BBTag/Jin Kisaragi: Difference between revisions

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*Great damage overall.
*Very well-rounded character with standardized attributes that has a tool for almost any situation, giving him a good matchup spread.
*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.
*One of the best 5C's in the game due to its high speed and deceptive animation.
*His j.C's hitbox covers a circle that surrounds Jin, which is useful for combos and cross-ups.
*Has multiple side switch and cross-ups tools.
*His projectile setups are great for setting up crossups when assaulting your opponent.
*Has projectiles that can lock down opponents or reset pressure.
*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.
*High damage A Smart Combo that can juggle opponents, switches sides, and has good scaling.
*Frost End attacks can restand opponents for tricky resets.
*Diverse set of phenomenal assists, allowing him to work well with almost any team member.
*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.
*Touga Hyojin distortion can do just about anything; reversal, anti-air, punish from full screen, stop zoning, etc.
*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.
*Has high comeback potential, especially with Level 4 Resonance. Jin has high chip damage through his Touga distortion and can use multiple supers in the same combo for massive damage.
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*Somewhat lower range compared to other characters.
*Somewhat lower range compared to other characters.
*His "Hishou-" projectiles can disappear from the screen if he gets hit.
*All of his projectiles (except his supers) 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.
*Has costly and difficult-to-wield anti-airs as they are rather slow and lack horizontal range.
*His guard breaking skills are weaker than other characters.
*Universal reversal special has poor start-up speed and range.
*None of his overheads can lead into a combo outside of IAD, which can be easily anti-aired.
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* Cancelable into everything, including jumps, throws, and even itself.
* Cancelable into everything, including jumps, throws, and even itself.


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.
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.


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====== <font style="visibility:hidden" size="0">5A</font> ======
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Jin_5A.png |caption=Doesn't seem like the CF2.0 nerf carried over
|image=BBTag_Jin_5A.png |caption=Doesn't seem like the BBCF 2.0 nerf carried over.
|image2=BBTag_Jin_5AA.png |caption2=
|image2=BBTag_Jin_5AA.png |caption2=No longer a pressure reset tool.
|image3=BBTag_Jin_5AAA.png |caption3=
|image3=BBTag_Jin_5AAA.png |caption3=Sekkajin
|image4=BBTag_Jin_5AAAA.png |caption4=Imagine being raw Astral punishable because you sheathe your sword like a tool after you attack
|image4=BBTag_Jin_5AAAA.png |caption4=Imagine being raw Astral punishable because you sheathe your sword like a tool after you attack.
|name=5A
|name=5A
|data=
|data=
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{{#lsth:BBTag/Jin Kisaragi/Data|5A}}
{{#lsth:BBTag/Jin Kisaragi/Data|5A}}
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{{Description|7|text=* A quick chest - height kick. His 5B in BB.
{{Description|7|text=
* 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.


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.
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{{#lsth:BBTag/Jin Kisaragi/Data|5AA}}
{{#lsth:BBTag/Jin Kisaragi/Data|5AA}}
{{!}}-
{{!}}-
{{Description|7|text=* A large wall-like jagged spike of ice. His 6D in BB.
{{Description|7|text=
* 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.


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.
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{{#lsth:BBTag/Jin Kisaragi/Data|5AAA}}
{{#lsth:BBTag/Jin Kisaragi/Data|5AAA}}
{{!}}-
{{!}}-
{{Description|7|text=* Jin slashes quickly a few times stunning his opponent. Actually Sekkajin as seen in CP onward.
{{Description|7|text=
* Hits 4 times.
* Stuns grounded opponents 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. 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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{{#lsth:BBTag/Jin Kisaragi/Data|5AAAA}}
{{#lsth:BBTag/Jin Kisaragi/Data|5AAAA}}
{{!}}-
{{!}}-
{{Description|7|text=* 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.
{{Description|7|text=
* 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.  
* Has Frost End properties.
*Can pass through on 18-29f
* 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. Must be canceled into immediately after the final hit of Sekkajin or this move will fail to come out.


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.
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====== <font style="visibility:hidden" size="0">5B</font> ======
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Jin_5B.png |caption=
|image=BBTag_Jin_5B.png |caption=Pretty average range in a game where some normals reach full-screen.
|image2=BBTag_Jin_5BB.png |caption2=
|image2=BBTag_Jin_5BB.png |caption2=Roar, Yukianesa!
|image3=BBTag_Jin_5BBB.png |caption3=
|image3=BBTag_Jin_5BBB.png |caption3=
|name=5B
|name=5B
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{{#lsth:BBTag/Jin Kisaragi/Data|5B}}
{{#lsth:BBTag/Jin Kisaragi/Data|5B}}
{{!}}-
{{!}}-
{{Description|7|text=* A quick single slash. His 5C in BB.
{{Description|7|text=
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.
* 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.
 
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{{#lsth:BBTag/Jin Kisaragi/Data|5BB}}
{{#lsth:BBTag/Jin Kisaragi/Data|5BB}}
{{!}}-
{{!}}-
{{Description|7|text=* A large lion head-like spike of ice. His 5D in BB.
{{Description|7|text=
* Combo filler
* 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.


Stop the combo here on block.
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{{#lsth:BBTag/Jin Kisaragi/Data|5BBB}}
{{#lsth:BBTag/Jin Kisaragi/Data|5BBB}}
{{!}}-
{{!}}-
{{Description|7|text=* Jin use his sword to slash upward. His 6C in BB.
{{Description|7|text=
* 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.


Launch the enemy as well as jump cancel able making it a useful combo tool.
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{{#lsth:BBTag/Jin Kisaragi/Data|5C}}
{{#lsth:BBTag/Jin Kisaragi/Data|5C}}
{{!}}-
{{!}}-
{{Description|6|text=* Visually deceptive overhead, since Jin crouches and attacks from below instead of above. Based on his Crush Trigger.
{{Description|6|text=
* Fairly fast startup
* Flash on frame 4.
* Only flashes 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.
 
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====== <font style="visibility:hidden" size="0">2A</font> ======
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Jin_2A.png |caption=
|image=BBTag_Jin_2A.png |caption=The Slap 2: Low Blow
|name=2A
|name=2A
|data=
|data=
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{{#lsth:BBTag/Jin Kisaragi/Data|2A}}
{{#lsth:BBTag/Jin Kisaragi/Data|2A}}
{{!}}-
{{!}}-
{{Description|6|text=* His 2B in BB.
{{Description|6|text=
* 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.


Detailed description of the usefulness of the move go here
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====== <font style="visibility:hidden" size="0">2B</font> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Jin_2B.png |caption=Stop Jumping
|image=BBTag_Jin_2B.png |caption=No fly zone.
|name=2B
|name=2B
|data=
|data=
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{{#lsth:BBTag/Jin Kisaragi/Data|2B}}
{{#lsth:BBTag/Jin Kisaragi/Data|2B}}
{{!}}-
{{!}}-
{{Description|6|text=* His 2C in BB.
{{Description|6|text=
* 8-16f head invulnerable
* 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.
 
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====== <font style="visibility:hidden" size="0">2C</font> ======
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
{{MoveData
|image=BBTag_Jin_2C.png |caption=CF 3C returns in all its glory.
|image=BBTag_Jin_2C.png |caption=BBCF 3C returns in all its glory.
|name=2C
|name=2C
|data=
|data=
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{{#lsth:BBTag/Jin Kisaragi/Data|2C}}
{{#lsth:BBTag/Jin Kisaragi/Data|2C}}
{{!}}-
{{!}}-
{{Description|6|text=* His 3C in BBCF.
{{Description|6|text=
* 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.


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.
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====== <font style="visibility:hidden" size="0">j.A</font> ======
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Jin_jA.png |caption=Who knew scarfs can kill? If you didn't notice that during the old vanilla days of ''BlazBlue'', then your loss.
|image=BBTag_Jin_jA.png |caption=Is it a scarf or are they sleeves? They're deadly either way.
|image2=BBTag_Jin_jAA.png |caption2=Oh how i miss you CF JC
|image2=BBTag_Jin_jAA.png |caption2=Oh, how i miss you BBCF j.C.
|name=j.A
|name=j.A
|data=
|data=
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{{#lsth:BBTag/Jin Kisaragi/Data|j.A}}
{{#lsth:BBTag/Jin Kisaragi/Data|j.A}}
{{!}}-
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{{Description|7|text=* His j.B in BB.
{{Description|7|text=
* 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.


Has a wide hitbox and can be used to cross up with Jin, but it's hitbox does not extend fully for a bit.
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{{#lsth:BBTag/Jin Kisaragi/Data|j.AA}}
{{#lsth:BBTag/Jin Kisaragi/Data|j.AA}}
{{!}}-
{{!}}-
{{Description|7|text=* His j.C in BB.
{{Description|7|text=
* 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.


Long range, but mostly combo fodder as its tied to his autocombo.
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{{#lsth:BBTag/Jin Kisaragi/Data|j.B}}
{{#lsth:BBTag/Jin Kisaragi/Data|j.B}}
{{!}}-
{{!}}-
{{Description|7|text=* His j.2C in BB.
{{Description|7|text=
Detailed description of the usefulness of the move go here
* 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.
 
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{{#lsth:BBTag/Jin Kisaragi/Data|j.BB}}
{{#lsth:BBTag/Jin Kisaragi/Data|j.BB}}
{{!}}-
{{!}}-
{{Description|7|text=* His j.C in BB.
{{Description|7|text=
* 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.


Detailed description of the usefulness of the move go here
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{{#lsth:BBTag/Jin Kisaragi/Data|j.C}}
{{#lsth:BBTag/Jin Kisaragi/Data|j.C}}
{{!}}-
{{!}}-
{{Description|6|text=* His j.D in BB.
{{Description|6|text=
* 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.


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.
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====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{MoveData
{{MoveData
|image=BBTag_Jin_GroundThrow.png |caption=
|image=BBTag_Jin_GroundThrow.png |caption=Classic freeze resets.
|name=Ground Throw
|name=Ground Throw
|input=5B+C
|input=5B+C
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{{#lsth:BBTag/Jin Kisaragi/Data|4BC}}
{{#lsth:BBTag/Jin Kisaragi/Data|4BC}}
{{!}}-
{{!}}-
{{Description|7|text=* 100% minimum damage
{{Description|7|text=
* 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.


Detailed description of the usefulness of the move go here
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====== <font style="visibility:hidden" size="0">Rehhyou</font> ======
====== <font style="visibility:hidden" size="0">Rehhyou</font> ======
{{MoveData
{{MoveData
|image=BBTag_Jin_Rehhyou.png |caption= Stop Jumping
|image=BBTag_Jin_Rehhyou.png |caption= Stops cross-ups and little else.
|name=Rehhyou
|name=Rehhyou
|input=5A+D
|input=5A+D
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{{#lsth:BBTag/Jin Kisaragi/Data|AD}}
{{#lsth:BBTag/Jin Kisaragi/Data|AD}}
{{!}}-
{{!}}-
{{Description|6|text=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.
{{Description|6|text=
* 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.


