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Jin Kisaragi
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Balanced, Neutral-focused
Team Role
Anchor, Support
Overview
"Hmph. Do your best to not get in my way..."
Backstory
Jin is one of the main characters of BlazBlue, younger brother of the main protagonist Ragna the Bloodedge, and the wielder of the Nox Nyctores weapon "Yukianesa." After Yuuki Terumi's attack on Jin and Ragna's childhood household which left them seperated, Jin was found and adopted by the prestigious Kisaragi family. As a teenager in the NOL Military Academy, Jin was popular and stoic, being seen as a model student by all. Jin is a very composed person that usually acts somewhat cold when interacting with others, but deep down is secretly competitive, ambitious, and yearns for emotional attachment. Though usually disinterested in others, he has opened himself up on occasion to become friends with former classmates at the Academy, holding a particular soft spot toward Tsubaki Yayoi, Jin's long-time childhood friend and currently his personal secretary. Now called the "Hero of Ikagura," Jin has become an esteemed major with his own unit, and is an exceptional soldier, commander and martial artist.
Playstyle
Jin is a very well-rounded rushdown character with a wide variety of tools to handle any situation and conquer the neutral game. His "Hishou-" and "Musou-" ranged options allow him to both poke at and approach his opponents comfortably, while giving him fantastic pressure when up close. Jin's normals and BnB combos also have very solid damage, with his Crash Assault being particularly fast and deceptive. Additionally, Jin has a great set of assists, while also being able to deal with 1v1's and 1v2's relatively comfortably, making him superb as both a Point and an Anchor. Overall, Jin has no outstanding weaknesses besides having slightly lower range on his normals when compared to fighters such as Ruby or Gordeau, but his projectile tools and decent speed generally make up for this trivial flaw.
Strengths/Weaknesses
Strengths
Weaknesses
Great damage overall.
Very well-rounded character with standardized attributes that has a tool for almost any situation, giving him a good matchup spread.
One of the fastest and least reactable 5C's in the game.
His j.C's hitbox covers a circle that surrounds Jin, which is useful for combos and cross-ups.
His projectile setups are great for setting up crossups when assaulting your opponent.
Solid 5A smart combo that launches Jin's opponent in the opposite direction he was facing, which can help Jin put opponents in the corner.
Diverse set of phenomenal assists, allowing him to work well with almost any team member.
Large vertical hitboxes on his distortions, with his Touga distortion in particular having very fast startup and little recovery frames.
Jin in Level 4 Resonance, combined with his relatively safe ability to apply high chip damage through his Touga distortion, is one of the most dangerous comeback characters in the game. and he can use distortion drive about 3~4 times in his resonance combo. so His resonance combo damage is much higher than other characters.
Somewhat lower range compared to other characters.
His "Hishou-" projectiles can disappear from the screen if he gets hit.
Costly and difficult-to-wield anti-airs, as his 2B is rather slow, while his primary DP is easily punished on block or whiff.
His guard breaking skills are weaker than other characters.
Drive: Frostbite
Jin's drive used to have a system called a "Freeze Count" that limited how many times his drive attacks could encase his opponents in ice. In BBTAG, Frostbite no longer has a freeze count limiter and thus moves that can freeze can do so an unlimited amount of times. In exchange, only a few moves inflict a true frozen state. All other Drive attacks now only have guaranteed hitstun that ignores basic hitstun scaling but is still susceptible to the state of the combo timer. For efficiency's sake, we will call the attacks with the classic freeze effect "Frost End" attacks (named after the overdrive version of Jin's Drive from the mainline BB games) and all other drive using attacks will be referred to by the drive's original name, "Frostbite".
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.
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
5AAnormal
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
Enables strong mix-ups, but vulnerable to Reject Guards.
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
5AAAnormal
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
Hits 4 times.
Stuns grounded opponents on hit.
Launches airborne opponents away on hit.
Old 22C. Jin slashes multiple times at lightning speed before returning his sword to its sheathe. The only normal this move can cancel into is 5AAAA, which makes this move difficult to use in blockstrings.
5AAAA
5AAAAnormal
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
Imagine being raw Astral punishable because you sheathe your sword like a tool after you attack.
Has Frost End properties.
Hits twice.
Second hit only occurs if the first successfully hit the point character.
Second hit launches opponents away on hit.
Switches sides on both hit and block.
Passes through on frames 18-29.
Old 22C~D. Jin dashes through the opponent and freezes them with a slash from his sword. Upon sheathing his blade, the opponent is broken out the ice. This is a good combo ender due to it's high damage, good scaling, quick start-up, and safe-jump oki when the opponent is launched into the corner. Very easy to extend via assists thanks to the full freeze on hit, though note that the opponent is invincible until they thaw out so make sure to time assist properly. Hilariously unsafe on block or whiff so only use this move in combos.
5B
5B
Pretty average range in a game where some normals reach full-screen.
Pretty average range in a game where some normals reach full-screen.
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
5BBnormal
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
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
5BBBnormal
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
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.
• id-combo Extra Assaults for easy, unburstable damage.
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.
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.
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.
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.
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.
Jin throws a greatsword of ice in front of him, which does 4 hits.
Great tool for pressuring opponents when spaced and timed well. When it comes towards at an opponent it pretty much forces them to block or jump which practically enables you to get in on the opponent for free and pressure them.
Using this special in conjunction with a partner assist is a very solid offensive option and can set up for active switch mixups because of how long it lasts.
Because of the incredibly slow startup the only times you want to throw this out is when you're fullscreen, have an assist covering you, or after you've knocked down your opponent because of how much startup it as.
Maybe if someone calls you a special snowflake they just mean you're extremely positive.
Air
j.236CAerial Hishousetsuex
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)
Air and ground version are the same.
Remains on the stage for a period of time, but will immediately disappear whenever Jin is hit. If you place this and switch to another character and your new points gets hit the Snowflake won't disappear.
Great for pressuring the opponent. Using it against the opponent in the corner forces them to either block or jump which puts them in disadvantage. Another use is to cast it immediately after finishing off the opponent's point and essentially trapping their incoming character because they'll land right into the Snowflake.
Since the Snowflake acts as a wall it can make it tricky for the opponent to approach you and you can safely call assists or zone from a distance, and wait for the opponent to commit to an action against you.
Tricky assist that can interrupt your opponent's incoming attacks by acting as a pseudo-shield in front of you.
One of the best assists in the game because of how much pressure it applies to your opponent and how it can setup into scary pressure when used alongside active switch because of the sort of mixups it can create. Largely of what makes Jin such a great anchor and is an assist that should be abused.
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]
I dare you to use a projectile from full screen.
With Level 4 Resonance Blaze, the chip damage on block that this distortion can cause is monstrous. Be extremely wary of opponents throwing out this distortion abundantly during Resonance.
Extremely fast distortion with low startup and little recovery.
22f to reach full screen
Detailed description of the usefulness of the move go here
Values in [] are for Enhanced version Minimum Damage 255, 45×14, 1148 (2033) [255, 45×22, 1008 (2253)]
Ground version shoots upwards.
Air version shoots downwards.
Jin shoots out a barrage of ice, which can be used as both an anti-air or a combo extender into other supers (like his touga if he is low enough to the ground while in the air).
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.