(12 intermediate revisions by 4 users not shown) | |||
Line 82: | Line 82: | ||
====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Jin_5A.png |caption= | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
Line 92: | Line 92: | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 175: | Line 176: | ||
|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. | ||
}} | }} | ||
Line 466: | Line 468: | ||
|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 526: | Line 529: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|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 533: | 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 | ||
Line 596: | Line 607: | ||
|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=P2* |startup=5+5 |active= |recovery=until L+10 |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 626: | Line 639: | ||
|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= | ||
*Counterattack stance, | *Counterattack stance, HBFP guard point throughout, hitting the guard point triggers followup attack. | ||
*Superflash occurs on 1F, can catch attacks from 1-14F. | *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 a non-projectile move, attacker is stuck in hitstop until Jin attacks. | ||
Line 654: | Line 667: | ||
|description= | |description= | ||
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. | 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. | ||
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. | Startup is shortened to 10f if buffered out of OD activation or if canceled into. | ||
Line 668: | Line 683: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |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= | ||
|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 688: | Line 703: | ||
}} | }} | ||
{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
[[Category:BlazBlue]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category: | [[Category:Jin Kisaragi]] |
Revision as of 12:37, 16 May 2018
Jin Kisaragi |
---|
Health: 11,000
|
Overview
Jin is a Major in the NOL and one of its elite commanding officers. While known for his cool and calm demeanor, he is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. He displayed formidable combat prowess during the Ikaruga Civil War, which earned him his rank as Major and the title "Hero of Ikagura." When he heard that Ragna the Bloodedge was on the move, he quickly abandoned his post to hunt him down by himself.
Drive: Frostbite
Frostbite enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities.
Moves that can freeze have two additional values: Freeze Count and Freeze Duration
- Freeze Count: 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 |
---|---|
|
|
Normal Moves
5A
5A |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
j.2C
j.2C |
---|
Drive Moves
- Data in [ ] refers to Jin in Overdrive.
5D
5D |
---|
2D
2D |
---|
6D
6D |
---|
j.D
j.D |
---|
Hishousetsu
Hishousetsu 236D (air OK) |
---|
Hirensou
Hirensou 623D |
---|
Musou Tousshugeki
Musou Tousshugeki 214D |
---|
Hizangeki
Hizangeki j.214D |
---|
Universal Mechanics
Forward Throw
Forward Throw |
---|
Back Throw
Back Throw |
---|
Air Throw
Air Throw |
---|
Counter Assault
Counter Assault |
---|
Crush Trigger
Crush Trigger |
---|
Special Moves
Hishouken
Hishouken 236A, air OK |
---|
Fubuki
Fubuki 623B |
---|
Rehhyou
Rehhyou 623C |
---|
Musou Senshouzan
Musou Senshouzan 214B |
---|
Hizansen
Hizansen j.214C |
---|
Sekkajin
Sekkajin 22C |
---|
Sekkajin Followup
Sekkajin Followup 22C~D |
---|
Distortion Drives
Touga Hyojin
Touga Hyojin 632146C |
---|
Hiyoku Getsumei
Hiyoku Getsumei 632146D air OK |
---|
Yukikaze
Yukikaze 236236D |
---|
Exceed Accel
Gekka Hyourou ABCD during Overdrive |
---|
Astral Heat
Rengoku Hyouya [2]8D |
---|
External References
- Japanese Name: ジン=キサラギ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •