BBCF/Jin Kisaragi: Difference between revisions

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:Double Jump, 1 Airdash, Dash type: Run
:Double Jump, 1 Airdash, Dash type: Run
;Play-style
;Play-style
:Well-rounded
:Balanced
|}
|}
{{CharNav |charMainPage=BBCF/Jin Kisaragi
{{CharNav |charMainPage=BBCF/Jin Kisaragi
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Frostbite enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities. <br/>
Frostbite enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities. <br/>
Moves that can freeze have two additional values: '''Freeze Count''' and '''Freeze Duration'''<br/>
Moves that can freeze have two additional values: '''Freeze Count''' and '''Freeze Duration'''<br/>
* '''Freeze Count:''' This value determines the number of times that an opponent may be frozen in a single combo. Under normal circumstances, an opponent can only be frozen once per combo using a normal Drive attack (5D, 2D, 6D, j.D). If you use another normal Drive attack while the opponent has already been frozen once before, the normal Drive attack will not freeze the opponent. However, EX Specials (214D, 236D, 623D, etc.) have very high Freeze Counts (10) effectively ignoring the Freeze Count limit. Furthermore, you may freeze the opponent more than once per combo with normal Drive attacks during Overdrive (see the Overdrive section for more details).  
* '''Freeze 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.  
* '''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.
* If an opponent is crouching or airborne when frozen, they will be forced into a standing state.  
;Additional Freeze Details
* If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately after hitstop.
* 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.
* Opponents will automatically break free from the freeze effect if they are hit by a normal attack, if Jin goes over the Freeze Count limit, and after the Freeze Duration expires.  
* If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately.
<br/>
* 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====
===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.  
Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear AC, EX attacks from Street Fighter 4, and SB Skills from Persona 4 Arena.  
* All of Jin's EX Specials freeze the opponent and ignore the Freeze Count limit.  
* 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 C version of the attack will occur instead (for example, inputting 623D with 24 Heat will cause Jin to perform 623C).
* 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.
* All EX Specials trigger Heat cooldown for 180 frames upon use.
<br/>
===Overdrive: Frost End===
===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.).  
Frost End is Jin's Overdrive. During Overdrive, all of Jin's sword normals and specials freeze the opponent; the Freeze Count limit for Jin's normal Drive attacks is altered; and Jin's EX specials gain additional properties (ground bounce, wall bounce, etc.).  
*Sword normals (5C, 2C, 6C, j.C, j.2C) will now freeze the opponent and have a Freeze Count limit of 3.
*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.
*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.  
*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.  
*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 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.<br/>
*EX Specials lose their 180F cooldown period.


You can only freeze the opponent up to 5 times in a single OD combo (not counting EX Specials). The specials' Freeze Count limit of 5 is shared with the sword normals/Drives' Freeze Count limit of 3, meaning that you can only freeze the opponent up to 3 times with sword normals and/or Drives and 2 more times with special attacks for a maximum of 5 freezes per OD combo (again, not including EX Specials, which ignore the Freeze Count limit).<br/>
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.
<br/>
<br/>
 
===Strengths/Weaknesses===
===Pros/Strengths===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
*Jin has tools to deal with just about any situation, from air-to-air battles to both short and long range ground battles.  
*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.  
*High average damage. Almost every combo's damage about or near 3000. 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).  
*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.  
*One of the better Overdrives in terms of reset play by freeze.  
*He can play an effective zoning game with his projectiles (Ice Blades) and his pokes, such as 5C, 5D, 2D, and j.C.  
*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.
*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.  
*Very strong, safe pressure: Jin excels at placing opponents in frightening situations and can force such situations easily.  
<br/>
| style="width: 50%;"|
 
===Cons/Weaknesses===
*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 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.  
*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.
*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.
|-
|}
<br clear=all/>
<br clear=all/>


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====== <font style="visibility:hidden" size="0">5A</font> ======
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_5A.png
|image=BBCF_Jin_5A.png |caption=
|name=5A
|name=5A
|data=
|data=
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}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">5B</font> ======
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_5B.png
|image=BBCS_Jin_5B.png |caption=Great tool for its range and speed.  
|caption=Great tool for its range and speed.  
|name=5B
|name=5B
|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=Mid |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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====== <font style="visibility:hidden" size="0">5C</font> ======
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_5C.png
|image=BBCS_Jin_5C.png |caption=Good zoning tool.
|caption=Good zoning tool.
|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR |damage=800 |starter=N |guard=HL
  |cancel=SOJR |damage=800 |starter=N |guard=Mid |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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====== <font style="visibility:hidden" size="0">2A</font> ======
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_2A.png
|image=BBCS_Jin_2A.png |caption=
|name=2A
|name=2A
|data=
|data=
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====== <font style="visibility:hidden" size="0">2B</font> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_2B.png
|image=BBCS_Jin_2B.png |caption=Slight phantom hitbox past his hand.  
|caption=Slight phantom hitbox past his hand.  
|name=2B
|name=2B
|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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====== <font style="visibility:hidden" size="0">2C</font> ======
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_2C.png
|image=BBCS_Jin_2C.png |caption=Huge vertical range, head invul.  
|caption=Huge vertical range, head invul.  
|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR |damage=930 |starter=N |guard=HL
  |cancel=SOJR |damage=930 |starter=N |guard=Mid |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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====== <font style="visibility:hidden" size="0">6A</font> ======
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_6A.png
|image=BBCS_Jin_6A.png |caption=Terrifying overhead. End your opponent's life with this.
|caption=Terrifying overhead. End your opponent's life with this.
|name=6A
|name=6A
|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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====== <font style="visibility:hidden" size="0">6B</font> ======
====== <font style="visibility:hidden" size="0">6B</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_6B.png
|image=BBCS_Jin_6B.png |caption=Low crush, leads to your best damage midscreen.
|caption=Low crush, leads to your best damage midscreen.
|name=6B
|name=6B
|data=
|data=
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  |level=4 |attribute=H |startup=19 |active=4 |recovery=4+14L |frameAdv=-3 |invul=4-22F |hitbox=
  |level=4 |attribute=H |startup=19 |active=4 |recovery=4+14L |frameAdv=-3 |invul=4-22F |hitbox=
  |description=*Low invul 4-22f
  |description=*Low invul 4-22f
*26F hitstun
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.
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.
}}
}}
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====== <font style="visibility:hidden" size="0">6C</font> ======
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_6C.png
|image=BBCS_Jin_6C.png |caption=Combo filler, especially in the corner.
|caption=Combo filler, especially in the corner.
|name=6C
|name=6C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR |damage=1060 |starter=N |guard=HL
  |cancel=SOR |damage=1060 |starter=N |guard=Mid |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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====== <font style="visibility:hidden" size="0">3C</font> ======
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
{{MoveData
|image=BBCF_Jin_3C.png
|image=BBCF_Jin_3C.png |caption=Combo ender, occasional footsie tool.
|caption=Combo ender, occasional footsie tool.
|name=3C
|name=3C
|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. 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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====== <font style="visibility:hidden" size="0">j.A</font> ======
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_jA.png
|image=BBCS_Jin_jA.png |caption=Good for air-to-air.
|caption=Good for air-to-air.
|name=j.A
|name=j.A
|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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====== <font style="visibility:hidden" size="0">j.B</font> ======
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_jB.png
|image=BBCS_Jin_jB.png |caption=Hits above, in front, and below Jin. Has a crossup hitbox.
|caption=Hits above, in front, and below Jin. Has a crossup hitbox.
|name=j.B
|name=j.B
|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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====== <font style="visibility:hidden" size="0">j.C</font> ======
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_jC.png
|image=BBCS_Jin_jC.png |caption=Safe air poke at range, strong air-to-air.  
|caption=Safe air poke at range, strong air-to-air.  
|name=j.C
|name=j.C
|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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====== <font style="visibility:hidden" size="0">j.2C</font> ======
====== <font style="visibility:hidden" size="0">j.2C</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_j2C.png
|image=BBCS_Jin_j2C.png |caption=Excellent jumpin and pressure tool.
|caption=Excellent jumpin and pressure tool.
|name=j.2C
|name=j.2C
|imageSize=175x250px
|imageSize=175x250px
|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.  
Line 276: Line 256:
{{MoveData
{{MoveData
|image=BBCS_Jin_5D.png
|image=BBCS_Jin_5D.png
|name=5D
|name=5D |caption=The infamous Wolfhead.
|caption=The infamous Wolfhead.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=960 |cancel=DaSOR |starter=N |guard=All
  |damage=960 |cancel=DaSOR |starter=N |guard=All
  |level=4 |attribute=HBFP |startup=17 |active=8 |recovery=20 |frameAdv=-11[-5] |invul= |hitbox=
  |level=4 |attribute=BP |startup=17 |active=8 |recovery=20 |frameAdv=-11[-5] |invul= |hitbox=
  |description=
  |description=
It 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. 5D > dash cancel is -6[±0] on block.
It 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. 5D > dash cancel is -6[±0] on block.
Line 290: Line 269:
{{MoveData
{{MoveData
|image=BBCS_Jin_2D.png
|image=BBCS_Jin_2D.png
|name=2D
|name=2D |caption=Zoning tool. Whiff at your own peril.
|caption=Zoning tool. Whiff at your own peril.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=960 |cancel=SO(J)R |starter=N |guard=All
  |damage=960 |cancel=SO(J)R |starter=N |guard=All
  |level=4 |attribute=HBFP* |startup=22 |active=3 |recovery=Total 57 |frameAdv=+1[+7] |invul= |hitbox=
  |level=4 |attribute=P1* |startup=22 |active=3 |recovery=Total 57 |frameAdv=+1[+7] |invul= |hitbox=
  |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.  
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.  
Line 304: Line 282:
{{MoveData
{{MoveData
|image=BBCS_Jin_6D.png
|image=BBCS_Jin_6D.png
|name=6D
|name=6D |caption=Pressure reset, combo filler.
|caption=Pressure reset, combo filler.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000 |cancel=R |starter=N |guard=All
  |damage=1000 |cancel=R |starter=N |guard=All
  |level=4 |attribute=HBFP |startup=31 |active=9 |recovery=Total 65 |frameAdv=+6[+12] |invul= |hitbox=
  |level=4 |attribute=P1* |startup=31 |active=9 |recovery=Total 65 |frameAdv=+6[+12] |invul= |hitbox=
  |description=
  |description=
It has a huge vertical hitbox but it has a ridiculously slow startup. It's positive on block so it can be used to reset pressure from time to time.  
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 and also a general purpose meaty oki tool. Jin's best drive move P1/P2 for starting combos.
}}
}}
}}
}}
Line 318: Line 295:
{{MoveData
{{MoveData
|image=BBCS_Jin_jD.png
|image=BBCS_Jin_jD.png
|name=j.D
|name=j.D |caption=The Netplay Crossup
|caption=The Netplay Crossup
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=970 |cancel=SOR |starter=N |guard=All
  |damage=970 |cancel=SOR |starter=N |guard=All
  |level=4 |attribute=HBFP |startup=16 |active=3 |recovery=29+5L |frameAdv= |invul= |hitbox=
  |level=4 |attribute=HP |startup=16 |active=3 |recovery=29+5L |frameAdv= |invul= |hitbox=
  |description=
  |description=
It hits all around Jin so it can be used as a high risk crossup with an IAD. Mostly used as combo filler, connecting it during an air combo will restand the opponent.  
It hits all around Jin so it can be used as a high risk crossup with an IAD. Mostly used as combo filler, connecting it during an air combo will restand the opponent.  
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">Hishousetsu</font> ======
====== <font style="visibility:hidden" size="0">Hishousetsu</font> ======
{{MoveData
{{MoveData
|image=BBCF_Jin_Hishousetsu.png
|image=BBCF_Jin_Hishousetsu.png
|name=Hishousetsu
|name=Hishousetsu
|input=236D (air OK)
|input=236D (air OK) |caption="Snowflake."  
|caption="Snowflake."  
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground |damage=600*3 |cancel=R |starter= |guard=All
  |version=Ground |damage=600*3 |cancel=R |starter= |guard=All
  |level=3 |attribute=P* |startup=18 |active= |recovery=Total: 52 |frameAdv=+27 |invul= |description=
  |level=3 |attribute=P1* |startup=18 |active= |recovery=Total: 52 |frameAdv=+27 |invul= |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air |damage=600*3 |cancel=R |starter= |guard=All
  |version=Air |damage=600*3 |cancel=R |starter= |guard=All
  |level=3 |attribute=P* |startup=24 |active= |recovery=Total: 40+8L |frameAdv= |invul= |description=
  |level=3 |attribute=P1* |startup=24 |active= |recovery=Total: 40+8L |frameAdv= |invul= |description=
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 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 j.D, 6C, 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.
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 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 j.D, 6C, 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.
  }}
  }}
Line 351: Line 327:
|image=BBCS_Jin_Hirensou.png
|image=BBCS_Jin_Hirensou.png
|name=Hirensou
|name=Hirensou
|input=623D
|input=623D |caption=Dragon punch, corner combo tool.
|caption=Dragon punch, corner combo tool.
|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=Mid |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.  
Line 366: Line 340:
|image=BBCS_Jin_MusouTousshugeki.png
|image=BBCS_Jin_MusouTousshugeki.png
|name=Musou Tousshugeki
|name=Musou Tousshugeki
|input=214D
|input=214D |caption=Vroom! (Ice-car)
|caption=Vroom! (Ice-car)
|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=
  }}
  }}
Line 386: Line 358:
{{MoveData
{{MoveData
|image=BBCP_Jin_Hizangeki.png
|image=BBCP_Jin_Hizangeki.png
|input=j.214D
|input=j.214D |caption=Combo part, overhead.
|caption=Combo part, overhead.
|name=Hizangeki
|name=Hizangeki
|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
Line 403: Line 374:
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_FThrow.png
|image=BBCS_Jin_FThrow.png |caption=Can cancel the third hit.
|caption=Can cancel the third hit.
|name=Forward Throw
|name=Forward Throw
|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=
Line 416: Line 386:
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_BThrow.png
|image=BBCS_Jin_BThrow.png |caption=Can cancel the 2nd hit.
|caption=Can cancel the 2nd hit.
|name=Back Throw
|name=Back Throw
|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=
Line 429: Line 398:
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_AThrow.png
|image=BBCS_Jin_AThrow.png |caption=Has a variety of combo options depending on throw height.
|caption=Has a variety of combo options depending on throw height.
|name=Air Throw
|name=Air Throw
|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=
Line 442: Line 410:
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_5C.png
|image=BBCS_Jin_5C.png |caption=Jin's Counter Assault, it uses 5C's animation.
|caption=Jin's Counter Assault, it uses 5C's animation.
|name=Counter Assault
|name=Counter Assault
|data=
|data=
Line 455: Line 422:
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
{{MoveData
|image=BBCP_Jin_CT.png
|image=BBCP_Jin_CT.png |caption=
|caption=
|name=Crush Trigger
|name=Crush Trigger
|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.  
Line 474: Line 440:
====== <font style="visibility:hidden" size="0">Hishouken</font> ======
====== <font style="visibility:hidden" size="0">Hishouken</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_Hishouken.png
|image=BBCS_Jin_Hishouken.png |caption=Zoning tool.
|image2=BBCP_Jin_AirHishouken.png
|image2=BBCP_Jin_AirHishouken.png |caption2=
|name=Hishouken
|name=Hishouken
|input=236A, air OK
|input=236A, air OK  
|caption=Zoning tool.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground |damage=600 |cancel=R |starter=N |guard=All
  |version=Ground |damage=600 |cancel=R |starter=N |guard=All
  |level=3 |attribute=HBFP* |startup=13 |active= |recovery=44T |frameAdv=-8 |invul= |hitbox=
  |level=3 |attribute=P1* |startup=13 |active= |recovery=44T |frameAdv=-8 |invul= |hitbox=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air |damage=600 |cancel=R |starter=N |guard=All
  |version=Air |damage=600 |cancel=R |starter=N |guard=All
  |level=4 |attribute=HBFP* |startup=20 |active= |recovery=Total 49+L |frameAdv= |invul= |hitbox=
  |level=4 |attribute=P1* |startup=20 |active= |recovery=Total 49+L |frameAdv= |invul= |hitbox=
  |description=
  |description=
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.  
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.  
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">Fubuki</font> ======
====== <font style="visibility:hidden" size="0">Fubuki</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_Fubuki.png
|image=BBCS_Jin_Fubuki.png |caption=Fast antiair. Pray it hits them.
|input=623B
|input=623B
|caption=Fast antiair. Pray it hits them.
|name=Fubuki
|name=Fubuki
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=950 |cancel=R |starter=N |guard=HL
  |damage=950 |cancel=R |starter=N |guard=Mid
  |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
*Will always miss crouching opponents, regardless of hitboxes.
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.  
}}
}}
Line 510: Line 476:
{{MoveData
{{MoveData
|image=BBCS_Jin_Rehhyou.png
|image=BBCS_Jin_Rehhyou.png
|input=623C
|input=623C |caption=Meterless DP. Don't expect miracles.
|caption=Meterless DP. Don't expect miracles.
|name=Rehhyou
|name=Rehhyou
|imageSize=175x250px
|imageSize=175x250px
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1300 |cancel=R |starter=S |guard=HL
  |damage=1300 |cancel=R |starter=S |guard=Mid
  |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
Line 525: Line 490:
{{MoveData
{{MoveData
|image=BBCS_Jin_MusouSenshouzanB.png
|image=BBCS_Jin_MusouSenshouzanB.png
|input=214B
|input=214B |caption=The good old
|caption=The good old
|name=Musou Senshouzan
|name=Musou Senshouzan
|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=
Line 539: Line 503:
  |level=4 |attribute=H |startup=14 |active=4 |recovery=6+20L |frameAdv=-13 |invul= |hitbox=
  |level=4 |attribute=H |startup=14 |active=4 |recovery=6+20L |frameAdv=-13 |invul= |hitbox=
  |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 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 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.
}}
}}
}}
}}
Line 546: Line 510:
{{MoveData
{{MoveData
|image=BBCP_Jin_Hizansen.png
|image=BBCP_Jin_Hizansen.png
|input=j.214C
|input=j.214C |caption=Aerial combo ender.
|caption=Aerial combo ender.
|name=Hizansen
|name=Hizansen
|data=
|data=
Line 560: Line 523:
====== <font style="visibility:hidden" size="0">Sekkajin</font> ======
====== <font style="visibility:hidden" size="0">Sekkajin</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_Sekkajin.png
|image=BBCS_Jin_Sekkajin.png |caption=Must be close to the opponent to attack...
|caption=Must be close to the opponent to attack...
|image2=BBCP_Jin_SekkajinFar.png |caption2=...or else Jin just stands there. |imageSize2=250x200px
|image2=BBCP_Jin_SekkajinFar.png
|imageSize2=250x200px
|caption2=...or else Jin just stands there.
|input=22C
|input=22C
|name=Sekkajin
|name=Sekkajin
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=22C |damage=385*4 |cancel= |starter=N |guard=All
  |damage=385*4 |cancel= |starter=N |guard=All
  |level=3 |attribute=B |startup=8 |active=2(3)2(3)2(3)2 |recovery=28 |frameAdv=-13 |invul= |hitbox=
  |level=3 |attribute=B |startup=8 |active=2(3)2(3)2(3)2 |recovery=28 |frameAdv=-13 |invul= |hitbox=
  |description=
  |description=
Line 576: Line 536:
Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets that the opponent cannot delay tech/roll out of, and are tricky to reversal out of because Jin can simply run up and 5A up to three times before doing the mixup to throw off timing.
Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets that the opponent cannot delay tech/roll out of, and are tricky to reversal out of because Jin can simply run up and 5A up to three times before doing the mixup to throw off timing.
  }}
  }}
}}
====== <font style="visibility:hidden" size="0">Sekkajin Followup</font> ======
{{MoveData
|image=BBCS_Jin_SekkajinFollowup.png |caption=Useful for easy sideswaps
|input=22C~D
|name=Sekkajin Followup
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Followup (22C~D) |damage=400, 800 |cancel=R |starter=N |guard=All
  |version=Followup (22C~D) |damage=400, 800 |cancel=R |starter=N |guard=All
  |level=3,5 |attribute=B,HBFP |startup=25 |active=8 |recovery=68 |frameAdv= |invul= |hitbox=
  |level=3,5 |attribute=B |startup=25 |active=8 |recovery=68 |frameAdv= |invul= |hitbox=
  |description=
  |description=
  }}
  }}
Line 584: Line 552:
  |header=no
  |header=no
  |version=Followup (OD) (22C~D) |damage=200x6, 800 |cancel=R |starter=N |guard=All
  |version=Followup (OD) (22C~D) |damage=200x6, 800 |cancel=R |starter=N |guard=All
  |level=3,5 |attribute=Bx6, HBFP |startup=25 |active=1,2x4,7 |recovery=68 |frameAdv= |invul= |hitbox=
  |level=3,5 |attribute=B |startup=25 |active=1,2x4,7 |recovery=68 |frameAdv= |invul= |hitbox=
  |description=
  |description=
The 22C followup, it's useful for switching sides with your opponent mid-combo in the corner.  
The 22C followup, it's useful for switching sides with your opponent mid-combo in the corner.  
Line 594: Line 562:
====== <font style="visibility:hidden" size="0">Touga Hyojin</font> ======
====== <font style="visibility:hidden" size="0">Touga Hyojin</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_IceWave.png
|image=BBCS_Jin_IceWave.png |caption=Punish tool.
|caption=Punish tool.
|name=Touga Hyojin
|name=Touga Hyojin
|input=632146C
|input=632146C
Line 601: Line 568:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |damage=1600, 400*4 |cancel=R |starter=N |guard=All
  |version=Normal |damage=1600, 400*4 |cancel=R |starter=N |guard=All
  |level=4 |attribute=HBFP*(2) |startup=1+8 |active= |recovery=44T |frameAdv=-17 |invul=1-2 All |hitbox=
  |level=4 |attribute=P2* |startup=1+8 |active= |recovery=44T |frameAdv=-17 |invul=1-2 All |hitbox=
  |description=
  |description=
  }}
  }}
Line 607: Line 574:
  |header=no
  |header=no
  |version=Overdrive Followup |damage=400*3, 1200 |cancel=R |starter=N |guard=All
  |version=Overdrive Followup |damage=400*3, 1200 |cancel=R |starter=N |guard=All
  |level=4,5 |attribute=HBFP* |hitbox=
  |level=4,5 |attribute=P2* |hitbox=
  |description=
  |description=
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.
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.
}}
 
The best time (and frankly only time) to use Touga Hyojin during combos is during Overdrive as it has the highest Minimum Damage during Overdrive at 1120.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Hiyoku Getsumei</font> ======
====== <font style="visibility:hidden" size="0">Hiyoku Getsumei</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_IceArrow.png
|image=BBCS_Jin_IceArrow.png |caption=Invincible startup, damaging metered combo ender.
|caption=Invincible startup, damaging metered combo ender.
|name=Hiyoku Getsumei
|name=Hiyoku Getsumei
|input=632146D air OK
|input=632146D air OK
|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=Mid |level=4 |attribute=P2* |startup=5+5 |active= |recovery=Total 108 |frameAdv=-80 |invul=1-11 All |hitbox=
|level=4 |attribute=HBFP*(2) |startup=5+5 |active= |recovery=Total 108 |frameAdv=-80 |invul=1-11 All |hitbox=
  |description=
  |description=
  }}
  }}
Line 628: Line 595:
  |header=no
  |header=no
  |version=Air |damage=1000, 200*14, 1100 |cancel=R |starter=N |guard=All
  |version=Air |damage=1000, 200*14, 1100 |cancel=R |starter=N |guard=All
  |level=4 |attribute=HBFP*(2) |startup=5+5 |active= |recovery=until L+15 |frameAdv= |invul=1-13 All |hitbox=
  |level=4 |attribute=P2* |startup=5+5 |active= |recovery=until L+15 |frameAdv= |invul=1-13 All |hitbox=
  |description=
  |description=
}}
}}
  {{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=Mid |level=4 |attribute=P2* |startup=5+5 |active= |recovery=Total 108 |frameAdv=-80 |invul=1-11 All |hitbox=
|level=4 |attribute=HBFP*(2) |startup=5+5 |active= |recovery=Total 108 |frameAdv=-80 |invul=1-11 All |hitbox=
  |description=
  |description=
}}
}}
Line 640: Line 606:
  |header=no
  |header=no
  |version=Air (Overdrive) |damage=1000, 200*20, 1100 |cancel=R |starter=N |guard=All
  |version=Air (Overdrive) |damage=1000, 200*20, 1100 |cancel=R |starter=N |guard=All
  |level=4 |attribute=HBFP*(2) |startup=5+5 |active= |recovery=until L+15 |frameAdv= |invul=1-11 All |hitbox=
  |level=4 |attribute=P2* |startup=5+5 |active= |recovery=until L+10 |frameAdv= |invul=1-11 All |hitbox=
  |description=
  |description=*Launches a very high speed projectile at 30 degrees upwards (ground version) or 30 degrees downwards (Aerial version).
*If the first hit is blocked or misses, other hits do not occur.
 
Your go-to combo finisher when you need to add extra damage to a combo.  
Your go-to combo finisher when you need to add extra damage to a combo.  


Line 650: Line 618:
====== <font style="visibility:hidden" size="0">Yukikaze</font> ======
====== <font style="visibility:hidden" size="0">Yukikaze</font> ======
{{MoveData
{{MoveData
|image=BBCS_Jin_Yukikaze1.png
|image=BBCS_Jin_Yukikaze1.png |caption=Catches any blockable attack.
|caption=Catches any blockable attack.
|image2=BBCS_Jin_Yukikaze2.png |caption2=Unblockable, invincible the whole time.
|image2=BBCS_Jin_Yukikaze2.png
|caption2=Unblockable, invincible the whole time.
|name=Yukikaze
|name=Yukikaze
|input=236236D
|input=236236D
Line 664: Line 630:
  {{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,HBFP |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=
  }}
  }}
{{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=Bx5,HBFP |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=
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).
*Counterattack stance, HBFP guard point throughout, hitting the guard point triggers followup attack.
*Superflash occurs on 1F, can catch attacks from 1-14F.
*If triggered on a non-projectile move, attacker is stuck in hitstop until Jin attacks.
*If triggered on 1F, then Jin does a faster version of the attack where startup is 21F
 
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.
  }}
  }}
}}
}}
Line 680: Line 651:
==Exceed Accel==
==Exceed Accel==
{{MoveData
{{MoveData
|image=BBCF_Jin_Gekka.png
|image=BBCF_Jin_Gekka.png |caption=DP #6
|caption=DP #6
|input=ABCD during Overdrive
|input=ABCD during Overdrive
|name=Gekka Hyourou
|name=Gekka Hyourou
Line 688: Line 658:
  |version=Normal |cancel= |damage=600, 300*4, 1250 |starter
  |version=Normal |cancel= |damage=600, 300*4, 1250 |starter
  |guard=All
  |guard=All
  |level= |attribute=B |startup=20[10] |active=3 |recovery=20 |frameAdv=±0 |invul= |hitbox=
  |level= |attribute=B |startup=20[10] |active=3 |recovery=34 |frameAdv=-10 |invul= |hitbox=
  |description=
  |description=
}}
}}
Line 694: Line 664:
  |header=no
  |header=no
  |version=Active Flow |cancel= |damage=600, 400*10, 1250 |starter= |guard=All
  |version=Active Flow |cancel= |damage=600, 400*10, 1250 |starter= |guard=All
  |level= |attribute=B |startup=20[10] |active=3 |recovery=20 |frameAdv=±0 |invul= |hitbox=
  |level= |attribute=B |startup=20[10] |active=3 |recovery=34 |frameAdv=-10 |invul= |hitbox=
  |description=
  |description=
Is full invul frame 1, and safe on block, all for no meter! It ends your overdrive when used whether successful or not, and the non-Active Flow version leads to poor damage raw or in combos. However it will put Jin into Active Flow if he is not already, and even attempting and failing to use it as a reversal will leave Jin with more burst gauge remaining than trying to burst.
Is full invul frame 1, and for no meter! It ends your overdrive when used whether successful or not, and the non-Active Flow version leads to poor damage raw or in combos. However it will put Jin into Active Flow if he is not already, and even attempting and failing to use it as a reversal will leave Jin with more burst gauge remaining than trying to burst.


Startup is shortened to 10f if buffered out of OD activation.
One of the better Exceed accels due to it ending with Jin's opponent downed  very near Jin, allowing for reasonable oki.
 
Startup is shortened to 10f if buffered out of OD activation or if canceled into.
}}
}}
}}
}}
Line 705: Line 677:
==Astral Heat==
==Astral Heat==
{{MoveData
{{MoveData
|image=BBCS_Jin_Astral.png
|image=BBCS_Jin_Astral.png |caption=Hits the entire ground. Can combo into this. |imageSize=175x250px
|image2=BBCS_Jin_Astral2.png
|image2=BBCS_Jin_Astral2.png
|imageSize=175x250px
|caption=Hits the entire ground. Can combo into this.
|name=Rengoku Hyouya
|name=Rengoku Hyouya
|input=[2]8D
|input=[2]8D
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=Death |cancel= |starter= |guard=L
  |damage=27315 (DESTROY) |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=FP* |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.  
Line 734: Line 703:
}}
}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue: Central Fiction]]
[[Category:BlazBlue Characters]]
[[Category:Jin Kisaragi]]

Revision as of 12:37, 16 May 2018

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
Balanced
  

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. Almost every combo's damage about or near 3000. 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 reset play by freeze.
  • 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
BBCF Jin 5A.png
300 All 6 3 11 - B -
5B
5B
BBCS Jin 5B.png
Great tool for its range and speed.
400*2 Mid 8 4(2)1 16 - B -
5C
5C
BBCS Jin 5C.png
Good zoning tool.
800 Mid 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 Mid 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 Mid 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 Mid 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 Mid 8 3 33 - B -
Rehhyou
Rehhyou
623C
BBCS Jin Rehhyou.png
Meterless DP. Don't expect miracles.
1300 Mid 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 -
Sekkajin Followup
Sekkajin Followup
22C~D Useful for easy sideswaps
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 Mid 5+5 Total 108 - P2* - 1000, 200*14, 1100 All 5+5 until L+15 - P2* - 1000, 200*20, 1100 Mid 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
27315 (DESTROY) Low 6+25 5 95 - F -


External References