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{{#lsth:BBTag/Jin Kisaragi/Data|j.236A}}
{{#lsth:BBTag/Jin Kisaragi/Data|j.236A}}
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{{Description|7|text=*Air and Ground version goes in front of him.
{{Description|7|text=
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.  
* 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.
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{{#lsth:BBTag/Jin Kisaragi/Data|j.236B}}
{{#lsth:BBTag/Jin Kisaragi/Data|j.236B}}
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{{Description|7|text=Jin throws a greatsword of ice in front of him, which does 4 hits.  
{{Description|7|text=
* 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.


* 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.
[https://youtu.be/jFP3aKCwsQc?t{{=}}354 Example of forcing the opponent to jump]
[https://youtu.be/jFP3aKCwsQc?t{{=}}354 Example of forcing the opponent to jump]
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{{#lsth:BBTag/Jin Kisaragi/Data|214B > X}}
{{#lsth:BBTag/Jin Kisaragi/Data|214B > X}}
{{!}}-
{{!}}-
{{Description|7|text=Jin rides on a giant icicle, to which he follows up with a slash from his sword if it hits the opponent.
{{Description|7|text=
* 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.
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A: The icicle travels a short distance.
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.
* Can cancel into followup on 18-24f
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B: The icicle travels slightly longer distance than 'A' version.
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.
* Can cancel into followup on 18-24f
 
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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=* All versions of this move are good aerial combo enders.
{{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=* Important points go here
{{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.


Detailed description of the usefulness of the move go here
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{{#lsth:BBTag/Jin Kisaragi/Data|j.236C}}
{{#lsth:BBTag/Jin Kisaragi/Data|j.236C}}
{{!}}-
{{!}}-
{{Description|7|text=*Air and ground version are the same.
{{Description|7|text=
* 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.  
* Has Frostbite properties.
* 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.
* Hits 3 times.
* 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.
* 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=* Wall bounces on hit, rather than knockdown.
{{Description|7|text=
* Can cancel into followup on 18-28f
* 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.


Detailed description of the usefulness of the move go here
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=* Same as j.214B, but safer on block and faster startup
{{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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{{#lsth:BBTag/Jin Kisaragi/Data|5P }}
{{#lsth:BBTag/Jin Kisaragi/Data|5P }}
{{!}}-
{{!}}-
{{Description|6|text=* Followup Attack Ground Bounces, allowing for combo extensions
{{Description|6|text=
* Followup Attack will only come out on hit
* Launches opponent on hit.
* Followup attack only comes out on hit.
* Followup attack knocks down 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.
Jin's best assist for basic combo extensions thanks to its speed and range. Somewhat poor at locking down opponents as the second hit only occurs on hit. When using this assist for combos, note that to avoid whiffing attacks against downed opponents, either use moves that can reach prone  opponents or time the assist so that the point character can hit the opponent before Jin slams them into the ground.


  }}
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{{#lsth:BBTag/Jin Kisaragi/Data|6P }}
{{#lsth:BBTag/Jin Kisaragi/Data|6P }}
{{!}}-
{{!}}-
{{Description|6|text=* Travels horizontally indefinitely.
{{Description|6|text=
* Good for approaching from long-distance.
* Has Frostbite properties.
* Tricky assist that can interrupt your opponent's incoming attacks by acting as a pseudo-shield in front of you.
* Hits 3 times.


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.
One of the best assists in the game because of how much pressure it applies to your opponent and how it can setup mix-ups when used alongside Active Switch. This assist should be used as frequently as possible. Can be used for all the same set-ups as Jin's stand-alone version.


[https://youtu.be/jFP3aKCwsQc?t{{=}}99 Example 1] [https://youtu.be/jFP3aKCwsQc?t{{=}}121 Example 2]
[https://youtu.be/jFP3aKCwsQc?t{{=}}99 Example 1] [https://youtu.be/jFP3aKCwsQc?t{{=}}121 Example 2]
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{{#lsth:BBTag/Jin Kisaragi/Data|4P }}
{{#lsth:BBTag/Jin Kisaragi/Data|4P }}
{{!}}-
{{!}}-
{{Description|6|text=* Very solid anti-air assist.
{{Description|6|text=
* Launches opponents on hit.


Detailed description of the usefulness of the move go here
Jin slashes diagonally upward. This is his anti-air assist and it is one of the best in the game due to its incredibly high speed and range. Note that this attacks lacks head invulnerability, meaning it can trade or be beaten by aerial attacks. Cosmetically, this attack is used during Jin's 5C follow-up.


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{{#lsth:BBTag/Jin Kisaragi/Data|236BC}}
{{#lsth:BBTag/Jin Kisaragi/Data|236BC}}
{{!}}-
{{!}}-
{{Description|6|text=* 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.
{{Description|6|text=
* Extremely fast distortion with low startup and little recovery.
* Invincible on start-up.
* 22f to reach full screen
* (RB) Has Frost End properties.
* Number of hits varies on proximity to Jin or the edges of the screen. Ranges from 1 to 5 hits.
* (RB) Follow-up attack only occurs if the point character is hit. Follow-up guarantees 4 additional hits.
* Stuns grounded opponents on hit. Ground slides airborne opponents on hit.
* (RB) Freezes opponents on hit. Thaws immediately if follow-up attack isn't performed.
* 14% minimum damage: 231 x (1 to 5) = 231 to 1,155.
* (RB) 15.5%, 20%, .044% minimum damage: 255 x (1 to 5) + (100 x 3) + 44 = 599 to 1,619.
* Takes 22 frames to reach full screen.


Detailed description of the usefulness of the move go here
Jin slashes his sword and releases a wave of ice. Fantastic reversal super that is surprisingly safe on block, even being plus in some cases while doing a fair amount of chip damage. Has massive push-back on hit or block which is good for keeping the opponent at a distance. Can also punish zoning as the projectile has unlimited hits and will consume all regular projectiles while ignoring others. May result in a trade as this move has very few frames of invulnerability. In Resonance Blaze, this move deals significantly more chip damage and gains a follow-up attack that greatly increases the final damage and provides safe-jump oki even if the initial projectile only hit once. Higher RB levels means more chip damage and additional meter and passive meter regeneration with which to use this move. It's only downsides are its projectile property making it susceptible to projectile invincible moves and its low minimum damage, most notably on the final hit of the follow-up with its abysmally low .044% minimum damage scaling.


  }}
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====== <font style="visibility:hidden" size="0">Hiyoku Getsumei</font> ======
====== <font style="visibility:hidden" size="0">Hiyoku Getsumei</font> ======
{{MoveData
{{MoveData
|image=BBTag_Jin_HiyokuGetsumei.png |caption=
|image=BBTag_Jin_HiyokuGetsumei.png |caption=Reign Over the Frosted Heavens
|input=214B+C (Air OK)
|input=214B+C (Air OK)
|name=Hiyoku Getsumei
|name=Hiyoku Getsumei
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{{#lsth:BBTag/Jin Kisaragi/Data|j.214BC}}
{{#lsth:BBTag/Jin Kisaragi/Data|j.214BC}}
{{!}}-
{{!}}-
{{Description|7|text=*Ground version shoots upwards.
{{Description|7|text=
*Air version shoots downwards.
* Invincible on start-up.
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).
* Has Frost End properties.
* Follow-up hits only occur if the attack hit the point character.
* Hits once on block, hits 16 times on hit.
* (RB) Hits once on block, hits 24 times on hit.
* Initial hit freezes, subsequent hits launch the opponent.
* Ground version fires upwards, air version fires downwards.
* 15%, 28% minimum damage. 255 + (45 x 14) + 1148 = 2,033.
* (RB) 15%, 15.44% minimum damage. 255 + (45 x 22) + 972 = 2,217.
 
Jin uses his sheathed sword as the base for an ice bow which he loads with an arrow-like icicle. If the arrow successfully strikes an opponent, it unleashes energy that strikes the opponent multiple times. This is Jin's highest damaging super and the only one that can be used in mid-air, making this his go-to combo ender for finishing off opponents. The frame advantage of the grounded version on hit is determined by how far they are launched after the final hit, thus Jin has a higher frame advantage when he is cornered and has the least when the opponent is cornered. Grants safe-jump oki everywhere except in the corner. In Resonance Blaze, both versions can combo into Touga Hyojin for massive damage. The invulnerable start-up and the attack's upward trajectory means this super can be used as an anti-air, albeit an expensive and risky one. As Jin's only air reversal, this move can be used to avoid air reset situations. While this super can hit assists only the first hit will connect, leaving them frozen in ice for a short time and launching them to the other side of the screen. The frozen assist cannot be damaged by any attack other than an additional usage of this super making the true freeze extremely difficult to utilize.
 
  }}
  }}
}}
}}
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==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
{{MoveData
|image=BBTag_Jin_Yukikaze.png |caption=
|image=BBTag_Jin_Yukikaze.png |caption=''"Winter's Repose!"''
|input=P during partner's distortion drive
|input=P during partner's distortion drive
|name=Yukikaze
|name=Yukikaze
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{{#lsth:BBTag/Jin Kisaragi/Data|Distortion Skill Duo}}
{{#lsth:BBTag/Jin Kisaragi/Data|Distortion Skill Duo}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=
* Invincible on start-up.
* Has Frost End properties.
* 100% minimum damage. 1500 + 500 = 2000.
* (RB) 100% minimum damage. (200 x 5) + 1500 = 2500.


Detailed description of the usefulness of the move go here
Jin's old counter super turned assist super. Jin performs a dashing slash with his sword, freezing the opponent. After sheathing his blade, the opponent thaws out and slumps to the floor. This super hits full screen horizontally and reaches about as high vertically as Jin's 2B. Can catch both the opponent and their assist but note that once Jin traps them in ice any remaining hits in the point character's super will whiff.


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{{#lsth:BBTag/Jin Kisaragi/Data|222BC}}
{{#lsth:BBTag/Jin Kisaragi/Data|222BC}}
{{!}}-
{{!}}-
{{Description|6|text=* Full screen low
{{Description|6|text=
* Important points go here
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
* Invincible on start-up.
* Has Frost End properties.
* Hits low.
* Grants victory upon a successful hit.


Detailed description of the usefulness of the move go here
Jin stabs the ground and covers it with frost, trapping the opponent in a continually growing column of ice. After draining all their strength, Jin sheaths his sword as the ice shatters. Very easy to combo into and has a huge reward on hit so end combos with it whenever possible. Can be used as a very high risk, very high reward reversal. Can also punish ground-based zoning or raw supers from full screen.


  }}
  }}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lsth:BBTag/Jin Kisaragi/Data|Links}}
{{#lsth:BBTag/Jin Kisaragi/Data|Links}}

Revision as of 22:50, 18 September 2019

Jin Kisaragi
BBTag Jin Portrait.png
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
  • Very well-rounded character with standardized attributes that has a tool for almost any situation, giving him a good matchup spread.
  • One of the best 5C's in the game due to its high speed and deceptive animation.
  • Has multiple side switch and cross-ups tools.
  • Has projectiles that can lock down opponents or reset pressure.
  • High damage A Smart Combo that can juggle opponents, switches sides, and has good scaling.
  • Frost End attacks can restand opponents for tricky resets.
  • Diverse set of phenomenal assists, allowing him to work well with almost any team member.
  • Touga Hyojin distortion can do just about anything; reversal, anti-air, punish from full screen, stop zoning, etc.
  • Has high comeback potential, especially with Level 4 Resonance. Jin has high chip damage through his Touga distortion and can use multiple supers in the same combo for massive damage.
  • Somewhat lower range compared to other characters.
  • All of his projectiles (except his supers) disappear from the screen if he gets hit.
  • Has costly and difficult-to-wield anti-airs as they are rather slow and lack horizontal range.
  • Universal reversal special has poor start-up speed and range.
  • None of his overheads can lead into a combo outside of IAD, which can be easily anti-aired.


