BBTag/Jin Kisaragi

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Jin Kisaragi
BBTag Jin Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 22F / Invul: 1-7F All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Balanced, Neutral-focused
Team Role
Anchor, Support

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
  • Great damage overall.
  • Very well-rounded character with standardized attributes that has a tool for almost any situation, giving him a good matchup spread.
  • One of the fastest and least reactable 5C's in the game.
  • His j.C's hitbox covers a circle that surrounds Jin, which is useful for combos and cross-ups.
  • His projectile setups are great for setting up crossups when assaulting your opponent.
  • Solid 5A smart combo that launches Jin's opponent in the opposite direction he was facing, which can help Jin put opponents in the corner.
  • Diverse set of phenomenal assists, allowing him to work well with almost any team member.
  • Large vertical hitboxes on his distortions, with his Touga distortion in particular having very fast startup and little recovery frames.
  • Jin in Level 4 Resonance, combined with his relatively safe ability to apply high chip damage through his Touga distortion, is one of the most dangerous comeback characters in the game. and he can use distortion drive about 3~4 times in his resonance combo. so His resonance combo damage is much higher than other characters.
  • Somewhat lower range compared to other characters.
  • His "Hishou-" projectiles can disappear from the screen if he gets hit.
  • Costly and difficult-to-wield anti-airs, as his 2B is rather slow, while his primary DP is easily punished on block or whiff.
  • His guard breaking skills are weaker than other characters.


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
BBCS Jin 5A.png
The Slap
Damage Guard Startup Active Recovery Frame Adv.
1000 All 6 3 11 -2
  • Whiffs on crouchers. Also whiffs on short character like Linne, even if they aren't crouching.
  • Cancelable into everything, including jumps, throws, and even itself.

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
BBCS Jin 5B.png
Doesn't seem like the CF2.0 nerf carried over
BBCS Jin 6D.png
BBCS Jin Sekkajin.png
BBCS Jin SekkajinFollowup.png
Imagine being raw Astral punishable because you sheathe your sword like a tool after you attack
Version Damage Guard Startup Active Recovery Frame Adv.
5A 800*2 All 7 2(4)1 19 -3
  • A quick chest - height kick. His 5B in BB.

It has quite a bit of range considered Jin's other attacks, but it can still be considered melee. The second part of the kick pulls in, so it should also be used when the opponent is getting too far for good follow-ups. This compliments it's good range.

5AA 1700 All 15 6 30 -17
  • A large wall-like jagged spike of ice. His 6D in BB.

This move will leave the opponent stunned for a considerable amount of time and can be cancelled by some moves like Distortions, which makes it good for a get-off-me or for followups.

5AAA 650*4 All 8 2(3)2(3)2(3)2 28 -5
  • Jin slashes quickly a few times stunning his opponent. Actually Sekkajin as seen in CP onward.
5AAAA 500, 1700 All 17 10 60 -51
  • Jin dashes through his opponent, ending up behind them while freezing them in place for a short time. The followup of CP onward Sekkajin, no longer costing meter.
  • If you hit your opponent's assist character with the slice-through attack, the iceberg attack where Jin freezes his sword will also hit that assist.
  • Can pass through on 18-29f

This is a good combo ender due to it's good damage output and speed. Using this often can put off your opponent, but a patient opponent who can read your moves can easily overpower it due to it's recovery.


5B
5B
BBCS Jin 5C.png
BBCS Jin 5D.png
BBCS Jin 6C.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 10 4 19 -6
  • A quick single slash. His 5C in BB.

Primary tool in neutral to zone and poke because of quick startup and decent range. Jump cancellable on hit and block, normally pretty good for ending blockstrings because you can IAD away to retreat or pressure further with IAD forward j.B which will connect if 5B is spaced or if the opponent is in the corner.

5BB 1700 All 15 8 15 -4
  • A large lion head-like spike of ice. His 5D in BB.
  • Combo filler

Stop the combo here on block.

5BBB 1700 All 15 3 31 -15
  • Jin use his sword to slash upward. His 6C in BB.

Launch the enemy as well as jump cancel able making it a useful combo tool.


5C
5C
BBCP Jin CT.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High 22 3 24 -10
  • Visually deceptive overhead, since Jin crouches and attacks from below instead of above. Based on his Crush Trigger.
  • Fairly fast startup
  • Only flashes on frame 4


2A
2A
BBCS Jin 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 9 2 15 -3
  • His 2B in BB.

Detailed description of the usefulness of the move go here


2B
2B
BBCS Jin 2C.png
Stop Jumping
Damage Guard Startup Active Recovery Frame Adv.
1700 All 14 3 31 -15
  • His 2C in BB.
  • 8-16f head invulnerable


2C
2C
BBCF Jin 3C.png
CF 3C returns in all its glory.
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 13 4 28 -13
  • His 3C in BBCF.

A sweep that is netplay unblockable, in other words it catches people rather often due to its range and can even low profile some things.


j.A
j.A
BBCS Jin jB.png
Who knew scarfs can kill? If you didn't notice that during the old vanilla days of BlazBlue, then your loss.
BBCS Jin jC.png
Oh how i miss you CF JC
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 9 9 28 -
  • His j.B in BB.

Has a wide hitbox and can be used to cross up with Jin, but it's hitbox does not extend fully for a bit.

j.AA 1700 High 10 6 20 -
  • His j.C in BB.

Long range, but mostly combo fodder as its tied to his autocombo.


j.B
j.B
BBCS Jin j2C.png
BBCS Jin jC.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.B 1700 High 13 5 24 -
  • His j.2C in BB.

Detailed description of the usefulness of the move go here

j.BB 1700 High 10 6 20 -
  • His j.C in BB.

Detailed description of the usefulness of the move go here


j.C
j.C
BBCS Jin jD.png
Have yourself a merry little crossup.
Damage Guard Startup Active Recovery Frame Adv.
2000 All 14 3 29+6L -
  • His j.D in BB.

Useful as an air combos fodder. Always use this instead of j.BB. This move also freeze your opponent for a moment, allowing for a Hishousetsu(236C) or Hishougeki(236B) in the conner resetting them for more hits.



Universal Moves

Ground Throw
Ground Throw
5B+C
BBCS Jin FThrow.png
Version Damage Guard Startup Active Recovery Frame Adv.
Forward 0*2, 2000 Throw 7~30 3 23 -
Back 0, 2000 Throw 7~30 3 23 -
  • 100% minimum damage

Detailed description of the usefulness of the move go here


Rehhyou
Rehhyou
5A+D
BBCS Jin Rehhyou.png
Stop Jumping
Damage Guard Startup Active Recovery Frame Adv.
2300 Air Unblockable 13 3 49 -33

Standard DP that covers a great vertical distance to the point where if the opponent is above you it's extremely difficult to avoid, however it falls short of horizontal range and so it can easily be baited and whiffed if the opponent jumps right outside the DP range so you want to be cautious about using this DP for anything other than when the opponent being directly on top of you.



Skills

Hishouken
Hishouken
236A (air OK)
BBCS Jin Hishouken.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1500 All 13 - Total: 50 -13
Air 1500 All 20 - Total: 44+11L -
  • Air and Ground version goes in front of him.

Jin releases a short sword made of ice in an attempt to zone and pester the opponent into doing something risky. By doing so, he could have a way to get towards his opponent or, occasionally, make his blockstrings safe. Since Frame advantage for first frame hits, it usually isn't as punishable since it should be used from afar.


Hishougeki
Hishougeki
236B (air OK)
BBCS Jin Hishougeki.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1000*3 All 44 - Total: 72 +18
Air 1000*3 All 24 - Total: 72 -

Jin throws a greatsword of ice in front of him, which does 4 hits.

  • Great tool for pressuring opponents when spaced and timed well. When it comes towards at an opponent it pretty much forces them to block or jump which practically enables you to get in on the opponent for free and pressure them.
  • Using this special in conjunction with a partner assist is a very solid offensive option and can set up for active switch mixups because of how long it lasts.
  • Because of the incredibly slow startup the only times you want to throw this out is when you're fullscreen, have an assist covering you, or after you've knocked down your opponent because of how much startup it as.

Example of forcing the opponent to jump


Musou Senshouzan
Musou Senshouzan
214A/B
BBCS Jin MusouSenshouzanB.png
ICE CARZ
Version Damage Guard Startup Active Recovery Frame Adv.
A 1500 Low 17 8 14+6L -4
A Followup 1500 All 14 4 6+20L -13
B 1600 Low 17 10 19+7L -10
B Followup 1600 All 14 4 6+20L -13

Jin rides on a giant icicle, to which he follows up with a slash from his sword if it hits the opponent.


A: The icicle travels a short distance.

  • Can cancel into followup on 18-24f

B: The icicle travels slightly longer distance than 'A' version.

  • Can cancel into followup on 18-24f


Hizansen
Hizansen
j.214A
BBCP Jin Hizansen.png
Damage Guard Startup Active Recovery Frame Adv.
1800 All 13 3 37+8L -
  • All versions of this move are good aerial combo enders.


Hizangeki
Hizangeki
j.214B
BBCP Jin Hizangeki.png
Damage Guard Startup Active Recovery Frame Adv.
1000, 1800 All, High 15 1(9)3 37+8L -
  • Important points go here

Detailed description of the usefulness of the move go here



Extra Skills

Hishousetsu
Hishousetsu
236C (air OK)
BBCF Jin Hishousetsu.png
Maybe if someone calls you a special snowflake they just mean you're extremely positive.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1000*3 All 27 169 Total: 52 +36
Air 1000*3 All 24 169 Total: 41+9L -
  • Air and ground version are the same.
  • Remains on the stage for a period of time, but will immediately disappear whenever Jin is hit. If you place this and switch to another character and your new points gets hit the Snowflake won't disappear.
  • Great for pressuring the opponent. Using it against the opponent in the corner forces them to either block or jump which puts them in disadvantage. Another use is to cast it immediately after finishing off the opponent's point and essentially trapping their incoming character because they'll land right into the Snowflake.
  • Since the Snowflake acts as a wall it can make it tricky for the opponent to approach you and you can safely call assists or zone from a distance, and wait for the opponent to commit to an action against you.


Musou Tousshugeki
Musou Tousshugeki
214C
BBCS Jin MusouTousshugeki.png
More ice car memes
Version Damage Guard Startup Active Recovery Frame Adv.
Attack 1700 Low 17 12 14+6L -2
Followup 2000 All 14 3 5+11L -2
  • Wall bounces on hit, rather than knockdown.
  • Can cancel into followup on 18-28f

Detailed description of the usefulness of the move go here


EX Hizangeki
EX Hizangeki
j.214C
BBCP Jin Hizangeki.png
Damage Guard Startup Active Recovery Frame Adv.
1000, 2000 All, High 9 1(7)3 22+5L -
  • Same as j.214B, but safer on block and faster startup


Partner Skills

5P
5P
Musou Senshouzan
BBCS Jin MusouSenshouzanB.png
Sponsored by Nissan
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All (18)+16 12
[12(13)4]
27 [4+20L] -22
  • Followup Attack Ground Bounces, allowing for combo extensions
  • Followup Attack will only come out on hit

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
BBCS Jin Hishougeki.png
Why did they make this an assist...
Damage Guard Startup Active Recovery Frame Adv.
1200*3 All (18)+44 - Total: (18)+72 +14
  • Travels horizontally indefinitely.
  • Good for approaching from long-distance.
  • Tricky assist that can interrupt your opponent's incoming attacks by acting as a pseudo-shield in front of you.

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.

Example 1 Example 2


4P
4P
Fubuki
BBCS Jin Fubuki.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+10 3 38 -22
  • Very solid anti-air assist.

Detailed description of the usefulness of the move go here



Distortion Skills

Touga Hyojin
Touga Hyojin
236B+C
BBCS Jin TougaHyojin.png
I dare you to use a projectile from full screen.
Damage Guard Startup Active Recovery Frame Adv.
1650*N
[1650*N, 500*3, 1000]
All 1+8 - Total: 1+43 -13~+3
  • With Level 4 Resonance Blaze, the chip damage on block that this distortion can cause is monstrous. Be extremely wary of opponents throwing out this distortion abundantly during Resonance.
  • Extremely fast distortion with low startup and little recovery.
  • 22f to reach full screen

Detailed description of the usefulness of the move go here


Hiyoku Getsumei
Hiyoku Getsumei
214B+C (Air OK)
BBCS Jin HiyokuGetsumei.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1700, 300*14, 4100
[1700, 300*22, 3600]
All 5+5 - Total: 5+60 -37
Air 1700, 300*14, 4100
[1700, 300*22, 3600]
All 5+5 - Total: 5+Until L+16
[Total: 5+Until L+11]
-
  • Ground version shoots upwards.
  • Air version shoots downwards.

Jin shoots out a barrage of ice, which can be used as both an anti-air or a combo extender into other supers (like his touga if he is low enough to the ground while in the air).


Distortion Skill Duo

Yukikaze
P during partner's distortion drive
BBCS Jin Yukikaze2.png
Damage Guard Startup Active Recovery Frame Adv.
500, 1500
[200*5,1500]
All 1+1 15 77 -73
  • Important points go here

Detailed description of the usefulness of the move go here



Astral Heat

Rengoku Hyouya
222B+C
BBCS Jin Astral.png
"Arctic Dungeon!"
BBCS Jin Astral2.png
"Give up!"
Damage Guard Startup Active Recovery Frame Adv.
0, 27315 Low 6+14 10 95 -86
  • Full screen low
  • Important points go here

Detailed description of the usefulness of the move go here


Navigation


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