BBCF/Jin Kisaragi/Strategy

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 Jin Kisaragi



Be certain to check out the Starter Guide as it will contain a good amount of basic insights in to Jin if you are starting out.

General Tactics

Jin is one of BB's closest examples to a "Shoto" character. He has tools to deal with just about any situation. His projectiles can provide light zoning and give him space to move. At a midrange he has great pokes like 5C, 3C, and j.C. In a close range, he can use solid normals like 2A to pressure his opponent. Jin's pressure is generally pretty safe, allowing him to constantly stick on to his opponents as long as he does not get predictable while also allowing plenty of opportunities to disengage at any point if it is deemed necessary.

Jin's gameplan can vary entirely depending on the matchup and the tendencies of whomever is using him. In general, focusing on a strong and fundamental neutral play with Jin's midrange tools in order to transition in to more close ranged pressure will be a very reliable way to play him. Opening up opponents however can present itself as a challenge however but once it is overcome Jin will be able to utilise his unique freeze mechanic to setup particularly effective restand resets or simply extend his combo in to a knockdown to run okizeme. His Ex-specials further enhance Jin's gameplay in all of its aspects, allowing him to potentially control the neutral and extend his pressure with 236D, allow the usage of his overhead TK j.214D as another means to open up the opponent with or simply to potentially improve his combo game drastically. Jin's overdrive further supplements his tools by giving his drive moves better frame data and altered properties on his C sword normals and Ex-Specials.

Neutral

Controlling the Space

Pokes and Counterpokes

Anti-Airs

Offense

Like most Blazblue characters, Jin's pressure (and general blockstrings) vary depending on the state of the game. Jin doesn't have many pressure resets, but he has strong stagger pressure (discussed below) and often relies on frame traps and jump cancels in order to continue pressure. Below are some examples of the differents forms of pressure Jin can attempt to perform an opponent, they should not be taken to heart 100% but rather they should act as a means to allow you to gain some insight on what is possible to do in what situations and their potential weaknesses which in return will allow aspiring Jin players to alternate between options on the fly subconsciously after they become more acquainted with them in order to press their advantage.

Once pressure is enforced, opening up opponents can present itself as a challenge. With his strong and rather safe pressure game, Jin can easily enforce a high mental stack on an opponent in order to attempt to open them up. However for Jin to benefit from his main mixup tool 6A he requires at the very least 50 heat or a counterhit and with his only other option being TK j.214D (which is easier to react to and locked behind a 25 heat cost) he is as a result far more reliant on either keeping the locked down with his pressure until he builds enough meter or by constantly attempting to enforce strike/throw situations in his favor. Aside from that Jin also benefits from frustrating opponents in to making risky decisions on their defense as he can potentially cash out with respectable punishes which can lead in to restands.

Grounded Pressure

Jin's grounded pressure is overall pretty standard, allowing for simple airtight blockstrings to keep an opponent locked down, reliable frametrap options or constant staggering and pressure resets which will be discussed further below. Constantly rotating between these options is the main way to keep an opponent standing still since getting too predictable with your offense will give the opponent plenty of opportunities to confidently attempt to get out of your pressure.

Blockstring Examples

Here are some blockstring examples, once again be aware that these shouldn't be static options to fall back upon but only serve as an example of what is possible. Your blockstrings will vary a lot depending on spacing, repetitions and whatever options your opponent may attempt on defense.

2A > 2A > 5B > 2B > 5C > 2C > 3C > 236A

Most basic blockstring, beware that if this is not spaced out properly it is possible for most characters to punish after the fireball if Jin is in jab range, even more punishable on instant block as the fireball is -10 point blank. Be aware that there is a gap between 5C and 2C. Effectively, 2C is a frame trap in this sequence that can also potentially allow for a safer spacing on block, however if it ever whiffs Jin will enter a very lengthy recovery.

2A > 2A > 5B > 2B > 5C > 5D > 236A

Another very basic blockstring, a lot safer than the previous and puts you at a spacing where it is very hard to properly punish Jin. Be aware that 5C > 5D is not airtight and as such it might possible for the opponent to exploit the gap with an instant block, with a reversal or some form of guardpoint depending on how close Jin is.

2A > 2A > 5B > 6B > j.236A/j.214C

A basic way to bait mashing from an opponent, 6B has good F invuln, however there will usually be a gap between any previous move and 6B which might be exploited by a more aware opponent with an IB. 6B > j.236A is a good way for Jin to disengage safely because Jin jumps backwards and sends out a projectile. Be aware however that the projectile has a tendency to whiff on crouching opponents if it is done immediately after a 6B which might result in Jin getting punished and putting any form of delay on it might provide the opponent with an opportunity to escape. Another gapless alternative would be j.214C however it is guaranteed to be punished on IB by an aware opponent.

2A > 2A > 5B > 5C > 3C > 236D

Snowflake is a great way to reset pressure for the cost of 25 Heat. While snowflake locks an opponent down, you can run mixups like 6A, throw, or delayed attacks. Be aware however that the gap between 3C > 236D allows the opponent to utilise their OD and immediately EA you while in recovery from Snowflake or even utilise a reversal if they happen to have one.

Jump Cancellable Pressure

Jin is blessed to have multiple normals that allow him to attempt jump cancel pressure resets, most notably with 2A as it is jump canellable. This essentially grants him the possibility to attempt a jump cancel pressure reset at any point in his stagger pressure. This in turn makes Jin's pressure much more potent as attempting to challenge it might result in either the opponent getting counterhit if they attempt to challenge Jin's pressure or simply end up being a pressure reset. Generally the go-to jump-in buttons will be j.2C and j.B where j.B has much better horizontal whereas j.2C has better vertical reach and on top of that j.B's reverse beat into j.A allows for tick throws due to the low hitstun it applies.

Blockstring Examples

2A > 2A > jc > j.2C > dl. j.C2A > ...

Will work very reliably on a standing opponent however on an opponent that is already crouching it will be necessary to delay the j.2C otherwise it will whiff entirely but that makes Jin naturally more liable to get anti-aired in the process. It can be followed up potentially by the same sequence or some other form of pressure at Jin's disposal.

2A > 5C > jc > dl. j.B > j.A > j.A2A > ...

Another reliable option to attempt on an opponent, this will still likely whiff on crouchers if no delay is applied which of course makes anti-airing Jin easier. Can be followed with either the same sequence or some other form of pressure at Jin's disposal. On top of that, due to the low hitstun of j.A it is even possible to attempt a tick throw more reliably as Jin lands.

In general however these sorts of blockstring are not completely gapless and can be anti-aired by moves that heavily lower a character's hurtbox quickly. If Jin delays his jump-in attacks during pressure it is possible to reliably anti-air him with most anti-airs however and depending on whether or not the button that was used for the jump cancel was IB(B)'d, particularly so in scenarios such as 5C > 9jc > dl. j.2C where the 5C is IB(B)'d, options such as a rising fast jump normal or a rising air throw will usually beat a delayed jump in pretty reliably.

Another option that has the possibility to invalidate this is simply committing to dashing forward in order to escape the jump-in pressure, naturally this will depend on the character as some of them might be too tall to be able to do this sort of move or completely lack standard movement options whatsoever. If an opponent starts doing this it means that your jump cancel points are getting very predictable or they simply have nothing to lose and are making a big gamble. If an opponent ever starts relying on this option it is best to simply remain grounded and continuously frametrap them or potentially attempt a hard callout by doing a jump cancel followed by a backwards airdash j.2C or j.B which will at worst result in a potential whiff punish or at best a return to neutral if the run under dash is not attempted by the opponent.

Stagger

Easy to execute and a very powerful tool, combining Jin's grounded and jump cancellable pressure with staggering makes his offense even more potent. Jin's staggers at the start of his pressure generally consists of multiple 2A's delivered at different timings to create frame traps or reset pressure. It's hard to deal with since the opponent is forced to block in case of a frame trap timing stuffing mash attempts. However, Barrier Guard and Instant Barrier can push you farther away and make this lose effectiveness more quickly. So make sure to mix this with other block strings and moves.

Examples:

  • 2A > delay 2A > dash 2A...

By using frame traps, you can scare your opponent off pressing buttons and start using throws, overheads, and jump cancels. Examples of frame traps:

  • 2A > delay 2A (frame trap)
  • 2A > delay 5B (frame trap) > delay 2B (frame trap) > delay 5C (frame trap)

With his arsenal of jump cancellable normals, Jin can jump barrier out of 2A, 5C or 2C and reset pressure with j.2C. It's best to go with 2A, as an opponent may expect you to jump cancel out of C normals since they usually end your pressure. The opponent may go for an anti air, but they can be baited by double jumping. If the opponent is standing, then you can go for j.2C > j.C > ground normal, which is nearly gapless. Once grounded, you get to start pressure again. After some conditioning, you can start incorporating throws i.e j.2c > j.C > dash up throw. 2A > 6A, or raw 6A is also an option.

Examples:

  • 2A > jump cancel > j.2C > j.C...
  • 5B > delay 2B > delay 5C > jump cancel > j.2C > j.C...
  • ...2A > delay 2A > dash 2A...
  • ...2A > 6A
  • ...2A tick throw

You may also go for throws and pressure resets with 2A after 5B once you condition the opponent to keep blocking by utilizing 5B > 2B/5C frame traps.

Hard Pressure Resets

Jin possesses an array of options to consider if he desires to reset pressure outside of stagger pressure and rejumps, however none of them are particularly impressive or easy to use but due to how rarely they'll be used in pressure it is very much possible to get a decent mileage out of them.

6A on hit

6A is essentially a pressure reset for Jin if it is not blocked or hitconfirmed with an RC as it is +4, allowing Jin to start his pressure once more.

6D

Simplest meterless pressure reset at Jin's disposal, virtually anything can gatling in to 6D. Naturally it is possible to mash on the startup of 6D and as a result it is best to throw it out unexpectedly in your pressure. If the opponent blocks it Jin can continue his pressure afterwards as he normally would although he still has to be mindful of how the opponent blocks it as, IB(B) will limit your options. It is + enough on block to allow you to callout any jump outs or backdashes with 665B although if an opponent is aware he can mash on the 665B attempt, especially if he IB(B)'d. It should be noted that in OD the frame advantage is far greater (+12 from +6).


2D

Another meterless pressure reset, however it is significantly harder to use as Jin must be far enough from the opponent in order to connect the 2D and even then it is only +1 on normal block which doesn't provide Jin with easy or safe ways to extend pressure although it is possible to still catch the opponent with an immediate 236A after 2D as it allows a delayed special cancel. Opponents will usually be able to easily jump out of any followups after it however. Most commonly used after a far hit 5C. It should be noted that in OD the frame advantage is far greater (+7 from +1).


OD 5D Dash Cancel

Option specific to Overdrive, a cheeky option to consider as it is going to be neutral on block if the DC is done immediately, which allows a pressure reset if the opponent respects Jin enough. Obviously it is possible for the opponent to mash after the dash cancel with either a normal to potentially trade or gamble by utilising a reversal.


236D

25 heat pressure reset, it is also possible from virtually any button at Jin's disposal. However it is possible for the opponent to either attempt to use a reversal to get out of any move in to 236D or ODR > EA to hit Jin out of 236D. The only airtight gapless way to go in to 236D is from 6C, however on IB there will be a gap large enough to allow for a reversal to be used.

Addendum

One thing to note with Jin's pressure is that it is not necessary to commit to anything whatsoever, it is possible to simply back off and return to neutral at any point from any of his grounded jump cancellable buttons such as 2A or 5C. Depending on the matchup this can go from being a risk free move where Jin returns to a state where he can thrive in (such as against Azrael) or a huge mistake as it leaves breathing room for characters that are far more superior to Jin in the neutral (such as Es). Of course if the opponent is the one that has the lifelead this sort of action might not be desirable however it can still be quite useful if the opponent is reckless or isn't afraid of using committal defensive options. Of course it is best to not be predictable otherwise it is very likely that your backout attempts will be called out, harshly in the worst scenario.

Defense

Anti-Airing

Pressure Escape Attempts

Reversal Usage

Utilising Yukikaze

Defensive Option-Selects

Okizeme

In general, Jin's okizeme isn't anything out of the ordinary as it is pretty generic. He is able to cover a large set of tech option utilizing a few option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.s. In particular his 2A and 2B are extremely useful. 2A is very consistent at picking up forward roll and quick rise attempts, is a strong meaty option, and can OTG a portion of the cast. 2B is equally strong as it can catch most tech options and OTGs the entire cast, however its rather unreliable at catching forward rolls after the 214B~C ender due to its lower speed and active frames often missing the rolling opponent entirely or hitting them on the other side allowing the opponent to burst you into the corner.

A staple part of Jin's oki is using plinked normals in setups to autoconfirm if the opponent attempts to pick an option other than neutral tech. In most setups you press an initial button that covers various tech options and serves as a whiff frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. if they neutral tech. This normal is then plink Rapidly pressing one button after another, sometimes as quickly as 1 frame apart.ed into another (usually 5B or 5C) to automatically pickup the first button into a combo if they teched. This normal won't come out if the opponent neutral techs.

Combo Enders

214B~C

Staple combo ender for oki that ends in a hard knockdown. Can be comboed into from almost any grounded hit in one way or another, most commonly after 3C. Leaves you very close to the opponent.

623C

In heavily scaled combos the second hit of 214B~C doesn't connect, in those situations you have to finish the combo with 623C. Rehhyou ender can also be used to apply a soft knockdown to your opponent making them unable to roll before you act if they choose to not emergency tech as soon as they touch the ground.

j.214C

Air combo ender that ends with a hard knockdown, midscreen this move is a reset to neutral after an air combo is done which may or may not be desirable. Can also be done as a TK on a grounded frozen opponent after they've been restanded with 22C to allow for some specific okizeme options.

22C High air hit

Jin's best knockdown, usually accomplished by catching a falling opponent hit by 623C > 5B, after OTG 2B or with 6C on frozen opponents.

Roll Checks

After 214B~C Jin can cover all tech options but not at the same time, by alternating between two different roll checks Jin can force respect from his opponent which will open up opportunities for the use of other mixup options and safejumps.

Back roll check

  • 662B
    • This is the primary option to go for against opponents not mixing up their tech options. 2B will catch backroll, quickrise, and delay tech for a combo. It will also setup an autotimed meaty 2A if the opponent neutral techs.
    • Forward roll is the only option this setup does not cover.
    • On succesful hit it can be picked up with either 5B or 5C to get a combo.
  • 662A
    • Alternative back roll catch, requires a deeper microdash however. Works much in the same way as 662B with the added bonus of 2A being somewhat safer.
    • Also loses to forward rolls.
    • On succesful hit it can be picked up with either 5B or 5C to get a combo.

Forward roll checks

  • 2A
    • This option is primarily used against opponents that like to forward roll and will pickup for a full combo. It also catches quickrise and sets up a fairly easy to time meaty 2A, needing only a slight delay.
    • Delay tech for most characters and backroll will beat this option, but you will be safe and in fact plus enough to attempt to meaty again, if your opponent does not tech you can just go for another 2A or 2B.
    • On succesful hit it can be picked up with either either 5B or 5C to get a combo.
  • 2B
    • It is also possible to check forward rolls, quickrise and No Tech with this, however this option will sideswap on a forward roll if the opponent attempts it while he is right next to Jin.
    • Delay tech will still beat this option, however you are safe and still in a position to attempt to meaty again.
    • On succesful hit it can be picked up with either 5B or 5C to get a combo.

Safejump

214B~C/Air hit 22C Ender

Jin can choose to attempt a safejump on an opponent with his staple 214B~C ender instead of going for a rollcheck. It is also a reliable option for pretty much any Air Hit 22C ender.

  • 9 dl. j.2C safejump
    • Jin can safejump 9F and slower reversals from a neutral tech. Make sure to delay your air normal to be as late as possible and hold back after inputting the air normal.
    • Both rolls will escape the safejump and delay tech can avoid it hence why establishing respect with roll checks is necessary.
    • Can opt to go for an interuptible low to the ground airdash instead of safejumping to enable late air dash j.2C>j.D vs land 2B/Throw mix.
  • IAD j.2C safejump
    • Safejumps 9F and slower reversals, while also covering backroll.
    • If the opponent backrolls you may cross them up depending on when the j.2C is input.
    • Delay tech and quick rise can both beat this option.

6C > dl. 22C Ender

It is possible for Jin to also safejump 7F and slower reversals with either 9 dl. j.2C or IAD j.2C by utilising 6C > dl. 22C as an ender on frozen opponents. Attempting the ender can be a bit finnicky depending on the routing done midscreen however in the corner it is a good option to consider against characters that boast 7F reversal options.

j.214C Oki

Midscreen j.214C ender resets to neutral if it is done at the end of air combos however in the corner microdash 2B~5B or 2B~5C cover every wakeup option and recover in time for a meaty 2A should your opponent choose to neutral tech.

Snowflake Oki

Attempting to utilise 236D on oki is a very tempting option however due to its high recovery it is incredibly hard to use properly. On top of that, it is possible for the opponent to simply roll out of most Snowflake attempts in the midscreen. However, there are ways to make snowflake okizeme far more potent and safer. The simplest way to utilise Snowflake is generally off enders like 623C or air hit 22C, particularly so because they do not allow the opponent to easily roll out of it, however certain reversals might still be able to hit Jin regardless.

Midscreen Snowflake

Utilising Snowflake midscreen is generally not worthwhile as its usually possible to roll out of it or simply utilise a reversal to hit Jin in his recovery frames. However, crtain setups do allow for some respectable usage.

Placeholer

Corner Snowflake

In comparison to midscreen, Snowflake is very potent in the corner as it further amplifies Jin's corner pressure and potential mixup attempts. Unless an immediate 6A is performed he will also be generally safe from most reverssals, essentially forcing the opponent in to a very unfavorable RPS. There are a number of ways to get an effective Snowflake setup in the corner :

  • Modified staircase with a j.214C ender :

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  • Restanding frozen opponents with 22C > 22C in to a TK j.214C :

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Example of Snowflake Oki covering Different Tech Options


Ice Restands

Combining into 22C while your opponent is frozen can lead to strong restands and create strong reset situations. Because Freeze doesn't go away when they're hit with 22C, you can add damage to a combo and keep them frozen on the ground. By using moves that prorate heavily, you can end the combo prematurely and immediately transition into your pressure again.

Tips and Tricks

  • Use IB and IBB to gain meter quickly! It's especially helpful with Jin's defensive options
  • Overdrive is a strong combo tool for Jin. You're often better holding onto it to deal serious damage later on.

Fighting Jin

A video that shows punishable gaps in Jin pressure

Navigation

 Jin Kisaragi


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