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
BBTag Jin 4A.png
The Slap
Template:AttackDataHeader-BBTag
4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 3 11 -2 B - CSTJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBCF Jin Kisaragi 5A.png
BBTAG Jin 4A Hitbox.png
  • 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
BBTag Jin 5A.png
Doesn't seem like the BBCF 2.0 nerf carried over.
BBTag Jin 5AA.png
No longer a pressure reset tool.
BBTag Jin 5AAA.png
Sekkajin Imagine being raw Astral punishable because you sheathe your sword like a tool after you attack.
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×2 All 7 2(4)1 19 -3 B - CSTP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Jin Kisaragi 5B.png
Doesn't seem like the BBCF 2.0 nerf carried over.
BBTAG Jin 5A Hitbox.png
  • 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


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 9 12 16 -4 B - CSTP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 26 24 41 12/+5 +5 +5
BBCF Jin Kisaragi 6D.png
Enables strong mix-ups, but vulnerable to Reject Guards.
BBTAG Jin 5AA Hitbox.png
  • 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


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
650×4 All 8 2(3)2(3)2(3)2 28 -4 B - SP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 17×3, Crumple 17×3, 40 Launch×3, Crumple 31×3, 54 0/+9 +0 +2
Crumple Duration 29F, Crumple Fall 62F
BBCF Jin Kisaragi 22C.png
BBTAG Jin 5AAA Hitbox.png
  • Hits 4 times.
  • Stuns grounded opponents 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. 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.

5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500, 1700 All 17 10 60 -51 B - P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 85 4 18 Crumple, Launch 40, 60 Crumple, Launch 55, 75 0 +0 +5
First hit has Freeze Count 10, Freeze Duration 70F
Crumple Duration 50F, Crumple Fall 83F
BBCF Jin Kisaragi 22C~D.png
Imagine being raw Astral punishable because you sheathe your sword like a tool after you attack.
BBTAG Jin 5AAAA Hitbox.png
  • 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. Must be canceled into immediately after the final hit of Sekkajin or this move will fail to come out.

5B
5B
BBTag Jin 5B.png
Pretty average range in a game where some normals reach full-screen.
BBTag Jin 5BB.png
Roar, Yukianesa!
BBTag Jin 5BBB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 4 19 -6 B - CSJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Jin Kisaragi 5C.png
Pretty average range in a game where some normals reach full-screen.
BBTAG Jin 5B Hitbox.png
  • 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


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 15 8 15 -4 B - CSP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 20 24 35 12 +0 +5
BBCF Jin Kisaragi 5D.png
BBTAG Jin 5BB Hitbox.png
  • 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


5BBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 15 3 31 -15 B - CS(J)P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 28 Launch 43 12 +0 +5
BBCF Jin Kisaragi 6C.png
BBTAG Jin 5BBB Hitbox.png
  • 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
BBTag Jin 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800+ High 22 3 24 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBCF Jin Kisaragi 5A+B 1.pngBBCF Jin Kisaragi 5A+B 2.png
• id-combo Extra Assaults for easy, unburstable damage.
BBTAG Jin 5C Hitbox.png
  • 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
BBTag Jin 2A.png
The Slap 2: Low Blow
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 9 2 15 -3 F - CSTP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBCF Jin Kisaragi 2B.png
BBTAG Jin 2A Hitbox.png
  • 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
BBTag Jin 2B.png
No fly zone.
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 14 3 31 -15 B 8~16 H CSJP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 24 24 39 12 +0 +5
CH state 1-16F
BBCF Jin Kisaragi 2C.png
No fly zone.
BBTAG Jin 2B Hitbox.png
  • 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
BBTag Jin 2C.png
BBCF 3C returns in all its glory.
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 13 4 28 -13 F - SP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 26 Launch 41 12 +0 +5
BBCF Jin Kisaragi 3C.png
BBTAG Jin 2C Hitbox.png


  • 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
BBTag Jin jA.png
Is it a scarf or are they sleeves? They're deadly either way.
BBTag Jin jAA.png
Oh, how i miss you BBCF j.C.
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 9 9 28 - H - S(J)P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Jin Kisaragi jB.png
Is it a scarf or are they sleeves? They're deadly either way.
BBTAG Jin JA1 Hitbox.pngBBTAG Jin JA2 Hitbox.pngBBTAG Jin JA3 Hitbox.png
  • 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


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 10 6 20 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 24 34 12 +0 +5
BBCF Jin Kisaragi jC.png
BBTAG Jin JB Hitbox.png
  • 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
BBTag Jin jB.png
BBTag Jin jBB.png
Template:AttackDataHeader-BBTag
j.B


j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 10 6 20 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 24 34 12 +0 +5
BBCF Jin Kisaragi jC.png
Huge horizontal range.
BBTAG Jin JB Hitbox.png
  • 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


j.BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 13 5 24 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 24 34 12 +0 +5
BBCF Jin Kisaragi j2C.png
Cross-up City
BBTAG Jin JBB Hitbox.png
  • 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
BBTag Jin jC.png
Have yourself a merry little crossup.
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 14 3 29+6L - H - SP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 28 Launch 44 13 +0 +8
BBCF Jin Kisaragi jD.png
Have yourself a merry little crossup.
BBTAG Jin JC Hitbox.png


  • 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 Classic freeze resets.
Template:AttackDataHeader-BBTag
Forward


BC
Forward Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2, 2000 Throw 7~30 3 23 - T - S 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0×2, 4 - Crumple, Launch 40 - - - - 0×2, 12 +0
Minimum Damage 2000
Last hit has Freeze Count 10, Freeze Duration 54F
Crumple Duration 28F, Crumple Fall 51F
BBCF Jin Kisaragi 5B+C.png
Classic freeze resets.
BBTAG Jin Throw Hitbox.png
Back


4BC
Back Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7~30 3 23 - T - S 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4 - Launch 40 - - - - 0, 12 +0
Minimum Damage 2000
Last hit has Freeze Count 10, Freeze Duration 54F
BBCF Jin Kisaragi 4B+C.png
BBTAG Jin Throw Hitbox.png
  • 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
BBTag Jin Rehhyou.png
Stops cross-ups and little else.
Template:AttackDataHeader-BBTag
AD
Hirensou
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000, 1000 Air Unblockable 13 3(21~76)1 48 -30 B 1~15 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 55, 55 + Down 23 Launch 70, 70 + Down 23 1, 20 +0 +0, +5
Minimum Damage 100, 50 (150)
BBCF Jin Kisaragi 623D 1.pngBBCF Jin Kisaragi 623D 2.png
• 2.0 Jin, now with a functional DP.
BBTAG Jin RA1 Hitbox.pngBBTAG Jin RA2 Hitbox.png


  • 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)
Template:AttackDataHeader-BBTag
Ground


236A
Hishouken
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 - Total: 50 -13 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 0/+8 +8 +10
Minimum Damage 75
BBCF Jin Kisaragi 236A.png
Throw the dagger at them
BBTAG Jin 236A Hitbox.png
Air


j.236A
Aerial Hishouken
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 20 - Total: 44+11L - P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 0/+8 +8 +10
Minimum Damage 75
BBCF Jin Kisaragi j236A.png
BBTAG Jin J236A Hitbox.png
  • 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)
Template:AttackDataHeader-BBTag
Ground


236B
Hishougeki
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×3 All 44 - Total: 72 +18 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 36 22 50 0/+8 +8 +10
Minimum Damage 50×3 (150)
BBCS Jin 236D.png
Throw the sword at them
BBTAG Jin 236B Hitbox.png
Air


j.236B
Aerial Hishougeki
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×3 All 24 - Total: 72 - P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 36 22 50 0/+8 +8 +10
Minimum Damage 50×3 (150)
BBCS Jin 236D.png
BBTAG Jin J236B Hitbox.png
  • 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 ICE CARZ
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A


214A
A Musou Senshouzan
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 Low 17 8 14+6L -4 F - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 26 Launch 40 11 +0 +2
Jin immediately enters recovery on hit/block
Can cancel into followup attack from ??~??F
Minimum Damage 75
BBCF Jin Kisaragi 214B.png
BBTAG Jin 214A1 Hitbox.png
A Followup


214A > X
Followup Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 14 4 6+20L -13 H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 30 + Down 23 Launch 44 + Down 23 8 +0 +2
Minimum Damage 75
BBCF Jin Kisaragi 214B~C.png
BBTAG Jin 214A2 Hitbox.png
B


214B
B Musou Senshouzan
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1600×2 Low 17 10 [(14)4] 19+7L [6+20L] -13 F, B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×2 3 16 Launch 26, 30 + Down 23 Launch 40, 44 + Down 23 11, 8 +0 +2
Jin immediately performs followup attack (values in []) on hit/block
Minimum Damage 80×2 (160)
BBCF Jin Kisaragi 214B.pngBBCF Jin Kisaragi 214B~C.png
BBTAG Jin 214A1 Hitbox.pngBBTAG Jin 214A2 Hitbox.png
B Followup
  • 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
BBTag Jin Hizansen.png
Template:AttackDataHeader-BBTag
j.214A
Hizansen
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 All 13 3 37+7L - H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 36 + Down 23 Launch 50 + Down 23 11 +0 +2
Minimum Damage 90
BBCF Jin Kisaragi j214C.png
This is NOT a high.
BBTAG Jin J214A Hitbox.png
  • 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
BBTag Jin Hizangeki.png
Template:AttackDataHeader-BBTag
j.214B
Hizangeki
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 1800 All, High 15 1(9)3 37+7L - H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19, Launch 80, 36 + Down 23 24, Launch 95, 51 + Down 23 6, 12 +0 +5
Minimum Damage 50, 90 (140)
BBCF Jin Kisaragi j214D.png
This is, though!
BBTAG Jin J214B-1 Hitbox.pngBBTAG Jin J214B Hitbox.png


  • 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.


Extra Skills

Hishousetsu
Hishousetsu
236C (air OK) Maybe if someone calls you a special snowflake they just mean you're extremely positive.
Template:AttackDataHeader-BBTag
Ground


236C
Hishousetsu
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×3 All 27 169 Total: 52 +36 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 36 Launch 50 0/+11 +11 +13
Minimum Damage 100×3 (300)
BBCF Jin Kisaragi 236D.png
Maybe if someone calls you a special snowflake they just mean you're extremely positive.
BBTAG Jin 236C Hitbox.png
Air


j.236C
Aerial Hishousetsu
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×3 All 24 169 Total: 41+9L - P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 36 Launch 50 0/+11 +11 +13
Minimum Damage 100×3 (300)
BBCF Jin Kisaragi j236D.png
BBTAG Jin 236C Hitbox.png
  • 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.

Musou Tousshugeki
Musou Tousshugeki
214C More ice car memes
Template:AttackDataHeader-BBTag
Attack


214C
Musou Tousshugeki
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 17 12 14+6L -2 F - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 4 18 Launch 25 Launch 40 12 +0 +5
Minimum Damage 170
BBCF Jin Kisaragi 214D.png
BBTAG Jin 214C1 Hitbox.png
Followup


214C > X
Followup Attack
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 14 3 5+11L -2 B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 50 + Slide + WBounce Launch 66 + Slide + WBounce 13 +0 +8
Minimum Damage 200
Maximum Slide duration 15F
BBCF Jin Kisaragi 214D~C.png
BBTAG Jin 214C2 Hitbox.png
  • 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.

EX Hizangeki
EX Hizangeki
j.214C
BBTag Jin Hizangeki.png
Template:AttackDataHeader-BBTag
j.214C
EX Hizangeki
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 2000 All, High 9 1(7)3 22+5L - H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19, Launch 80, 42 + Down 27 24, Launch 95, 57 + Down 27 6, 12 +0 +5
Minimum Damage 100, 200 (300)
BBCF Jin Kisaragi j214D.png
BBTAG Jin J214B-1 Hitbox.pngBBTAG Jin J214C Hitbox.png


  • 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.

Partner Skills

5P
5P
Musou Senshouzan Sponsored by Nissan
Template:AttackDataHeader-BBTag
5P
Musou Senshouzan
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All (18)+16 12
[(13)4]
27 [4+20L] -22 B, H - Change 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×2 3 16 Launch 26, 30 + Down 23 - - 11, 8 +0 -
Jin immediately performs followup attack (values in []) on hit/block
Minimum Damage 75×2 (150)
BBCF Jin Kisaragi 214B.pngBBCF Jin Kisaragi 214B~C.png
BBTAG Jin 5P1 Hitbox.pngBBTAG Jin 5P2 Hitbox.png


  • Launches opponent on hit.
  • Followup attack only comes out on hit.
  • Followup attack knocks down on hit.

Jin's best assist for basic combo extensions thanks to its speed and range. Somewhat poor at locking down opponents as the second hit only occurs on hit. When using this assist for combos, note that to avoid whiffing attacks against downed opponents, either use moves that can reach prone opponents or time the assist so that the point character can hit the opponent before Jin slams them into the ground.

6P
6P
Hishougeki Why did they make this an assist...
Template:AttackDataHeader-BBTag
6P
Hishougeki
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×3 All (18)+44 - Total: (18)+72 +14 P - Change 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 36 - - 0/+8 +8 -
Minimum Damage 60×3 (180)
BBCS Jin 236D.png
Why did they make this an assist...
BBTAG Jin 6P Hitbox.png
  • Has Frostbite properties.
  • Hits 3 times.

One of the best assists in the game because of how much pressure it applies to your opponent and how it can setup mix-ups when used alongside Active Switch. This assist should be used as frequently as possible. Can be used for all the same set-ups as Jin's stand-alone version.

Example 1 Example 2

4P
4P
Fubuki
Template:AttackDataHeader-BBTag
4P
Fubuki
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+10 3 38 -22 B - Change 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 - - 16 +0 -
Minimum Damage 85
BBCF Jin Kisaragi 623B.png
WHO SAID YOU COULD LEAVE THE GROUND?!
BBTAG Jin 4P Hitbox.png


  • Launches opponents on hit.

Jin slashes diagonally upward. This is his anti-air assist and it is one of the best in the game due to its incredibly high speed and range. Note that this attacks lacks head invulnerability, meaning it can trade or be beaten by aerial attacks. Cosmetically, this attack is used during Jin's 5C follow-up.


Distortion Skills

Touga Hyojin
Touga Hyojin
236B+C
BBTag Jin TougaHyojin.png
I dare you to use a projectile from full screen.
Template:AttackDataHeader-BBTag
236BC
Touga Hyojin
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1650×N
[1650×N, 500×3, 1000]
All 1+(30 Flash)+8 Until Hit Total: 44 -13~+3 P2 1~8 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Crumple [, Crumple + Down 15] 28 + Slide Crumple [, Crumple + Down 15] 33 + Slide [43 + Slide] 0 +0 +5
Values in [] are for Enhanced version
Minimum Damage: 231*N [231*N, 100×3, 10]
22F to reach fullscreen
Maximum Slide duration 20F
Crumple Duration 30F, Crumple Fall 63F
On CH Crumple Duration 35F, Crumple Fall 68F
Freeze Count 100, Freeze Duration 120F
[Final Enhanced hit has Crumple Duration 9999F, Crumple Fall 53F]
BBCF Jin Kisaragi 632146C.png
I dare you to use a projectile from full screen.
BBTAG Jin 236BC Hitbox.png


  • Invincible on start-up.
  • (RB) Has Frost End properties.
  • Number of hits varies on proximity to Jin or the edges of the screen. Ranges from 1 to 5 hits.
  • (RB) Follow-up attack only occurs if the point character is hit. Follow-up guarantees 4 additional hits.
  • Stuns grounded opponents on hit. Ground slides airborne opponents on hit.
  • (RB) Freezes opponents on hit. Thaws immediately if follow-up attack isn't performed.
  • 14% minimum damage: 231 x (1 to 5) = 231 to 1,155.
  • (RB) 15.5%, 20%, .044% minimum damage: 255 x (1 to 5) + (100 x 3) + 44 = 599 to 1,619.
  • Takes 22 frames to reach full screen.

Jin slashes his sword and releases a wave of ice. Fantastic reversal super that is surprisingly safe on block, even being plus in some cases while doing a fair amount of chip damage. Has massive push-back on hit or block which is good for keeping the opponent at a distance. Can also punish zoning as the projectile has unlimited hits and will consume all regular projectiles while ignoring others. May result in a trade as this move has very few frames of invulnerability. In Resonance Blaze, this move deals significantly more chip damage and gains a follow-up attack that greatly increases the final damage and provides safe-jump oki even if the initial projectile only hit once. Higher RB levels means more chip damage and additional meter and passive meter regeneration with which to use this move. It's only downsides are its projectile property making it susceptible to projectile invincible moves and its low minimum damage, most notably on the final hit of the follow-up with its abysmally low .044% minimum damage scaling.

Hiyoku Getsumei
Hiyoku Getsumei
214B+C (Air OK)
BBTag Jin HiyokuGetsumei.png
Reign Over the Frosted Heavens
Template:AttackDataHeader-BBTag
Ground


214BC
Hiyoku Getsumei
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700, 300×14, 4100
[1700, 300×22, 3600]
All 5+(45 Flash)+5 Until Hit Total: 5+(45 Flash)+58
[Total: 5+(45 Flash)+49]
-35 [-26] P2 1~11 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
97×16 [97×24] 4 18 Launch 80 + WBounce Launch 95 + Wbounce 0 0/+30, 0×15 [×23] +30, +0×15 [×23]
Values in [] are for Enhanced version
Minimum Damage 255, 45×14, 1148 (2033) [255, 45×22, 1008 (2253)]
BBCF Jin Kisaragi 632146D.png
BBTAG Jin 214BC Hitbox.png
Air


j.214BC
Aerial Hiyoku Getsumei
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700, 300×14, 4100
[1700, 300×22, 3600]
All 5+(32 Flash)+5 Until Hit Total: 5+(32 Flash)+Until L+16
[Total: 5+(32 Flash)+Until L+11]
- P2 1~13 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
97×16 [97×24] 4 18 Launch 80 Launch 95 0 0/+30, 0×15 [×23] +30, +0×15 [×23]
Values in [] are for Enhanced version
Minimum Damage 255, 45×14, 1148 (2033) [255, 45×22, 1008 (2253)]
BBCF Jin Kisaragi j632146D.png
BBTAG Jin J214BC Hitbox.png
  • Invincible on start-up.
  • Has Frost End properties.
  • Follow-up hits only occur if the attack hit the point character.
  • Hits once on block, hits 16 times on hit.
  • (RB) Hits once on block, hits 24 times on hit.
  • Initial hit freezes, subsequent hits launch the opponent.
  • Ground version fires upwards, air version fires downwards.
  • 15%, 28% minimum damage. 255 + (45 x 14) + 1148 = 2,033.
  • (RB) 15%, 15.44% minimum damage. 255 + (45 x 22) + 972 = 2,217.

Jin uses his sheathed sword as the base for an ice bow which he loads with an arrow-like icicle. If the arrow successfully strikes an opponent, it unleashes energy that strikes the opponent multiple times. This is Jin's highest damaging super and the only one that can be used in mid-air, making this his go-to combo ender for finishing off opponents. The frame advantage of the grounded version on hit is determined by how far they are launched after the final hit, thus Jin has a higher frame advantage when he is cornered and has the least when the opponent is cornered. Grants safe-jump oki everywhere except in the corner. In Resonance Blaze, both versions can combo into Touga Hyojin for massive damage. The invulnerable start-up and the attack's upward trajectory means this super can be used as an anti-air, albeit an expensive and risky one. As Jin's only air reversal, this move can be used to avoid air reset situations. While this super can hit assists only the first hit will connect, leaving them frozen in ice for a short time and launching them to the other side of the screen. The frozen assist cannot be damaged by any attack other than an additional usage of this super making the true freeze extremely difficult to utilize.

Distortion Skill Duo

Yukikaze
P during partner's distortion drive
BBTag Jin Yukikaze.png
"Winter's Repose!"
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Yukikaze
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500, 1500
[200×5,1500]
All 1+(79 Flash)+1 15 77 -73 B 1~16 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 19 [×5], Crumple 53 80 [×5], 19 - - 12 +0 +5
Values in [] are for Enhanced version
Minimum Damage: 2000 [2500]
BBCF Jin Kisaragi 236236D 2.png
"Winter's Riposte!"
BBTAG Jin DSD Hitbox.png


  • Invincible on start-up.
  • Has Frost End properties.
  • 100% minimum damage. 1500 + 500 = 2000.
  • (RB) 100% minimum damage. (200 x 5) + 1500 = 2500.

Jin's old counter super turned assist super. Jin performs a dashing slash with his sword, freezing the opponent. After sheathing his blade, the opponent thaws out and slumps to the floor. This super hits full screen horizontally and reaches about as high vertically as Jin's 2B. Can catch both the opponent and their assist but note that once Jin traps them in ice any remaining hits in the point character's super will whiff.


Astral Heat

Rengoku Hyouya
222B+C
BBTag Jin RengokuHyouya.png
"Arctic Dungeon!"
BBTag Jin RengokuHyouya2.png
"Give up!"
Template:AttackDataHeader-BBTag
222BC
Rengoku Hyouya
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 27315 Low 6+(71 Flash)+14 10 95 -86 F 1~19 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 4 18 - - - - 0 - -
BBCF Jin Kisaragi 28D 1.pngBBCF Jin Kisaragi 28D 2.png
"Arctic Dungeon!""Give up!"
BBTAG Jin 222BC Hitbox.png
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Invincible on start-up.
  • Has Frost End properties.
  • Hits low.
  • Grants victory upon a successful hit.

Jin stabs the ground and covers it with frost, trapping the opponent in a continually growing column of ice. After draining all their strength, Jin sheaths his sword as the ice shatters. Very easy to combo into and has a huge reward on hit so end combos with it whenever possible. Can be used as a very high risk, very high reward reversal. Can also punish ground-based zoning or raw supers from full screen.


Navigation

To edit frame data, edit values in BBTag/Jin Kisaragi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.