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
Guard Primers: 5
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 attack will have regular properties.
- Freeze duration is not affect by proration or fatal (meaning freeze time will not increase or decrease under any circumstances)
- 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, they can recover from freeze immediately after hitstop.
- Opponents break free from the ice when they are hit by a non-freeze attack or 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)
Move List
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- A: can block while in the air without using barrier
- UNB: unblockable
- All: can be blocked however
- All attacks can be blocked with aerial barrier unless stated otherwise.
Normal Moves
5A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
5B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 2nd attack pulls opponent in on hit or guard
- counter hit carries
5C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Longer attack hitbox on last 3 active frames
2A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
2B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
2C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 15~16F head invul
- causes fatal counter
6A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Forces crouch on ground hit
- 26F hitstun
- grounds opponent on air hit
- breaks 1 guard primer
6B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 4~18F foot invul
- airborne 9F~
- 26F hitstun on ground
6C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Floats on hit
- can cancel into dash on hit or guard 20~42F
3C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Downs on hit
- cannot emergency tech on CH
Counter Assault
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 1~20F fully invul
- blows back on hit
- 180F Heat Gauge Cooldown
- longer attack hitbox on last 3 active frames
j.A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
j.B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Can crossup on last 2 active frames
j.C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
j.2C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Attack hitbox above Jin on last 3 active frames
Drive Moves
5D
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 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% and supers
2D
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Pulls opponent in on hit or guard
- projectile (Lv 1)
- 24F hitstop
- freezes opponent (freeze count 1, lasts 50F)
6D
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Projectile (Lv 1)
- 24F hitstop
- freezes opponent (freeze count 1, lasts 60F)
j.D
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- freezes opponent (freeze count 1, lasts 50F)
Hishougeki (236D)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
air Hishougeki (j.236D)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Consumes 25% heat on 1F
- Breaks 1 guard primer
- projectile (Lv 1)
- 180F Heat Gauge Cooldown
- freezes opponent (freeze count 10, lasts 45F)
Hirensou (623D)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Consumes 25% heat on 1F
- 1~15 fully invul
- 1st attack floats on hit
- 1st hit freezes opponent (freeze count 10, lasts 60F)
- 2nd attack slides down on hit
- 2nd attack breaks 1 guard primer
- 1st attack has 0F hitstop, 2nd attack 20F hitstop
- 180F Heat Gauge Cooldown
- counter carries
- 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)
Musou Tousshugeki (214D/j.214D)
First Hit
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Second Hit
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Consumes 25% heat on 1F
- Ground version is airborne 4F~
- counter hit carries
- 70% repeat proration
- 180F Heat Gauge Cooldown
- followup starts up when attack hits or is guarded
- freezes opponent (freeze count 10, lasts 45F)
- 2nd hit Blows back on hit
- cannot emergency tech 2nd hit
- 2nd hit breaks 1 guard primer
Throws
Forward Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 2nd attack staggers for 68F on hit
- 3rd attack floats on hit
- 100% minimum damage
- 0F hitstop
- freezes opponent (freeze count 3, lasts 70F)
Back Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 2nd attack floats on hit
- 100% minimum damage
- 0F hitstop
- freezes opponent (freeze count 3, lasts 80F)
Air Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 100% minimum damage
- 0F hitstop
- freezes opponent (freeze count 3, lasts 60F)
- vertical throw range for throw is 60~280
Special Moves
Hishouken (236A/B/C)
A Version | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||
B Version | ||||||||||||||||||||||
| ||||||||||||||||||||||
C Version | ||||||||||||||||||||||
|
- Projectile (Lv 1)
- 8F hitstop
air Hishouken (j.236A/B/C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Projectile
- C version has 41F duration
A Fubuki (623A)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Floats on hit
- breaks 1 guard primer
- cannot hit crouching opponent
B Fubuki (623B)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 6~19 fully invul
- floats on hit
- 20F guardstun
- breaks 1 guard primer
- cannot hit crouching opponent
- 50% repeat proration (A version doesn't count)
Rehhyou (623C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 1~22 fully invul
- floats on hit
- breaks 1 guard primer
A Musou Senshouzan (214A/j.214A)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- Ground version is airborne from 4F~ onward
Air version generates half as much heat as ground version.
B Musou Senshouzan (214B/j.214B)
ground version | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||
Followup | ||||||||||||||||||||||
|
air version | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||
Followup | ||||||||||||||||||||||
|
- Ground version is airborne from 4F~ onward
- Followup starts up when attack hits or is guarded
- counterhit carries
- 2nd hit Grounds opponent on hit
- 2nd hit breaks 1 guard primer
Air version generates half as much heat as ground version.
C Musou Senshouzan (214C/j.214C)
ground version | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||
Followup | ||||||||||||||||||||||
|
air version | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||
Followup | ||||||||||||||||||||||
|
- Ground version is airborne from 4F~ onward
- Followup starts up when attack hits or is guarded
- counterhit carries
- 2nd hit Grounds opponent on hit
- 2nd hit breaks 1 guard primer
Air version generates half as much heat as ground version.
Sekkajin (CCCC...)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- all attack forces stand on hit
- all attacks have 0F hitstop
- 8th attack floats on hit and has 110% bonus proration
- active frames for 5th attack and on: (10)2(8)2(9)2(8)2(10)2(8)2(9)2(8)2(10)2(8)2
- frame advantage is -8F off of hits 4, 8, and 12; -6F off of hits 6, 10, and 14
Distortion Drives
Touga Hyojin (632146C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 1~1F after superflash fully invul
- staggers for 56F on ground hit
- counter carries
- breaks 1 guard primer
- 20% minimum damage
- projectile (Lv 2)
- projectile guaranteed to come out after attack startup
- 0F hitstop
- 180F Heat Gauge Cooldown
Hiyoku Getsumei (632446D)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 1~6F after superflash fully invul
- floats on hit
- counter carries
- breaks 1 guard primer
- 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
Yukikaze (236236D) Catch
Attack
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 1~superflash full-body guard point against High and Mid attacks for 13F (guard point duration starts after superflash)
- on successful guard, 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)
Astral Heat
Rengoku Hyouya ([2]8D)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
- 1~till superflash fully invul
- 180F Heat Gauge Cooldown
- charge down direction for 30F before pressing up + D
- freezes opponent
Strategy
Offense
Defense
Combos
Notations
- - = normal gatling or perform the move after preceding move's recovery
- > = cancel into followups of the special move
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- CU = cross-under (mainly for 3C after Straight Punch)
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (text) = whatever's listed in the parentheses is optional
- Blue text = opponent must be crouching for combo to work
- Red text = requires 50 heat in order to use the combo
- Purple text = requires both crouching opponent and 50 heat
- Green text = combo is character specific; check the notes to see who it works on
- Turquoise text = requires crouching and is character specific
- Yellow text = Fatal Counter combo
- Orange text = requires Fatal Counter and 50 heat
Midscreen
Corner
Frame Data
Revolver Action Table
A | B | C | D | Cancels | |
---|---|---|---|---|---|
5A | 5A, 2A, 6A | 5B, 2B, 6B | 5C, 2C, 6C, 3C | 5D, 2D, 6D | Throw, Jump, Special |
5B | 6A | 2B, 6B | 5C, 2C, 6C, 3C | 5D, 2D, 6D | Throw on 2nd Hit, Jump, Special |
5C | - | 6B | 2C, 6C, 3C | 5D, 2D, 6D | Jump, Special |
5D | - | - | - | - | D Speicals and Supers, Dash |
2A | 5A, 2A, 6A | 5B, 2B, 6B | 5C, 2C, 6C, 3C | 5D, 2D, 6D | Jump, Special |
2B | - | 5B | 5C, 2C, 6C, 3C | 5D, 2D, 6D | Jump, Special |
2C | - | - | 5C, 6C, 3C | 5D, 2D, 6D | Jump, Special |
2D | - | - | - | - | - |
6A | - | - | - | - | Throw |
6B | - | - | - | - | Special |
6C | - | - | - | 2D, 6D | Special, Dash |
6D | - | - | - | - | - |
3C | - | - | - | - | Special |
A | B | C | D | Cancels | |
---|---|---|---|---|---|
j.A | j.A | j.B | j.C, j.2C | j.D | Throw, Special |
j.B | j.A | - | j.C, j.2C | j.D | Jump, Special |
j.C | - | - | j.2C | j.D | Jump, Special |
j.2C | - | - | j.C | j.D | Jump, Special |
j.D | - | - | - | - | Special |
- Red = On Hit only
- Green = Available on whiff
- Blue = Only once per spring
- Special = Specials and Supers
- Super = Supers only