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*All of his projectiles (except his supers) disappear from the screen if he gets hit. | *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. | *Has costly and difficult-to-wield anti-airs as they are rather slow and lack horizontal range. | ||
* | *Susceptible to Reject Guard during his A Smart Combo as it relies on canceling into other moves to stay safe. | ||
*Requires a partner or resonance blaze to convert off his command special overheads outside of IAD, which can be easily anti-aired. | *Requires a partner or resonance blaze to convert off his command special overheads outside of IAD, which can be easily anti-aired. | ||
*While having a strong assist kit, he is best suited with points that cover his vulnerability when supporting and requires team-game fundamentals to make good use out of. | *While having a strong assist kit, he is best suited with points that cover his vulnerability when supporting and requires team-game fundamentals to make good use out of. | ||
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* 5BB | * 5BB | ||
* j.C | * j.C | ||
* Hirensou (First hit only) | |||
* Hishouken | * Hishouken | ||
* Hishougeki | * Hishougeki | ||
* Hishousetsu | * Hishousetsu | ||
* Musou Tousshugeki (First hit only) | * Musou Tousshugeki (First hit only) | ||
* Hizansen ( | * Hizansen (All versions) | ||
{{#lst:BBTag/Jin Kisaragi/Data|Links}} | {{#lst:BBTag/Jin Kisaragi/Data|Links}} | ||
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* Cancelable into everything, including jumps, throws, and even itself. | * 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 to low-profiling. After three consecutive 4As, any further A inputs will result in 5A. It | 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 to low-profiling. Only combos or true blockstrings into itself, 5A, 2A, and 5B, which makes it impossible to combo off a max height 4A anti-air. After three consecutive 4As, any further A inputs will result in 5A. It should be noted that after a jump in, 4a can be used to hit crouching opponents once so it can be useful for setting up tic-throw. | ||
}} | }} | ||
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* Throw cancelable. | * 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. Be sure to avoid going into this often as it has high recovery on whiff and will | 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. As of 2.0, this move has massive blockstun, making it safe on block and makes an immediate cancel into 5C a true blockstring. However, it is now impossible to frame trap into Sekkajin as even the most delayed cancel is still a true blockstring. Has less vertical range than the animation implies. Last point in his A Smart Combo that can cancel into B normals. Be sure to avoid going into this too often as it has high recovery on whiff and will leave Jin vulnerable if the opponent Reject Guards. | ||
}} | }} | ||
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* Only cancels into 5AAAA if the final hit connected or was blocked. | * 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. | 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 but as 5AA can no longer frame trap into this move using it as a starter is very unlikely and highly situational. The stun is greatly extended on grounded counter hit, allowing Jin to continue the combo into essentially any attack. The final hit of this move is safe on block but is punishable if the opponent Reject Guards an earlier hit. | ||
}} | }} | ||
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* Has Frost End properties. | * Has Frost End properties. | ||
* Hits twice. | * Hits twice. | ||
* First hit switches sides on both hit and block. | |||
* Second hit only occurs if the first successfully hit the point character. | * Second hit only occurs if the first successfully hit the point character. | ||
* Second hit launches opponents away on hit. | * Second hit launches opponents away on hit. | ||
* Passes through on frames 18-29. | * Passes through on frames 18-29. | ||
* Opponent cannot Cross Burst during this attack. | |||
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 | 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. 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 assists properly. Hilariously unsafe on block or whiff so only use this move in combos. Must be canceled into immediately after the final hit of Sekkajin or this move will fail to come out. | ||
}} | }} | ||
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* Jump cancelable. | * 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. On the first active frame 5B has a high vertical hitbox, so it can be an effective anti air if the opponent isn't | 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. On the first active frame 5B has a high vertical hitbox, so it can be an effective anti air if the opponent isn't too high in the air or is attempting to IAD over Jin. Good for setting up resets and frame traps thanks to its deceptive recovery animation and being jump cancelable. | ||
}} | }} | ||
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* Has Frostbite properties. | * 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. Good for frame trapping and ending a blockstring with 5BB Hishouken or sneaking in a low with 5BB 2C Hishouken. | 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. Can combo into 5A on counter hit. Good for frame trapping and ending a blockstring with 5BB Hishouken or sneaking in a low with 5BB 2C Hishouken. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Jump cancelable | * Jump cancelable. | ||
* Launches opponent on hit. | * Launches opponent on hit. | ||
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* Knockdown on hit. | * 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 or Musou Tousshugeki for either a combo or to be safe on block. At the end of highly scaled combos, this move can only combo into either | 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 or Musou Tousshugeki for either a combo or to be safe on block. At the end of highly scaled combos, this move can only combo into either Hirensou or a super. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Jin_jA.png |caption=Is it a scarf or are they sleeves? They're deadly either way. | |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= | |image2=BBTag_Jin_jAA.png |caption2=It returns, with a vengeance. | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
