BBCP/Jin Kisaragi: Difference between revisions

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<big>'''Pros/Strengths'''</big><br/>
<big>'''Pros/Strengths'''</big><br/>
 
*Pretty high health in the game
*Moderate tool for all zone levels
*Pretty strong overdrive. Possible to do a very damaging combo if you are low on health and have meter.
*Second fastest standing overhead in the game. TK or 6B Hizangeki also pretty fast.
*Have a really good DP and reversals options with DP C/D and yukikaze.


<big>'''Cons/weaknesses'''</big><br/>
<big>'''Cons/weaknesses'''</big><br/>
*Mediocre tools for almost everything
*lacking of a fast decent normal anti-air. 2C got buffed up a bit but still not as good as other characters.
*Midscreen combo is not that damaging with no meter


==Move List==
==Move List==

Revision as of 08:41, 21 April 2013

Jin Kisaragi

Overview

Jin is a Major in the NOL and one of its elite commanding officers. He is always cool and calm, but is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. He displayed formidable actions to gain his rank during the Ikaruga Civil War. When he heard that Ragna the Bloodedge had arrived on the scene, he quickly abandoned his post to hunt him down by himself.

Health: 11,500
Play-style: Well-rounded-fighter
Movement Options: 1 Double Jump/Airdash, Run-type Dash

Drive: Frostbite
Frostbite allows Jin to freeze opponents allowing for extended combos and unconventional reset opportunities.
Moves that can freeze have two additional values: Freeze Count and Freeze Duration

  • Freeze count is how many times freeze can happen in one combo before the final attack will not freeze anymore.
  • Freeze duration is how long the freeze will last and is not affected by proration or Fatal (meaning freeze time will not increase or decrease due to damage scaling)
  • Getting frozen in the air will force standing if the opponent touches the ground while frozen.
  • If an attack hits Jin while the enemy is frozen, the enemy recovers from freeze immediately after hitstop.
  • Opponents will also break free from the ice when they are hit by a non-freeze attack or after freeze duration passes


Jin also has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear AC or EX attacks from Street Fighter 4.

  • If Jin attempts an attack that requires 25% Heat without enough Heat, the C version of the attack will occur instead. (Ex: 623D becomes 623C)

Overdrive: Frost End

  • Sword normals (5C, 2C, 6C, j.C, j.2C) and Normal Drives (5D, 2D, 6D, j.D) have Freeze Count of 3
  • Normal Drives (5D, 2D, 6D, j.D) gain more frame advantage, get a higher P2 and freeze for a longer period of time.
  • Non-D Specials have Freeze Count 5
  • Drive Specials gain additional properties: 623D pulls in opponents, j.214D ground bounces, etc.
  • Drive Specials lose the 180F cooldown period.
  • 632146C and 236236D gain extra animations and do additional damage
  • Freeze attacks that trigger SMP do not freeze!

Pros/Strengths

  • Pretty high health in the game
  • Moderate tool for all zone levels
  • Pretty strong overdrive. Possible to do a very damaging combo if you are low on health and have meter.
  • Second fastest standing overhead in the game. TK or 6B Hizangeki also pretty fast.
  • Have a really good DP and reversals options with DP C/D and yukikaze.

Cons/weaknesses

  • Mediocre tools for almost everything
  • lacking of a fast decent normal anti-air. 2C got buffed up a bit but still not as good as other characters.
  • Midscreen combo is not that damaging with no meter

Move List

See also: Jin Full Frame Data

Normal Moves

5A
BBCS Jin 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 6 3 9 -2 - - Click!

Your standard jab. It can be used to stuff late jump-in attacks or some of the slower ones like Jin's j.B. It normally whiffs on crouching opponents [except for Tager, Hakumen, and Relius -- Possibly revise].

5B
BBCS Jin 5B.png
Great tool for it's range and speed. First hit pulls in.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
350, 250 SO(J)R HL 7 4 (2) 1 19 -6 - - Click!

Hits twice and the first hit has a slight vacuum effect. It used to be neutral on block but now it is -6 on block, so it can no longer be used to reset pressure and for frame trapping as well as before. It has pretty good vertical reach and it must be Barrier blocked in the air, which makes it a situational anti-air tool. Can be jump cancelled on hit only, allowing for corner resets and air combos.

5C
BBCS Jin 5C.png
Good zoning tool, but can lose to mash if you're not careful.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
710 SOJR HL 10 4 19 -6 - - Click!

It's quick and has pretty decent horizontal reach which makes it a pretty good poke. It also has some pretty decent vertical reach, hits behind Jin, and is air unblockable which also makes this a decent anti-air. From a max range CH, you'll want to hit-confirm into 2D and 6B or 6C at medium to point blank range. Please note that this move does not reach its maximum horizontal reach until after frame 11.

2A
BBCS Jin 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 7 3 8 -1 - - Click!

Has a pretty good range for a jab but it's relatively slow. Can be used to low profile under some air attacks, making it a rather effective anti-air. Mainly used for pressure and it's a decent poke.

2B
BBCS Jin 2B.png
Surprisingly long range for its animation
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SO(J)R L 9 1 16 -3 - - Click!

Hits low and it's relatively quick. It's negative on block (-3) but it can be used as a way to reset pressure and set up frame trap/baiting scenarios with proper conditioning.

2C
BBCS Jin 2C.png
Long vertical range, has head invul before and through the first active frame, slow.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 SOJR HL 17 3 24 -10 - - Click!
  • Head invulnerable during frames 9-19
  • Air unblockable

It's slow and has some horrid recovery but it has 10 frames of head invulnerability starting on frame 9. It has a massive vertical hit-box, which makes this a pretty decent anti-air.

6A
BBCS Jin 6A.png
Overhead, short range, fast, -4 on block. Need to RC (or CH) to continue combos.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
640 R H 19 3 20 -4 - - Click!
  • Forces crouch on ground hit
  • Grounds opponent on air hit, cannot emergency tech
  • Air unblockable

[Jin's overhead, it's pretty quick but it's negative on block (-4). Forces the opponent into a crouching state on hit. This move cannot be canceled into anything unless you use a Rapid Cancel. It does link into other fast moves like 2A or 5B on CH though. You can also cancel it into a ground throw on hit only. You only have a frame advantage of +1 on hit, so be careful if you decide to reset pressure afterwards as some characters can safely mash 5A/2A. -- Revise all of this, as the move seems to have more advantage on hit and counterhit]

6B
BBCS Jin 6B.png
NOT an overhead. Goes over lows.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
690 SOR All 25 2 5+9L +3 - - Click!
  • 4~18F foot invul
  • Airborne 9F~
  • 26F hitstun on ground

It's really slow but it has lower body invulnerability and Jin is airborne while performing this move, which makes it useful for baiting and punishing yomi tech throws and command throws as well as most low attacks. It's positive on block (+3), so it can be used to reset pressure from time to time. Leads to a pretty good damaging combo both on regular hit and CH.

6C
BBCS Jin 6C.png
Combo filler (especially in the corner).
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
920 SOR HL 19 3 31 -13 - - Click!

Jin steps forward during this attack. It's slow and unsafe but it leads to good damage as a starter in the corner. It's air unblockable and its vertical reach makes this a situational anti-air near and in the corner. Mostly used as combo filler.

3C
BBCS Jin 3C.png
Combo ender, occasional zoning tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
650 SOR L 10 3 29 -15 - - Click!

Low sweep. It's relatively fast but it has horrid recovery and it's unsafe on block (-15). Low profiles under certain moves and leads to a decent CH combo mid-screen and some pretty good damage in the corner.

j.A
BBCS Jin jA.png
Good for an air-to-air battle.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR HA 7 3 6 -- - - Click!

Pretty good air-to-air since it's quick and it usually leads to good damage.

j.B
BBCS Jin jB.png
Hits above, in front, and below Jin. Has a cross-up hitbox.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
540 SOJR HA 10 8 23 -- - - Click!
  • Can cross-up during the last 2 active frames

Hits forward, above, below, and behind Jin, making it an ok jump-in, good air-to-air, and ok cross-up tool. Its utilities and good hit-box make this a good air normal. Don't abuse this move when jumping-in as it easily gets beat by most jabs.

j.C
BBCS Jin jC.png
Pretty safe move to spam from far away. Primarily used for air-to-air.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 SOJR HA 10 3 20+4L -- - - Click!
  • Has 4 frames of landing recovery

Its quick start-up and insanely long range make this one of Jin's best pokes. Leads to a decent combo on CH. Don't be too predictable with it as most characters can just duck under it.

j.2C
BBCS Jin j2C.png
Primarily used for combos and jump-ins.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 SOJR HA 13 5 24 -- - - Click!
  • Attack hitbox above Jin on last 3 active frames

A decent jump-in tool and an ok air-to-air when the opponent is right above you. It also hits behind Jin, making this an useful cross-up tool.

Counter Assault
BBCS Jin 5C.png
Jin's Counter Assault, it uses 5C's animation.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R - 10 5 37 -23 - - Click!
  • 1~20F fully invul
  • Blows back on hit
  • 180F Heat Gauge Cooldown
  • Longer attack hitbox on last 3 active frames

Drive Moves

5D
BBCS Jin 5D.png
The infamous Wofhead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 - - 17 8 20 -9/*-3 - - Click!
  • Fatal Counter
  • Blows back on air hit
  • Can cancel into dash on hit or guard 18~39F
  • Freezes opponent (freeze count 1, lasts 26F)
  • Can only special cancel with specials that consume 25% Heat and supers

It has some pretty amazing range but it's relatively slow, has some horrid recovery, and it's unsafe on block (-9). Use it only at its max range. It can only be special canceled into the EX moves and supers. Primarily used in combos (5D > 214D) and occasionally as a zoning tool.

2D
BBCS Jin 2D.png
Zoning tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 - - 22 3 35 +3/*+9 - - Click!
  • Pulls opponent in on hit or guard
  • Projectile (Lv 1)
  • 24F hitstop
  • Freezes opponent (freeze count 1, lasts 50F)
  • More frame advantage during OD

A pretty good poking tool. It's +3 on block, so it can be used to reset pressure. It's relatively slow and has extremely bad recovery so only use it if you know it will land.

6D
BBCS Jin 6D.png
Pressure reset tool, combo filler.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
810 - - 35 6 25 +12/*+18 - - Click!
  • Projectile (Lv 1)
  • 24F hitstop
  • Freezes opponent (freeze count 1, lasts 60F)
  • More frame advantage during OD

This is one of Jin's slowest attacks but it leads to pretty good frame advantage (+12). Use it at max range during block strings but use it occasionally.

j.D
BBCS Jin jD.png
Combo filler, gimmicky crossup.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
740 - - 16 3 29 + 5 Landing -- - - Click!
  • Freezes opponent (freeze count 1, lasts 50F)

j.D hits all around Jin and can be used as a high risk, high reward cross-up. It's incredibly unsafe on whiff and on block, so use it with caution. Mostly used as combo filler.

Hishougeki
236D
BBCS Jin Hishougeki.png
Chargeable for better frame advantage.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Uncharged 800x3 - - 17 -- total 62F +31 - - Click!

Faster start-up than in former games.

Charged 800x3 - - 27 -- total 62F +31 - - Click!
  • Consumes 25% Heat on 1F
  • Freezes opponent (freeze count 10, lasts 45F)

This has a slow start-up but it locks the opponent down, allowing for an empty-jump mix-up.


All versions have:

  • Projectile (Lv ?)
Air Hishougeki
j.236D
BBCP Jin AirHishougeki.png
Anti-air bait. Has horrible recovery so make sure it lands.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800x3 - - 20 -- 20F landing -- - - Click!
  • Consumes 25% Heat on 1F
  • Projectile (Lv 1)
  • 180F Heat Gauge Cooldown
  • Freezes opponent (freeze count 10, lasts 45F)

This move is mostly used as anti-air bait. It leads to pretty good frame advantage if blocked.

Hirensou
623D
BBCS Jin Hirensou.png
Dragon punch. Leads to good damage in the corner.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700, 1100 - - 13 3 (24) 1 42 -24 - - Click!
  • Consumes 25% heat on 1F
  • 1~15 fully invul
  • 1st attack floats on hit
  • 1st hit freezes opponent (freeze count 10, lasts 60F)
  • Attack comes out 10F from releasing button
  • Can hold down button on 2nd attack for 55F~ to make attack unblockable (max charge duration is 64F)
  • 2nd attack slides down on hit
  • 180F Heat Gauge Cooldown

Jin's most commonly used Dragon Punch, which costs 25 Heat to use. It has excellent range and hits all-around Jin.
As a gimmick, you can RC the second hit at any point assuming the first hit touched the opponent. This can be used to trick the opponent into blocking/dodging the second hit and Jin can resume pressure or sneak in a throw. This can now be followed up with 214D or 214D > C for fullscreen carry into a small corner combo.

Musou Tousshugeki
214D
BBCS Jin MusouTousshugeki.png
Really fast. Used for combos. Can continue combo if semi-near corner.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1st hit 640 - - 17 24 12 + 5 landing -- - - Click!
2nd hit (214D~C) 900 - - 17+16 3 10 + 15 landing -9 - - Click!
  • Consumes 25% heat on 1F
  • Jin is airborne on 4F~
  • Counter hit carries
  • 180F Heat Gauge Cooldown
  • Freezes opponent (freeze count 10, lasts 45F)
  • 2nd hit Blows back on hit
  • Cannot emergency tech 2nd hit

The fastest of the Ice Cars. The second hit sends the opponent flying across the screen and they'll slide to cover more distance when they hit the ground and wallstick if they hit the wall. This move actually works rather well against zoners and the first hit is also a low. It leads to a decent combo both midscreen and in the corner. In Chrono Phantasma you are able to whiff the first hit and still follow up with the second to avoid wasting your freeze.

Hizangeki
j.214D
BBCP Jin Hizangeki.png
Aerial combo ender or used as an overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1184 (300, 1500) - - 14 9 12+5 landing -7 - - Click!
  • Consumes 25% heat on 1F
  • ?% repeat proration
  • Freezes opponent (freeze count 10, lasts 45F)
  • Ground slides on hit

Can be used to refreeze the opponent midair to land and followup with 6C. Can also be utilized as a very fast overhead by TKing the move. Also can be used after 6B for overhead shenanigans. Causes groundslide on hit. This can be used to followup with a combo in the corner.


Throws

Forward Throw
BBCS Jin FThrow.png
Can cancel into specials and supers on 3rd hit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 0, 1400 - - 7 5 15 -- - - Click!
  • 2nd attack staggers for 68F on hit
  • 3rd attack floats on hit
  • 100% minimum damage
  • Freezes opponent (freeze count 3, lasts 70F)

The general combo route for this is to cancel into 214A on the 3rd hit in order to be right next to them when they land. In the corner, you should Rapid Cancel the second hit and perform the full corner combo for about 4k damage. You can also cancel the 3rd hit into astral for a stylish ender!

Back Throw
BBCS Jin BThrow.png
Can cancel into specials and supers on 2nd hit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 - - 7 5 15 -- - - Click!
  • 2nd attack floats on hit
  • 100% minimum damage
  • Freezes opponent (freeze count 3, lasts 80F)

The general combo route for this is to cancel into 214A on the 3rd hit in order to be right next to them when they land. You can also cancel the 3rd hit into astral for a stylish ender!

Air Throw
BBCS Jin AThrow.png
Has a variety of combo options depending on throw height.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 - - 7 3 15 -- - - Click!
  • 100% minimum damage
  • 0F hitstop
  • Freezes opponent (freeze count 3, lasts 60F)
  • Vertical throw range for throw is 60~280

This one can be used as a sort of air-to-air because of its amazing hit-box. If performed at or below normal jump height, you can air dash j.2C afterwards and combo the opponent. If you are any higher off the ground, Air throw > j.236D > run up combo is an option, but it's probably better to cancel into 214C for simple damage and knockdown.


Special Moves

Hishouken
236A
BBCS Jin Hishouken.png
Zoning tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 - - 14 -- 44 total -6 - - Click!
  • Projectile (Lv 1)
  • 8F hitstop

Jin throws an ice blade at the opponent which travels in a perfect horizontal line. It has an ok start-up and ok recovery.

Air Hishouken
j.236A
BBCP Jin AirHishouken.png
Can double jump or air dash if performed high enough.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
600 - - 18 -- total 45 + 11 landing -- - - Click!
  • Projectile
  • C version has 41F duration

Use TK j.236A to zone, to reset pressure, and to get in by chasing after it. You can cancel into j.236D or air dash if done high off the ground.

Fubuki
623B
BBCS Jin Fubuki.png
Some invincibility starting on frame 4. Cannot hit crouchers.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 - - 6 3 33 -17 - - Click!
  • 4~6 head invul
  • Floats on hit
  • Cannot hit crouching opponents
  • 50% repeat proration

Insanely fast and hits diagonally upward with an amazing reach and some head invulnerability, which makes it a good anti-air but it's unsafe, has horrible recovery, and can be crouched under. Only use it if you're absolutely sure it will land or get blocked, it's way too punishable on whiff. On Counter Hit, it can be followed up with 214D, Ice Arrow or Ice Wave mid-screen and can be followed up with a combo of your choice near and in the corner.

Rehhyou
623C
BBCS Jin Rehhyou.png
Invincible from frame 1 through all active frames. Very slow. Mostly used as combo filler.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1100 - - 20 3 56 -40 - - Click!
  • 1~22 fully invul
  • Floats on hit
  • Opponent can tech in the air on Counter Hit

Jin's worst Dragon Punch. It's slow to the point where your opponent can use a jab that will go through the start-up I-frames and still have time to recover from the jab and block the actual attack. Can be easily baited with a back dash as well. It works wonders against cross-up attempts though because of its hit-box. Use this one with caution.

Musou Senshouzan
214B
BBCS Jin MusouSenshouzanB.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1st Hit 780 - - 14 9 12+5 landing -7 - - Click!
  • Ground version is airborne from 4F~ onward
  • Air version generates half as much heat as ground version
  • Wallbounces in corner on aerial hit
  • 20% repeat proration

Used as combo filler in the corner as well as getting knockdown. This oki can be easily disrespected by delaying ground tech, so be wary. Punishable on block, just like most of the other Ice Cars.

2nd hit (214B~C) 200 - - 19+16 6 7 + 16 landing -12 - - Click!

Followup to 214B done by pressing C. Grounds opponent on hit.

Hizansen
j.214C
BBCP Jin Hizansen.png
The new aerial combo ender.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 - - 14 9 12+5 landing -7 - - Click!

Used to end the aerial portion of Jin's combos.

Sekkajin
22C
BBCS Jin Sekkajin.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Sekkajin 220 - - 8 2(9)3(9)3(9)3 20 -9 - - Click!
  • Causes Stagger

Used to lead into an air combo in the corner or midscreen via the followup.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Followup (22C~D) ? - - 8 2(9)3(9)3(9)3 20 -9 - - Click!
  • Freezes

Used to go into an air combo midscreen. Sideswaps by default, but can be microdashed under to swap back and continue the combo.


Distortion Drives

Touga Hyojin
632146C
BBCS Jin IceWave.png
Punish tool and combo ender
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal Version 700 x N - - 1+8 -- 44 total -17 - - Click!
  • 1~1F after superflash fully invul
  • Staggers for 56F on ground hit
  • Counter hit carries
  • 25% minimum damage
  • Projectile (Lv 2)
  • Projectile guaranteed to come out after attack startup
  • 0F hitstop
  • 180F Heat Gauge Cooldown

Most commonly known as "the Ice Wave". The Ice Wave will absorb most projectiles and go through those that can't be absorbed, making this the most powerful projectile in the game. This move is a zoner's bane, on reaction you can stuff things like Rachel's Tempest Dahlia as well as rape anyone who has the guts to try and use projectiles when you have 50 Heat. Exercise caution when using it against Lambda as her swords are just fast enough to impale you during the start-up. Because of its speed and range, you can use this to punish the recovery of whiffed grounded pokes and other moves with a lot of recovery. You can get a small combo on CH.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Overdrive Followup 400, 400, 400, 1000 - - 1+8 -- 44 total -17 - - Click!
  • 1~1F after superflash fully invul
  • Staggers for 56F on ground hit
  • Counter hit carries
  • 25% minimum damage
  • Projectile (Lv 2)
  • Projectile guaranteed to come out after attack startup
  • 0F hitstop
  • 180F Heat Gauge Cooldown

Overdrive follow-up has 600 minimum damage making it one of the best enders in the game.

Hiyoku Getsumei
632146D air OK
BBCS Jin IceArrow.png
Invincible startup, now a decent combo ender (1000 minimum damage). Has much less recovery on whiff and block.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground 1000, 160x22, 1100 - - 5+5 -- 65 total -73 - - Click!
  • 1~6F after superflash fully invul
  • Floats on hit
  • Counter hit carries
  • 20% minimum damage
  • Projectile (Lv 2)
  • Attack disappears upon getting hit
  • 30F hitstop on first hit, 40F on last hit, 0F on guard
  • 1st attack freezes opponent
  • 2nd attack starts up when 1st attack hits
  • 180F Heat Gauge Cooldown

Most commonly known as "the Ice Arrow". It has full body invincibility on the first frame, but due to being impossible to followup without an additional 50 heat, it is not recommended as a reversal. It can work to punish stuff like Arakune summoning a cloud high up in the air, Rachel summoning pumpkin, or to punish Noel's Thor Hammer but these instances are extremely situational. It is far more safe on whiff and block than before, as recovery is reduced greatly if it doesn't connect. This move is mostly used as a combo finisher.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Air 800, 160x22, 1100 - - 5+5 -- 65 total -73 - - Click!
  • 1~6F after superflash fully invul
  • Floats on hit
  • Counter hit carries
  • 20% minimum damage
  • Projectile (Lv 2)
  • Attack disappears upon getting hit
  • 30F hitstop on first hit, 40F on last hit, 0F on guard
  • 1st attack freezes opponent
  • 2nd attack starts up when 1st attack hits
  • 180F Heat Gauge Cooldown

Most commonly known as "the Ice Arrow". It has full body invincibility on the first frame and it can be used as a high risk, moderate reward reversal but I wouldn't recommend it. It can work to punish stuff like Arakune summoning a cloud high up in the air, Rachel summoning pumpkin, or to punish Noel's Thor Hammer but these instances are extremely situational. This move is mostly used as a combo finisher.

Yukikaze
236236D
BBCS Jin Yukikaze1.png
Catches any blockable attack.
BBCS Jin Yukikaze2.png
Unblockable, invincible the whole time.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
catch -- - - 1 14 21 -- - - Click!
attack 100, 3700 - - 57 15 78 -- - - Click!
  • 1~superflash full-body guard point against High Mid, and Low attacks for 13F (guard point duration starts after superflash)
  • On successful catch, 15F hitstop on Jin, 72F on opponent
  • 180F Heat Gauge Cooldown
  • Attack is fully invul through animation
  • 2nd hit staggers, cannot emergency tech
  • Causes Fatal Counter
  • 20% minimum damage
  • 2nd attack is projectile (Lv 2)
  • 35F startup if successful guard was on superflash
  • Freezes opponent (lasts 180F)

Jin's super counter. The actual attack activates when it catches any blockable attack. If you catch any non-projectile attack, the opponent is stuck in place for Jin to mow them down with the actual attack. If you catch a projectile, the opponent is free to move and avoid the attack. If you catch on the first active frame, then the startup is shortened considerably, thus making it more difficult for the opponent to avoid.
This move is best used against long range pokes where you're out of your opponent's throw range, that and it will be harder to punish since you're far away from the opponent.


Astral Heat

Rengoku Hyouya
[2]8D
BBCS Jin Astral.png
Unblockable and freezes the entire ground. Combos from ground throw.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
death - - 6+50 5 95 -- - - Click!
  • 1~till superflash fully invul
  • 180F Heat Gauge Cooldown
  • Charge down direction for 30F before pressing up + D
  • Freezes opponent

Jin's Astral freezes the entire ground and will hit any opponent who is not airborne. Unblockable but laughably slow. Don't expect to land this outside of a throw or a corner combo with 6D.

Strategy

Jin is one of those characters that has a tool for almost every situation. Jack of all trades, master of none type of character. You pretty much have to play Jin according to the opponent that you're facing. If you know that the opponent can be zoned out with j.C and a smart use of Ice Blades, then go for it. Get in carefully if the opponent is better at zoning and controlling the neutral game.


Jin can reset pressure rather well with tools like 5B, 6B, 2B, 236D, and 6D. Mix-up your reset options with frame traps and anti-jump outs to keep the opponent honest and obedient.


Jin has a rather unorthodox way of mix-up. You'll be doing cross-ups, fake cross-ups, and using resets as your most common way to open your opponent up and seize the opportunity with a nice combo.


Neutral

Use but not abuse Jin's j.C as a poke and an air-to-air. Jin can zone and successfully poke the majority of the cast with j.C because of its insane range and speed. It leads to a nice combo on CH as well. It can be crouched under and punished though, that's why I said to not abuse it. It has 4 frames of landing recovery so be ready to bait a DP or other type of reversal if you plan on getting in by using this.


5C and 2D can also be used to poke the opponent but the latter is highly punishable on whiff. You're going to want to use 5C according to the opponent that you're facing. If they have a move that's faster than your 5C at its optimal range then you'll want to refrain from using it too often. 2D needs to be used when you've conditioned the opponent to block it. Some common examples of these scenarios include the 5C > 2D block string (best used on an airborne opponent), 2D on their neutral wake-up, against a move with a lot of recovery, as your opponent is falling down, and after 236D for breaking Primers. 2D was nerfed to hell in this game, you can no longer use this to reset pressure as well as before.


2A has a pretty good hit-box, low profiles under certain moves, and can be used to start pressure. You'll be using this move to poke from time to time.


The Ice Blades are a decent way to try and get a response out of your opponent. You'll mostly be using TK j.236C because it has less recovery than 236A. If the opponent jumps over the TK j.236C and tries to approach you, then you can try to intercept their approach with j.A, j.C, or an air throw. If the opponent just sits there and blocks it, then you can try and get in. If they IB it, then you have to be careful as to how you want to rush down as you lose a bit of frame advantage. You'll be trying this approach from across the screen as even TK j.236C can be punished with an IAD > air attack.


j.236D can be used to halt overly aggressive opponents because of how much range the Ice Blades cover. If they don't react to j.236D on time or if they already threw a move out, then you'll be able to confirm into a nice combo. This move is positive on block so you can try and get in if gets blocked, just be ready to bait a reversal if you do.

The Ice Wave super comes in extremely handy against zoners. On reaction, you can stuff things like Rachel's Tempest Dahlia or Lambda's 214D. Outside of that, zoners will have to play a lot more reserved because the Ice Wave will mow down any and every projectile.


Offense

Once you get in, you'll want to start using 2A to pressure. Do 2A x n > dash > 2A x n and see how the opponent reacts to that. If they're mashing A then frame trap them next time with 5C. If they're mashing reversals then bait them next time by simply holding back or jumping. If they're trying to jump away then simply delay your 2As from time to time. The opponent will most likely be hit during the jump start-up and you can hit-confirm from there. That or just do 2A > 2B and the low will connect since they're letting go off down + back in order to jump away.


When you're not using 2A to pressure then you're using 5B. 5B works in a similar way to 2A. 5B x n is the pressure string here. 5B is neutral on block which allows you to reset pressure for as long as you want if you've conditioned the opponent. Once again, use 5B a couple of times and the opponent will be forced to do something other than block. If they're mashing something faster than 7 frames, then frame trap them next time with 2C. If they're trying to jump away then 2C will tag them during the pre-jump frames. If they're using DPs and counters then all you have to do is hold back to bait them since 5B is Burst and DP safe.


Since throws, 2B, and 6A can only take you so far when it comes to opening the opponent up, you'll want to mix it up with j.236D ambiguous cross-ups. IAD j.236D creates a "fake cross-up scenario" if used as soon as possible and it will cross-up if used at a specific point in time. If your opponent has his back against the wall then use 5B to pull him towards you and do IAD j.B/j.2C to cross them up. If the opponent doesn't fall for it, then do IAD j.236D for a fake out.


Freeze Resets


Another important aspect of Jin's mix-up includes the use of resets. Jin can go for a reset any time he freezes an opponent or after 5B on the ground. From a j.D high in the air you can use a 5B to tag them if they're not holding barrier. The way this works is that you'll most likely be below them when you use j.D, you'll land and have enough time to use 5B for a reset. If they're holding barrier then you can pressure reset. Aside from that, you can go for a high/low mix-up with 2B/6A. If you still have an aerial option available then you can do j.D > air dash cross-under > j.D for a somewhat gimmicky reset.


From a 6D freeze late in a combo, you can create a scenario where the opponent will have to guess wether to block high, low, or tech a throw. Your options here are jump > air dash > j.B/j.2C, jump > falling j.2C low to the ground for a feint high and then you'll land and do 2B.


Okizeme


Mid-screen, 214B/C Knockdown:

2A catches forward rolls and acts as a "meaty" when used against emergency and neutral techs. It doesn't catch back rolls and if your 2A whiffs, then do 66 5D immediately after the whiff for a meaty 5D poke. You can catch back rolls with 66 5C if you read those.

Mid-screen, far 214B/C Knockdown:

If you're far away from the opponent when you used 214B/C knockdown, then you'll have to do a 66 2A to catch people with it. Same deal as before, 66 2A acts as a meaty against emergency and neutral techs, punishes forward rolls but whiffs on back rolls. You can't even tag the opponent with 66 5C at this range so you'll have to just do 66 2A and when it whiffs then you use a 5D meaty.

Mid-screen, 3C Knockdown:

The opponent only has 2 options if they get knocked down by 3C early in a combo: 1) Emergency tech immediately after touching the ground 2) Eat a blue beat combo

The blue beat combo is guaranteed if they don't tech the 3C immediately, thus limiting their options to emergency tech > block and emergency tech > reversal. Useful if you want to keep the opponent from rolling in exchange for a bit of damage and Heat Gain. This obviously doesn't work at the end of longer combos.

Corner, 214C Knockdown

The only reason you should be using this knockdown in the corner is if you want to build meter. To stop roll outs, you'll have to react to your opponent failing to emergency tech. If they emergency tech or neutral tech, you just do a meaty 2A. If they don't emergency tech, then they're most likely going to try to roll out. What you do here is delay your 2A slightly and it will catch the opponent rolling out. From then you just confirm the 2A into 5C > 2C > 2D and dash under them.

Corner, 214A Knockdown

Safe Jump j.2C

To do a safe jump j.2C that also catches rolls and acts as a meaty, you'll have to jump and then do a very short double jump (just tap up) followed by a falling j.2C close to the ground. Confirm the j.2C roll punish into 5C > 2C > 2D and dash under them. The way a safe jump works is that you use an air attack as close to the ground as possible and since it has no landing recovery, you'll land and block the DP.

3C > 236C

This type of oki gets completely shut down by Ragna with his DP C, Tsubaki with her DP A/D and Hakumen with his 1F counters right off the bat. Jin needs 25 Heat for Hirensou and Litchi needs to have her staff equipped. Everyone else can just do a Distortion Drive with start-up I-frames to shut this down but they need 50 Heat for that. Makoto and Plat get hit during their DPs (Corona Upper and Bat 5D) with 236C, Mu will be too far for Origins to connect.

This type of oki is situational (punishable when the opponent has 50 Heat) and character specific but it limits the opponent's options to wake-up > block. If the opponent doesn't have the Heat for a DD, then this is Jin's most powerful corner oki option.

Back dash > 5C, 66 2B, or 66 2A

This is Jin's safest oki option and guaranteed to keep the opponent in the corner. What you do is back dash and use 5C, 66 2B, or 66 2A as meaties. If the opponent tries to push buttons or jump out, they get tagged by all of those. If they try to roll out, they get tagged by all of those. Some reversals whiff against certain moves so here's a list of which normal you should use as oki against specific characters:

Use 5C against Bang, his reversal super whiffs on 5C. Against Tager, his 720 whiffs without magnetism. Against Litchi, her DP D barely grazes you, it doesn't knock you down. Against Noel, her 4D whiffs. Maybe against Jin, you have to time your 5C just right so that Hirensou doesn't hit you.

Use 66 (micro-dash) 2B against Mu, your 2B clashes with her DP. Against Makoto, her DP whiffs against 2B

Use 66 2A against everyone else. Lambda's Calamity Sword is too slow, you'll recover from 2A and block it. You'll have to bait reversals as you normally would against everyone else.

Corner, DP C Knockdown

Safe Jump j.2C

Same principle as above but you get less time to work with after a DP C knockdown. To safe jump off of this knockdown, you simply jump once and do a falling j.2C. However, this one can't be used as both a safe jump and a roll punish. To punish a roll, you'll have to use j.2C higher off the ground. To use it as a safe jump you have to use it EXTREMELY LOW to the ground, your timing must be flawless against faster DPs like Inferno Divider. Quite frankly, I don't recommend using this type of oki when used off this knockdown.

Back dash > 5C, 66 2B, or 66 2A.

It works exactly the same as if you were to use it from a 214A knockdown, you just have to be slightly faster with your meaties.

Common Jin Gimmicks

Defense

Jin has some pretty decent defensive tools with Yukikaze, DP D, DP A, DP B, 5B, 2A, j.C, and the various Ice Blades.


Yukikaze is better used against your opponent's pokes where you're out of your opponent's throw range. If you read a poke or wanna be flashy with a reversal kill, then use Yukikaze. It can also be used to escape forced neutral wake-up scenarios like Litchi's two oki supers or Rachel's George oki. Where it truly shines is when Carl or Relius use their Rhapsody of Memories/Duo Bios super to force you to block. Not only will you be able to dodge the dolls trying to lock you down because of Yukikaze's invulnerability but Carl and Relius will be forced to find a way to dodge Yukikaze, and a simple super jump > double jump won't cut it. That's because when Jin hits any of the dolls with Yukikaze, it extends the active frames considerably.


DP D is your go-to reversal as it will stop cross-ups and can be used after wake-up if you've read your opponent. Use IB > DP Ds whenever possible when you get pressured and your opponent's back is against the corner. You'll easily get a 4K+ combo off a successful DP D near the corner.


5B and 2A are your main anti-airs because of their hit-boxes. 5B has some pretty good vertical reach, is fast, and is air unblockable whereas 2A shrinks Jin's hurt-box and allows him to low profile under a bunch of aerial moves. DP A is better used if you read the opponent or if the opponent is jumping/falling towards you and is far away from you. DP A is extremely fast and has an amazing reach but it's stupidly unsafe on whiff so you have to make sure that it lands, hit or block. DP B is used when you're too late to use DP A or the other anti-air. DP B has full body I-frames starting on frame 4 but it's just as punishable on whiff and block as DP A. It's a high risk, moderate reward anti-air so use it with caution.


j.C is used for zoning your opponent and for anti-airs. j.B is great for intercepting opponents who are directly above you. j.A is pretty fast and leads to good damage.


The Ice Blades have various defensive uses. j.236A/B/D are used to bait anti-airs. j.236D can be used for zoning and if the opponent blocks it then that's your cue to turn the defense into offense.


Combos


Glossary


66 - Dash/Micro-dash

AD - Air Dash

DC - Dash Cancel

DP - Dragon Punch/623

GB - Gold Burst

IAD - Instant Air Dash

JC - Jump Cancel

j./sj. - jump/super jump

RC - Rapid Cancel

AA - Anti-air, air-to-air, or air hit

CO - Crouching opponent

CH - Counter Hit

FC - Fatal Counter Hit

[N)] - Indicates alternative enders for combos

(Damage/Heat) - Indicates the amount of damage that the combo will do and the amount of Heat gained from the combo.

[Corner/Side Swap] - This combo will have it so that the opponent will trade spots with you.

Gold Colored Combos - This combo is the best combo to be used in this section of the screen. Good balance in terms of damage, Heat gain, knockdown, and screen carriage. It is also a combo that works on the entire cast and in any section of the screen.

Green Colored Combos - This combo is character specific and it doesn't work against Lambda, Makoto, Noel, Ragna, Litchi, and Relius.

Teal Colored Combos - This combo needs to be altered according to your current position in the screen from mid-screen to close to the corner. This combo will take place at the match start position in general.


Midscreen Combos



Quick Mid-screen Combo Guide


... 5B > 5C > 3C > 214B > C (Standard Combo Route)

This combo route can be accessed from any of the following combo starters: 2A, 5A, 2B, 5B, 6B, j.B, 5C CH > 6B, j.C, j.2C, 6D, and j.D. This is your go-to combo option mid-screen, unless you want to use your meter to boost the damage with the following...

... 5B > 5C > 22C > D, 5C > 2C > JC > sj.2C > j.C > JC > j.2C > j.C > j.214C (Standard Combo Extender Route)

This combo extender can be accessed from all of the normals mentioned above. It requires 25 Heat to use though but it is encouraged, specially if you start your combo with a good P1 starter like 6B, 6D, or 5C CH > 6B. Alternatively, if you start a combo with a good P1 starter, you can add a DP C to this route as seen in this clip: LINK DEAD BECAUSE YOUTUBE SUCKS

... 5D > 214D, 66 5B > 5C > 3C > 214B > C (Poke Confirm Extender Route)

This combo extender should be used when you land a max range poke and you're too far to end the combo with 3C > 214B > C. Some examples are f.2A, f.5B(1), 5C, 5D, and j.C.

With f.2A, f.5B(1), and j.C, you'll have to confirm into 5C before going into this route.

[CO/CH]... 6C > 2D, [j.2C > j.C] or [6B], 66 5B > 5C > 3C > 214B > C (Crouching/CH Confirm/Roll Punish Route)

Learn to confirm your starters on crouching opponents or CHs into this combo route as it is your most damaging, meter-free combo route. This route can be accessed from the following starters: 2A, 5A, 6A CH, 6A RC, 2B, 5B, 5B(1) CH, 6B, 6B CH, j.B, 2C, 2C CH, 5C, 5C CH, 6C, j.C, j.C CH, j.2C, j.2C CH.

From 2A, 5A, 6A CH, and 2B, you'll have to confirm into 5B > 5C before accessing the rest of this route.

From 6A RC, 5B, 6B, j.B, j.2C, and j.C, you'll have to confirm into 5C before accessing the rest of this route.

From 5B(1) CH, 6B CH, 2C, 2C CH, 5C, 5C CH, j.C CH, and j.2C CH, you go straight into this route. You might be able to extend this combo route from these starters with 22C > D but I haven't seen enough footage to confirm.

[AA]... 5C > [2C > JC > sj.D] or [sj.2C > j.D], AD > j.2C > j.C, 66 5B > 5C > 3C > 214B > C (Anti-Air Confirm Route)

This combo route can be accessed if you used 2A, 5A, 5B, 5C, or 2C as an AA starter. This combo route should be used if you prefer oki over damage. If you prefer the latter, then just go for a standard aerial combo. If you use a max range 5C as your AA, you'll have to super jump cancel it into j.2C as a 2C > JC > sj.D will cause the combo to drop at the sj.D part.


Combos from A Moves



2A

  • 2A > 5B > 5C > 3C > 214B > C
  • [CO] 2A > 5B > 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
  • f.2A > 5C > 5D > 214D, 66 5B > 5C > 3C > 214B > C



5A

  • -



6A

  • 6A CH, 66 5B > 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
  • 6A RC > 66 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C



j.A

  • -



Combos from B Moves



2B

  • 2B > 5B > 5C > 3C > 214B > C
  • [CO] 2B > 5B > 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
  • 2B > 5B > 5C > 22C > D, 5C > 2C > JC > sj.2C > j.C > JC > j.2C > j.C > j.214C (2962DM /? HG)



Overdrive

  • 2B > 5B > 5C > OD, 5C > 6C > 2D, 6B > j.214C, 66 5C > 22C, 5C > OD Ice Wave (4.5K DM /? HG)



5B

  • 5B > 5C > 3C > 214B > C
  • [CO] 5B > 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
  • CH 5B(1) > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
  • 5B > 5C > 22C > D, 66 5C > 2C > DP C, 66 5B(1), 5C > JC > j.2C > j.C > JC > j.2C > j.C > j.214C (3562 DM/? HG)



Overdrive

  • 5B > 5C > OD, 5C > 6C > 2D, 6B > j.214C, 66 5C > 22C, 5C > OD Ice Wave (4.8K DM /? HG)



6B

  • 6B, 66 5B > 5C > 3C > 214B > C
  • [CO] 6B, 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C
  • CH 6B, 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C



j.B

  • j.B, 66 5B > 5C > 3C > 214B > C
  • [CO] j.B, 5C > 6C > 2D, [j.2C > j.C] or [66 6B], 66 5B > 5C > 3C > 214B > C



Combos from C Moves



5C


Mid-screen:

  • [AA] 5C > 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (3346/43)
  • 5C CH > 6B > 66 5C > Sekkajin > 66 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (3455 or 3403/50 or 48)
  • 5C CH > 6B > 66 5B > 5C > Sekkajin > 66 5C > j2C > jC > jD > 66 6C > 214C (3335/45)
  • 5C CH (Max Range) > 2D > j2C > jC > 66 5B > 5C > Sekkajin > 6C > 214C (3038/39)



Close to the Corner:

  • 5C > 5D > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > DP B > 214C (3271/34)
  • 5C CH > 6B > 66 5C > Sekkajin > 66 6C > j.C > j.214A > 44 5C > DP B > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (4313 or 4246/60 or 54)
  • [AA] 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 5C > Sekkajin > 66 3C > DP B > 66 6A > [1)214C] or [214Ax2] (3415 or 3318/50 or 42) (3415 or 3318/50 or 42)
  • 5C CH (Max Range) > 2D > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > DP B > 214C (3217/45)
  • [CO or CH] 5C > 6C > DC > jC > j.214A > 44 5C > 6C > DC > DP B > 2C > sj.D > AD > j2C > jC > 66 5B > [1.)5C > 3C > 214C] or [2.)2B > 5C > 3C > 214A] (4044 or 3911/57 or 50)



In the Corner:

  • 5C > 5D > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > DP B > 214C (3271/34)
  • 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (4377/58)
  • [CO or CH or AA]5C > 6C > DC > DP B > (Delayed) 2C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (4525 or 4476/60 or 59)


2C


Mid-screen:

  • 2C FC > 6B > 66 5C > Sekkajin > 66 (Delayed) 5C > 2C > sj.D > AD > j.2C > j.C > 5B > 3C > 214A > DP B > 214C (3413/58)
  • 2C FC > 6B > 66 5C > Sekkajin > 66 6C > DC > j.214A > 44 5C > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (3686 or 3638/63 or 57)
  • [AA] 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (3018/40)
  • [AA] 2C FC > 66 5C > 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (3236/48)



Close to the Corner:

  • [AA] 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5B > 5C > 3C > DP B > 66 6A > 3C > [1)214A > 3C > 214C] or [2)214A > 3C > 214A] or [3)214Ax2] (3264 or 3123 or 3044/51 or 43 or 41)
  • 2C FC > 6C > DC > j.C > j.214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (4240 or 4198/69 or 63)
  • [AA] 2C FC > 6D > 66 6C > DC > j.C > j.214A > 44 5C > 6C > DC > DP B > 66 6C > DP C > 5A > 5C > 2C > DP C (3668/49)



In the Corner:

  • 2C FC > 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (4371 or 4304/font color="#0000CD">69 or 62)
  • [AA or Ground Hit]2C FC > 6C > *(Delayed) DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (4455 or 4412/65 or 58)
    • Delay the first DP B for the AA version to work


3C


Mid-screen:

  • 3C CH > 66 2B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214C (3219/41)
  • 3C CH > 66 2B > 5C > j.2C > j.D > 66 5B > 5C > Sekkajin > 6C > 214C (3146 /41)



Close to the Corner:

  • 3C CH > 66 2B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 5C > 3C > 214A > DP B > 66 6A > 3C > 214A/C(3316 or 3484/43 or 54)



In the Corner:

  • 3C > 214A > DP B > (Max Delay) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (4639 or 4574/62 or 56)


6C


Mid-screen:

  • (Point Blank) 6C > 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (3664/40)
  • 6C *(CH)> *(DC) > 214D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (4655/21)
    • Add a Dash Cancel on Counter Hit only



Close to the Corner:

  • 6C (CH) > DC > j.C > j.214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (5136 or 5074/66 or 60)



In the Corner:

  • [AA or Ground Hit] 6C > *(Delayed)DP B > 66 C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214Ax2] (5522 or 5506/65 or 64)
    • Delay the DP B for the AA version


j.C


Mid-screen:

  • j.C CH > 66 6C > 2D > 66 6B > 66 5C > Sekkajin > 6C > 214C (2743/37)
  • j.C *(CH) > 66 5B > 5C > Sekkajin > 66 j.C > j.2C > j.D > 6C > 214C (2594/39)
  • [Air to Air] j.C CH > 66 5C > sj.2C > j.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214C (2650/40)



Close to the Corner:

  • Max Range j.C > 66 5C > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > 214C/214A (2945 or 2736/27 or 19)
  • [Air to Air or Ground Hit] j.C CH > 66 6C > DC > *(s)j.C > j.214A > 44 5C > DP B > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > 5C > 3C > 214C (3328/51)
    • Use a super jump for the AA version
  • [Air to Air or Ground Hit] j.C CH > 66 6C > DC > *(s)j.C > j.214A > 44 5C > 6C > 6D > IAD j.2C > j.C > 66 5B > 3C > DP B > 214C (3182/51)
    • Use a super jump for the AA version



In the Corner:

  • [Air to Air or Ground Hit] j.C CH > 66 6C > *(Delayed)DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (3704/56)
    • Delay the DP B if necessary for the AA version


j.2C


Mid-screen:

  • j.2C > 66 5C > Sekkajin > 66 (Delayed) 5C > 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5B > 5C > 3C > 214C (3447/50)
  • j.2C > 66 5C > Sekkajin > 66 6C > 2D > 66 6B > Sekkajin > 6C > 214C (3321/43)
  • [CO] j.2C > 66 5C > 6C > 2D > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (3479/43)
  • [Air to Air] j.2C CH > 66 j.A > j.2C > j.D > (Land) 66 5B > 5C > Sekkajin > 6C > 214C (2785/37)



Close to the Corner:

  • j.2C > 66 5C > Sekkajin > 66 6C > DC > j.214A > 44 5C > DP B > (Delayed) 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (3727 or 3665/56 or 51)
  • [CO] j.2C > 66 5C > 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (4110 or 4018/60 or 53)
  • j.2C CH > 6C > DC > 214A > 44 5C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (4474 or 4412/62 or 57)



In the Corner:

  • j.2C > 66 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (4415/61)
  • [CO] j.2C > 66 5C > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (4488 or 4439/60 or 58)
  • j.2C CH > 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)3C > 214A] (4764 or 4638/66 or 58)


Combos from D Moves



5D


Mid-screen:

  • 5D CH > DC > 66 5B(1) > 3C > 214B (1641/18)



Close to the Corner:

  • 5D > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > 214A > [1)3C > 214C] or [2)DP B > 214C] (3001 or 2937/24 or 28)



In the Corner:

  • 5D CH > DC > Sekkajin > 6C > DC > DP B > 6B > 214A > 44 5C > DP B > 214C (2765/43)


2D


Mid-screen:

  • 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (2692/36)



Close to the Corner:

  • 2D > 66 6B > Sekkajin > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/214C (2807 or 3032/36 or 44)



In the Corner:

  • 2D > 66 6B > Sekkajin > 6C > DC > DP B > 6B > 214A > 44 5C > DP B > 214C (2948/46)


6D


Mid-screen:

  • 6D > 66 j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (3192/36)



Close to the Corner:

  • 6D > 66 6C > DC > 214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP (4277/44)



In the Corner:

  • 6D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > DP C (4673/46)


j.D


Mid-screen:

  • j.D > 66 5B > 5C > Sekkajin > 6C > 214C (2809/30)



Close to the Corner:

  • j.D > 66 5B > 5C > Sekkajin > 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/C (3344 or 3542/42 or 50)
  • j.D > 66 6C > DC > 214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (4305/44)



In the Corner:

  • j.D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > DP C (4701/46)


Combos from Throws



XB+C


Mid-screen:

  • B+C/4B+C > 214A (Whiff) > 66 5B > 5C > Sekkajin > 6C > 214C (2574/33)
  • j.B+C > *(AD > j.2C > j.C) > 66 5B > 5C > Sekkajin > 6C > 214C (2818 or 3101/33 or 39)

Omit the AD > j.2C > j.C and go straight into 5B if you're too low to the ground to AD.



Close to the Corner:

  • B+C(2) > RC > (Push) 66 6C > DC > j.C > j.214A > 44 5C > 6C > DC > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > 66 5B > [1)5C > 3C > 214C] or [2)5B > 5C > 3C > 214A] (4377 or 4284/49 or 43)
  • j.B+C > (Land) 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > DP B > 214C (3260/45)



In the Corner:

  • (4)B+C > 214A (whiff) > DP B > (Delayed) 2C > 6C > DP C > 5A > 5C > 2C > 623C (3170/33)
  • j.B+C > (Land) 66 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (3683/36)


Combos from Special Moves



236X/j.236X


Mid-screen:

  • [CO or CH] j.236X > AD > j.2C > j.D > 66 5B > 5C > Sekkajin > 6C > 214C (2832/36)
  • (j.)236X (except 236B) CH > 66 2D > 66 j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (2928/39)
  • 236D > (Wait) 66 j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (3380/24)
  • 236D > (Wait) 66 6B > Sekkajin > 66 6C > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/214C (3600 or 3785/32 or 40)
  • j.236D > 66 6B > 66 5B > 5C > Sekkajin > 6C > 214C (*2.9K+/22)
    • Damage increases the more Ice Blades you land (3 max)
  • j.236D > 66 6B > 66 5C > Sekkajin > 66 6C > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/214C (*3.4K+ or 3.6K+/32 or 40)



Close to the Corner:

  • (j.)236X (except 236B) CH > 66 2D > 66 6B > Sekkajin > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/214C (3154 or 3345/42 or 50)
  • TK j.236C/236C CH > 66 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2.)2B > 5C > 3C > 214A] (3921 or 3816/56 or 50)
  • [CO or CH] j.236X > AD > j.2C > j.D > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > DP B > 214C (3272/48)
  • *(j.)236CX *(CH) > 214D > 66 6C > DC > DP B > 66 6A > 3C > 214A > [1)3C > 214C] or [2)DP B > 214C] (3324 or 3133/27 or 30)
    • This combo can be done from any Ice Blade except for 236B even on CH. The CH ensures that this combo works. It works without the CH if you do it off TK j.236C
  • j.236D > 66 6C > DC > 214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (*4.2K+/33)



In the Corner:

  • TK j.236C/236C CH > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B [1)3C > 214A > 3C > 214C] or [2)5C > 3C > 214A > 3C > 214A] or (4382 or 4322 or 4292/61 or 56 or 55)
  • j.236D(1) > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > DP C (4613/31)


214X/j.214X


Near the corner:

  • 214D/j.214D > 66 6C > DC > DP B > 66 6A > 3C > [1)214A > 3C > 214C] or [2)214A > DP B > 214C] (3083 or 2883/25 or 26)


DP X


Mid-screen:

  • [AA]DP B CH > 214D > 66 6C > DC > 214A > 44 5C > 2C > DP C (2805/14)
  • DP C CH > 66 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 5C > 3C > 214C (2725/40)
  • DP C CH > 66 5C > j.C > j.2C > j.D > 6C > 214C (2593/33)



Near the corner:

  • [AA]DP A CH > 214D > 66 6C > DC > DP B > 66 6A > 3C > [1)214A > 3C > 214C] or [2)214A > DP B > 214C] (2763 or 2626/28 or 29)
  • [AA]DP B CH > 66 6C > DC > j.C > j.214A > 44 5C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A](3360 or 3255/51 or 45)
  • DP D > 66 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (4627/35)



In the Corner:

  • [AA]DP A CH > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (3377 or 3329/52 or 50)
  • [AA]DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (3556 or 3501/50 or 49)
  • DP D > 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (4627/35)
  • [Corner Swap] DP D (1st Hit) > RC > Dash Under > (Reverse) 6C > DC > DP B > 6B > 214A > 66 5C > 2C > 6C > DP C > 5B > 5C > 2C > DP C (4236/32)
  • DP D (2nd Hit) > 66 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214A] or [2)3C > 214C] (5234 or 5296/51 or 56)


Combos from Supers and Other Starters



Yukikaze


Corner:

  • [Corner Swap] Yukikaze FC (2) > RC > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > DP C (6028/31)




BlazBlue: Chrono Phantasmae
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