BBCP/Jin Kisaragi: Difference between revisions

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Your standard jab. It can be used to stuff late jump-in attacks or some of the slower ones like Jin's j.B. It normally whiffs on crouching opponents [except for Tager, Hakumen, and Relius -- '''Possibly revise'''].  
Your standard jab. It can be used to stuff late jump-in attacks or some of the slower ones like Jin's j.B. It normally whiffs on crouching opponents except against those with larger bodies like Tager or Relius.  
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Has a pretty good range for a jab but it's relatively slow. Can be used to low profile under some air attacks, making it a rather effective anti-air. Mainly used for pressure and it's a decent poke.  
Has a pretty good range for a jab but it's relatively slow. Can be used to low profile under some air attacks, making it a situational anti-air. Mainly used for pressure and it's a decent poke.  
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[Jin's overhead, it's pretty quick but it's negative on block (-4). Forces the opponent into a crouching state on hit. This move cannot be canceled into anything unless you use a Rapid Cancel. It does link into other fast moves like 2A or 5B on CH though. You can also cancel it into a ground throw on hit only. You only have a frame advantage of +1 on hit, so be careful if you decide to reset pressure afterwards as some characters can safely mash 5A/2A. -- '''Revise all of this, as the move seems to have more advantage on hit and counterhit''']
[Jin's overhead, it's pretty quick but it's negative on block (-4). Forces the opponent into a crouching state on hit. This move cannot be canceled into anything unless you use a Rapid Cancel. It does link into other fast moves like 2A or 5B on CH though. You can also cancel it into a ground throw on hit only.  
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*Freezes opponent for 45F during OD. Freeze Count 3
*Freezes opponent for 45F during OD. Freeze Count 3
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Jin steps forward during this attack. It's slow and unsafe but it leads to good damage as a starter in the corner. It's air unblockable and its vertical reach makes this a situational anti-air near and in the corner. Mostly used as combo filler.  
Jin steps forward during this attack. It's slow and unsafe but it leads to good damage as a starter in the corner. It's air unblockable and its vertical reach makes this a situational anti-air near in the corner. Mostly used as combo filler.  
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*Freezes opponent for 40F during OD. Freeze Count 3
*Freezes opponent for 40F during OD. Freeze Count 3
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Its quick start-up and insanely long range make this one of Jin's best pokes. Leads to a decent combo on CH. Don't be too predictable with it using it as an air-to-ground as most characters can just duck under it.  
Its quick start-up and insanely long range make this one of Jin's best pokes. Leads to a decent combo on CH. Don't be too predictable using it as an air-to-ground as most characters can just crouch under it and punish you.  
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Revision as of 19:23, 13 April 2014

Jin Kisaragi

Overview

Jin is a Major in the NOL and one of its elite commanding officers. He is always cool and calm, but is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. He displayed formidable actions to gain his rank during the Ikaruga Civil War. When he heard that Ragna the Bloodedge had arrived on the scene, he quickly abandoned his post to hunt him down by himself.

Health: 11,500
Play-style: Well-rounded-fighter
Movement Options: 1 Double Jump/Airdash, Run-type Dash

Drive: Frostbite
Frostbite enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities.
Moves that can freeze have two additional values: Freeze Count and Freeze Duration

  • Freeze Count: this value determines the amount of times that an opponent may be frozen in a single combo. Under normal circumstances, an opponent can only be frozen once per combo using a normal Drive attack (5D, 2D, 6D, j.D). If you use another normal Drive attack while the opponent has already been frozen once before, the normal Drive attack will not freeze the opponent. However, EX Specials (214D, 236D, 623D, etc) ignore the Freeze Count limit. Furthermore, you may freeze the opponent more than once per combo with normal Drive attacks during Overdrive (read the Overdrive section for more details).
  • Freeze Duration: this value determines how long the opponent will be frozen in place after being hit by a move that freezes. Freeze Duration is not affected by hit-stun decay or bonus hit-stun from a Fatal Counter starter, which basically means that the Freeze Duration is fixed/set.
  • If you hit an opponent with a move that freezes while they're crouching or while they're airborne, they will be forced into a standing state.
  • If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately after hitstop.
  • Opponents will also break free from the freeze effect when they are hit by a normal attack, if Jin goes over the Freeze Count limit or after the Freeze Duration expires.


EX Specials
Jin also has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear AC or EX attacks from Street Fighter 4.

  • All of Jin's EX Specials freeze the opponent and ignore the Freeze Count limit.
  • If Jin attempts an attack that requires 25% Heat without enough Heat, the C version of the attack will occur instead. (Ex: 623D becomes 623C)
  • All EX Specials have a 180 Frame cool-down.
  • Jin will gain a reduced amount of Heat during a combo after using an EX Special.
  • Although EX Specials ignore the freeze count limit, if you trigger SMP by using the same EX Special again in the same combo, it will NOT freeze the opponent again.


Overdrive: Frost End
Frost End allows Jin to freeze his opponent with his sword normals and all of his specials, it allows him to break the Freeze Count limit on his normal Drive attacks, and his EX specials gain additional properties (ground bounce, wall bounce, etc).

  • Sword normals (5C, 2C, 6C, j.C, j.2C) will now freeze the opponent and have a Freeze Count limit of 3.
  • Normal Drives (5D, 2D, 6D, j.D) gain an extended Freeze Count limit of 3.
  • Special moves will now freeze the opponent and have a Freeze Count limit of 5.
  • Normal Drives (5D, 2D, 6D, j.D) gain more frame advantage, have a higher P2 and freeze for a longer period of time.
  • EX Specials gain additional properties: 214D~C wall bounces, j.214D ground bounces, 22C~D deals more hits and additional damage, 236D can be dash cancelled, and 623D(2) launches the opponent.
  • EX Specials lose the 180F cool-down period.
  • 632146C and 236236D gain extra animations and do additional damage.
  • Freeze attacks that trigger SMP will fail to freeze the opponent.
  • You can only freeze the opponent up to 5 times in a single OD combo (not counting EX Specials). The specials' Freeze Count limit of 5 is shared with the sword normals/Drives' Freeze Count limit of 3, meaning that you can only freeze the opponent up to 3 times with sword normals/Drives and 2 more times with special attacks for a maximum of 5 freezes per OD combo (not counting EX Specials which ignore the Freeze Count limit).


Pros/Strengths

  • Above-average health
  • Jin has tools to deal with just about any situation; be it air to air battles, long range battles, or close quarter battles.
  • Good average damage, he can hit-confirm pretty much everything and turn those hit-confirms into damaging combos as long as he has 25 Heat.
  • Has access to various reversal options, including two DPs (DP C and DP D) which cover different situations as well as a counter super (Yukikaze).
  • One of the better Overdrives in terms of damage output.
  • He can play an effective zoning game with his projectiles (Ice Blades) and his poking tools such as 5C, 5D, 2D, j.C.
  • Jin is a pretty straight-forward character, perfect for newbies. His bread and butter combos are pretty simple in terms of execution.


Cons/Weaknesses

  • Jin is the standard "jack of all trades, master of none" character. He doesn't excel at anything in particular.
  • Lacks a reliable anti-air. 2C is much too slow to be reliable, 2A can only low-profile under certain attacks, and DP B is punishable on whiff.
  • While his overhead (6A) is among one of the fastest in the game, it can't be followed up unless you land a CH or RC it.
  • Due to the above, his basic mix-up is weak without 25-50 Heat when he can use TK Hizangeki or RC 6A. Jin has to rely on gimmicky resets with his freezing attacks and his normals in order to attempt to get past the opponent's defense.


External References:


Move List

See also: Jin Full Frame Data

Normal Moves

5A
BBCS Jin 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 6 3 9 -2 B - -

Your standard jab. It can be used to stuff late jump-in attacks or some of the slower ones like Jin's j.B. It normally whiffs on crouching opponents except against those with larger bodies like Tager or Relius.

5B
BBCS Jin 5B.png
Great tool for it's range and speed. Both hits pull in.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
350, 250 SO(J)R HL 7 4(2)1 19 -6 B - -
  • Pulls in opponent on hit or block


Hits twice and the first hit has a slight vacuum effect. You can cancel its recovery into throw, so even though it's -6 on block raw it can still be useful for tick throwing in pressure. It has pretty good vertical reach and it must be Barrier blocked in the air, which makes it a situational anti-air tool. Can be jump cancelled on hit only, allowing for corner resets and air combos.

5C
BBCS Jin 5C.png
Good zoning tool, but can lose to mash if you're not careful.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
710 SOJR HL 10 4 19 -6 B - -
  • Freezes opponent for 40F during OD. Freeze Count 3


It's quick and has pretty decent horizontal reach which makes it a pretty good poke. It also has some pretty decent vertical reach, hits behind Jin, and is air unblockable which also makes this a situational anti-air. From a max range CH, you'll want to hit-confirm into 2D or 6B/6C at medium to point blank range. Please note that this move does not reach its maximum horizontal reach until after frame 11.

2A
BBCS Jin 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 7 3 8 -1 F - -

Has a pretty good range for a jab but it's relatively slow. Can be used to low profile under some air attacks, making it a situational anti-air. Mainly used for pressure and it's a decent poke.

2B
BBCS Jin 2B.png
Surprisingly long range for its animation
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SO(J)R L 9 1 16 -3 F - -

Hits low and it's relatively quick. It's negative on block (-3) but it can be used as a way to reset pressure and set up frame trap/baiting scenarios with proper conditioning.

2C
BBCS Jin 2C.png
Long vertical range, has head invul before and through the first active frame, slow.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 SOJR HL 17 3 24 -10 B 9-19H -
  • Head invulnerable during frames 9-19
  • Air unblockable
  • Freezes opponent for 40F during OD. Freeze Count 3


It's slow and has some horrid recovery but it has 10 frames of head invulnerability starting on frame 9. It has a massive vertical hit-box, which makes this a pretty decent anti-air.

6A
BBCS Jin 6A.png
Overhead, short range, fast, -4 on block. Need to RC (or CH) to continue combos.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
640 R H 19 3 20 -4 B - -

[Jin's overhead, it's pretty quick but it's negative on block (-4). Forces the opponent into a crouching state on hit. This move cannot be canceled into anything unless you use a Rapid Cancel. It does link into other fast moves like 2A or 5B on CH though. You can also cancel it into a ground throw on hit only.

6B
BBCS Jin 6B.png
NOT an overhead. Goes over lows.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
690 SOR All 25 2 5+9L +3 H 4-18F -

It's really slow but it has lower body invulnerability and Jin is airborne while performing this move, which makes it useful for baiting and punishing yomi tech throws and command throws as well as most low attacks. It's positive on block (+3), so it can be used to reset pressure from time to time. Leads to a pretty good damaging combo both on regular hit and CH.

6C
BBCS Jin 6C.png
Combo filler (especially in the corner).
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
920 SOR HL 19 3 31 -13 B - -
  • Freezes opponent for 45F during OD. Freeze Count 3


Jin steps forward during this attack. It's slow and unsafe but it leads to good damage as a starter in the corner. It's air unblockable and its vertical reach makes this a situational anti-air near in the corner. Mostly used as combo filler.

3C
BBCS Jin 3C.png
Combo ender, occasional zoning tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
650 SOR L 10 3 29 -15 F - -

Low sweep. It's relatively fast but it has horrid recovery and it's unsafe on block (-15). Low profiles under certain moves and leads to a decent CH combo mid-screen and some pretty good damage in the corner.

j.A
BBCS Jin jA.png
Good for an air-to-air battle.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR HA 7 3 6 - H - -

Pretty good air-to-air since it's quick and it usually leads to good damage.

j.B
BBCS Jin jB.png
Hits above, in front, and below Jin. Has a cross-up hitbox.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
540 SOJR HA 10 8 23 - H - -
  • Can cross-up during the last 2 active frames


Hits forward, above, below, and behind Jin, making it an ok jump-in, good air-to-air, and ok cross-up tool. Its utilities and good hit-box make this a good air normal. Don't abuse this move when jumping-in as it easily gets beat by most jabs.

j.C
BBCS Jin jC.png
Pretty safe move to spam from far away. Primarily used for air-to-air.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 SOJR HA 10 3 20+4L - H - -
  • Has 4 frames of landing recovery
  • Freezes opponent for 40F during OD. Freeze Count 3


Its quick start-up and insanely long range make this one of Jin's best pokes. Leads to a decent combo on CH. Don't be too predictable using it as an air-to-ground as most characters can just crouch under it and punish you.

j.2C
BBCS Jin j2C.png
Primarily used for combos and jump-ins.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 SOJR HA 13 5 24 - H - -
  • Attack hitbox above Jin on last 3 active frames
  • Freezes opponent for 40F during OD. Freeze Count 3


A decent jump-in tool and an ok air-to-air when the opponent is right above you. It also hits behind Jin, making this an useful cross-up tool.

Counter Assault
BBCS Jin 5C.png
Jin's Counter Assault, it uses 5C's animation.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R All 13 5 37 -23 B 1-20 All -
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown


Placeholder

Crush Trigger
BBCP Jin CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R All-Barrier 30-60 1 27 +2 B - -
  • Costs 25% Heat
  • 180F Heat Gauge Cooldown
  • Chargeable up to 60F
  • Freezes opponent for 60F during OD. Freeze Count 3

Placeholder


Drive Moves

5D
BBCS Jin 5D.png
The infamous Wofhead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 DrRD All 17 8 20 -9/-3 HBFP - -
  • Fatal Counter
  • Freezes opponent for 26F (during OD: 30F). Freeze Count 1 (during OD: 3)


It has some pretty amazing range but it's relatively slow, has some horrid recovery, and it's unsafe on block (-9). Use it only at its max range. It can only be special canceled into the EX moves and supers. Primarily used in combos (5D > 214D) and occasionally as a zoning tool.

2D
BBCS Jin 2D.png
Zoning tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 R All 22 3 35 +3/+9 HBFP* - -
  • Freezes opponent for 50F (during OD: 55F). Freeze Count 1 (during OD: 3)


A pretty good poking tool. It's +3 on block, so it can be used to reset pressure. It's relatively slow and has extremely bad recovery so only use it if you know it will land.

6D
BBCS Jin 6D.png
Pressure reset tool, combo filler.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
810 R All 35 6 25 +12/+18 HBFP - -
  • Freezes opponent for 60F (during OD: 70F). Freeze Count 1 (during OD: 3)


This is one of Jin's slowest attacks but it leads to pretty good frame advantage (+12 normally and +18 in OD). Use it at max range during block strings but use it occasionally.

j.D
BBCS Jin jD.png
Combo filler, gimmicky crossup.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
740 SOR All 16 3 29+5L - HBFP - -
  • Freezes opponent for 50F (during OD: 55F). Freeze Count 1 (during OD: 3)


j.D hits all around Jin and can be used as a high risk, high reward cross-up. It's incredibly unsafe on whiff and on block, so use it with caution. Mostly used as combo filler.

Hishougeki
236D
BBCS Jin Hishougeki.png
Chargeable for better frame advantage.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Uncharged 800x3 R/RDa All 19 - 68T -13 HBFP* - -
Charged 800x3 R/RDa All 42 - 72T +30 HBFP* - -
  • Costs 25% Heat
  • Hold button to charge
  • Can be canceled into Touga Hyoujin on hit and block
  • Possible to dash cancel on whiff during OD
  • Each hit freezes opponent for 40F. Freeze Count 10

Uncharged version has faster start-up than in former games.


Charged version has a slow start-up but it locks the opponent down, allowing for an empty-jump mix-up.


All versions have:

  • Projectile (Lv ?)
Air Hishougeki
j.236D
BBCP Jin AirHishougeki.png
Anti-air bait.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800x3 R All 33 - 50T/35T - HBFP* - -
  • Costs 25% Heat
  • Each hit freezes opponent for 45F. Freeze Count 10
  • Jin can move again before he touches the ground (at around the same height he does this attack)


On hit it leads to a standard combo, on block you can reset pressure. The shallow angle makes its range very small,so opportunities to use this are limited Final hit pulls in the opponent on block, making it useful to set up IAD crossup j.2C in the corner.

Also useful to beat anti-air attacks since it pushes Jin high into the air, making them whiff while the ice sword hits them.

Hirensou
623D
BBCS Jin Hirensou.png
Dragon punch. Leads to good damage in the corner.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700, 1100 R HL 13 3(24)1 42 -24 B 1-15 All -
  • Costs 25% Heat
  • 1st hit freezes opponent for 50F. Freeze Count 10
  • Possible to charge the 2nd attack
  • 2nd attack becomes unblockable and Fatal Counter when fully charged
  • 2nd attack pulls in opponent during OD

Jin's most commonly used Dragon Punch, which costs 25 Heat to use. It has excellent range and hits all-around Jin.
As a gimmick, you can RC the second hit at any point assuming the first hit touched the opponent. This can be used to trick the opponent into blocking/dodging the second hit and Jin can resume pressure or sneak in a throw. This can now be followed up with 214D or 214D > C for fullscreen carry into a small corner combo.

Musou Tousshugeki
214D
BBCS Jin MusouTousshugeki.png
Really fast. Used for combos. Can continue combo if semi-near corner.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1st hit 640 R LA 17 24 4+5L -10 F - -
  • Costs 25% Heat
  • Jin is airborne from frame 4 and onwards
  • Freezes opponent for 45F. Freeze Count 10
  • Follow-up by pushing the C button

2nd hit (214D~C) 900 R All 17 3 8+19L -11 H - -

The fastest of the Ice Cars. The second hit sends the opponent flying across the screen and they'll slide to cover more distance when they hit the ground and wallstick if they hit the wall. This move actually works rather well against zoners and the first hit is also a low. It leads to a decent combo both midscreen and in the corner. In Chrono Phantasma you are able to whiff the first hit and still follow up with the second to avoid wasting your freeze.

Hizangeki
j.214D
BBCP Jin Hizangeki.png
Aerial combo ender or used as an overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1184 (300, 1500) R All,HA 8 1(13)3 22 - H - -
  • Costs 25% Heat
  • 1st hit whiffs on crouching opponents
  • If the 1st hit whiffs, the 2nd hit has a 22F start-up and must be blocked high
  • 1st hit freezes opponent for 80F. Freeze Count 10

Can be used to refreeze the opponent midair to land and followup with 6C. Can also be utilized as a very fast overhead by TKing the move. Also can be used after 6B for overhead shenanigans. Causes groundslide on hit. This can be used to followup with a combo in the corner.


Throws

Forward Throw
BBCS Jin FThrow.png
Can cancel into specials and supers on 3rd hit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,0,1400 R,SOR T(70) 7 5 15 - T - -
  • 100% minimum damage (1400)
  • Freezes opponent for 70F. Freeze Count 3


The general combo route for this is to cancel into 214B on the 3rd hit in order to be right next to them when they land. In the corner, you should Rapid Cancel the second hit and perform the full corner combo for about 4k damage. You can also cancel the 3rd hit into astral for a stylish ender!

Back Throw
BBCS Jin BThrow.png
Can cancel into specials and supers on 2nd hit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,1400 SOR T(70) 7 5 15 - T - -
  • 100% minimum damage (1400)
  • Freezes opponent for 70F. Freeze Count 3


The general combo route for this is to cancel into 214B on the 3rd hit in order to be right next to them when they land. You can also cancel the 3rd hit into astral for a stylish ender!

Air Throw
BBCS Jin AThrow.png
Has a variety of combo options depending on throw height.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 SOR T(90) 7 3 18+3L - T - -
  • 100% minimum damage (1400)
  • Freezes opponent for 65F. Freeze Count 3


This one can be used as a sort of air-to-air because of its amazing hit-box. If performed at or below normal jump height, you can air dash j.2C afterwards and combo the opponent. If you are any higher off the ground, Air throw > j.236D > run up combo is an option, but it's probably better to cancel into 214C for simple damage and knockdown.


Special Moves

Hishouken
236A, air OK
BBCS Jin Hishouken.png
Zoning tool.
BBCP Jin AirHishouken.png
Can double jump or air dash if performed high enough.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground 500 R All 14 - 44T -6 HBFP* - -
Air 600 R All 18 - 45T - HBFP* - -
  • Both Freezes opponent for 30F during OD. Freeze Count 5


Jin throws an ice blade at the opponent which travels in a perfect horizontal line. It has an ok start-up and ok recovery.
Use TK j.236A to zone, to reset pressure, and to get in by chasing after it. You can cancel into j.236D or air dash if done high off the ground.

Fubuki
623B
BBCS Jin Fubuki.png
Head invincibility starting on frame 4. Cannot hit crouchers.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 R HL 6 3 33 -17 B 4-8H -
  • Cannot hit crouching opponents
  • Freezes opponent for 50F during OD. Freeze Count 5


Insanely fast and hits diagonally upward with an amazing reach and some head invulnerability, which makes it a good anti-air but it's unsafe, has horrible recovery, and can be crouched under. Only use it if you're absolutely sure it will land or get blocked, it's way too punishable on whiff. On Counter Hit, it can be followed up with 214D, Ice Arrow or Ice Wave mid-screen and can be followed up with a combo of your choice near and in the corner.

Rehhyou
623C
BBCS Jin Rehhyou.png
Invincible from frame 1 through all active frames. Very slow.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1100 R HL 20 3 56 -40 B 1-22 All -
  • Freezes opponent for 70F during OD. Freeze Count 5


Jin's worst Dragon Punch. It's slow to the point where your opponent can use a jab that will go through the start-up I-frames and still have time to recover from the jab and block the actual attack. Can be easily baited with a back dash as well. It works wonders against cross-up attempts though because of its hit-box. Use this one with caution.

Musou Senshouzan
214B
BBCS Jin MusouSenshouzanB.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1st Hit 780 R LA 17 9 4+3 -8 F - -
  • Freezes opponent for 40F during OD. Freeze Count 5


Used as combo filler in the corner as well as getting knockdown. This oki can be easily disrespected by delaying ground tech, so be wary. Punishable on block.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
2nd hit (1st hit hits) (214B~C) 200 R All 15 6 3+22L -12 H - -
  • 100% minimum damage (200).

Does 200 damage guaranteed and gains 7 meter on hit. Used primarily for gaining meter and for knockdown midscreen.

2nd hit (1st hit whiffs) (214B~C) 800 R All 36 6 3+22L -12 H - -

This version is rarely used outside of a few meterless combo situations.

Hizansen
j.214C
BBCP Jin Hizansen.png
The new aerial combo ender.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R All 13 3 Till L+7 - H - -
  • Freezes opponent for 55F during OD. Freeze Count 5


Used to end the aerial portion of Jin's combos.

Sekkajin
22C
BBCS Jin Sekkajin.png
Must be close to the opponent to attack...
BBCP Jin SekkajinFar.png
...or else Jin just stands there
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
22C 220x4 - All 8 2(3)2(3)2(3)2 29 -17 B - -
  • Last hit freezes opponent for 45F during OD. Freeze Count 5


Used to lead into an air combo in the corner or midscreen via the followup.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Followup (22C~D) 400,800 R All 25 8 57 - B,HBFP - -
Followup (OD) (22C~D) 200x6,800 R All 25 1,2x4,7 57 - Bx6, HBFP - -
  • Costs 25% Heat
  • 180F Heat Gauge Cooldown
  • all hits except last hit freeze for 70F. Freeze Count 10

Used to go into an air combo midscreen. Sideswaps by default, but can be microdashed under to swap back and continue the combo.


Distortion Drives

Touga Hyojin
632146C
BBCS Jin IceWave.png
Punish tool and combo ender
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 700xN R All 1+8 - 44T -16 HBFP*(2) 1-2 All -
Overdrive 700xN, 400x3,1000 R All 1+8 - 44T -16 HBFP* 1-2 All -
  • 180F Heat Gauge Cooldown
  • Normal version has 25% minimum damage (175xN)
  • Overdrive version has 30% minimum damage for last hit. All other hits have 25% minimum damage (total: 175xN+600)
  • All hits of the Overdrive version wave Freeze opponent for 100F, next 3 followup hits freeze for 120F each

Most commonly known as "the Ice Wave". The Ice Wave will absorb most projectiles and go through those that can't be absorbed, making this the most powerful projectile in the game. This move is a zoner's bane, on reaction you can stuff things like Rachel's Tempest Dahlia or just hit anybody who wants to use a projectile against you while you have 50 meter. Exercise caution when using it against Lambda as her swords are just fast enough to impale you during the start-up. Because of its speed and range, you can use this to punish the recovery of whiffed grounded pokes and other moves with a lot of recovery. You can get a small combo on CH.
Overdrive follow-up only activates if opponent gets hit by the wave. Has 600 minimum damage making it one of the best enders in the game.

Hiyoku Getsumei
632146D air OK
BBCS Jin IceArrow.png
Invincible startup, now a decent combo ender (1000 minimum damage). Has much less recovery on whiff and block.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground 800, 100x22, 1100 R HL 5+5 - 63T -35 HBFP*(2) 1-11 All -
Air 800, 100x22, 1100 R All 5+5 - until L+11 - HBFP*(2) 1-13 All -
  • 180F Heat Gauge Cooldown
  • Ground version has 25% minimum damage (1025)
  • Air version has 20% minimum damage (820)

Most commonly known as "the Ice Arrow". It has full body invincibility on the first frame and it can be used as a high risk, moderate reward reversal but I wouldn't recommend it. It can work to punish stuff like Arakune summoning a cloud high up in the air, Rachel summoning pumpkin, or to punish Noel's Thor Hammer but these instances are extremely situational. This move is mostly used as a combo finisher.

Yukikaze
236236D
BBCS Jin Yukikaze1.png
Catches any blockable attack.
BBCS Jin Yukikaze2.png
Unblockable, invincible the whole time.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Catch - - - 1 14 21 - - 1-14C Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • Can't catch throws and unblockables
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Attack (Normal) 100, 3700 R UNB 57 15 78 - B,HBFP All Click!
Attack (OD) 100, 1000x5 R UNB 57 15 78 - Bx5,HBFP All -
  • Fatal Counter
  • Jin is Invincible the entire time
  • Normal version has 25% minimum damage (950)
  • Overdrive version has 25% minimum damage for first 5 hits, last hit 30% (1120 total)
  • Normal version: 1st attack Freezes opponent for 180F
  • Overdrive version: all attacks except 5th Freeze opponent. 1st hit for 180F, rest for 100F

If you catch any non-projectile attack, the opponent is stuck in place for Jin to mow them down with the actual attack. If you catch a projectile, the opponent is free to move and avoid the attack. If you catch on the first active frame, then the startup is shortened considerably, thus making it more difficult for the opponent to avoid.
This move is best used against long range pokes where you're out of your opponent's throw range, that and it will be harder to punish since you're far away from the opponent.


Astral Heat

Rengoku Hyouya
[2]8D
BBCS Jin Astral.png
Unblockable and freezes the entire ground. Combos from ground throw.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Death - UNB 6+50 5 95 - FP* 1-6 All -
  • Costs 100% Heat
  • 180F Heat Gauge Cooldown
  • Invul until superflash

Placeholder


Strategy

Jin is one of those characters that has a tool for almost every situation. Jack of all trades, master of none type of character. He has pretty good poking tools such as 5C, 2D, ,j.C and Fubuki as well as his Ice Blades if he wants to play a zoning game. Moderately fast normals with good range such as 5B and 2A if he's close to the opponent. If the opponent can be zoned out with Jin's pokes, then do so. If the opponent has a better neutral game, then try to get in on them using your own projectiles/pokes and get within 5B distance.


In any other situation, you'll want to fish for CHs using 5C and j.C, as well as fish for confirms with Ice Blades and 2D. Once you confirm into a combo, you get the options to either finish your combo and knock the opponent down or freeze them and attempt a mix-up.


Jin's basic mix-up options are rather weak. While his 6A is insanely fast, it can't be followed up unless you RC it or land a CH. That which means that Jin must use his freezes in an attempt to mix-up the opponent. However, in the corner you gain the option of jump canceling 5B at the end of a combo; you'll use its vacuum effect to drag the opponent towards you just enough so that you can IAD towards the corner, squeeze in that gap that you just made with the vacuum effect, and attempt a quick cross-up using j.2C. You also gain the ability to confirm TK Hizangeki into a 4K+ combo.


In short, Jin will be fishing for CHs and confirms with j.C, 5C, Ice Blades, and 2D. He'll want to force the opponent into the corner where he becomes a real threat thanks to Hizangeki.


Neutral

Use but not abuse Jin's j.C as a poke and an air-to-air. Jin can zone and successfully poke the majority of the cast with j.C because of its insane range and speed. It leads to a nice combo on CH as well. It can be crouched under and punished though, that's why you shouldn't abuse it.


5C and 2D can also be used to poke the opponent but the latter is highly punishable on whiff. You're going to want to use 5C according to the opponent that you're facing. If they have a move that's faster than your 5C at its optimal range then you'll want to refrain from using it too often. 2D needs to be used when you've conditioned the opponent to block it. Some common examples of these scenarios include the 5C > 2D block string, 2D on their neutral wake-up, against a move with a lot of recovery, and as your opponent is falling down. You can just throw it out naked but you have to make sure that the opponent will get hit by it.


2A has a pretty good hit-box, low profiles under certain moves, and can be used to start pressure. You'll be using this move to poke from time to time.


The Ice Blades are a decent way to try and get a response out of your opponent. You'll mostly be using TK j.236C because it has less recovery than 236A. If the opponent jumps over the TK j.236C and tries to approach you, then you can try to intercept their approach with j.A, j.C, or an air throw depending on the distance between you and your opponent. If the opponent just sits there and blocks it, then you can try and get in. If they IB it, then you have to be careful as to how you want to rush down as you lose a bit of frame advantage. You'll be trying this approach from all the way across the screen as even TK j.236C can be punished with an IAD > air attack.


The Ice Wave super comes in extremely handy against zoners. On reaction, you can stuff things like Rachel's Tempest Dahlia or Lambda's 214D. Outside of that, zoners will have to play a lot more reserved because the Ice Wave will mow down any and every projectile.


Offense

Once you get in, you'll want to start using 2A to pressure. Do 2A x n > dash > 2A x n and see how the opponent reacts to that. If they're mashing A then frame trap them next time with 5C. If they're mashing reversals then bait them next time by simply holding back or jumping. If they're trying to jump away then simply delay your 2As from time to time; the opponent will most likely be hit during the jump start-up and you can hit-confirm from there. That or just do 2A > 2B and the low will connect since they're letting go off down + back in order to jump away.

You'll want to use 2B to reset pressure now that 5B is -6 on block. 2B is -3 but with proper conditioning, you can setup frame-trap and reversal bait scenarios. Other than that, you'll want to use 6B or 2D to reset pressure depending on the distance between you and your opponent. Throw some jump cancels here and there and try to screw with your opponent's head using j.2C.


Since throws, 2B, and 6A can only take you so far when it comes to opening the opponent up, you'll want to use Hizangeki when you have the meter. Performing a TK motion using Hizangeki will give you a 22F overhead that leads to 4K+ in the corner. Canceling 6B before you touch the ground into Hizangeki yields similar results.


Freeze Resets


Another important aspect of Jin's mix-up includes the use of resets. Jin can go for a reset any time he freezes an opponent or after 5B on the ground. From a j.D high in the air you can use a 5B to tag them if they're not holding barrier. The way this works is that you'll most likely be below them when you use j.D, you'll land and have enough time to use 5B for a reset. If they're holding barrier then you can pressure reset. Other than that, you can also run under them after the j.D and attempt a cross-under mix-up with 5B.


From a 6D freeze late in a combo, you can create a scenario where the opponent will have to guess whether to block high, low, or tech a throw. Your options here are jump > air dash > j.B/j.2C, jump > falling j.2C low to the ground for a feint high and then you'll land and do 2B.


Okizeme


Mid-screen, 214B~C Knockdown:

2A catches forward rolls and acts as a "meaty" when used against emergency and neutral techs. It doesn't catch back rolls and if your 2A whiffs, then do 66 5D immediately after the whiff for a meaty 5D poke. You can catch back rolls with 66 5C if you feel that the opponent will go for it.

Mid-screen, far 214B~C Knockdown:

If you're far away from the opponent when you used 214B/C knockdown, then you'll have to do a 66 2A to catch people with it. Same deal as before, 66 2A acts as a meaty against emergency and neutral techs, punishes forward rolls but whiffs on back rolls. You can't even tag the opponent with 66 5C at this range so you'll have to just do 66 2A and when it whiffs then you use a 5D meaty.

Mid-screen, 3C Knockdown:

The opponent only has 2 options if they get knocked down by 3C early in a combo: 1) Emergency tech immediately after touching the ground 2) Eat a blue beat combo

The blue beat combo is guaranteed if they don't tech the 3C immediately, thus limiting their options to emergency tech > block and emergency tech > reversal. Useful if you want to keep the opponent from rolling in exchange for a bit of damage and Heat Gain.

Corner, Sekkajin Knockdown

Safe Jump j.2C

To do a safe jump j.2C that also catches rolls and acts as a meaty, you'll have to jump and then do a very short double jump (just tap up) followed by a falling j.2C close to the ground. Confirm the j.2C roll punish into 5C > 2C > 2D and dash under them. The way a safe jump works is that you use an air attack as close to the ground as possible and since it has no landing recovery, you'll land and block the DP.

Back dash > 5C, 66 2B, or 66 2A

This is Jin's safest oki option and guaranteed to keep the opponent in the corner. What you do is back dash and use 5C, 66 2B, or 66 2A as meaties. If the opponent tries to push buttons or jump out, they get tagged by all of those. If they try to roll out, they get tagged by all of those. Some reversals whiff against certain moves so here's a list of which normal you should use as oki against specific characters:

Use 5C against Bang, his reversal super whiffs on 5C. Against Tager, his 720 whiffs without magnetism. Against Litchi, her DP D barely grazes you, it doesn't knock you down. Against Noel, her 4D whiffs. Maybe against Jin, you have to time your 5C just right so that Hirensou doesn't hit you.

Use 66 (micro-dash) 2B against Mu, your 2B clashes with her DP. Against Makoto, her DP whiffs against 2B

Use 66 2A against everyone else. Lambda's Calamity Sword is too slow, you'll recover from 2A and block it. You'll have to bait reversals as you normally would against everyone else.

Corner, DP C Knockdown

Safe Jump j.2C

Same principle as above but you get less time to work with after a DP C knockdown. To safe jump off of this knockdown, you simply jump once and do a falling j.2C. However, this one can't be used as both a safe jump and a roll punish. To punish a roll, you'll have to use j.2C higher off the ground. To use it as a safe jump you have to use it EXTREMELY LOW to the ground, your timing must be flawless against faster DPs like Inferno Divider. Quite frankly, I don't recommend using this type of oki when used off this knockdown.

Back dash > 5C, 66 2B, or 66 2A.

It works exactly the same as if you were to use it from a 214A knockdown, you just have to be slightly faster with your meaties.


Defense

Jin has some pretty decent defensive tools with Yukikaze, DP D, DP B, 2A, and 2C.


Yukikaze is better used against your opponent's pokes where you're out of your opponent's throw range. If you read a poke or wanna be flashy with a reversal kill, then use Yukikaze. It can also be used to escape forced neutral wake-up scenarios like Litchi's Stickman super, Rachel's George oki, Makoto's orb oki, etc. Where it truly shines is when Carl or Relius use their Rhapsody of Memories/Duo Bios super to force you to block. Not only will you be able to dodge the dolls trying to lock you down because of Yukikaze's invulnerability but Carl and Relius will be forced to find a way to dodge Yukikaze, and a simple super jump > double jump won't cut it. That's because when Jin hits any of the dolls with Yukikaze, it extends the active frames considerably.


DP D is your go-to reversal; it has amazing range and the second hit can be charged up to try and hit the opponent if the first hit gets blocked. You should only use DP C if you get a really good read on your opponent; it has horrible horizontal range, speed, and gives the opponent all the time in the world to punish you with their best combo starter.


As far as anti-airs go, you have Fubuki, 2A, and 2C. Fubuki is extremely fast, has pretty good reach, and has head invulnerability starting on frame 4 but it's highly negative on block and punishable on whiff. 2A shrinks Jin's hurt-box and allows him to low profile under a few jump-in attacks. 2C has an insane vertical reach and has head invulnerability starting on frame 9 but it has a slow, 17F start-up and a ton of recovery on whiff.


Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only


BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc