Difference between revisions of "BBCF/Jin Kisaragi"

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Jin Kisaragi|discord=https://discord.gg/XvWcn27|forums=http://www.dustloop.com/forums/index.php?/forums/forum/68-jin-kisaragi/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_JI.html}}
+
{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Jin Kisaragi|discord=https://discord.gg/XvWcn27|forums=http://www.dustloop.com/forums/index.php?/forums/forum/68-jin-kisaragi/|videos=https://keeponblaz.in/#/?p1chars=jin}}
  
 
======<span style="visibility:hidden;font-size:0">Overview</span>======
 
======<span style="visibility:hidden;font-size:0">Overview</span>======
Line 27: Line 27:
  
 
|cons=
 
|cons=
*Resource-dependent.
+
*Resource-dependent; needs Heat and/or Overdrive for his strongest combos and resets.
 
*Weak high-low mixup game without at least 25 Heat.
 
*Weak high-low mixup game without at least 25 Heat.
*Reliant on punishes and frame traps in the absence of strong mixup options
+
*Reliant on punishes and frame traps in the absence of strong mixup options.
 
 
 
 
 
}}
 
}}
 
}}
 
}}
Line 79: Line 77:
  
 
==Normal Moves==
 
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">5A</span> ======
+
 
{{MoveData
+
===<big>5A</big>===
|image=BBCF_Jin_5A.png |caption="Proceed this way to the trash can, if you please"
+
<div class="attack-container">
|name=5A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Jin_5A.png |"Proceed this way to the trash can, if you please"
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5A}}
 
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Standard jab. Whiffs on crouching opponents except those with large crouching hitboxes, such as Tager and Relius. Can be used as an antiair against late/weak jumpins. Jump cancelable on hit and block.  
 
Standard jab. Whiffs on crouching opponents except those with large crouching hitboxes, such as Tager and Relius. Can be used as an antiair against late/weak jumpins. Jump cancelable on hit and block.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">5B</span> ======
+
 
{{MoveData
+
===<big>5B</big>===
|image=BBCS_Jin_5B.png |caption=Great tool for its range and speed.  
+
<div class="attack-container">
|name=5B
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_5B.png |Great tool for its range and speed.  
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5B}}
 
{{#lst:{{PAGENAME}}/Data|5B}}
{{!}}-
+
|}
{{Description|8|text=*CF 2.0: Startup changed from 7f to 8f.
+
==== ====
 
A two hit move. Both hits have a slight vacuum effect. It has good reach and quick a startup, making it a common combo starter. Used as a frame trap tool since it can cancel into many normals, and being only -3, makes the opponent guess if you will frame trap them with a gatling or reset pressure.  Has a backward hitbox that is capable of hitting cross-up. In addition to its use in pressure, 5B is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly. Can be jump canceled on hit only.  
 
A two hit move. Both hits have a slight vacuum effect. It has good reach and quick a startup, making it a common combo starter. Used as a frame trap tool since it can cancel into many normals, and being only -3, makes the opponent guess if you will frame trap them with a gatling or reset pressure.  Has a backward hitbox that is capable of hitting cross-up. In addition to its use in pressure, 5B is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly. Can be jump canceled on hit only.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">5C</span> ======
+
 
{{MoveData
+
===<big>5C</big>===
|image=BBCS_Jin_5C.png |caption=Good zoning tool.
+
<div class="attack-container">
|name=5C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_5C.png |Good zoning tool.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5C}}
 
{{#lst:{{PAGENAME}}/Data|5C}}
{{!}}-
+
|}
{{Description|8|text=*Freezes opponent for 40F during OD. Freeze Count 3.
+
==== ====
 +
*Freezes opponent for 40F during OD. Freeze Count 3.
 
A strong zoning and neutral tool. One of Jin's best pokes. It has a pretty quick startup, particularly for its range. Use it as a frame trap or to fish for CHs in neutral. Jump cancelable on hit and block. On CH, 5C > 3C will confirm even at max range.  
 
A strong zoning and neutral tool. One of Jin's best pokes. It has a pretty quick startup, particularly for its range. Use it as a frame trap or to fish for CHs in neutral. Jump cancelable on hit and block. On CH, 5C > 3C will confirm even at max range.  
  
 
The first active frame has little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!
 
The first active frame has little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">2A</span> ======
+
 
{{MoveData
+
===<big>2A</big>===
|image=BBCS_Jin_2A.png |caption=
+
<div class="attack-container">
|name=2A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_2A.png |
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|2A}}
 
{{#lst:{{PAGENAME}}/Data|2A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Average startup but it has decent reach and is only -1 on block. Mostly used for stagger pressure and sometimes as a situational antiair, as Jin's hitbox shrinks quite a bit, allowing him to low profile some air attacks, such as his own j.B. Jump cancelable on hit and block. It also has use as a meaty, as if an opponent tries to forward roll, Jin will autocorrect and tag them, while an opponent who neutral techs will block 2A.  
 
Average startup but it has decent reach and is only -1 on block. Mostly used for stagger pressure and sometimes as a situational antiair, as Jin's hitbox shrinks quite a bit, allowing him to low profile some air attacks, such as his own j.B. Jump cancelable on hit and block. It also has use as a meaty, as if an opponent tries to forward roll, Jin will autocorrect and tag them, while an opponent who neutral techs will block 2A.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">2B</span> ======
+
 
{{MoveData
+
===<big>2B</big>===
|image=BBCS_Jin_2B.png |caption=Slight phantom hitbox past his hand.  
+
<div class="attack-container">
|name=2B
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_2B.png |Slight phantom hitbox past his hand.  
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|2B}}
 
{{#lst:{{PAGENAME}}/Data|2B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Hits low. Two frames slower than 2A, but 2B has more range and is a better starter; in return, it has more recovery than 2A. Can be used to reset pressure from time to time. Gained one active frame in 2.0, though total duration on whiff remains unchanged.  
 
Hits low. Two frames slower than 2A, but 2B has more range and is a better starter; in return, it has more recovery than 2A. Can be used to reset pressure from time to time. Gained one active frame in 2.0, though total duration on whiff remains unchanged.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">2C</span> ======
+
 
{{MoveData
+
===<big>2C</big>===
|image=BBCS_Jin_2C.png |caption=Huge vertical range, head invul.  
+
<div class="attack-container">
|name=2C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_2C.png |Huge vertical range, head invul.  
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|2C}}
 
{{#lst:{{PAGENAME}}/Data|2C}}
{{!}}-
+
|}
{{Description|8|text=*Head invul 9-19f
+
==== ====
 +
*Head invul 9-19f
 
*Freezes opponent for 40F during OD, Freeze Count 3
 
*Freezes opponent for 40F during OD, Freeze Count 3
 
It has a huge vertical hitbox but it has significant startup and recovery. Can be used as an effective frame trap due to long startup and good reward on counter hit. As an antiair, 2C is slower than some of Jin's other options, but it has a lengthy period of head invul and great vertical range, making it useful against certain air approaches; however, 2C can be beaten by quick attacks due to its startup. Those weaknesses aside, 2C has amazing vertical range and is your strongest option against air attacks directly above your head. Jump-cancellable on block, so even if an opponent tries to bait 2C with a double jump, you retain the option of jump-cancelling, albeit perhaps not offensive momentum.  
 
It has a huge vertical hitbox but it has significant startup and recovery. Can be used as an effective frame trap due to long startup and good reward on counter hit. As an antiair, 2C is slower than some of Jin's other options, but it has a lengthy period of head invul and great vertical range, making it useful against certain air approaches; however, 2C can be beaten by quick attacks due to its startup. Those weaknesses aside, 2C has amazing vertical range and is your strongest option against air attacks directly above your head. Jump-cancellable on block, so even if an opponent tries to bait 2C with a double jump, you retain the option of jump-cancelling, albeit perhaps not offensive momentum.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">6A</span> ======
+
 
{{MoveData
+
===<big>6A</big>===
|image=BBCS_Jin_6A.png |caption=Terrifying overhead. End your opponent's life with this.
+
<div class="attack-container">
|name=6A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_6A.png |Terrifying overhead. End your opponent's life with this.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6A}}
 
{{#lst:{{PAGENAME}}/Data|6A}}
{{!}}-
+
|}
{{Description|8|text=*110% bonus proration. Forces crouch on hit.  
+
==== ====
 +
*110% bonus proration. Forces crouch on hit.  
 
Quick and hard to see overhead, but it can only be followed up if it lands as a counter hit or with 25-50 Heat. 2A and 5A are the only moves that gatling into 6A, so beware becoming predictable in your strings: Jin's 6A is an excellent tool that's difficult to block due to its speed and animation, but opponents aware of your gatling options will block 6A easily if you simply throw it in at obvious points. You give up pressure if this is blocked without meter to Rapid Cancel, but reward is poor without meter. With meter, however, 6A is absolutely terrifying and will easily lead into huge damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On hit, can link to fast normals but 6A itself cannot be canceled to anything.  
 
Quick and hard to see overhead, but it can only be followed up if it lands as a counter hit or with 25-50 Heat. 2A and 5A are the only moves that gatling into 6A, so beware becoming predictable in your strings: Jin's 6A is an excellent tool that's difficult to block due to its speed and animation, but opponents aware of your gatling options will block 6A easily if you simply throw it in at obvious points. You give up pressure if this is blocked without meter to Rapid Cancel, but reward is poor without meter. With meter, however, 6A is absolutely terrifying and will easily lead into huge damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On hit, can link to fast normals but 6A itself cannot be canceled to anything.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">6B</span> ======
+
 
{{MoveData
+
===<big>6B</big>===
|image=BBCS_Jin_6B.png |caption=Low crush, leads to your best damage midscreen.
+
<div class="attack-container">
|name=6B
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_6B.png |Low crush, leads to your best damage midscreen.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6B}}
 
{{#lst:{{PAGENAME}}/Data|6B}}
{{!}}-
+
|}
{{Description|8|text=*Low invul 4-22f
+
==== ====
*26F hitstun
 
 
*Looks like an overhead, but isn't.
 
*Looks like an overhead, but isn't.
 
A key combo component in metered and crouching combos. In pressure, it crushes lows and throws, and while it leaves Jin next to the opponent at -3 on block, you can cancel the recovery into air or ground specials for more options to force more respect or simply back off safely.
 
A key combo component in metered and crouching combos. In pressure, it crushes lows and throws, and while it leaves Jin next to the opponent at -3 on block, you can cancel the recovery into air or ground specials for more options to force more respect or simply back off safely.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">6C</span> ======
+
 
{{MoveData
+
===<big>6C</big>===
|image=BBCS_Jin_6C.png |caption=Combo filler, especially in the corner.
+
<div class="attack-container">
|name=6C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_6C.png |Combo filler, especially in the corner.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6C}}
 
{{#lst:{{PAGENAME}}/Data|6C}}
{{!}}-
+
|}
{{Description|8|text=*Freezes opponent for 45F during OD, Freeze Count 3
+
==== ====
 +
*Freezes opponent for 45F during OD, Freeze Count 3
 
It has a pretty good vertical hitbox, so it can be used as a situational antiair in the corner, though it lacks head invul. Jin moves forward while performing the attack. Other than that, this move is mostly used as combo filler or as a high risk frame trap. One of Jin's strongest combo starters. 6C > 6D can be used against opponents who are truly respecting your pressure or you can cancel 6C into  236D for a true blockstring.  
 
It has a pretty good vertical hitbox, so it can be used as a situational antiair in the corner, though it lacks head invul. Jin moves forward while performing the attack. Other than that, this move is mostly used as combo filler or as a high risk frame trap. One of Jin's strongest combo starters. 6C > 6D can be used against opponents who are truly respecting your pressure or you can cancel 6C into  236D for a true blockstring.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">3C</span> ======
+
 
{{MoveData
+
===<big>3C</big>===
|image=BBCF_Jin_3C.png |caption=Combo ender, occasional footsie tool.
+
<div class="attack-container">
|name=3C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Jin_3C.png |Combo ender, occasional footsie tool.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|3C}}
 
{{#lst:{{PAGENAME}}/Data|3C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Jin's sweep, redrawn to now use his sword so it can now cause freeze during Overdrive. It has long reach and fast startup for its range, but it's punishable on block if you don't special cancel it. It can also be used to low profile under certain moves, such as Ragna's 5B at max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving 3C more range than the image suggests.  
 
Jin's sweep, redrawn to now use his sword so it can now cause freeze during Overdrive. It has long reach and fast startup for its range, but it's punishable on block if you don't special cancel it. It can also be used to low profile under certain moves, such as Ragna's 5B at max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving 3C more range than the image suggests.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
+
 
{{MoveData
+
===<big>j.A</big>===
|image=BBCS_Jin_jA.png |caption=Good for air-to-air.
+
<div class="attack-container">
|name=j.A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_jA.png |Good for air-to-air.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.A}}
 
{{#lst:{{PAGENAME}}/Data|j.A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range.  
 
A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
+
 
{{MoveData
+
===<big>j.B</big>===
|image=BBCS_Jin_jB.png |caption=Hits above, in front, and below Jin. Has a crossup hitbox.
+
<div class="attack-container">
|name=j.B
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_jB.png |Hits above, in front, and below Jin. Has a crossup hitbox.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.B}}
 
{{#lst:{{PAGENAME}}/Data|j.B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Pretty versatile move: it can be used as a jumpin, for crossups, etc. During the latter active frames, the hitbox extends fully. Capable of hitting above, in front of, below, and behind Jin at certain frames.  
 