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* Double jump cancelable. | * Double jump cancelable. | ||
Old j.C. Long range and high damage, making it useful in air combos. | Old j.C. Long range and high damage, making it useful in air combos. Mostly combo and blockstring filler. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Jin_jB.png |caption= | |image=BBTag_Jin_jB.png |caption=Huge horizontal range. | ||
|image2=BBTag_Jin_jBB.png |caption2= | |image2=BBTag_Jin_jBB.png |caption2=Huge vertical range. | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
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* Double jump cancelable. | * Double jump cancelable. | ||
Old j. | Old j.C. Long range and high damage, making it Jin's best jump-in. As of 2.0, this move can now be used in neutral which greatly improves Jin's air-to-air capabilities and safe-jump potential, seeing as he can now reach out far enough to catch opponents. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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* Double jump cancelable. | * Double jump cancelable. | ||
Old j. | Old j.2C. Jin slashes vertically. Air Smart Combo version of j.2B that is used for optimizing damage during air combos. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.2B</font> ====== | ====== <font style="visibility:hidden" size="0">j.2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Jin_j2B.png |caption= | |image=BBTag_Jin_j2B.png |caption=Cross-up City | ||
|name=j.2B | |name=j.2B | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Double jump cancelable. | |||
Old j.2C. Jin slashes vertically. Used often as Jin's most consistent cross-up tool and as an air combo part. Also pretty good for throw-baiting thanks to its long vertical reach. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.C</font> ====== | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Hirensou</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Jin_Hirensou.png |caption=2.0 Jin, now with a functional DP. | ||
|name= | |name=Hirensou | ||
|input=5A+D | |input=5A+D | ||
|data= | |data= | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Invincible from frame 1. | * Invincible from frame 1. | ||
* | * Has Frostbite properties. | ||
* | * Hits 2 times, both are air unblockable. | ||
* First hit launches opponents upward. | |||
* Second hit launches opponents away. | |||
* Cannot Cross Burst if punished. | * Cannot Cross Burst if punished. | ||
* 5% minimum damage. | * 5% minimum damage. 100 + 50 = 150 | ||
Jin slashes in a circle around himself and then in front of himself. Fully invincible reversal that is also his only air unblockable move, making it a good anti-air, even more so if he has assist available for a full combo conversion. The follow-up attack always occurs regardless of whether it hit or not, however the timing of the attack changes if Jin manages to hit an opponent in the air, resulting in the attack coming out late. While this is a good thing in most cases as it helps the follow-up connect properly, if the initial attack hits at max height then the follow-up will always whiff. That being said, it has enough untech on the first hit that even if the second hit doesn't combo you are safe from a punish. Combine this with Jin's far reaching, fast air normals and his myriad projectiles to make it very difficult for the opponent to dictate the neutral. | |||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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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. | 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. | ||
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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. | 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. As of 2.0, the second hit now comes out automatically making it great for AS options and lockdown. | ||
}} | }} | ||
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* Knocks down on hit. | * Knocks down on hit. | ||
Jin slashes diagonally downward. Should never be used to end combos as Hizangeki is simply a better combo ender. | Jin slashes diagonally downward. Should never be used to end combos as Hizangeki is simply a better combo ender. The fast start-up and knockdown on hit makes it useful in corner Cross Combos for looping assist attacks as quickly as possible. Note that this attack doesn't hit overhead like the Hizangeki does, which makes it difficult to recommend using this move in neutral or blockstrings at all. | ||
}} | }} | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Has Frostbite properties. | * Has Frostbite properties. | ||
* Second hit knocks down on hit. | * Second hit is an overhead, 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. | 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. Takes 25 frames (plus a few frames of hitstop on hit or block) before the second attack occurs, making it a very reactable overhead and one that can only be followed up by using an assist. Still sees some use in triple overhead mix-ups after j.2BB. | ||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Has Frostbite properties. | * Has Frostbite properties. | ||
* Second hit knocks down on hit. | * Second hit is an overhead, knocks down on hit. | ||
* 10% minimum damage. 100 + 200 = 300. | * 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. | Meter using version of Hizangeki that has better damage and frame data. The extra damage at the end of long combos is negligible, only really used to add a little extra damage in Resonance Blaze before super canceling into air Hiyoku Getsumei to guarantee a kill. 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. Can also be used as a general overhead if an assist is available as the second hit has 17 frames of start-up, making it useful in blockstrings after a jump cancel. | ||
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* Hits 3 times. | * 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. | 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. Due to the startup and the speed it travels, you are going to want to call 6P when the point character is able to cover it and in certain assist matchups you will need to Cross Combo to prevent Jin from getting smacked. | ||
[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] |
Revision as of 23:04, 11 December 2019
Jin Kisaragi |
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Overview
"Hmph. Do your best to not get in my way..."
Backstory
Jin is one of the main characters of BlazBlue, younger brother of the main protagonist Ragna the Bloodedge, and the wielder of the Nox Nyctores weapon "Yukianesa." After Yuuki Terumi's attack on Jin and Ragna's childhood household which left them seperated, Jin was found and adopted by the prestigious Kisaragi family. As a teenager in the NOL Military Academy, Jin was popular and stoic, being seen as a model student by all. Jin is a very composed person that usually acts somewhat cold when interacting with others, but deep down is secretly competitive, ambitious, and yearns for emotional attachment. Though usually disinterested in others, he has opened himself up on occasion to become friends with former classmates at the Academy, holding a particular soft spot toward Tsubaki Yayoi, Jin's long-time childhood friend and currently his personal secretary. Now called the "Hero of Ikagura," Jin has become an esteemed major with his own unit, and is an exceptional soldier, commander and martial artist.
Playstyle
Jin is a very well-rounded rushdown character with a wide variety of tools to handle any situation and conquer the neutral game. His "Hishou-" and "Musou-" ranged options allow him to both poke at and approach his opponents comfortably, while giving him fantastic pressure when up close. Jin's normals and BnB combos also have very solid damage, with his Crash Assault being particularly fast and deceptive. Additionally, Jin has a great set of assists, while also being able to deal with 1v1's and 1v2's relatively comfortably, making him superb as both a Point and an Anchor. Overall, Jin has no outstanding weaknesses besides having slightly lower range on his normals when compared to fighters such as Ruby or Gordeau, but his projectile tools and decent speed generally make up for this trivial flaw.
Strengths/Weaknesses
Strengths | Weaknesses |
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Drive: Frostbite
Jin's drive used to have a system called a "Freeze Count" that limited how many times his drive attacks could encase his opponents in ice. In BBTAG, Frostbite no longer has a freeze count limiter and thus moves that can freeze can do so an unlimited amount of times. In exchange, only a few moves inflict a true frozen state. All other Drive attacks now only have guaranteed hitstun that ignores basic hitstun scaling but is still susceptible to the state of the combo timer. For efficiency's sake, we will call the attacks with the classic freeze effect "Frost End" attacks (named after the overdrive version of Jin's Drive from the mainline BB games) and all other drive using attacks will be referred to by the drive's original name, "Frostbite".
Frost End (True Freeze):
- Throw
- 5AAAA
- Touga Hyojin (Resonance Blaze only)
- Hiyoku Getsumei (All versions, first hit only)
- Yukikaze (All versions)
- Rengoku Hyouya
Frostbite (Extra Hitstun):
- 5AA
- 5BB
- j.C
- Hirensou (First hit only)
- Hishouken
- Hishougeki
- Hishousetsu
- Musou Tousshugeki (First hit only)
- Hizansen (All versions)
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag | ||||
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Old 5A. Jin's fastest button and thus great at disrupting enemy pressure. Can be used as an anti-air thanks to the high placement of its hitbox but this also makes vulnerable to low-profiling. Only combos or true blockstrings into itself, 5A, 2A, and 5B, which makes it impossible to combo off a max height 4A anti-air. After three consecutive 4As, any further A inputs will result in 5A. It should be noted that after a jump in, 4a can be used to hit crouching opponents once so it can be useful for setting up tic-throw. |
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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Old Crush Trigger. Visually deceptive overhead, since Jin crouches and attacks from below instead of above. Generally not used if an assist is available for setting up jump-ins or picking up opponents after a tiger-kneed Hizangeki. Since he lacks any other grounded overheads and tiger-kneed EX Hizangeki can only lead into a combo if it is done in the corner, Jin must use this universal overhead if he wants to mix-up opponents while he is own his own. That being said, please be wary to throw this out if they have meter to super as it will hurt. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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Old 2B. Only safe low and also his fastest, making this attack vital in Jin's mix-up game. Can be chained into his 5A and back. Note that doing so will prevent Jin from using 5AA, 5AAA, or 5AAAA in that string. Do keep in mind the startup frames, so if you want to mash out of something it is recommended to use 5A or 5B if they are farther away. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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Old 2C. Jin's dedicated anti-air and his out right best due to its humongous hitbox and ability to be made safe via jump cancels. Keep in mind that its horizontal range isn't the greatest, that this move is very unsafe on whiff, and it isn't air unblockable so don't throw out this move without a plan. |
2C
2C |
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Old 3C. Sword sweep with amazing range that can also low profile many attacks. Can be difficult to use in combos due to Jin lacking any moves that plummet the opponent while also being cancelable. Generally used for long range mix-ups into A Musou Senshouzan or Musou Tousshugeki for either a combo or to be safe on block. At the end of highly scaled combos, this move can only combo into either Hirensou or a super. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.2B
j.2B |
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Old j.2C. Jin slashes vertically. Used often as Jin's most consistent cross-up tool and as an air combo part. Also pretty good for throw-baiting thanks to its long vertical reach. |
j.C
j.C |
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Old j.D. Jin surrounds himself with an ice sculpture of a snowflake. Used at the end of every air combo thanks to its high damage and long hitstun which guarantees a follow-up such as Hizangeki or Hiyoku Getsumei. Also another decent cross-up tool but one that lacks any meaningful follow-ups. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
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Hirensou
Hirensou 5A+D |
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Jin slashes in a circle around himself and then in front of himself. Fully invincible reversal that is also his only air unblockable move, making it a good anti-air, even more so if he has assist available for a full combo conversion. The follow-up attack always occurs regardless of whether it hit or not, however the timing of the attack changes if Jin manages to hit an opponent in the air, resulting in the attack coming out late. While this is a good thing in most cases as it helps the follow-up connect properly, if the initial attack hits at max height then the follow-up will always whiff. That being said, it has enough untech on the first hit that even if the second hit doesn't combo you are safe from a punish. Combine this with Jin's far reaching, fast air normals and his myriad projectiles to make it very difficult for the opponent to dictate the neutral. |
Skills
Hishouken
Hishouken 236A (air OK) |
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Hishougeki
Hishougeki 236B (air OK) |
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Musou Senshouzan
Musou Senshouzan 214A/B |
Template:AttackDataHeader-BBTag |
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Hizansen
Hizansen j.214A |
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Jin slashes diagonally downward. Should never be used to end combos as Hizangeki is simply a better combo ender. The fast start-up and knockdown on hit makes it useful in corner Cross Combos for looping assist attacks as quickly as possible. Note that this attack doesn't hit overhead like the Hizangeki does, which makes it difficult to recommend using this move in neutral or blockstrings at all. |
Hizangeki
Hizangeki j.214B |
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Jin slashes twice, once horizontally and once diagonally downward. This is his best meterless air combo ender and as most of Jin's combos result in a launch, nearly every combo will end with this attack. Can lead into safe-jump oki if it is used low to the ground while the opponent is slightly above Jin. Takes 25 frames (plus a few frames of hitstop on hit or block) before the second attack occurs, making it a very reactable overhead and one that can only be followed up by using an assist. Still sees some use in triple overhead mix-ups after j.2BB. |
Extra Skills
Hishousetsu
Hishousetsu 236C (air OK) |
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Musou Tousshugeki
Musou Tousshugeki 214C |
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EX Hizangeki
EX Hizangeki j.214C |
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Meter using version of Hizangeki that has better damage and frame data. The extra damage at the end of long combos is negligible, only really used to add a little extra damage in Resonance Blaze before super canceling into air Hiyoku Getsumei to guarantee a kill. 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. Can also be used as a general overhead if an assist is available as the second hit has 17 frames of start-up, making it useful in blockstrings after a jump cancel. |
Partner Skills
5P
5P Musou Senshouzan |
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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 |
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One of the best assists in the game because of how much pressure it applies to your opponent and how it can setup 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. Due to the startup and the speed it travels, you are going to want to call 6P when the point character is able to cover it and in certain assist matchups you will need to Cross Combo to prevent Jin from getting smacked. |
4P
4P Fubuki |
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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 |
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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) |
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Distortion Skill Duo
Yukikaze P during partner's distortion drive |
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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 |
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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. |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •