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 BBCF 2.0 nerf carried over.
BBCS Jin 6D.png
No longer a pressure reset tool.
BBCS Jin Sekkajin.png
Sekkajin
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
  • Hits twice.
  • Throw cancelable on either hit.
  • Jump cancelable on hit on either hit.
  • Both hits vacuum opponents.

Old 5B. Fast kick that pulls opponents closer to Jin for pressure and mix-ups. Has short range when compared to most other 5As. Second hit whiffs at the first hit's max range. Can cancel into 2A and back, allowing him to use this move twice in the same string.

5AA 1700 All 15 6 30 -17
  • Has Frostbite properties.
  • Throw cancelable.

Old 6D. Jin creates a jagged wall of ice that, thanks to his drive, has high hitstun, making it effective for canceling into slower moves. Has less vertical range than the animation implies. Last point in his A Smart Combo that can cancel into B normals.

5AAA 650*4 All 8 2(3)2(3)2(3)2 28 -5
  • Hits 4 times.
  • Stuns grounded opponents on hit.
  • Launches airborne opponents away on hit.

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.

5AAAA 500, 1700 All 17 10 60 -51
  • Has Frost End properties.
  • Hits twice.
  • Second hit only occurs if the first successfully hit the point character.
  • Second hit launches opponents away on hit.
  • Switches sides on both hit and block.
  • 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.


5B
5B
BBCS Jin 5C.png
Pretty average range in a game where some normals reach full-screen.
BBCS Jin 5D.png
Roar, Yukianesa!
BBCS Jin 6C.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 10 4 19 -6
  • Jump cancelable.

Old 5C. Jin's primary tool for pokes and starting punish combos thanks to this attack's great range and fantastic scaling. Used in essentially every combo and blockstring.

5BB 1700 All 15 8 15 -4
  • Has Frostbite properties.

Old 5D. Jin thrusts out his hand and creates a lion's head out of ice. The lastest move Jin can cancel into while still being safe on block so stop here if you think the opponent is trying to reversal out of pressure.

5BBB 1700 All 15 3 31 -15
  • Jump cancelable on hit.
  • Launches opponent on hit.

Old 6C. Jin holds his blade in a reverse grip and slashes upward, back facing the enemy. Jin's only grounded normal launcher and his primary tool for starting air combos. Can anti-air opponents thanks to its large hitbox but this is difficult to do as it is only usable after 5BB.


5C
5C
BBCP Jin CT.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High 22 3 24 -10
  • Flash on frame 4.
  • Knockdown on airborne hit.
  • On standing hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

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
BBCS Jin 2B.png
The Slap 2: Low Blow
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 9 2 15 -3
  • Hits low.

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
BBCS Jin 2C.png
No fly zone.
Damage Guard Startup Active Recovery Frame Adv.
1700 All 14 3 31 -15
  • 8-16f head invulnerable.
  • Jump cancelable.

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
BBCF Jin 3C.png
BBCF 3C returns in all its glory.
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 13 4 28 -13
  • Hits low.
  • Knockdown on hit.

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
BBCS Jin jB.png
Is it a scarf or are they sleeves? They're deadly either way.
BBCS Jin jC.png
Oh, how i miss you BBCF j.C.
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 9 9 28 -
  • Double jump cancelable.

Old j.B. Jin spins and hits opponents with his sleeves. Has a wide hitbox and can be used to cross up opponents. Note that the hitbox doesn't extend fully until near the end of the animation. Not used in most combos as it deals the least damage out off all his air normals.

j.AA 1700 High 10 6 20 -
  • Double jump cancelable.

Old j.C. Long range and high damage, making it useful in air combos. Stuck behind j.A and j.B, making it difficult to use blockstrings.


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 -
  • Double jump cancelable.

Old j.2C. Jin slashes vertically. Used often as both Jin's highest damage jump-in, a decent cross-up tool, and as an air combo part.

j.BB 1700 High 10 6 20 -
  • Double jump cancelable.

Old j.C. Long range and high damage, making it useful in air combos. Stuck behind j.A and j.B, making it difficult to use blockstrings.


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 -
  • Has Frostbite properties.
  • Halts all momentum.

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
BBCS Jin FThrow.png
Classic freeze resets.
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. (2000)
  • Has Frost End properties.
  • Holding back while pressing throw results in a back throw.
  • If the opponent is already in throw range, Jin will run a short distance before attempting a throw.
  • Opponents cannot burst during a throw.

Jin grabs the opponent and freezes them. The freeze doesn't last long so only moves as fast as his 5B will combo off of it. If the enemy thaws out they will be left in a standing position. This means that this throw can be used to create reset opportunities with lows, overheads, cross-ups, and even another throw. Note that the opponent can reversal through any of these options so consider baiting them or just taking the guaranteed damage via a combo. Both forward and back throws do the same thing with slightly different animations.


Rehhyou
Rehhyou
5A+D
BBCS Jin Rehhyou.png
Stops cross-ups and little else.
Damage Guard Startup Active Recovery Frame Adv.
2300 Air Unblockable 13 3 49 -33
  • Invincible from frame 1.
  • Air unblockable.
  • Launches opponents on hit.
  • Cannot Cross Burst if punished.
  • 5% minimum damage. (115)

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)
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 -
  • Has Frostbite properties.

Jin releases a short sword made of ice to zone and pester the opponent into doing something risky. Ground version travels faster than the air version. Air version also results in Jin floating backwards after launching the ice sword. Unsafe at point-blank range but at mid-screen to full screen the projectile is safe or even plus on block.


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 -
  • Has Frostbite properties.
  • Hits 3 times.

Jin slowly creates then launches a greatsword of ice in front of him, picking up speed as it travels forward. Has very long start-up which makes Jin vulnerable to opponents attacks. Should only be used when an assist is available to cover him or if the opponent lacks any tools to deal with it at full-screen. Generally used to cover Jin's approach and lock-down opponents for mix-ups. Leads directly into a combo on a successful hit. The air version is used as a combo part in corner combos for optimal damage.

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
  • Hits low.
  • Launches opponent on hit.
  • Follow-up attack can be done even if the first whiffs.
  • Can cancel into followup on frames 18-24.
  • Follow-up attack knocks down on hit.

Jin rides on a giant icicle which he rams into opponents, following up with a downward slash of his sword. This is his go-to combo ender for ground combos thanks to the follow-up's safe-jump oki. Note that even though the initial hit is done with an ice-based attack, this move lacks the Frostbite trait of his drive.


A: The icicle travels a short distance. This is Jin's best special move for mix-ups and ending blockstrings as it is safe on block.


B: The icicle travels a slightly longer distance than 'A' version. Has the same start-up as the A version but deals more damage which makes it the best for ending combos. Should never be used for blockstrings as it is unsafe on block and it puts Jin at point-blank range.


Hizansen
Hizansen
j.214A
BBCP Jin Hizansen.png
Damage Guard Startup Active Recovery Frame Adv.
1800 All 13 3 37+8L -
  • 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.


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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