BBCF/Jin Kisaragi/Starter

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 Jin Kisaragi


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi



Should you be playing  Jin Kisaragi?

You should pick Jin if

  • You like playing a versatile character possessing a tool for every situation.
  • Simple entry level execution while still allowing more complicated optimisations in all gameplay aspects.
  • You like having access to Freeze resets when you want to be greedy and gamble for extra damage.
  • Big damage if you're willing to spend Overdrive and/or some meter.

You Should Avoid Jin if

  • You want to play a character with a focused identity instead of an all-rounder.
  • Dislike conditioning the opponent with strike/throw mixups, and would rather 50/50 opponents to death.

Key Moves

  • 2ABBCF Jin Kisaragi 2A.pngGuardAllStartup7Recovery9Advantage-1 - Important button on offense and defense, jump cancellable on block and it is a reliable anti-air due to it lowering Jin's hurtbox. It is also your simplest go-to Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. option.
  • 6ABBCF Jin Kisaragi 6A.pngGuardHighStartup19Recovery20Advantage-4 - Jin's standing overhead. it's generally unreactable, however it needs meter for a Rapid Cancel or a counterhit to convert into a combo. Learning to Hit Confirm To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. this move is absolutely imperative so as to conserve your meter.
  • 5BBBCF Jin Kisaragi 5B.pngGuardMidStartup8Recovery16Advantage-3 - Strong pressure tool, second hit will vacuum the opponent closer to Jin.
  • 2BBBCF Jin Kisaragi 2B.pngGuardLowStartup9Recovery15Advantage-3 - Slightly disjointed low option.
  • 5CBBCF Jin Kisaragi 5C.pngGuardMidStartup10Recovery19Advantage-6 - Decently far reaching move with low recovery and a strong punish tool.
  • 2CBBCF Jin Kisaragi 2C.pngGuardMidStartup17Recovery31Advantage-17 - Committal dedicated anti-air option, reaches pretty high in the air and can also be used in pressure.
  • 3CBBCF Jin Kisaragi 3C.pngGuardLowStartup13Recovery28Advantage-15 - Strong, committal long range low that advances Jin forward while noticeably lowering his hurtbox.
  • j.BBBCF Jin Kisaragi jB.pngGuardHigh/AirStartup9Recovery30Advantage- - Strong button if used while rising, has some uses in pressure and in generic air-to-airs.
  • j.CBBCF Jin Kisaragi jC.pngGuardHigh/AirStartup10Recovery20+4LAdvantage- - Strong poke against grounded opponents if done low enough and it is especially effective in air-to-airs.
  • j.2CBBCF Jin Kisaragi j2C.pngGuardHigh/AirStartup13Recovery24Advantage- - Go-to jump-in button, hits all around Jin.
  • "Reitou" - Jin's unique mechanic that allows him to Freeze his opponents, this manifests itself by either utilising any of his Drive moves or by performing the enhanced version of his specials for 25 meter. Either of those options allow him to either further improve his combos or potentially attempt to run some form of restand reset in an attempt to overwhelm the opponent on defense.
  • j.DBBCF Jin Kisaragi jD.pngGuardAllStartup16Recovery29+5LAdvantage- - One of your most important combo tools.
  • 236ABBCF Jin Kisaragi 236A.pngGuardAllStartup13RecoveryTotal: 44Advantage-7 - The generic fireball, has an air version as well.
  • 623BBBCF Jin Kisaragi 623B.pngGuardMidStartup8Recovery33Advantage-17 - Fast dedicated anti-air and combo tool in the corner.
  • 214BBBCF Jin Kisaragi 214B.pngGuardLowStartup17Recovery19+7LAdvantage-10~CBBCF Jin Kisaragi 214B~C.pngGuardAllStartup14Recovery6+20LAdvantage-13 - Your go-to combo ender anywhere on screen.
  • 623CBBCF Jin Kisaragi 623C.pngGuardMidStartup13Recovery49Advantage-33 - Meterless reversal that hits all around Jin but with poor horizontal range and a very tall vertical hitbox. Also acts as a combo tool and situational ender anywhere on screen.
  • 22CBBCF Jin Kisaragi 22C.pngGuardAllStartup8Recovery28Advantage-13 - Versatile special used for ice restands, as a situational ender and as a punish tool due to its Fatal Counter property.
  • 236DBBCF Jin Kisaragi 236D.pngGuardAllStartup18RecoveryTotal: 52Advantage+27 - Snowflake, powerful multi-purpose metered special. Particularly strong in pressure and to control the neutral.
  • 623DBBCF Jin Kisaragi 623D 1.pngGuardMid, All {Air}Startup13Recovery42Advantage-24 - Ex-DP, comboable reversal on hit and has a better horizontal hitbox. Good combo tool in the corner.
  • j.214DBBCF Jin Kisaragi j214D.pngGuardAll, High/AirStartup9Recovery22+5LAdvantage- - Hizangeki, multi-purpose air special that can work either as an overhead mixup option or as a combo tool.

Neutral

Jin is a strong character in neutral, possessing decent far reaching normals and options to maintain control over it.

  • Jin can easily control the ground with his normals such as the rather low commitment 5C and more committal higher risk options like 3C, 5D and 2D. His 236A is a generic projectile that allows for some light zoning The act of denying the opponent the ability to approach, jump, or other movement options. or simply to act as a buffer as Jin runs behind it and if he is willing to spend 25 meter 236D is a powerful option to limit the opponent's movement in neutral.
  • Controlling the air is also relatively easy for Jin as his 623B reaches quite far horizontally towards the air and is especially effective at swatting opponents out of the sky. Otherwise, j.C is a very potent option in air-to-air scenarios at longer ranges and even doubles up as a strong poke on grouned opponents if done low to the ground. Both his j.236A and j.236D are also powerful options that allow Jin to control the air and even the ground depending on the height at which they're done on top of the fact that they alter his air movement ever so slightly.

Jin's neutral is overall very strong, especially if you have no problem in playing defensively in such a way that you are able to react to whatever your opponent does. However, it is also pretty easy to get a little too crazy with Jin nonetheless.

  • Constantly airdashing towards the opponent while pressing j.B or j.2C : it is definitely very tempting to constantly airdash towards the opponent with either of those two buttons, especially if you've gotten them conditioned to stand still in the neutral. However, it is pretty easy to anti-air those type of approaches especially if you are getting very predictable with them. Do not be afraid to take things slowly.
  • Approaching an opponent recklessly when there is no reason to : this point ties in to the first one, but it cannot be understated that Jin's neutral options are incredibly effective at keeping the opponent out if necessary. Naturally this is matchup dependant, but against most of the cast Jin benefits greatly from simply staying in neutral and frustrating his opponent in to making mistakes that can be punished.

Offense

Jin is a character that primarily relies on stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. and utilising frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s on his opponents as a means to enforce respect. Once that is achieved he can attempt a multitude of options in order to either open his opponent up or simply extend his pressure until the opponent's patience runs thin.

  • Once on top of your opponent, staggering with 2As, and 2Bs will be the primary way to keep your opponent locked down which can then be followed up with a frametrap or gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. in to 5B to keep the opponent closer. Attempting a frametrap with any of your C normals (particularly 5C and 2C) can be quite effective as they will grant you a pretty damaging counterhit combo if the opponent ever attempts to contest your pressure.
  • Jin's primary option for opening opponents up will be through strike/throw mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s, particularly so off-of tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s after a 2A or if the opponent respects you enough after a 5B.
  • An alternative option is utilising 6A to attempt a high/low style mix-up, although that will require 50 meter to be converted in to a combo if it is not a counterhit. If it is not converted in to a combo, 6A is essentially a pressure reset that allows Jin to run his offense once more. Another problem with 6A is that only 2A and 5A are able to seamlessly gatling in to it and as such it is very easy to get predictable up to the point opponents can easily challenge it or simply escape out of your pressure.
  • If some form of mix-up is not attempted, Jin can reliably attempt to reset his pressure with constant rejumps at any point in his pressure due to the fact that his 2A, 5C and 2C are all jump cancellable on block, most commonly this will allow him to utilise j.2C > j.C after the jump cancel which will generally allow him to land and resume his pressure once or potentially even attempt a left/right style of mixup depending on how long the j.2C is delayed or depending on how far away Jin is from the opponent as he does the jump cancel. Be aware however that the opponent must be stand blocking this, on crouching opponents it will be necessary to delay your jump-ins pretty dramatically up to the point the opponent can have an easier time anti-airing.
  • Another way of resetting pressure on the ground is by utilising either 6D or spending 25 meter for 236D, virtually any grounded button can go in to these options however both are somewhat vulnerable to reversals.
  • Jin's pressure enders will generally be somewhat unsafe on block, in ideal scenarios they are done if he is slightly spaced out. The most common ways of ending pressure with Jin will be ... > 3C > 236A and ... > 5D > 236A. However the safest way to end pressure with Jin will be to stop at 5C and attempt a backwards airdash to disengage safely.

While Jin's pressure is generally pretty strong, it is not hard to get in to bad habits pretty easily. As such here are a few things that should be avoided or used very little during pressure :

  • Constantly ending pressure with 3C/6C > 236A/214B : utilising 3C/6C > 236A is not particularly bad, however it will immediately end your turn and if not spaced correctly it is also possible for the opponent to potentially punish regardless. 214B itself is also very easy to punish on block, both the first hit and the C followup.
  • Autopiloting forward jump cancels after 5C/2C to extend pressure : relatively self explanatory, Jin isn't really left with many options once he reaches his 5C/2C aside from jump cancelling them, canceling in to his D buttons which have their own problems or a special cancel which will generally be either unsafe enough to be punished or it will end his turn. In short, avoid getting too predictable and cycle between available options.
  • Overusing 6D : 6D is one of Jin's most rewarding buttons overall, being both a strong pressure reset option that is available from virtually any of his grounded normals and a very good damage starter. Utilising it often is very tempting, however it has an incredibly long startup time and as a result the opponent will generally always be able to hit Jin out of its startup if he either reacts fast enough or is simply mashing.

Defense

Jin possesses a good amount of basic options he can consider on defense depending on the situation. In addition to having multiple reversals some of his normals can prove to be quite useful in specific defensive scenarios. Naturally the effectiveness of some of these options will vary across different matchups so trial and error will be the best bet in trying to figure out which one to use.

  • Jin has a few options to consider for anti-airing such as his dedicated anti-airs in 2C and 623B, which are surprisingly harder to utilise risk free, alongside his 2A which acts as a very potent and somewhat less risky anti-air option due to its low profile and rather low whiff recovery. Jin's 2C is somewhat riskier to use due to its slow startup and the fact that it has no hitbox behind the blade on top of its recovery on whiff being quite long, however it has a pretty long vertical range and it is pretty much safe on block due to the fact that it is jump cancellable even on block whereas his 623B is a strong anti-air against air approaches due to its amazing horizontal and vertical reach on top of its fast startup however it struggles to hit directly above Jin's head and it is heavily minus on block with a lengthy recovery if its ever whiffed.
  • Jin possesses four different reversal options at his disposal, three of which are metered. Both 623C and 623D are his standard DP and 25 meter Ex-DP respectively, both of them are able to hit all around Jin however the main distinction between them is the fact that D-DP has a much bigger horizontal hitbox compared to the meterless variant while also being able to be converted in to a combo on normal hit. Aside from that, he possesses two 50 meter reversal supers in the form of the 632146DBBCF Jin Kisaragi 632146D.pngGuardAllStartup5+(45 Flash)+5RecoveryTotal: 63
    [Total: 54]
    Advantage-35 [-26]
    Ice Arrows super whose startup is faster than that of his DPs and 236236DBBCF Jin Kisaragi 236236D 1.pngGuardStartupRecovery1+(36 Flash)+33Advantage- Yukikaze which is a frame 1 Guard point An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S). that is particularly potent at dealing with Safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s and other more specific setups covered in the Strategy page, with its drawback being that it loses to throws and the guardpoint frames do not stay active for long.
  • While it is risky, attempting to interrupt the opponent's pressure with a fast button like 5A or 2A is not a particularly bad idea, especially if they rely on utilising pressure resets or they simply become predictable with their frame traps or mixup attempts that can be mashed on, of course this option carries an inherent risk but it is something to consider every now and then. Another option that might be quite useful but also insanely risky to interrupt pressure is 3C due to the fact that Jin's hurtbox is lowered insanely low to the ground which allows him to low profile an insane amount of moves at certain distances.
  • Of course, Jin can naturally rely universal mechanics such as Barrier, Instant Blocks and Counter Assaults on defense like any other character.

Combos

Jin's combo game is quite extensive and relatively simple at an entry level but it is incredibly reliant on learning how to fit in microdashes and being able to distinguish between hits on standing and crouching. Being able to crouch confirm A combo that only works on crouching opponents. In some games, opponents hit while crouching may take extra hitstun as opposed to while standing, allowing for generally better combos on crouching hit. hits on opponents especially will provide Jin with a much more damaging combo and the possibility of a meterless Ice-restand whereas his usual meterless stand confirms generally give him rather short combos that result in a standard knockdown. As such, crouch confirm is an incredibly valuable skill to have that ought to be trained as soon as possible, especially at the very start. On top of that, if there's a willingness to spend 25 meter it is possibly to gain access to wildly different routes.

For far more in depth information in regards to Jin's combo game it is best to check Combo page itself as this section will only discuss some of the more accessible combo routes in different situations.

Meterless

Jin's meterless damage on standing opponents is not particularly impressive, however if he is able to confirm anti-air hits or crouching hits he will be able to get much more damaging routes and on top of that he of course gets better routes in the corner.

The go-to BNB A staple combo that is simple yet effective. on standing opponents :

Jin won't get much damage out of a hit on standing opponents meterlessly.

  • (Starter >) 5C > 3C > 214B~C

This is the simplest and most reliable go-to BNB at Jin's disposal ending in a hard knockdown which will allow Jin to apply some form of pressure pretty reliably on the opponent's wakeup. If Jin is close enough to the opponent, it is possible to fit in a 2C after 5C to tack on more damage.

Standard Corner route :

It is possible for Jin to utilise 623B in the corner in order to pump up his damage quite nicely and also acquire an Ice restand towards the end of the route which in turns allows Jin to either simply go for a standard knockdown ender or he can attempt to run some form of reset off-of it.

  • (Starter >) 5C > 3C > 623B > (66)9 j.C > jc > j.C > j.D22C > 3C > 214B~C
  • A Starter > 5B > 623B > (66)9 j.C > jc > j.C > j.D22C > 3C > 214B~C

A simple version of the corner route, the microdash jump after 623B is generally not necessary unless Jin is further away from the opponent. For A starters specifically, it will be necessary to perform 623B after 5B in order to be able to pickup with j.C.

Standard crouch confirm :

If Jin is able to properly confirm a crouching hit, he gains access to much better routes by utilising 5C > 6B > j.214C. This will not work on standing opponents unless they get hit by a CH 5C starter.

  • (Starter >) 5C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.B > j.2C > j.D22C > 3C > 214B~C

Allows Jin to route in to a staircase style route that ends in a freeze, meterlessly granting him an ice restand. It is possible to add an extra 2C after the 5C on a crouch confirm for more damage but that requires Jin to be close enough.

This sort of routing will work pretty well for a 6A RC or CH starter as well as it is an overhead that forces a crouching state even if the opponent somehow gets hit while standing. Be aware however that either 50 meter will be required or a counterhit in order to be able to get a combo from it.

Anti-air :

Jin is able to anti-air with a good chunk of his moveset, it is not particularly uncommon to get anti-air hits with moves that aren't dedicated anti-airs such as 2A.

  • (Starter >) 5C > 2C > sjc > j.C > j.D22C > 3C > 214B~C

This is the simplest go-to route for any anti-air hit that ends in an ice restand. Although depending on the height at which the hit occured it may not be possible to pick up with 5C, particularly so off-of A starters which might make it necessary to perform 2A > 5B(1) > 5C where only one hit of 5B connects as the second hit has a high risk of whiffing if the opponent is hit too high in the air.

Metered

With 25 meter, Jin can enhance his combo game, specially so on standing opponents. Ideally though, using meter should be avoided if the starter is any A button as the damage increase is generally not worthwhile unless it kills and the routes will generally be a lot more unstable/likely to drop.

Ex-Ice Car :

Ex-Ice car is a particularly useful metered special to consider on far hits or just overall as an easy way to spend 25 meter for an increase in damage for a combo.

  • (Starter >) 5C > 214D > 22C > 6B > dl. j.214C ▷ 662B > 5C > sjc > j.B > j.2C > jc > j.2C > j.C > j.214C

Relatively universal way to utilise Ex-Ice car, with its only downside being that it is not possible to get an Ice restand towards the end of the combo and as such it will be necessary to end the route with j.214C which is a return to neutral outside of the corner.

Far 5D hits can also be picked up with 214D pretty reliably.

While there are of course other Ex-Specials to utilise in combos, making the most out of them can potentially be quite tricky as some of them are only used in specific scenarios or they require somewhat harder and more optimised routes in order to make the most out of them. For more in-depth usage of Jin's 25 meter options it is best to consult the Ex-Special section of the Combo page.

632146D :

With 50 meter, Jin can exchange the 214B~C and j.214C enders with the ice arrows super to tack on a good chunk of damage to his combos. This should generally only be done as a means to kill the opponent however. Be aware that j.632146D generally requires Jin to end up above an opponent in the air otherwise it has a high chance of whiffing entirely.

Tips and tricks for combos
  • In routes utilising 6B > j.214C, it is necessary to delay j.214C in order to have an easier time to perform the followups. The longer the delay, the easier it is to follow it up however only a slight delay will do for a 662B pickup.
  • 662B is much easier to perform by inputting 663B instead, since there is no move assigned to 3B only 2B can come out instead.
  • IF j.C whiffs in the staircase, consider delaying it ever so slightly as some characters have odd hurtboxes in the air that can make it whiff. Consult the Staircase section in the combo page for more details.

Post-Knockdown

After Jin secures a knockdown, he has a couple of options to run on his Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Most commonly, the safest options will be 2A and 2B as they can both be used to catch rolls and in the event that the opponent does not attempt one it is possible to safely attempt another Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to keep the opponent locked down by using 2A once more. If the opponent's character happens to possess a reversal, it might be interesting to perform a Safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. with a delayed j.2C jump-in after enders that allow it (such as 214B~C).

  • For forward rolls, 2A and 2B are both decent options however 2A is the most reliable option. If either option successfully catches a roll it is possible to follow them up with 5B or 5C and perform the Anti-Air route mentioned earlier. This option will not cover backrolls.
  • For backrolls, they have to be called out by performing 662A or 662B. 662B is the most reliable option in that regards as 662A requires a much deeper microdash in order to catch a backroll. This option does not cover forward roll however.
  • For the safejump, it will be necessary to do an upwards jump in to a j.2C that has to be slightly delayed in order to allow Jin to either meaty the opponent successfully if they do not attempt to use a reversal or in the event that a reversal is attempted Jin is able to recover in time and block it. This safejump will not be reliable against individuals who like rolling but it is possible to catch people that are not teching with it.
  • If an opponent does not tech whatsoever, 2B is a reliable option to get them off the ground to tack on more damage or potentially start a new combo depending on the knockdown.
  • While it might be tempting to utilise 236D after securing a knockdown, it is generally not a good idea in the midscreen as the opponent will be able to roll pretty easily out of it and on top of that if the opponent possesses a reversal, especially if it is one that advances them forward, Jin will be hit out of Snowflake's recovery. In the corner however it is significantly more usable as it is also easier to space yourself in such a way as to avoid most reversal options. How that spacing is achieved can vary quite dramatically and it is best to consult the more in-depth section on the strategy page.
For a more in-depth view of Jin's options on okizeme, it is best to consult the Okizeme section on the strategy page.

Utilising Meter

Jin as a character is defined by the myriad of options he can access once he has the meter to spend and as a result trying to figure out how to properly utilise it can end up being somewhat overwhelming at first while constantly spending it for suboptimal combos, constant pressure resets and costly mixups is incredibly easy. Ultimately, "optimal" meter usage simply boils down to whatever playstyle or goals a Jin player may have in the match.

Despite that there are options that should definitely be avoided or done sparingly when the meter is available, not necessarily because those options are subpar but because it is very easy to lock yourself out of other options :

  • Spending 25 meter on Ex-Specials for 5A/2A/j.A starters on opponents is generally not worthwhile, the damage increase is hard to justify if the combo does not result in a kill especially because that means there's 25 less meter to work with for potential situations that could be far more beneficial.
  • DP RCing/Using metered reversals like 623D constantly once the meter is available is very tempting, however it is a set of options that need to be considered properly as they are nonetheless a pretty hefty meter investment and can easily become a crutch on defense which might result in a heavy punishment if called out by the opponent.
  • Utilising 236D constantly is another easy way to spend meter very quickly, particularly so because Snowflake has a lot of uses both as an option in Neutral and on Offense. Naturally, predictably utilising Snowflake can also result in potential punishment depending on how the opponent works their way around it. Of course this does not mean 236D usage should be limited, especially if 75 meter is available as that will still leave Jin with his other metered options at his disposal, but some thought should nonetheless still be put in to its usage.
  • Random 632146Cs in Neutral are the easiest way to throw 50 meter down the drain, every Jin player will do this at least once but the reward remains nonetheless incredibly poor. It is best to utilise this as a reaction option against an opponent throwing out projectiles on screen or as they recklessly approach Jin from longer distances where other options would otherwise not reach.
While not necessarily an absolute must, it is good to have the habit of saving up meter until at the very least 50 meter is available as that simply leaves far more options open at Jin's disposal. Depending on the opponent this may also end up putting extra mental stack upon them as they will now also have to take in to account Jin's options, of course that's not a guaranteed constant.

Overdrive Utilisation

Overdrive as a general mechanic is very versatile due to its varied and very powerful uses, most notably as a very strong defensive option or simply as a way to extend combos. Jin's overdrive, Zettou further enhances Jin's freeze mechanic by allowing his C normals to be able to freeze the opponent on hit whereas all his D normals end up becoming much better on block allowing for stronger offense and on top of that his Ex-Specials gain altered properties which can affect how Jin structures his combos quite heavily.

Depending on how Overdrive is used and Jin's available health, it can have some altered properties :

  • Overdrive cancel : pressing OD while a move is recovering will cancel its recovery frames and allow for new combos or extended pressure in situations where it wouldn't be possible to continue anything. The timer varies between 2s to 4s as Jin loses health.
  • Overdrive raid : pressing OD while in blockstun will result in a ODR, it is essentially a guard cancel. Depending on the move the opponent used as the ODR is attempted it might be possible to recover before they do and whiff punish them in the process. The timer varies between 2s and 4s as Jin loses health just like ODC.
  • Neutral Overdrive : pressing OD while nothing direct is happening (i.e Jin not being in blockstop or in recovery) will result in a neutral OD whose duration is double that of ODR and ODC. Particularly useful on defense just like ODR and it is also potentially useful in neutral as it acts as a pause button and especially for Jin it further enhances all his drive moves making them far more advantageous on block allowing for much better offense. It can also be quite powerful in specific punish scenarios such as Arakune's reversal 236236CBBCF Arakune 236236C.pngGuardMidStartup5+(28 Flash)+2Recovery33Advantage-122 [-176] or as a read on an opponent doing a move with extremely high recovery although learning how to utilise it for punishing combos is beyond the scope of this section.

Simple OD Combo

For more precise strategy scenarios and ways to extend combos with Overdrive, it is best to check the respective Strategy and Combo pages.

Further Learning

As mentioned before in some sections, the Strategy and Combo pages contain much more in-depth information. Once a more comfortable grasp of Jin is achieved, it is definitely worthwhile to spend some time browsing through those pages to acquire even more information. Particularly so as it will allow you to learn useful things like :

  • Various ways to utilise your meter, be it in combos, pressure or okizeme.
  • More precise usage of 236D.
  • More advanced and/or situational combos that can make a noticeable difference in your damage.
  • How to route in to more advanced combo enders allowing for specific okizeme options, such as safejumps or even F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s.
  • Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.s on both offense and defense.

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 Jin Kisaragi


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