Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Jin Kisaragi is the all-rounder type of character and also a very beginner friendly character, as his main point is that he has a wide array of buttons, specials, and supers to choose from and represent well in any aspect of play in this game. He also has goodies in his moveset such as his advancing moves and all the jump-cancellable on-block normals in the world to counteract pushback while also setting up pressure and mix-ups. Because of this, Jin typically has no problems in the departments of neutral, advantage, disadvantage, or gimmicks.
Jin's unique specialty is that he freezes punks. Specifically, Jin's Drive and Drive specials will encase the opponent in ice when he lands a hit with them, enabling his gameplan to a much higher degree. Thanks to this, he is able to score very easy hitconfirms, combo routes, resets, and foolproof okizeme setups as the game seemingly provides them to him on a silver platter. One of the worst parts is that the intended counterplay for Freeze is to wiggle out by mashing the stick either forward, backward, or both... except wiggling out of Freeze safely either takes a lot of dexterity, or wiggling out optimally can leave you vulnerable to his attacks. If you aren't a pro masher, you may be forced to just take the extra damage and cry about it.
Overall, Jin is just plain Good.
Jin Kisaragi freezes punks.
- I Look Just Like Narukami: Jin is extremely versatile and strong in every style of play. Even better, he can give the top tiers a run for their money on top of sweeping a lot of the characters below him.
- Pressure: Has many pressure options available to him such as good frametraps, dash cancels, actual plus-frame and lockdown options and is blessed with six jump-cancellable on block normals.
- Conversions: Jin's crouch confirms, Counter Hits, and combos utilizing Freeze lead into at least half a screen's worth of corner carry, and result in decent okizeme.
- In The Deep Freeze: Almost every combo from Jin can get turned into a restand and subsequent reset with his freezes, allowing him to take decent portions of life from repeated mix-up sequences. This is on top of mashing out of Jin's freeze at all being a nightmare.
- Defense: Jin has many good invincible options to work with such as his DP series (623B/C/D), his D super and his great CA, with most of them being able to convert into combos when they hit. Even has a bonus 120% Libra rate and is tied for 2nd least susceptible to Negative Penalty.
- Damage from Lows: Jin's low-hitting attacks as starters always lead to below-average damage, as they scale his combos worse than even his jabs as starters. There is no worthwhile work-around for this.
Unique Mechanics
Jin's Drive allows his Drive normals, Drive specials, and Drive super to freeze his opponent in a block of ice on hit. This allows for extended combos and unconventional reset opportunities. As a basic rule of thumb, Jin's Drive normals can only cause the first freeze in a combo and he can use his EX Specials for further freezes.
Jin has access to a set of special moves that consume 25% Heat, similar to EX attacks from Street Fighter.
- If Jin attempts an attack that requires 25% Heat without sufficient meter, the non-EX version will be done instead (for example, inputting 623D with less than 25 Heat will cause Jin to perform 623C).
Normal Moves
5A
- Can cancel into itself multiple times, even on whiff
- Jump cancellable on connect
Basic backhand slap. Jin's 5A has generic anime game traits of being a fast button (his fastest) and mashable, but otherwise is actually unfavorable compared to 2A due to being minus on block and lacking range, but even this is only if the opponent ever actually blocks it since it whiffs on crouchers. Used mostly as an emergency anti-air against jumps and air dashes, but otherwise not very notable.
Whiffing on crouchers can actually be used to Jin's advantage sometimes. He can mindgame opponents looking for his 6A animation with a 5A, and instead recover and go for a 2B.
5B
- Jump cancellable on connect
- Vacuums on connect
- Second hit is throw-cancellable on connect
Jin does a two-hit kick with a great balance of speed, range, and safety on whiff, and is another one of his six jump-cancellable on block normals. Due to this, it works well as a dash-up normal for punishing moves and is a good starter. In pressure, 5B dragging the opponent in and being 0 on block enables Jin to pressure reset even after multiple 2As, and also incentivize frame traps from this normal. On top of this, 5B being one of his many useful jump cancellable on block normals aids him in his big windows to bait mashes after Instant Blocks or go for more tricky pressure sequences.
The second hit is also capable of hitting OTG on prone opponents which may see use in some knockdown situations, although 2B is better for OTGs in general.
- Vacuum effect on 2nd part hit or block
5C
- Once again, jump cancellable on connect
One of Jin's longer range normals with a hitbox that's exactly what it looks like (hitting above and even behind his head during early active frames), but is terrible on whiff. It's one of his few moves that he can't just mash and yet guarantee safety, but is great for just about everything otherwise.
Great when used to counterpoke in neutral for its reward of full BNBs on CH and starting pressure even from range when blocked via a jump cancel > IAD. In close pressure situations, the recovery frame advantage basically forces a cancel, but Jin has many good options for variable pressure between frametrap 6C/5D, or a jump cancel for air ice shard traps/mix-ups and resets.
5C is used in every single combo as it either starts his jump loops on standing opponents when close, combos into 6C for a launch on crouching hit or CH, or as a good stabilizing juggle on airborne opponents.
2A
- Renda Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff. chains an unlimited number of times on connect.
- Jump cancellable on connect.
Sword sheath poke. As opposed to his 5A, Jin's 2A is a wonderful button; actually hits crouchers that aren't bad characters so its connect cancels (jump and renda Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff.) will finally be of use, range to rival even Hakumen's, plus on block yet still staggers into itself as much as it connects, and can even anti-air certain air attacks sometimes with its lower profile...? It's a common party starter on block alongside these bonuses, go wild.
Terrible prorations all around, not used and should not be used in combos at all, but most of Jin's combos still work from (limited) 2A hit-confirm mash so don't worry.
2B
- You guessed it, jump cancellable on connect
Jin pokes the opponent's toes for one of his only two lows. Leads to crappy damage output.
It's great for checking against fuzzy jumping and backdash inputs, or for a low component in mix-ups, but is otherwise a dreadful move due to having some of his worst proration as a starter (worse than 2A!) and adding a large chunk of PP to combos. Regardless, Jin has to use this as it's his fastest low and has safe cancels and chains on block unlike 3C.
2B is Jin's main OTG button as well, used when 3C connects in a pressure string to start 3C > OTG 2B
combos.
2C
- Last one, I promise: Jump cancellable on connect.
High-reaching sword slash. It would be good for defensive anti-airing if it weren't so slow to start up and recover and had any head invulnerability at all, but I guess not. As a result, 2C is mostly relegated to combo/blockstring filler for juggles and frametraps respectively, and proactively swatting air-loving opponents such as Arakune and
Rachel.
Combos into the same things on hit as 5C.
6A
- Special cancellable on hit only.
Jin's extremely short-ranged overhead, which is a move of both great strengths and considerable weaknesses.
At 19 frames, 6A is the fastest standing overhead in the game, and its special cancellability on hit means that Jin has the potential of getting full combos out of it anywhere in the right conditions. However, it can only be chained into from A normals which makes it predictable on top of only giving Jin meterless combos if he lands it close enough as well, so overall it is very weak to Barrier pushback. Another aspect is that without resources on deck to get a better string into 6A or Rapid Cancel / Drive special if the overhead is blocked, Jin is left considerably unsafe. Let's not even talk about on whiff if it's ever backdashed, either.
Outside of metered usage, 6A can see decent use in ice resets as he may have time to throw it out without leaving largely contestable gaps or worrying about distance.
On close hit, 8-hit Sekkajin (C Mash) is the conversion of choice as it launches. On further distances where later hits of Sekkajin will not combo, 623D and 214D can be used to start a full combo in the corner instead. Otherwise, Jin must RC to convert into a full combo anywhere else.
6B
Hop kick attack that has quick to start up crush priority over Foot property attacks in the middle and can reset pressure on connect. Can be chained into from every normal except for 6A.
6B is one of Jin's most useful attacks in pressure, as it both moves him forward and is 0 on block, making it a stellar pressure reset and option to utilize against Barrier pushback. It also seems to have an oddly large hitbox that allows it to catch up-backing in the gaps in chains to it, even from A normals. The slow start-up leaves 6B vulnerable to IBs before or when it connects that will make it unsafe or even punishable, but Jin's large variability in pressure makes attempting to counter 6B in particular a pain for the opponent regardless. He has the options of cancelling into either air or ground specials to frametrap, or just plain RC for mix-ups or to force pressure, among other sequences.
Combo options after this lands is either linking into 5B on standing hit or 5C on crouching hit, or straight to 6C on Counter Hit.
- 10-32 airborne
- pushback 26 on standing hit
6C
- Launches on hit
- Dash cancellable on connect, -4 on block
6C is an advancing reverse slash, that is another valuable pressure/combo filler for Jin as it frametraps from his C normals and grants him extended combos on hit. 6C's large hitbox and forward movement (plus options between either dash cancel or chaining to 6B) also allows Jin to catch jumps and backdashes in his gaps in pressure, and keeps him close to the opponent even against Barrier. Otherwise, this move is rarely seen raw due to dash 5B / 5C being overall better for footsies.
Combos from 5C and 2C on crouching hit, and from 5C on air hit, leading into Jin's air combos. When this move hits, it should always be dash cancelled to allow a combo.
- Launches on hit
- 19-42 dash cancellable on hit or block
3C
- Knocks the opponent down on hit.
Rich bitch sweep. This is Jin's further-reaching low, that also gives him bad damage as a starter.
Aside from the obvious uses as a low, 3C is Jin's main combo ender on grounded/frozen opponents for setting up okizeme. Can alternatively be used to low profile certain attacks such as Ragna's 5B, but this is a joke compared to just out-neutraling with 5B / 5C / IAD j.B instead.
On hit, can be linked into 2B or cancelled into 236D for a short juggle combo, or if used as a combo ender can be late cancelled into 236A/C/D for okizeme.
- Knocks down, can't bounce tech on air hit
j.A
Jin's air jab. Fast and mashable, can be used to confirm air-to-airs or drag the opponent down to the ground if they air block.
A unique use for j.A is the fact that it can be Reverse Beat The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves. into from j.B. This has a distinct use in Jin's reset mix-ups on standing opponents, as a rising j.B > j.A(whiff) will have Jin recover at the apex of his jump and let him go into a basic high/low/late airdash mix-up tree while falling.
j.B
j.B is an okay air button for Jin, not hitting all around him like the animation suggests but can still work as a jump-in and air-to-air.
When used rising, it can be combo'd into from 5C on a standing opponent, starting Jin's standing hit BNB A staple combo that is simple yet effective..
j.C
Large, almost completely vertical slash. Not particularly good in most air-to-air situations, but works great as a jump-in and can let Jin stand a chance against highly airborne characters like Arakune and
Taokaka as he can hit opponents directly above his head with it.
Drive Moves
5D
- Dash cancellable on connect, -4 on block
- Freezes on hit for 54F minimum
5D is a huge and massively disjointed ice attack that is able to counterpoke lots of things and even hit IADs but suffers from slow start-up, so it must be used with caution. The size lets it almost always connect in pressure even if Jin is pushed out by Barrier, which is great as it's dash cancellable and also can even naturally frametrap jump-outs from C normals.
Similar to 6C, always dash cancel on hit to allow a combo, linking into 5B or 5C depending on range.
- Freeze effect (1, 54)
- 20-27 dash cancellable on hit or block
2D
- Vacuums on connect
- Freezes on hit
2D spawns an ice spike about half a screen's distance away from Jin, as an awkward and thus rarely used tool.
The general unsafety due to the speed and deadzone between Jin and the ice makes this button risky to press in footsies, but it works well when used on a read to poke at far, zoning, or inattentive opponents. Can also be used when Jin is pushed out in pressure to punish the opponent attempting IB/FD > Abare An attack during the opponent's pressure, intended to interrupt it., while giving plus frames otherwise (although the distance makes them not very useful).
When 2D hits the opponent, they're pulled in a little bit, making a follow-up into a combo possible with 6C at any distance.
6D
- Freezes on hit for 84F minimum
- Projectile guaranteed to come out after 29F
6D is a slow but highly advantageous pressure reset option, often saved in Jin's back pocket to use after layering the mental stack of his other pressure options.
When you already have all the pressure normals in the world, safe enders and 0s on block out the ass, and have uniquely cheap metered options if all else fails, why not add another to the mix?
- Freeze effect (1, 84)
- hit stop 24
- projectile property
- guaranteed execution after 29
j.D
- Freezes on hit
Jin stops his air momentum in place for a moment and summons an snowflake around himself. If it's used close enough to the ground, Jin can land and start or continue a combo while the opponent is frozen but before they can mash out. This makes j.D a restand or okizeme generator in certain juggle combos to make up for Jin having no meterless air knockdowns.
Also used in Jin's standing hit BnB to either go for a mix-up or continue into a knockdown.
- Freeze effect (1, 64)
Universal Mechanics
Forward Throw
5B+C
- 2nd hit stagger effect (60)
- 3rd hit launches, freeze effect (3, 60)
Back Throw
4B+C
- 2nd hit launches, freeze effect(three hits, 60)
Air Throw
j.B+C
- 2nd hit launches, freeze effect (three hits, 70)
- hit stop 10
Counter Assault
6A+B while blocking
- Blows to the side on hit
Special Moves
Hishouken
236A/B/C (Air OK)
236A:
- Projectile Property
236B:
- Projectile Property
236C:
- Projectile Property
j.236A/B/C:
- Projectile Property
- Must be above minimum height
- [ ] indicates C version
Hishougeki
236D (Air OK)
236D:
- Projectile property
- freeze effect (10, 59)
j.236D:
- Projectile property
- freeze effect (10, 59)
- must be above minimum height
- projectile startup from the bottom is 20, 21, 22
Musou Senshouzan
214A/B/C (Air OK)
214A:
- Ground version 4~ airborne
- air version recovery is until ground + 5 on landing
214B (1):
- For ground version 4~ airborne
- 2nd hit comes out on hit or guard
- air version recovery is until ground + Landing 5
- Recovery value of this move is for whiffed version
214B (2):
- Knocks down
- Air version recovery is until ground + Landing 19
214C (1):
- For ground version 4~ airborne
- 2nd hit comes out on hit or guard
- air version recovery is until ground + 5 on landing
- Recovery value of this move is for whiffed version
214C (2):
- Knocks down
- Air version recovery is until ground + Landing 19
Musou Tosshougeki
214D (Air OK)
214D (1):
- For ground version 4~ airborne
- 1st hit freeze effect (10, 59)
- 2nd hit comes out on hit or guard
- air version recovery is until ground + 5 on landing
- Recovery value of this move is for whiffed version
214D (2):
- Blows to the side on hit, knocks down
- Air version recovery is until ground + Landing 16
Fubuki
623A/B
623A:
- Launches on hit
623B:
- Launches on hit
Rehhyou
623C
- Launches on hit
Hirensou
623D
- 120% Bonus Proration
- Second hit can be delayed and charged by holding [D]
- Fully charged version is unblockable
- Commonly referred to as "EX DP"
Jin's Drive blesses him with a middle-ground option between his dangerously slow meterless reversal and his costly reversal super; The EX DP. Most of the time, this is the move that Jin will be using to bruteforce his way out of pressure due to having okay speed, and a built-in game of chicken on the recovery with the fact that he can delay the follow-up slash on block or even whiff.
At midscreen, connecting 623D simply returns to neutral with the blowback, but in the corner this move becomes Jin's best starter, and perhaps one of the best starters in the game period in such a situation. With its bonus damage proration, optimal PP scaling and the fact that comboing the two hits of the move takes up all of the Heat Gain Cooldown timer before Jin OTGs for the conversion, this means that he is able to nuclear bomb the opponent with combos that can do upwards of 5000+ damage at the cost of only 30 Heat to begin with, and can tack on more with more resources. When the opponent is cornered, this can make them think twice about attempting to abare out of his pressure while he has resources.
- First hit launches, freeze effect (10, 45)
- 2nd hit knocks down, can delay 2nd hit, comes out 8 after releasing, 80 frames of holding makes it unblockable (earliest 88 frames, max 97)
- hit stop 1st hit 0, 2nd hit 20
Sekkajin
Mash C rapidly
- Must press C at least 5 times in a short window to activate.
- Continue mashing C to add extra hits, up to 14 total hits
- Forces standing on hit so the attack can fully connect properly
- Launches on 8th hit
Jin slashes the air like a madman. With its awkward technicals and susceptibility to system mechanics, Sekkajin is limited to being solely a combo special, and even then is only used for its 8th hit and nothing else.
To be specific: the only reason Sekkajin has any use at all, is that its launching 8th hit allows Jin to get his decently damaging juggle combos on standing opponents instead of going for the j.B>C>D string, and is his go-to special cancel to combo off of 6A when close enough. However, this means that you have to be precise with your mashing to be comboable, as too many hits will let them air tech and spoil the combo, while too few will drop the combo and leave Jin potentially punishable on hit.
Fast startup allows Sekkajin to combo from basically any normal, at the cost of joint health in your middle/ring finger.
- Forces standing on hit
- 8th hit launches (untechable 42)
- hit stop 0
- following button presses gets more hits (max 14)
- recovery changes depending on timing, lower attack (6 hit) portion -6, upper attack (8 hit) portion -8
Distortion Drives
Touga Hyojin
632146C
- stagger effect (48)
- hit stop 0
- projectile
- passes through projectiles
Hiyoku Getsumei
632146D
- Projectile
- launches on hit
- 1st hit freeze effect (20, 75), hit stop 30
- 1st hit passes through projectiles
- when Jin is hit the arrow is cancelled
- if 1st hit connects, 2nd hit will come out

Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State