BBCF/Jin Kisaragi

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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: 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 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.
  • If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately after hitstop.
  • 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.


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 ignore 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).
  • 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.

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).

Pros/Strengths

  • 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.


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'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 HL 8 4(2)1 16 - B -
5C
5C
BBCS Jin 5C.png
Good zoning tool.
800 HL 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 L 9 2 15 - F -
2C
2C
BBCS Jin 2C.png
Huge vertical range, head invul.
930 HL 17 3 31 - B -
6A
6A
BBCS Jin 6A.png
Terrifying overhead. End your opponent's life with this.
640 H 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 HL 19 3 31 - B -
3C
3C
BBCF Jin 3C.png
Combo ender, occasional footsie tool.
900 L 13 4 28 - F -
j.A
j.A
BBCS Jin jA.png
Good for air-to-air.
300 HA 7 3 9 - H -
j.B
j.B
BBCS Jin jB.png
Hits above, in front, and below Jin. Has a crossup hitbox.
600 HA 9 7 30 - H -
j.C
j.C
BBCS Jin jC.png
Safe air poke at range, strong air-to-air.
850 HA 10 3 20+4L - H -
j.2C
j.2C
BBCS Jin j2C.png
Excellent jumpin and pressure tool.
850 H 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 - HBFP -
2D
2D
BBCS Jin 2D.png
Zoning tool. Whiff at your own peril.
960 All 22 3 Total 57 - HBFP* -
6D
6D
BBCS Jin 6D.png
Pressure reset, combo filler.
1000 All 31 9 Total 65 - HBFP -
j.D
j.D
BBCS Jin jD.png
The Netplay Crossup
970 All 16 3 29+5L - HBFP -
Hishousetsu
Hishousetsu
236D (air OK)
BBCF Jin Hishousetsu.png
"Snowflake."
600*3 All 18 Total: 52 - P* - 600*3 All 24 Total: 40+8L - P* -
Hirensou
Hirensou
623D
BBCS Jin Hirensou.png
Dragon punch, corner combo tool.
900, 1200 HL 13 2 (23~77) 3 42 - B -
Musou Tousshugeki
Musou Tousshugeki
214D
BBCS Jin MusouTousshugeki.png
Vroom! (Ice-car)
640 LA 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,HA 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 T(70) 7 3 23 - T -
Back Throw
Back Throw
BBCS Jin BThrow.png
Can cancel the 2nd hit.
0,1500 T(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 T(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 B 20 1 25 - B - 1000 B 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 - HBFP* - 600 All 20 Total 49+L - HBFP* -
Fubuki
Fubuki
623B
BBCS Jin Fubuki.png
Fast antiair. Pray it hits them.
950 HL 8 3 33 - B -
Rehhyou
Rehhyou
623C
BBCS Jin Rehhyou.png
Meterless DP. Don't expect miracles.
1300 HL 13 3 45 - B -
Musou Senshouzan
Musou Senshouzan
214B
BBCS Jin MusouSenshouzanB.png
The good old
640 LA 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,HBFP - 200x6, 800 All 25 1,2x4,7 68 - Bx6, HBFP -


Distortion Drives

Touga Hyojin
Touga Hyojin
632146C
BBCS Jin IceWave.png
Punish tool.
1600, 400*4 All 1+8 44T - HBFP*(2) - 400*3, 1200 All - - - - HBFP* -
Hiyoku Getsumei
Hiyoku Getsumei
632146D air OK
BBCS Jin IceArrow.png
Invincible startup, damaging metered combo ender.
1000, 200*14, 1100 HL 5+5 Total 108 - HBFP*(2) - 1000, 200*14, 1100 All 5+5 until L+15 - HBFP*(2) - 1000, 200*20, 1100 HL 5+5 Total 108 - HBFP*(2) - 1000, 200*20, 1100 All 5+5 until L+15 - HBFP*(2) -
Yukikaze
Yukikaze
236236D
BBCS Jin Yukikaze1.png
Catches any blockable attack.
BBCS Jin Yukikaze2.png
Unblockable, invincible the whole time.
1+33 - - 500, 3500 UNB 57 15 77 - B,HBFP - 500*5, 3500 UNB 57 15 77 - Bx5,HBFP -


Exceed Accel

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


Astral Heat

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


External References