BBCPE/Jin Kisaragi: Difference between revisions

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*List what the move is used for
You'll really only use this move if you're paired up with a sandbag since Jin needs all the meter he can get. If you must... it combos from ground throws.  
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
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Revision as of 20:31, 29 April 2015

Jin Kisaragi
BBCP Jin Portrait.png

Health: 11,500

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 22

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Well-rounded-fighter
Full Frame Data
Jin_Frame_Data_(BBCPE)

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.

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

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

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

Standard jab, whiffs on most crouching opponents except those with huge crouching hit-boxes such as Tager and Relius. Can be used to beat late/weak jump-ins. Can be jump canceled on hit and block.

5B
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
350, 250 SO(J)R HL 7 4(2)1 19 -6 B -

A 2 hit move, both hits have a slight vacuum effect. It has decent reach and has a quick a start-up, making it a common combo starter. Leads to your basic high-low mix-up since it gatlings into 2B and 6A. Can be jump canceled on hit only.

5C
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
710 SOJR HL 10 4 19 -6 B -

A strong zoning/neutral move, it has a pretty quick start-up and good reach. Use it as a frame trap or to fish for CHs in neutral. Can be jump canceled on hit and block.

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

A relatively slow jab but it has decent reach. Mostly used for stagger pressure and sometimes as a situational anti-air. Can be jump canceled on hit and block.

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

Hits low, ok reach and start-up. Can be used to reset pressure from time to time.

2C
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
720 SOJR HL 17 3 24 -10 B 9-19H

It has a huge vertical hit-box but it has a horrendous start-up and recovery. You'll most likely have to use this move preemptively due to its start-up. Can be used as an effective frame trap since it can be jump canceled on hit and block.

6A
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
640 R H 19 3 22 -8 B -

Extremely quick overhead but can only be followed up as a CH or with 25 Heat. 2A, 5A, and 5B are the only moves that gatling into this move. It's punishable on block so use it at your own risk if you don't have meter.

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

Invulnerable to lows (not on frame 1) but it's pretty slow. It's positive on block so it can be used to reset pressure from time to time.

6C
6C
BBCS Jin 6C.png
Combo filler (especially in the corner).
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
920 SOR HL 19 3 31 -13 B -

Pretty good vertical hit-box, so it can be used as a situational anti-air in the corner. Other than that, this move is mostly used as combo filler or as a high-risk frame trap.

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

It has decent reach and start-up but it's punishable on block if you don't special cancel it. It can also be used to low profile under certain moves, one example being Ragna's 5B at max range.

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

A standard air jab, hits high, mostly used as an air to air.

j.B
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
540 SOJR HA 10 8 23 - H -

Pretty versatile move, it hits above, in front, below, and behind Jin at certain frames of the move.

j.C
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
700 SOJR HA 10 3 20+4L - H -

Another great zoning/neutral move. Mostly used as an air to air and to zone people while fishing for CHs. Be careful not to be too predictable with this as most characters have at least one move that can low profile under it.

j.2C
j.2C
BBCS Jin j2C.png
Primarily used for combos and jump-ins.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOJR HA 13 5 24 - H -

Another versatile move, it hits all around Jin but it's primarily used as a jump-in due to its hit-box. Can be jump canceled on hit and block.


Drive Moves

5D
5D
BBCS Jin 5D.png
The infamous Wofhead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 DrRD All 17 8 20 -9/-3 HBFP -

It has a massive hit-box which makes this a good poking tool but it's relatively slow and has quite a bit of recovery. Can be special canceled.

2D
2D
BBCS Jin 2D.png
Zoning tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 R All 22 3 35 +3/+9 HBFP* -

Pretty good hit-box and range but if you whiff this you're guaranteed to get punished. It has a bit of frame advantage so it can be used to reset pressure from time to time. Can be special canceled. Can be jump canceled on hit only.

6D
6D
BBCS Jin 6D.png
Pressure reset tool, combo filler.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
810 R All 35 6 25 +12/+18 HBFP -

It has a pretty decent hit-box but it has a ridiculously slow start-up. It's positive on block so it can be used to reset pressure from time to time.

j.D
j.D
BBCS Jin jD.png
Combo filler, gimmicky crossup.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
740 SOR All 16 3 29+5L - HBFP -

It hits all around Jin so it can be used as a high-risk cross-up with an IAD. Mostly used as combo filler.

Hishougeki
Hishougeki
236D
BBCS Jin Hishougeki.png
Chargeable for better frame advantage.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Uncharged 800x3 R/RDa All 19 - 59T 0 HBFP* -
Charged 800x3 R/RDa All 33 - 63T +30 HBFP* -

The charged version has a lot of frame advantage but it's pretty slow. You'll rarely ever use this move as there are better things to spend your meter on.

Air Hishougeki
Air Hishougeki
j.236D
BBCP Jin AirHishougeki.png
Anti-air bait.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800x3 R All 33 - 50T/35T - HBFP* -

This move can be used to bait and punish anti-airs since it has recoil that makes Jin float a bit as he fires it.

Hirensou
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
700, 1100 R HL 13 3(24)1 42 -24 B 1-15 All

Your go-to reversal, being a VS starter, you can only confirm it into 3C > 214B~C mid-screen. The 2nd hit becomes unblockable if you charge it long enough.

Musou Tousshugeki
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
1st hit 640 R LA 17 24 4+5L -10 F -
2nd hit (214D~C) 900 R All 17 3 8+19L -11 H -

Can be used to punish projectile zoners if you get a read on them but other than that, this move is primarily used as combo filler.

Hizangeki
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
1184 (300, 1500) R All,HA 8 1(13)3 22 - H -

You can use this move as an overhead if you use it immediately off the ground with a TK motion. Other than that, it can be used to extend air combos.


Universal Mechanics

Forward Throw
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
0,0,1400 R,SOR T(70) 7 5 15 - T -

Unblockable (lulz)

Back Throw
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
0,1400 SOR T(70) 7 5 15 - T -

Switcheroo in the corner.

Air Throw
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
0, 1400 SOR T(90) 7 3 18+3L - T -

As every other air throw, this acts a pretty decent air to air.

Counter Assault
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
0 R All 13 5 37 -23 B 1-20 All

Uses 5C's animation frames, and as every other CA, it's punishable on whiff and block.

Crush Trigger
Crush Trigger
BBCP Jin CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R All-Barrier 30-60 1 27 +2 B -

This move is actually pretty decent if you use it after the opponent is frozen. This move counts as a special, so you can cancel most normals into this move.


Special Moves

Hishouken
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
Ground 500 R All 14 - 44T -6 HBFP* -
Air 600 R All 18 - 45T - HBFP* -

Primarily used to zone and annoy your opponents. It makes the opponent float and eventually knocks them down on CH, so you can combo into this move if you're close enough and begin your offense on your opponent after the knockdown.

Fubuki
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
800 R HL 8 3 33 -17 B 5-9H

It has a ridiculously large hit-box for its quick start-up which makes this a pretty decent anti-air... where it not for being a DP that's negative on block.

Rehhyou
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
1100 R HL 20 3 56 -40 B 1-22 All

This reversal is ridiculously slow and punishable on block or whiff. Most characters have an option select to use against it, so use it with caution after wake-up.

Musou Senshouzan
Musou Senshouzan
214B
BBCS Jin MusouSenshouzanB.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1st Hit 780 R LA 17 9 4+3 -8 F -

The infamous "Ice Car", using it during neutral is asking for trouble.

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

It floats the opponent after a 3C, so it can be used as a combo finisher.

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

The Ice Car follow-up, mostly used as combo filler and as a combo finisher.

Hizansen
Hizansen
j.214C
BBCP Jin Hizansen.png
The new aerial combo ender.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R All 13 3 Till L+7 - H -

Pretty good hit-box and the recoil causes Jin to float a bit which makes this a decent air to ground and useful for baiting and punishing certain anti-airs.

Sekkajin
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
22C 220x4 - All 8 2(3)2(3)2(3)2 29 -17 B -

Now a FC, use it to punish highly punishable moves. You must be close to the opponent in order to trigger this move, otherwise Jin will go into a whiff animation which is punishable. Can be canceled into the follow-up with 25 Heat.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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 -

The 22C follow-up, it's useful for switching sides with your opponent mid-combo in the corner.


Distortion Drives

Touga Hyojin
Touga Hyojin
632146C
BBCS Jin IceWave.png
Punish tool and combo ender
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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

It can catch people off guard or pushing buttons from time to time during neutral. Pretty useful against projectile zoners.

Hiyoku Getsumei
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
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

Your go-to combo finisher when you need to add extra damage to a combo.

Yukikaze
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
Catch - - - 1 14 21 - - 1-14C
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Attack (Normal) 100, 3700 R UNB 57 15 78 - B,HBFP All
Attack (OD) 100, 1000x5 R UNB 57 15 78 - Bx5,HBFP All

Situational counter reversal that catches both highs and lows, can be effective when used in certain situations or against certain moves.


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
Death - UNB 6+50 5 95 - FP* 1-6 All

You'll really only use this move if you're paired up with a sandbag since Jin needs all the meter he can get. If you must... it combos from ground throws.


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. He has moderately fast normals with good range such as 5B and 2A if he's close to the opponent. You'll want to play him as the match-up dictates, zone against opponents with a weak neutral game (Tager, Kagura) and rush in against opponents with a stronger neutral game (Nu, Rachel).


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 Drives 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. If you have 25 Heat, you can go for TK Hizangeki and use it as an overhead. If you have 50 Heat, you can RC 6A into a full crouching 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 and his 5B resets.


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 block it at the very least.


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:

You don't really have many options in terms of catching rolls after this type of knockdown. 2A will act as a meaty if the opponent goes for a neutral tech and will OTG them for a new combo if they try to sneak-in a quick tech. 2A will only catch forward rolls if you were relatively far away from the opponent after the 214B~C knockdown or if they're too slow with their forward roll. There's nothing you can do if the opponent decides to go for a back roll, other than chase after them. The main reason you'll be using this type of combo finisher is because of the Heat gain (+9 on the 2nd hit of 214B~C).


Mid-screen, 22C Stagger

You sacrifice a bit of damage and Heat gain but you lock your opponent down with a stagger. From there you can start some new pressure or go for some high-low or throw mix-up. This is the go-to combo finisher if you absolutely must not allow your opponent any breathing room.


Mid-screen, 3C > 22C Knockdown:

You sacrifice a bit of damage and Heat gain compared to 214B~C and the lockdown from 22C but you carry the opponent further into the screen and closer to the corner. Furthermore, you gain the ability to punish any type of roll after this type of knockdown. After the 22C, you need to run up to the opponent and use 5B if you suspect a forward roll. If they neutral tech, it will act as a meaty and if they roll forward they'll get caught. If you suspect that they will roll backwards then run up to them and use 5C, the 5C will act as a meaty and catch the back roll for huge damage.


Corner, 22C Knockdown

The standard combo finisher in the corner. All you have to do is jump and use j.2C low to the ground to use it as a meaty, to catch forward rolls, and to safe jump reversals.


Corner, j.214C Knockdown

This type of knockdown is only used if you go into the damage route in a corner combo. Your best option here is to go for run-up 2A which will act as a meaty and if timed correctly it will tag the opponent out of a forward roll. The opponent will not be able to roll out of the corner because you'll body block them as you go for the run-up 2A.



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 projectile oki scenarios such as Rachel's frog, Makoto's orb, or Kagura's orb. Yukikaze truly shines as an escape tool 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 and released at any time in order to screw with your opponent trying to dodge it or punish it. 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 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.

Terms

AD - Air Dash

IAD - Instant Air Dash

UD - Under Dash

hj - high jump

OD - Over Drive

RC - Rapid Cancel

CH - Counter Hit

FC - Fatal Counter

CT - Crush Trigger

co - crouching

AA - Anti-air

Midscreen

{A Starter}

  • 5a(2a)-5b-5c-3c-214b~c [1914]
  • 5a(2a)-5b-5c-3c-214d-22c-5c-3c-214b~c [2476]
  • (co)5a-5b-5c-6c-2d-22c-5b(1)-5c-3c-214b~c [2406]
  • 6a-RC-5c-2c-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-sj-air ender [3420]
  • (AA)5a-5b(1)-5c-2c-sj-j.5c-j.5d-22c-5b(1)-5c-3c-214b~c [2440]
  • 6a-RC-5c-2c-6c-2d-j.2c-5c-2c-hj2c-j.5c-j.214c[?]

{B Starter}

  • 5b-5c-2c-3c-214b~c [2203]
  • 5b-5c-2c-3c-214b~c-RC-2b-5c-6c-delay-2d-665b-5c-2c-super jump-air ender [3483]
  • 5b-5c-5d-214d-22c-2b-5b-5c-2c-3c-214b(w)~c [2977]
  • j.5b-5b-5c-5d-214d-22c-5b-5c-3c-214b(w)~c [2388]
  • 5b-5c-2c-22c~d-665c-2c-6c-214b(w)~c [3240]
  • (co)5b-5c-2c*-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-air ender [3776] *Omit if started with 2b
  • (co)j.5b-5b-5c-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-air ender [2983]
  • (AA)5b-5c-2c-sj-j.5c-j.5d-22c-2b-5b-5c-3c-214b~c [3226]
  • (catchroll) 2b-5c-j.2c-j.5c-j.5d-5b(1)-5c-2c-6c-214b(whiff)~c-2b-5c-j.5c-j.2c-j.214c[?]
  • TagerOnly-5b-5c-j.5b-j.2c-j.5c-5b-5c-j.5b-j.2c-j.5c-5b-5c-2c-214b~c[?]

{C Starter}

  • 5c-5d-214d-22c-2b-5b-5c-2c-3c-214b(w)~c [2925]
  • (co)5c-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-air ender [3864]
  • (AA)2c-j.5c-j.5d-22c-2b-5b-5c-3c-214b~c [2993]
  • j.5c-5c-5d-214d-22c-5b-2b-5c-3c-214b~c [2528]

{Special Starter}

  • (CH)623c-5b-5c-6c-2d-22c-5c-3c-214b~c
  • (CH)623c-5b(1)-5c-2c-Air ender [2343]
  • 623d-run-3c-214b~c

{Throw(A+B) Starter}

  • Throw-Dash-22c-2b-5b-5c-2c-3c-214b~c [2906]

Midscreen to Corner

Near сorner

{A Starter}

  • 6a-RC-5c-2c-6c-2d-j.2c-5c-6c-214b(whiff)~c-2b-5c-Air Ender

{B Starter}

  • 5b-5c-2c*-3c-5d-214d~c-2b-5c-2c-6c-214b(w)~c-2b-5c-2c-air ender [3636]
  • 5b-5c-2c-3c-5d-214d~c-2b-5c-6c-623c-5b(1)-22c [3397]

{C Starter}

  • 5c-5d-214d~c-2b-5c-6c-214b(w)~c-2b-5c-Air Ender [3400~]
  • 5c-5d-214d~c-6c-6d-5b(1)-5c-2c-623c-5b(1)-5c-22c [3567]
  • 5c-5d-214d~c-6c-6d-5b(1)-5c-2c-623c-5b(1)-5c-Air Ender [3767]

Corner Only

{A Starter}

  • 6a-RC-5c-2c-6c-6d-6c-6d-5b(1)-5c-6c-623c-5b(1)-5c-22c [3593]

{B Starter}

  • Same as close to corner
  • (AA)5b-5c-6c-623c-5b(1)-5c-6c-6d-22c-5c-3c-214b~c [3780]
  • (co)5b-5c-2c-6c-6d-5c-2c-6c-623c-5b(1)-5c-2c-sj-air ender [4086]
  • (co)5b-5c-2c-6c-6d-5c-2c-6c-623c-5b(1)-5c-22c [3747]
  • catchroll 2b-5c-6c-CT-6c-6d-5c-2c-6c-623c-5b-5c-22c

{C Starter}

  • Same as close to corner
  • 6c-CT-6c-6d-5c-2c-6c-623c-5b(1)-5c-Air Ender [5324]
  • (AA)5c-2c-6c-CT-6c-6d-(before they land)5c-2c-6c-214b(whiff)~c
  • (CH)5c-6c-6d-5b(1)-5c-6c-214b(whiff)~c-2b-5c-2c-623c-5b-22c

{Special Starter}

  • (CH)236a-dash-6c-6d-665c-2c-6c-623c-5b-22c (CH popped them up)

{Throw(A+B) Starter}

  • throw-66-5c-2c-6c-214b(w)~c-2b-5c-airender [3321]

{CT Starter}

  • CT-6c-6d-(beforeland)5c-2c-6c-214b(w)~c-5c-2c-Air Ender



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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc