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* Stuns grounded opponents on hit. | * Stuns grounded opponents on hit. | ||
* Launches airborne opponents away on hit. | * Launches airborne opponents away on hit. | ||
* Only cancels into 5AAAA if the final hit connected or was blocked. | |||
Old 22C. Jin slashes multiple times at lightning speed before returning his sword to its sheathe. The only normal this move can cancel into is 5AAAA, which makes this move difficult to use in blockstrings. | Old 22C. Jin slashes multiple times at lightning speed before returning his sword to its sheathe. The only normal this move can cancel into is 5AAAA, which makes this move difficult to use in blockstrings. Devastating starter due to its high damage and fantastic scaling. The stun is greatly extended on grounded counter hit, allowing Jin to continue the combo into essentially any attack. This move is also safe on block, making attempts to fish for counter hits very difficult to punish. | ||
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* Passes through on frames 18-29. | * Passes through on frames 18-29. | ||
Old 22C~D. Jin dashes through the opponent and freezes them with a slash from his sword. Upon sheathing his blade, the opponent is broken out the ice. This is a good combo ender due to it's high damage, good scaling, quick start-up, and safe-jump oki when the opponent is launched into the corner. Very easy to extend via assists thanks to the full freeze on hit, though note that the opponent is invincible until they thaw out so make sure to time assist properly. Hilariously unsafe on block or whiff so only use this move in combos. | Old 22C~D. Jin dashes through the opponent and freezes them with a slash from his sword. Upon sheathing his blade, the opponent is broken out the ice. This is a good combo ender due to it's high damage, good scaling, quick start-up, and safe-jump oki when the opponent is launched into the corner. Very easy to extend via assists thanks to the full freeze on hit, though note that the opponent is invincible until they thaw out so make sure to time assist properly. Hilariously unsafe on block or whiff so only use this move in combos. Must be canceled into immediately after the final hit of Sekkajin or this move will fail to come out. | ||
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{{#lsth:BBTag/Jin Kisaragi/Data|j.214A}} | {{#lsth:BBTag/Jin Kisaragi/Data|j.214A}} | ||
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{{Description|6|text=* | {{Description|6|text= | ||
* Knocks down on hit. | |||
Jin slashes diagonally downward. Should never be used to end combos as Hizangeki is simply a better combo ender. This attack is meant for mixing-up opponents via a tiger knee in neutral or buffered from a jump-cancel in blockstrings. Requires an assist to convert off of but leads into better damage than 5C. | |||
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{{#lsth:BBTag/Jin Kisaragi/Data|j.214B}} | {{#lsth:BBTag/Jin Kisaragi/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text= | ||
* Has Frostbite properties. | |||
* Second hit knocks down on hit. | |||
Jin slashes twice, once horizontally and once diagonally downward. This is his best meterless air combo ender and as most of Jin's combos result in a launch, nearly every combo will end with this attack. Can lead into safe-jump oki if it is used low to the ground while the opponent is slightly above Jin. | |||
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{{#lsth:BBTag/Jin Kisaragi/Data|j.236C}} | {{#lsth:BBTag/Jin Kisaragi/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* | * Has Frostbite properties. | ||
* Hits 3 times. | |||
* Launches on any hit. | |||
* 10% minimum damage. 100 x 3 = 300. | |||
Jin creates a snowflake projectile that hovers in place. It will remain until one of the following conditions are fulfilled; it hits something 3 times, it is hit by a projectile that hits 3 or more times, it has existed for 3 seconds, or if Jin gets hit. Swapping characters won't make it disappear but if Jin is hit as an assist the projectile will still vanish. This is outright the single best tool to spend meter on as it resets pressure, enables free mix-ups, creates sandwich situations, shields Jin from projectiles, and can extend combos. Can be placed in a variety of different positions which can all control space on the screen. On the ground, it forces jumps, denies any lunging attacks or ground dashes, and eats weak projectiles. In the air it can discourage aerial approaches and forces the opponent to play Jin's game of spacing and footsies. Placing it on top of downed characters results in easy oki and so can using it on incoming enemy partners after K.O.ing the point character. The possibilities are endless but Jin's meter is not so don't use this recklessly. | |||
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{{#lsth:BBTag/Jin Kisaragi/Data|214C > X}} | {{#lsth:BBTag/Jin Kisaragi/Data|214C > X}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* Can cancel into followup on 18- | * Has Frostbite properties. | ||
* Hits low. | |||
* Launches opponent on hit. | |||
* Follow-up attack can be done even if the first whiffs. | |||
* Can cancel into followup on frames 18-28. | |||
* Follow-up attack wall bounces on hit. | |||
* 10% minimum damage. 170 + 200 = 370. | |||
Jin rides an icicle and instead of following through with a downward slash, he stabs forward to knock opponents away. Can extend just about any ground combo thanks to the follow-ups's wall bounce. Oddly enough, the initial icicle hit has Frostbite properties while the non-EX versions of this move lack it. | |||
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{{#lsth:BBTag/Jin Kisaragi/Data|j.214C}} | {{#lsth:BBTag/Jin Kisaragi/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text= | ||
* Has Frostbite properties. | |||
* Second hit knocks down on hit. | |||
* 10% minimum damage. 100 + 200 = 300. | |||
Meter using version of Hizangeki that has better damage and frame data. Used primarily for its ability to start solo instant overhead combos in the corner by tiger kneeing this attack and using 2A to pick up the opponent. Outside of that situation, its better to use the regular version to conserve meter. | |||
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Revision as of 23:43, 17 September 2019
Jin Kisaragi |
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Overview
"Hmph. Do your best to not get in my way..."
Backstory
Jin is one of the main characters of BlazBlue, younger brother of the main protagonist Ragna the Bloodedge, and the wielder of the Nox Nyctores weapon "Yukianesa." After Yuuki Terumi's attack on Jin and Ragna's childhood household which left them seperated, Jin was found and adopted by the prestigious Kisaragi family. As a teenager in the NOL Military Academy, Jin was popular and stoic, being seen as a model student by all. Jin is a very composed person that usually acts somewhat cold when interacting with others, but deep down is secretly competitive, ambitious, and yearns for emotional attachment. Though usually disinterested in others, he has opened himself up on occasion to become friends with former classmates at the Academy, holding a particular soft spot toward Tsubaki Yayoi, Jin's long-time childhood friend and currently his personal secretary. Now called the "Hero of Ikagura," Jin has become an esteemed major with his own unit, and is an exceptional soldier, commander and martial artist.
Playstyle
Jin is a very well-rounded rushdown character with a wide variety of tools to handle any situation and conquer the neutral game. His "Hishou-" and "Musou-" ranged options allow him to both poke at and approach his opponents comfortably, while giving him fantastic pressure when up close. Jin's normals and BnB combos also have very solid damage, with his Crash Assault being particularly fast and deceptive. Additionally, Jin has a great set of assists, while also being able to deal with 1v1's and 1v2's relatively comfortably, making him superb as both a Point and an Anchor. Overall, Jin has no outstanding weaknesses besides having slightly lower range on his normals when compared to fighters such as Ruby or Gordeau, but his projectile tools and decent speed generally make up for this trivial flaw.
Strengths/Weaknesses
Strengths | Weaknesses |
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Drive: Frostbite
Jin's drive used to have a system called a "Freeze Count" that limited how many times his drive attacks could encase his opponents in ice. In BBTAG, Frostbite no longer has a freeze count limiter and thus moves that can freeze can do so an unlimited amount of times. In exchange, only a few moves inflict a true frozen state. All other Drive attacks now only have guaranteed hitstun that ignores basic hitstun scaling but is still susceptible to the state of the combo timer. For efficiency's sake, we will call the attacks with the classic freeze effect "Frost End" attacks (named after the overdrive version of Jin's Drive from the mainline BB games) and all other drive using attacks will be referred to by the drive's original name, "Frostbite".
Frost End (True Freeze):
- Throw
- 5AAAA
- Touga Hyojin (Resonance Blaze only)
- Hiyoku Getsumei (All versions, first hit only)
- Yukikaze (All versions)
- Rengoku Hyouya
Frostbite (Extra Hitstun):
- 5AA
- 5BB
- j.C
- Hishouken
- Hishougeki
- Hishousetsu
- Musou Tousshugeki (First hit only)
- Hizansen (Both normal and EX)
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag | ||||
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Old 5A. Jin's fastest button and thus great at disrupting enemy pressure. Can be used as an anti-air thanks to the high placement of its hitbox but this also makes vulnerable low-profiling. After three consecutive 4As, any further A inputs will result in 5A. |
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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Old Crush Trigger. Visually deceptive overhead, since Jin crouches and attacks from below instead of above. Generally not used if an assist is available for setting up jump-ins or picking up opponents after a tiger-kneed Hizangeki. Since he lacks any other grounded overheads and tiger-kneed EX Hizangeki can only lead into a combo if it is done in the corner, Jin must use this universal overhead if he wants to mix-up opponents while he is own his own. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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Old 2B. Only safe low and also his fastest, making this attack vital in Jin's mix-up game. Can be chained into his 5A and back. Note that doing so will prevent Jin from using 5AA, 5AAA, or 5AAAA in that string. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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Old 2C. Jin's dedicated anti-air and his out right best due to its humongous hitbox and ability to be made safe via jump cancels. Keep in mind that its horizontal range isn't the greatest, that this move is very unsafe on whiff, and it isn't air unblockable so don't throw out this move without a plan. |
2C
2C |
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Old 3C. Sword sweep with amazing range that can also low profile many attacks. Can be difficult to use in combos due to Jin lacking any moves that plummet the opponent while also being cancelable. Generally used for long range mix-ups into A Musou Senshouzan for either a short combo or to be safe on block. At the end of highly scaled combos, this move can only combo into either Rehhyou or a super. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C |
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Old j.D. Jin surrounds himself with an ice sculpture of a snowflake. Used at the end of every air combo thanks to its high damage and long hitstun which guarantees a follow-up such as Hizangeki or Hiyoku Getsumei. Also another decent cross-up tool but one that lacks any meaningful follow-ups. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
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Rehhyou
Rehhyou 5A+D |
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Jin slashes directly above himself. Fully invincible reversal that is also his only air unblockable move, making a good anti-air, even more so if he has assist available for a full combo conversion. However, compared to the rest of the cast this reversal is on the slightly slower side when it comes to start-up time (Shoryuken-esque reversals are usually frame 10 and all counter reversals are frame 1), has hilariously low minimum damage, and has very poor horizontal range. Therefore any reversals with this attack are more likely to be outspaced, safe-jumped, or blocked without the ability to burst the inevitable punish combo. Use Touga Hyojin instead whenever possible as it it significantly more effective. Be aware that this move doesn't have enough guaranteed hitstun to get a knockdown if it hits a high enough airborne opponent at the end of a scaled combo, making oki off this move somewhat inconsistent. |
Skills
Hishouken
Hishouken 236A (air OK) |
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Hishougeki
Hishougeki 236B (air OK) |
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Musou Senshouzan
Musou Senshouzan 214A/B |
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Hizansen
Hizansen j.214A |
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Jin slashes diagonally downward. Should never be used to end combos as Hizangeki is simply a better combo ender. This attack is meant for mixing-up opponents via a tiger knee in neutral or buffered from a jump-cancel in blockstrings. Requires an assist to convert off of but leads into better damage than 5C. |
Hizangeki
Hizangeki j.214B |
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Jin slashes twice, once horizontally and once diagonally downward. This is his best meterless air combo ender and as most of Jin's combos result in a launch, nearly every combo will end with this attack. Can lead into safe-jump oki if it is used low to the ground while the opponent is slightly above Jin. |
Extra Skills
Hishousetsu
Hishousetsu 236C (air OK) |
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Musou Tousshugeki
Musou Tousshugeki 214C |
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EX Hizangeki
EX Hizangeki j.214C |
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Meter using version of Hizangeki that has better damage and frame data. Used primarily for its ability to start solo instant overhead combos in the corner by tiger kneeing this attack and using 2A to pick up the opponent. Outside of that situation, its better to use the regular version to conserve meter. |
Partner Skills
5P
5P Musou Senshouzan |
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Pretty decent attack, usually just for extensions like most 5Ps though and can't lock down as it does not finish if it is blocked. |
6P
6P Hishougeki |
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One of the best assists in the game because of how much pressure it applies to your opponent and how it can setup into scary pressure when used alongside active switch because of the sort of mixups it can create. Largely of what makes Jin such a great anchor and is an assist that should be abused. |
4P
4P Fubuki |
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Detailed description of the usefulness of the move go here |
Distortion Skills
Touga Hyojin
Touga Hyojin 236B+C |
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Detailed description of the usefulness of the move go here |
Hiyoku Getsumei
Hiyoku Getsumei 214B+C (Air OK) |
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Distortion Skill Duo
Yukikaze P during partner's distortion drive |
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Detailed description of the usefulness of the move go here |
Astral Heat
Rengoku Hyouya 222B+C |
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Detailed description of the usefulness of the move go here |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
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Misc •