -
j.B
j.B
BBCS Jin jB.png
Hits above, in front, and below Jin. Has a crossup hitbox.
600 High/Air 9 7 30 - H -
j.C
j.C
BBCS Jin jC.png
Safe air poke at range, strong air-to-air.
850 High/Air 10 3 20+4L - H -
j.2C
j.2C
BBCS Jin j2C.png
Excellent jumpin and pressure tool.
850 High 13 5 24 - H -


Drive Moves

  • Data in [ ] refers to Jin in Overdrive.
5D
5D
BBCS Jin 5D.png
The infamous Wolfhead.
960 All 17 8 20 - BP -
2D
2D
BBCS Jin 2D.png
Zoning tool. Whiff at your own peril.
960 All 22 3 Total 57 - P1* -
6D
6D
BBCS Jin 6D.png
Pressure reset, combo filler.
1000 All 31 9 Total 65 - P1* -
j.D
j.D
BBCS Jin jD.png
The Netplay Crossup
970 All 16 3 29+5L - HP -
Hishousetsu
Hishousetsu
236D (air OK)
BBCF Jin Hishousetsu.png
"Snowflake."
600*3 All 18 Total: 52 - P1* - 600*3 All 24 Total: 40+8L - P1* -
Hirensou
Hirensou
623D
BBCS Jin Hirensou.png
Dragon punch, corner combo tool.
900, 1200 High/Low 13 2 (23~77) 3 42 - B -
Musou Tousshugeki
Musou Tousshugeki
214D
BBCS Jin MusouTousshugeki.png
Vroom! (Ice-car)
640 Low/Air 17 10 16+7L - F - 1200 All 14 3 9+18L - H -
Hizangeki
Hizangeki
j.214D
BBCP Jin Hizangeki.png
Combo part, overhead.
600, 1200 All, High/Air 9 1(9)3 22+5L - H -


Universal Mechanics

Forward Throw
Forward Throw
BBCS Jin FThrow.png
Can cancel the third hit.
0,0,1500 Throw(70) 7 3 23 - T -
Back Throw
Back Throw
BBCS Jin BThrow.png
Can cancel the 2nd hit.
0,1500 Throw(70) 7 3 23 - T -
Air Throw
Air Throw
BBCS Jin AThrow.png
Has a variety of combo options depending on throw height.
0, 1500 Throw(90) 7 3 23+3L - T -
Counter Assault
Counter Assault
BBCS Jin 5C.png
Jin's Counter Assault, it uses 5C's animation.
0 All 13 5 34 - B -
Crush Trigger
Crush Trigger
BBCP Jin CT.png
1000 Barrier 20 1 25 - B - 1000 Barrier 30~61 1 25 - B -


Special Moves

Hishouken
Hishouken
236A, air OK
BBCS Jin Hishouken.png
Zoning tool.
BBCP Jin AirHishouken.png
600 All 13 44T - P1* - 600 All 20 Total 49+L - P1* -
Fubuki
Fubuki
623B
BBCS Jin Fubuki.png
Fast antiair. Pray it hits them.
950 High/Low 8 3 33 - B -
Rehhyou
Rehhyou
623C
BBCS Jin Rehhyou.png
Meterless DP. Don't expect miracles.
1300 High/Low 13 3 45 - B -
Musou Senshouzan
Musou Senshouzan
214B
BBCS Jin MusouSenshouzanB.png
The good old
640 Low/Air 17 8 16+7L - F - 1000 All 14 4 6+20L - H -
Hizansen
Hizansen
j.214C
BBCP Jin Hizansen.png
Aerial combo ender.
1000 All 13 3 Till L+7 - H -
Sekkajin
Sekkajin
22C
BBCS Jin Sekkajin.png
Must be close to the opponent to attack...
BBCP Jin SekkajinFar.png
...or else Jin just stands there.
385*4 All 8 2(3)2(3)2(3)2 28 - B - 400, 800 All 25 8 68 - B - 200x6, 800 All 25 1,2x4,7 68 - B -


Distortion Drives

Touga Hyojin
Touga Hyojin
632146C
BBCS Jin IceWave.png
Punish tool.
1600, 400*4 All 1+8 44T - P2* - 400*3, 1200 All - - - - P2* -
Hiyoku Getsumei
Hiyoku Getsumei
632146D air OK
BBCS Jin IceArrow.png
Invincible startup, damaging metered combo ender.
1000, 200*14, 1100 High/Low 5+5 Total 108 - P2* - 1000, 200*14, 1100 All 5+5 until L+15 - P2* - 1000, 200*20, 1100 High/Low 5+5 Total 108 - P2* - 1000, 200*20, 1100 All 5+5 until L+10 - P2* -
Yukikaze
Yukikaze
236236D
BBCS Jin Yukikaze1.png
Catches any blockable attack.
BBCS Jin Yukikaze2.png
Unblockable, invincible the whole time.
1+33 - - 500, 3500 Unblockable 57 15 77 - B - 500*5, 3500 Unblockable 57 15 77 - B -


Exceed Accel

Gekka Hyourou
ABCD during Overdrive DP #6
600, 300*4, 1250 All 20[10] 3 34 - B - 600, 400*10, 1250 All 20[10] 3 34 - B -


Astral Heat

Rengoku Hyouya
[2]8D
BBCS Jin Astral.png
Hits the entire ground. Can combo into this.
BBCS Jin Astral2.png
Death Low 6+25 5 95 - F -


External References