Pretty versatile move: it can be used as a jumpin, for crossups, etc. During the latter active frames, the hitbox extends fully. Capable of hitting above, in front of, below, and behind Jin at certain frames.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
+
 
{{MoveData
+
===<big>j.C</big>===
|image=BBCS_Jin_jC.png |caption=Safe air poke at range, strong air-to-air.  
+
<div class="attack-container">
|name=j.C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_jC.png |Safe air poke at range, strong air-to-air.  
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.C}}
 
{{#lst:{{PAGENAME}}/Data|j.C}}
{{!}}-
+
|}
{{Description|8|text=*Freezes opponent for 40F during OD, Freeze Count 3
+
==== ====
 +
*Freezes opponent for 40F during OD, Freeze Count 3
 
Another great zoning/neutral move. Mostly used as an air-to-air and to control space while fishing for CHs. Be careful not to be too predictable with this as it is easily low profiled when used air-to-ground. Can be jump canceled on hit only.  
 
Another great zoning/neutral move. Mostly used as an air-to-air and to control space while fishing for CHs. Be careful not to be too predictable with this as it is easily low profiled when used air-to-ground. Can be jump canceled on hit only.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.2C</span> ======
+
 
{{MoveData
+
===<big>j.2C</big>===
|image=BBCS_Jin_j2C.png |caption=Excellent jumpin and pressure tool.
+
<div class="attack-container">
|name=j.2C
+
<div class="attack-gallery">
|imageSize=175x250px
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Jin_j2C.png |Excellent jumpin and pressure tool.
{{AttackDataHeader-BBCF}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.2C}}
 
{{#lst:{{PAGENAME}}/Data|j.2C}}
{{!}}-
+
|}
{{Description|8|text=*Freezes opponent for 40F during OD, Freeze Count 3
+
==== ====
 +
*Freezes opponent for 40F during OD, Freeze Count 3
 
Another versatile move, as it hits all around Jin. Primarily used as a jumpin due to its hitbox; unlike j.C, j.2C has a stronger vertical hitbox, whereas j.C has a superior horizontal one. Can be jump cancelled on hit and block.  
 
Another versatile move, as it hits all around Jin. Primarily used as a jumpin due to its hitbox; unlike j.C, j.2C has a stronger vertical hitbox, whereas j.C has a superior horizontal one. Can be jump cancelled on hit and block.  
}}
+
</div>
 
+
</div>
}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Drive Moves==
 
==Drive Moves==
 
*Data in [ ] refers to Jin in Overdrive.
 
*Data in [ ] refers to Jin in Overdrive.
====== <span style="visibility:hidden;font-size:0">5D</span> ======
+
 
{{MoveData
+
===<big>5D</big>===
|image=BBCS_Jin_5D.png
+
<div class="attack-container">
|name=5D |caption=The infamous Wolfhead.
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_5D.png|
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5D}}
 
{{#lst:{{PAGENAME}}/Data|5D}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
It has a massive hitbox which makes this a good poking tool but it's relatively slow and has quite a bit of recovery. Can be special canceled. 5D > dash cancel is -6[±0] on block.
 
It has a massive hitbox which makes this a good poking tool but it's relatively slow and has quite a bit of recovery. Can be special canceled. 5D > dash cancel is -6[±0] on block.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">2D</span> ======
+
 
{{MoveData
+
===<big>2D</big>===
|image=BBCS_Jin_2D.png
+
<div class="attack-container">
|name=2D |caption=Zoning tool. Whiff at your own peril.
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_2D.png|Zoning tool. Whiff at your own peril.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|2D}}
 
{{#lst:{{PAGENAME}}/Data|2D}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Pretty good hitbox and range make it seem enticing to use as a spacing tool, 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, but the move requiring distance from the opponent in order to connect in exchange for the only minor frame advantage makes it somewhat limited.  
 
Pretty good hitbox and range make it seem enticing to use as a spacing tool, 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, but the move requiring distance from the opponent in order to connect in exchange for the only minor frame advantage makes it somewhat limited.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">6D</span> ======
+
 
{{MoveData
+
===<big>6D</big>===
|image=BBCS_Jin_6D.png
+
<div class="attack-container">
|name=6D |caption=Pressure reset, combo filler.
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_6D.png|Pressure reset, combo filler.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6D}}
 
{{#lst:{{PAGENAME}}/Data|6D}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
It has a huge vertical hitbox but it has a ridiculously slow startup. It's very positive on block so it can be used to reset pressure from time to time and also a general purpose meaty oki tool. Jin's best drive move P1/P2 for starting combos.
 
It has a huge vertical hitbox but it has a ridiculously slow startup. It's very positive on block so it can be used to reset pressure from time to time and also a general purpose meaty oki tool. Jin's best drive move P1/P2 for starting combos.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.D</span> ======
+
 
{{MoveData
+
===<big>j.D</big>===
|image=BBCS_Jin_jD.png
+
<div class="attack-container">
|name=j.D |caption=The Netplay Crossup
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_jD.png|The Netplay Crossup
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.D}}
 
{{#lst:{{PAGENAME}}/Data|j.D}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
It hits all around Jin so it can be used as a high risk crossup with an IAD. Mostly used as combo filler, connecting it during an air combo will restand the opponent.  
 
It hits all around Jin so it can be used as a high risk crossup with an IAD. Mostly used as combo filler, connecting it during an air combo will restand the opponent.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Hishousetsu</span> ======
+
 
{{MoveData
+
===<big>Hishousetsu</big>===
|image=BBCF_Jin_Hishousetsu.png
+
<span class="input-badge">'''236D (air OK)'''</span>
|name=Hishousetsu
+
<div class="attack-container">
|input=236D (air OK) |caption="Snowflake."  
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
+
BBCF_Jin_Hishousetsu.png|"Snowflake."
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
 
{{#lst:{{PAGENAME}}/Data|236D}}
 
{{#lst:{{PAGENAME}}/Data|236D}}
{{!}}-
+
|-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
 
{{#lst:{{PAGENAME}}/Data|j.236D}}
 
{{#lst:{{PAGENAME}}/Data|j.236D}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
236D is a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, it resets pressure very well (especially off of 6C, in which case the cancel is airtight and Jin is moved forwards), and it can allow continued pressure after normally unsafe pressure options like j.D, 6C, 3C, etc. while simultaneously auto-hitconfirming. It can also be placed either during okizeme for the opponent to wake up into or planted during certain neutral situations to passively control space for little risk.
 
236D is a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, it resets pressure very well (especially off of 6C, in which case the cancel is airtight and Jin is moved forwards), and it can allow continued pressure after normally unsafe pressure options like j.D, 6C, 3C, etc. while simultaneously auto-hitconfirming. It can also be placed either during okizeme for the opponent to wake up into or planted during certain neutral situations to passively control space for little risk.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Hirensou</span> ======
+
 
{{MoveData
+
===<big>Hirensou</big>===
|image=BBCS_Jin_Hirensou.png
+
<span class="input-badge">'''623D'''</span>
|name=Hirensou
+
<div class="attack-container">
|input=623D |caption=Dragon punch, corner combo tool.
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_Hirensou.png|Dragon punch, corner combo tool.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|623D}}
 
{{#lst:{{PAGENAME}}/Data|623D}}
{{!}}-
+
|}
{{Description|8|text=*Full invul frames 1-21
+
==== ====
 +
*Full invul frames 1-21
 
Your go-to reversal. Being a VS starter, you can only confirm it into 3C > 214B~C midscreen. The 2nd hit becomes unblockable and Fatal Counters if you charge it long enough.  
 
Your go-to reversal. Being a VS starter, you can only confirm it into 3C > 214B~C midscreen. The 2nd hit becomes unblockable and Fatal Counters if you charge it long enough.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Musou Tousshugeki</span> ======
+
 
{{MoveData
+
===<big>Musou Tousshugeki</big>===
|image=BBCS_Jin_MusouTousshugeki.png
+
<span class="input-badge">'''214D'''</span>
|name=Musou Tousshugeki
+
<div class="attack-container">
|input=214D |caption=Vroom! (Ice-car)
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
+
BBCS_Jin_MusouTousshugeki.png|Vroom! (Ice-car)
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=1st hit |subtitle=214D}}
 
{{AttackVersion|name=1st hit |subtitle=214D}}
 
{{#lst:{{PAGENAME}}/Data|214D}}
 
{{#lst:{{PAGENAME}}/Data|214D}}
{{!}}-
+
|-
 
{{AttackVersion|name=2nd hit |subtitle=214D~C}}
 
{{AttackVersion|name=2nd hit |subtitle=214D~C}}
 
{{#lst:{{PAGENAME}}/Data|214D~C}}
 
{{#lst:{{PAGENAME}}/Data|214D~C}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
Can sometimes be used to punish projectile zoners if you get a read on them, but the move lacks any sort of invul or hitbox shenanigans that would give it notable priority so don't expect miracles. Mostly sees use as a metered combo part - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.
 
Can sometimes be used to punish projectile zoners if you get a read on them, but the move lacks any sort of invul or hitbox shenanigans that would give it notable priority so don't expect miracles. Mostly sees use as a metered combo part - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Hizangeki</span> ======
+
 
{{MoveData
+
===<big>Hizangeki</big>===
|image=BBCP_Jin_Hizangeki.png
+
<span class="input-badge">'''j.214D'''</span>
|input=j.214D |caption=Combo part, overhead.
+
<div class="attack-container">
|name=Hizangeki
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCP_Jin_Hizangeki.png|Combo part, overhead.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.214D}}
 
{{#lst:{{PAGENAME}}/Data|j.214D}}
{{!}}-
+
|}
{{Description|8|text=*Fastest TK j.214D startup is 22 frames
+
==== ====
 +
*Fastest TK j.214D startup is 22 frames
 
*TK j.214D is ±0 on block
 
*TK j.214D is ±0 on block
 
*Causes untechable crumple on groundhit
 
*Causes untechable crumple on groundhit
 
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 combos.  
 
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 combos.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Sekkajin Followup</span> ======
+
 
{{MoveData
+
===<big>Sekkajin Followup</big>===
|image=BBCS_Jin_SekkajinFollowup.png |caption=Useful for easy sideswaps
+
<span class="input-badge">'''22C~D'''</span>
|input=22C~D
+
<div class="attack-container">
|name=Sekkajin Followup
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_SekkajinFollowup.png |Useful for easy sideswaps
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|22C~D}}
 
{{#lst:{{PAGENAME}}/Data|22C~D}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
The 22C followup, it's useful for switching sides with your opponent mid-combo in the corner.  
 
The 22C followup, it's useful for switching sides with your opponent mid-combo in the corner.  
}}
+
</div>
 
+
</div>
}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Universal Mechanics==
 
==Universal Mechanics==
====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ======
+
 
{{MoveData
+
===<big>Forward Throw</big>===
|image=BBCS_Jin_FThrow.png |caption=Can cancel the third hit.
+
<span class="input-badge">'''5B+C'''</span>
|name=Forward Throw
+
<div class="attack-container">
|data=
+
<div class="attack-gallery">
{{AttackDataHeader-BBCF}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
BBCS_Jin_FThrow.png |Can cancel the third hit.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|BC}}
 
{{#lst:{{PAGENAME}}/Data|BC}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Jin has pretty solid throw range for Blazblue standards, and he gets pretty good damage and corner carry off it meterless. Can kara throw with 3C for additional range.
 
Jin has pretty solid throw range for Blazblue standards, and he gets pretty good damage and corner carry off it meterless. Can kara throw with 3C for additional range.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Back Throw</span> ======
+
 
{{MoveData
+
===<big>Back Throw</big>===
|image=BBCS_Jin_BThrow.png |caption=Can cancel the 2nd hit.
+
<span class="input-badge">'''4B+C'''</span>
|name=Back Throw
+
<div class="attack-container">
|data=
+
<div class="attack-gallery">
{{AttackDataHeader-BBCF}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
BBCS_Jin_BThrow.png |Can cancel the 2nd hit.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|4BC}}
 
{{#lst:{{PAGENAME}}/Data|4BC}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Switcheroo if you are in the corner, otherwise identical.  
 
Switcheroo if you are in the corner, otherwise identical.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Air Throw</span> ======
+
 
{{MoveData
+
===<big>Air Throw</big>===
|image=BBCS_Jin_AThrow.png |caption=Has a variety of combo options depending on throw height.
+
<span class="input-badge">'''j.B+C'''</span>
|name=Air Throw
+
<div class="attack-container">
|data=
+
<div class="attack-gallery">
{{AttackDataHeader-BBCF}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
BBCS_Jin_AThrow.png |Has a variety of combo options depending on throw height.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.BC}}
 
{{#lst:{{PAGENAME}}/Data|j.BC}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
As with every other air throw, this acts a pretty decent air-to-air.  
 
As with every other air throw, this acts a pretty decent air-to-air.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
+
 
{{MoveData
+
===<big>Counter Assault</big>===
|image=BBCS_Jin_5C.png |caption=Jin's Counter Assault, it uses 5C's animation.
+
<span class="input-badge">'''When blocking 6A+B'''</span>
|name=Counter Assault
+
<div class="attack-container">
|data=
+
<div class="attack-gallery">
{{AttackDataHeader-BBCF}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
BBCS_Jin_5C.png |Jin's Counter Assault, it uses 5C's animation.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6AB}}
 
{{#lst:{{PAGENAME}}/Data|6AB}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Copies 5C's reliable hitbox. As with every other CA, it's punishable on whiff and block.  
 
Copies 5C's reliable hitbox. As with every other CA, it's punishable on whiff and block.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
+
 
{{MoveData
+
===<big>Crush Trigger</big>===
|image=BBCP_Jin_CT.png |caption=Looks cool if anything else
+
<span class="input-badge">'''5A+B (Chargeable)'''</span>
|name=Crush Trigger
+
<div class="attack-container">
|data=
+
<div class="attack-gallery">
{{AttackDataHeader-BBCF|version=yes}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
BBCP_Jin_CT.png |Looks cool if anything else
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Uncharged}}
 
{{AttackVersion|name=Uncharged}}
 
{{#lst:{{PAGENAME}}/Data|5AB}}
 
{{#lst:{{PAGENAME}}/Data|5AB}}
{{!}}-
+
|-
 
{{AttackVersion|name=Charged}}
 
{{AttackVersion|name=Charged}}
 
{{#lst:{{PAGENAME}}/Data|5[AB]}}
 
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
Sometimes sees use in combos. This move counts as a special, so you can cancel most normals into this move.  
 
Sometimes sees use in combos. This move counts as a special, so you can cancel most normals into this move.  
}}
+
</div>
 
+
</div>
}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Special Moves==
 
==Special Moves==
====== <span style="visibility:hidden;font-size:0">Hishouken</span> ======
+
===<big>Hishouken</big>===
{{MoveData
+
<span class="input-badge">'''236A (air OK)'''</span>
|image=BBCS_Jin_Hishouken.png |caption=Zoning tool.
+
<div class="attack-container">
|image2=BBCP_Jin_AirHishouken.png |caption2=
+
<div class="attack-gallery">
|name=Hishouken
+
<gallery widths="210px" heights="210px" mode="nolines">
|input=236A, air OK
+
BBCS_Jin_Hishouken.png |Zoning tool.
|data=
+
BBCP_Jin_AirHishouken.png |
{{AttackDataHeader-BBCF|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
 
{{#lst:{{PAGENAME}}/Data|236A}}
 
{{#lst:{{PAGENAME}}/Data|236A}}
{{!}}-
+
|-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
 
{{#lst:{{PAGENAME}}/Data|j.236A}}
 
{{#lst:{{PAGENAME}}/Data|j.236A}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
*The most basic of basic projectiles.
 
*The most basic of basic projectiles.
 
Primarily used to zone and annoy your opponents. Counter hit launches the opponent for a combo with 5B if used from within about 5C range, otherwise it just pesters them.  
 
Primarily used to zone and annoy your opponents. Counter hit launches the opponent for a combo with 5B if used from within about 5C range, otherwise it just pesters them.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Fubuki</span> ======
+
 
{{MoveData
+
===<big>Fubuki</big>===
|image=BBCS_Jin_Fubuki.png |caption=Fast antiair. Pray it hits them.
+
<span class="input-badge">'''623B'''</span>
|input=623B
+
<div class="attack-container">
|name=Fubuki
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_Fubuki.png |Fast antiair. Pray it hits them.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|623B}}
 
{{#lst:{{PAGENAME}}/Data|623B}}
{{!}}-
+
|}
{{Description|8|text=*Head invul frames 5-10
+
==== ====
 +
*Head invul frames 5-10
 
Thanks to its speed, hitbox, and head invul frames, Fubuki works well as an antiair, particularly for covering specific angles taken by opponents and against very fast air attacks that can't be answered with 2C. Just make sure the move is at least blocked: on whiff, Jin is vulnerable to a punish due to the move's lengthy recovery, while on block, you at least retain the option of Rapid Canceling to keep the initiative.  
 
Thanks to its speed, hitbox, and head invul frames, Fubuki works well as an antiair, particularly for covering specific angles taken by opponents and against very fast air attacks that can't be answered with 2C. Just make sure the move is at least blocked: on whiff, Jin is vulnerable to a punish due to the move's lengthy recovery, while on block, you at least retain the option of Rapid Canceling to keep the initiative.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Rehhyou</span> ======
+
 
{{MoveData
+
===<big>Rehhyou</big>===
|image=BBCS_Jin_Rehhyou.png
+
<span class="input-badge">'''623C'''</span>
|input=623C |caption=Meterless DP. Don't expect miracles.
+
<div class="attack-container">
|name=Rehhyou
+
<div class="attack-gallery">
|imageSize=175x250px
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Jin_Rehhyou.png|Meterless DP. Don't expect miracles.
{{AttackDataHeader-BBCF}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|623C}}
 
{{#lst:{{PAGENAME}}/Data|623C}}
{{!}}-
+
|}
{{Description|8|text=*Full invul frames 1-15
+
==== ====
 +
*Full invul frames 1-15
 
Meterless reversal, but the horizontal range leaves something to be desired, and you're in a terrible counter hit state for the entire huge recovery window if you miss or get blocked. Does not lead to reward except on air counter hit, and even then is a very poor starter. On CH, you can get a safe jump.
 
Meterless reversal, but the horizontal range leaves something to be desired, and you're in a terrible counter hit state for the entire huge recovery window if you miss or get blocked. Does not lead to reward except on air counter hit, and even then is a very poor starter. On CH, you can get a safe jump.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Musou Senshouzan</span> ======
+
 
{{MoveData
+
===<big>Musou Senshouzan</big>===
|image=BBCS_Jin_MusouSenshouzanB.png
+
<span class="input-badge">'''214B'''</span>
|input=214B |caption=The good old
+
<div class="attack-container">
|name=Musou Senshouzan
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
+
BBCS_Jin_MusouSenshouzanB.png|The good old
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=1st Hit |subtitle=214B}}
 
{{AttackVersion|name=1st Hit |subtitle=214B}}
 
{{#lst:{{PAGENAME}}/Data|214B}}
 
{{#lst:{{PAGENAME}}/Data|214B}}
{{!}}-
+
|-
 
{{AttackVersion|name=2nd Hit |subtitle=214B~C}}
 
{{AttackVersion|name=2nd Hit |subtitle=214B~C}}
 
{{#lst:{{PAGENAME}}/Data|214B~C}}
 
{{#lst:{{PAGENAME}}/Data|214B~C}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
The infamous "Ice Car", sadly even less fit for neutral than it was in days past. Mostly used as combo filler and as a combo finisher. Can create tricky pressure situations with RC on the second hit, but beware guard cancel overdrive. Despite looking like Jin is off the floor, he is still considered grounded during the first part and can be ground thrown out of the move.
 
The infamous "Ice Car", sadly even less fit for neutral than it was in days past. Mostly used as combo filler and as a combo finisher. Can create tricky pressure situations with RC on the second hit, but beware guard cancel overdrive. Despite looking like Jin is off the floor, he is still considered grounded during the first part and can be ground thrown out of the move.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Hizansen</span> ======
+
 
{{MoveData
+
===<big>Hizansen</big>===
|image=BBCP_Jin_Hizansen.png
+
<span class="input-badge">'''j.214C'''</span>
|input=j.214C |caption=Aerial combo ender.
+
<div class="attack-container">
|name=Hizansen
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCP_Jin_Hizansen.png|Aerial combo ender.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.214C}}
 
{{#lst:{{PAGENAME}}/Data|j.214C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Pretty good hitbox and the recoil causes Jin to float a bit which makes this a decent air to ground and useful for baiting and punishing certain antiairs. Causes hard knockdown which makes it a good combo ender in or near the corner, but it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable.
 
Pretty good hitbox and the recoil causes Jin to float a bit which makes this a decent air to ground and useful for baiting and punishing certain antiairs. Causes hard knockdown which makes it a good combo ender in or near the corner, but it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Sekkajin</span> ======
+
 
{{MoveData
+
===<big>Sekkajin</big>===
|image=BBCS_Jin_Sekkajin.png |caption=Must be close to the opponent to attack...
+
<span class="input-badge">'''22C'''</span>
|image2=BBCP_Jin_SekkajinFar.png |caption2=...or else Jin just stands there. |imageSize2=250x200px
+
<div class="attack-container">
|input=22C
+
<div class="attack-gallery">
|name=Sekkajin
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Jin_Sekkajin.png |Must be close to the opponent to attack...
{{AttackDataHeader-BBCF}}
+
BBCP_Jin_SekkajinFar.png |...or else Jin just stands there.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|22C}}
 
{{#lst:{{PAGENAME}}/Data|22C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Fatal Counters, 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 followup with 25 Heat on hit.  
 
Fatal Counters, 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 followup with 25 Heat on hit.  
  
 
Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets that the opponent cannot delay tech/roll out of, and are tricky to reversal out of because Jin can simply run up and 5A up to three times before doing the mixup to throw off timing.
 
Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets that the opponent cannot delay tech/roll out of, and are tricky to reversal out of because Jin can simply run up and 5A up to three times before doing the mixup to throw off timing.
}}
+
</div>
 
+
</div>
}}
 
 
 
 
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Distortion Drives==
 
==Distortion Drives==
====== <span style="visibility:hidden;font-size:0">Touga Hyojin</span> ======
+
===<big>Touga Hyojin</big>===
{{MoveData
+
<span class="input-badge">'''632146C'''</span>
|image=BBCS_Jin_IceWave.png |caption=Punish tool.
+
<div class="attack-container">
|name=Touga Hyojin
+
<div class="attack-gallery">
|input=632146C
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Jin_IceWave.png |Punish tool.
{{AttackDataHeader-BBCF|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Attack}}
 
{{AttackVersion|name=Attack}}
 
{{#lst:{{PAGENAME}}/Data|632146C}}
 
{{#lst:{{PAGENAME}}/Data|632146C}}
{{!}}-
+
|-
 
{{AttackVersion|name=Overdrive Followup}}
 
{{AttackVersion|name=Overdrive Followup}}
 
{{#lst:{{PAGENAME}}/Data|632146C OD Followup}}
 
{{#lst:{{PAGENAME}}/Data|632146C OD Followup}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
It can catch people off guard or pushing buttons from time to time during neutral. Pretty useful against projectile zoners. Definitely not a super you want to use up close, as it has a small minimum distance in order to connect. You WILL get hit out of the startup if a projectile is already too close to you or a poke is about to touch you when you finish inputting the move, so don't throw it out on a whim.
 
It can catch people off guard or pushing buttons from time to time during neutral. Pretty useful against projectile zoners. Definitely not a super you want to use up close, as it has a small minimum distance in order to connect. You WILL get hit out of the startup if a projectile is already too close to you or a poke is about to touch you when you finish inputting the move, so don't throw it out on a whim.
  
 
The best time (and frankly only time) to use Touga Hyojin during combos is during Overdrive as it has the highest Minimum Damage during Overdrive at 1120.
 
The best time (and frankly only time) to use Touga Hyojin during combos is during Overdrive as it has the highest Minimum Damage during Overdrive at 1120.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Hiyoku Getsumei</span> ======
+
 
{{MoveData
+
===<big>Hiyoku Getsumei</big>===
|image=BBCS_Jin_IceArrow.png |caption=Invincible startup, damaging metered combo ender.
+
<span class="input-badge">'''632146D (air OK)'''</span>
|name=Hiyoku Getsumei
+
<div class="attack-container">
|input=632146D air OK
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
+
BBCS_Jin_IceArrow.png |Invincible startup, damaging metered combo ender.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
 
{{#lst:{{PAGENAME}}/Data|632146D}}
 
{{#lst:{{PAGENAME}}/Data|632146D}}
{{!}}-
+
|-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
 
{{#lst:{{PAGENAME}}/Data|j.632146D}}
 
{{#lst:{{PAGENAME}}/Data|j.632146D}}
{{!}}-
+
|-
{{!}}-
+
|}
{{Description|9|text=*Launches a very high speed projectile at 30 degrees upwards (ground version) or 30 degrees downwards (Aerial version).
+
==== ====
 +
*Launches a very high speed projectile at 30 degrees upwards (ground version) or 30 degrees downwards (Aerial version).
 
*If the first hit is blocked or misses, other hits do not occur.
 
*If the first hit is blocked or misses, other hits do not occur.
  
Line 626: Line 809:
  
 
After air OD version, can combo into 632146C for more damage and a very stylish combo ender. Rapid canceling the 632146D early in a combo instead tends to lead to more damage, however.
 
After air OD version, can combo into 632146C for more damage and a very stylish combo ender. Rapid canceling the 632146D early in a combo instead tends to lead to more damage, however.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Yukikaze</span> ======
+
 
{{MoveData
+
===<big>Kokuujin: Yukikaze</big>===
|image=BBCS_Jin_Yukikaze1.png |caption=Catches any blockable attack.
+
<span class="input-badge">'''236236D'''</span>
|image2=BBCS_Jin_Yukikaze2.png |caption2=Unblockable, invincible the whole time.
+
<div class="attack-container">
|name=Kokuujin:Yukikaze
+
<div class="attack-gallery">
|input=236236D
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Jin_Yukikaze1.png |Catches any blockable attack.
{{AttackDataHeader-BBCF|version=yes}}
+
BBCS_Jin_Yukikaze2.png |Unblockable, invincible the whole time.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Catch}}
 
{{AttackVersion|name=Catch}}
 
{{#lst:{{PAGENAME}}/Data|236236D}}
 
{{#lst:{{PAGENAME}}/Data|236236D}}
{{!}}-
+
|-
 
{{AttackVersion|name=Attack}}
 
{{AttackVersion|name=Attack}}
 
{{#lst:{{PAGENAME}}/Data|236236D Attack}}
 
{{#lst:{{PAGENAME}}/Data|236236D Attack}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
*Counterattack stance, HBFP guard point throughout, hitting the guard point triggers followup attack.
 
*Counterattack stance, HBFP guard point throughout, hitting the guard point triggers followup attack.
 
*Superflash occurs on 1F, can catch attacks from 1-14F.
 
*Superflash occurs on 1F, can catch attacks from 1-14F.
Line 650: Line 838:
  
 
Situational counter reversal that catches both highs and lows, can be effective when used against safejumps or to escape setups meant to pin down Jin in blockstun such as Carl's Rhapsody of Memories (236236D) or Tsubaki's Requiem Maledictus (632146B). In these situations, the opponent can often avoid the attack, but Jin is fully invincible so the best they can do is get a meaty afterwards.
 
Situational counter reversal that catches both highs and lows, can be effective when used against safejumps or to escape setups meant to pin down Jin in blockstun such as Carl's Rhapsody of Memories (236236D) or Tsubaki's Requiem Maledictus (632146B). In these situations, the opponent can often avoid the attack, but Jin is fully invincible so the best they can do is get a meaty afterwards.
}}
+
</div>
 
+
</div>
}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Exceed Accel==
 
==Exceed Accel==
{{MoveData
+
===<big>Gekka Hyourou</big>===
|image=BBCF_Jin_Gekka.png |caption=DP #6
+
<span class="input-badge">'''ABCD during Overdrive'''</span>
|input=ABCD during Overdrive
+
<div class="attack-container">
|name=Gekka Hyourou
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Jin_Gekka.png |DP #6
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|ABCD}}
 
{{#lst:{{PAGENAME}}/Data|ABCD}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
Is full invul frame 1, and for no meter! It ends your overdrive when used whether successful or not, and the non-Active Flow version leads to poor damage raw or in combos. However it will put Jin into Active Flow if he is not already, and even attempting and failing to use it as a reversal will leave Jin with more burst gauge remaining than trying to burst.
 
Is full invul frame 1, and for no meter! It ends your overdrive when used whether successful or not, and the non-Active Flow version leads to poor damage raw or in combos. However it will put Jin into Active Flow if he is not already, and even attempting and failing to use it as a reversal will leave Jin with more burst gauge remaining than trying to burst.
  
Line 671: Line 863:
  
 
Startup is shortened to 10f if buffered out of OD activation or if canceled into.
 
Startup is shortened to 10f if buffered out of OD activation or if canceled into.
}}
+
</div>
 
+
</div>
}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Astral Heat==
 
==Astral Heat==
{{MoveData
+
===<big>Rengoku Hyouya</big>===
|image=BBCS_Jin_Astral.png |caption=Hits the entire ground. Can combo into this. |imageSize=175x250px
+
<span class="input-badge">'''[2]8D'''</span>
|image2=BBCS_Jin_Astral2.png
+
<div class="attack-container">
|name=Rengoku Hyouya
+
<div class="attack-gallery">
|input=[2]8D
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Jin_Astral.png |Hits the entire ground. Can combo into this.
{{AttackDataHeader-BBCF}}
+
BBCS_Jin_Astral2.png|
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|Astral}}
 
{{#lst:{{PAGENAME}}/Data|Astral}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
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, 2D, and 6D.  
 
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, 2D, and 6D.  
}}
+
</div>
 
+
</div>
}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  

Latest revision as of 00:54, 15 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Overview[edit]
Overview

Lore:Jin is a Major in the NOL and one of its elite commanding officers. While known for his cool and calm demeanor, he is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. He displayed formidable combat prowess during the Ikaruga Civil War, which earned him his rank as Major and the title "Hero of Ikagura." When he heard that Ragna the Bloodedge was on the move, he quickly abandoned his post to hunt him down by himself.
Playstyle
Pros Cons
  • Has tools for just about any situation.
  • High average damage.
  • Can hitconfirm pretty much everything into damaging combos, especially when he has 25 Heat.
  • Has access to various reversal options, including two reversal DPs (DP C and DP D), which cover different situations, as well as a counter super (Yukikaze).
  • Great Overdrive that gives him multiple reset opportunities.
  • Effective zoning game with strong projectiles and pokes.
  • Straightforward character with low execution barrier.
  • Strong, safe and easily forced pressure.
  • Resource-dependent; needs Heat and/or Overdrive for his strongest combos and resets.
  • Weak high-low mixup game without at least 25 Heat.
  • Reliant on punishes and frame traps in the absence of strong mixup options.
Drive: Frostbite

Frostbite enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities.

As a basic rule of thumb, Jin can use his Drive normals as only the first freeze in a combo, and his EX Specials for further freezes.

See BBCF/Attack_Attributes#Miscellaneous_Hit_Effects for more details on how Freeze works.
EX Specials
Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks from Guilty Gear AC, EX attacks from Street Fighter 4, and SB Skills from Persona 4 Arena.
  • All of Jin's EX Specials freeze the opponent and have Freeze Count 10, effectively ignoring the Freeze Count limit.
  • 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 10 Heat will cause Jin to perform 623C).
  • All EX Specials trigger Heat cooldown for 180 frames upon use.
Overdrive: Frost End
Frost End is Jin's Overdrive. During Overdrive, all of Jin's sword normals and specials freeze the opponent; the Freeze Count limit for Jin's normal Drive attacks is altered; and Jin's EX specials gain additional properties (ground bounce, wall bounce, etc.).
  • Sword normals (5C, 2C, 3C, 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 and freeze for a longer period of time.
  • Most EX Specials gain better effects on hit for combo extensions, and lose their 180F cooldown period.
Because of these new properties, Jin can use Overdrive to either do lots of unburstable damage like most characters, or to go for resets using Freeze.

Normal Moves[edit]

5A[edit]

5B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
400*2 Mid 8 4(2)1 16 -3 B -

[edit]

A two hit move. Both hits have a slight vacuum effect. It has good reach and quick a startup, making it a common combo starter. Used as a frame trap tool since it can cancel into many normals, and being only -3, makes the opponent guess if you will frame trap them with a gatling or reset pressure. Has a backward hitbox that is capable of hitting cross-up. In addition to its use in pressure, 5B is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly. Can be jump canceled on hit only.

5C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 Mid 10 4 19 -6 B -

[edit]

  • Freezes opponent for 40F during OD. Freeze Count 3.

A strong zoning and neutral tool. One of Jin's best pokes. It has a pretty quick startup, particularly for its range. Use it as a frame trap or to fish for CHs in neutral. Jump cancelable on hit and block. On CH, 5C > 3C will confirm even at max range.

The first active frame has little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!

2A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 7 4 9 -1 F -

[edit]

Average startup but it has decent reach and is only -1 on block. Mostly used for stagger pressure and sometimes as a situational antiair, as Jin's hitbox shrinks quite a bit, allowing him to low profile some air attacks, such as his own j.B. Jump cancelable on hit and block. It also has use as a meaty, as if an opponent tries to forward roll, Jin will autocorrect and tag them, while an opponent who neutral techs will block 2A.

2B[edit]

2C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
930 Mid 17 3 31 -17 B 9-19 H

[edit]

  • Head invul 9-19f
  • Freezes opponent for 40F during OD, Freeze Count 3

It has a huge vertical hitbox but it has significant startup and recovery. Can be used as an effective frame trap due to long startup and good reward on counter hit. As an antiair, 2C is slower than some of Jin's other options, but it has a lengthy period of head invul and great vertical range, making it useful against certain air approaches; however, 2C can be beaten by quick attacks due to its startup. Those weaknesses aside, 2C has amazing vertical range and is your strongest option against air attacks directly above your head. Jump-cancellable on block, so even if an opponent tries to bait 2C with a double jump, you retain the option of jump-cancelling, albeit perhaps not offensive momentum.

6A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
640 High 19 3 20 -4 B -

[edit]

  • 110% bonus proration. Forces crouch on hit.

Quick and hard to see overhead, but it can only be followed up if it lands as a counter hit or with 25-50 Heat. 2A and 5A are the only moves that gatling into 6A, so beware becoming predictable in your strings: Jin's 6A is an excellent tool that's difficult to block due to its speed and animation, but opponents aware of your gatling options will block 6A easily if you simply throw it in at obvious points. You give up pressure if this is blocked without meter to Rapid Cancel, but reward is poor without meter. With meter, however, 6A is absolutely terrifying and will easily lead into huge damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On hit, can link to fast normals but 6A itself cannot be canceled to anything.

6B[edit]

6C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1060 Mid 19 3 31 -13 B -

[edit]

  • Freezes opponent for 45F during OD, Freeze Count 3

It has a pretty good vertical hitbox, so it can be used as a situational antiair in the corner, though it lacks head invul. Jin moves forward while performing the attack. Other than that, this move is mostly used as combo filler or as a high risk frame trap. One of Jin's strongest combo starters. 6C > 6D can be used against opponents who are truly respecting your pressure or you can cancel 6C into 236D for a true blockstring.

3C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 Low 13 4 28 -15 F -

[edit]

Jin's sweep, redrawn to now use his sword so it can now cause freeze during Overdrive. It has long reach and fast startup for its range, but it's punishable on block if you don't special cancel it. It can also be used to low profile under certain moves, such as Ragna's 5B at max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving 3C more range than the image suggests.

j.A[edit]

j.B[edit]

j.C[edit]

j.2C[edit]


Drive Moves[edit]

  • Data in [ ] refers to Jin in Overdrive.

5D[edit]

2D[edit]

6D[edit]

j.D[edit]

Hishousetsu[edit]

236D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground 600*3 All 18 169 Total: 52 +27 P1* -
Air 600*3 All 24 169 Total: 40+8L - P1* -

[edit]

236D is a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, it resets pressure very well (especially off of 6C, in which case the cancel is airtight and Jin is moved forwards), and it can allow continued pressure after normally unsafe pressure options like j.D, 6C, 3C, etc. while simultaneously auto-hitconfirming. It can also be placed either during okizeme for the opponent to wake up into or planted during certain neutral situations to passively control space for little risk.

Hirensou[edit]

623D

Musou Tousshugeki[edit]

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1st hit
214D
640 Low 17 10 16+7L -11 F -
2nd hit
214D~C
1200 All 14 3 9+18L -13 H -

[edit]

Can sometimes be used to punish projectile zoners if you get a read on them, but the move lacks any sort of invul or hitbox shenanigans that would give it notable priority so don't expect miracles. Mostly sees use as a metered combo part - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.

Hizangeki[edit]

j.214D

Sekkajin Followup[edit]

22C~D


Universal Mechanics[edit]

Forward Throw[edit]

5B+C

Back Throw[edit]

4B+C

Air Throw[edit]

j.B+C

Counter Assault[edit]

When blocking 6A+B

Crush Trigger[edit]

5A+B (Chargeable)


Special Moves[edit]

Hishouken[edit]

236A (air OK)

Fubuki[edit]

623B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
950 Mid 8 3 33 -17 B 5-10 H

[edit]

  • Head invul frames 5-10

Thanks to its speed, hitbox, and head invul frames, Fubuki works well as an antiair, particularly for covering specific angles taken by opponents and against very fast air attacks that can't be answered with 2C. Just make sure the move is at least blocked: on whiff, Jin is vulnerable to a punish due to the move's lengthy recovery, while on block, you at least retain the option of Rapid Canceling to keep the initiative.

Rehhyou[edit]

623C

Musou Senshouzan[edit]

214B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1st Hit
214B
640 Low 17 8 16+7L -10 F -
2nd Hit
214B~C
1000 All 14 4 6+20L -13 H -

[edit]

The infamous "Ice Car", sadly even less fit for neutral than it was in days past. Mostly used as combo filler and as a combo finisher. Can create tricky pressure situations with RC on the second hit, but beware guard cancel overdrive. Despite looking like Jin is off the floor, he is still considered grounded during the first part and can be ground thrown out of the move.

Hizansen[edit]

j.214C

Sekkajin[edit]

22C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
385*4 All 8 2(3)2(3)2(3)2 28 -13 B -

[edit]

Fatal Counters, 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 followup with 25 Heat on hit.

Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets that the opponent cannot delay tech/roll out of, and are tricky to reversal out of because Jin can simply run up and 5A up to three times before doing the mixup to throw off timing.


Distortion Drives[edit]

Touga Hyojin[edit]

632146C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Attack 1600, 400*N All 1+(30 Flash)+8 Until Offscreen Total 44 -16 P2* 1-2 All
Overdrive Followup 400*3, 1200 All - - - - P2* -

[edit]

It can catch people off guard or pushing buttons from time to time during neutral. Pretty useful against projectile zoners. Definitely not a super you want to use up close, as it has a small minimum distance in order to connect. You WILL get hit out of the startup if a projectile is already too close to you or a poke is about to touch you when you finish inputting the move, so don't throw it out on a whim.

The best time (and frankly only time) to use Touga Hyojin during combos is during Overdrive as it has the highest Minimum Damage during Overdrive at 1120.

Hiyoku Getsumei[edit]

632146D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground 1000, 200*14, 1100
[1000, 200*20, 1100]
All 5+(45 Flash)+ 5 Until Offscreen Total 108 -80 P2* 1-11 All
Air 1000, 200*14, 1100
[1000, 200*20, 1100]
All 5+(32 Flash)+5 Until Ground Total Until L+15
[Total Until L+10]
- P2* 1-13 All

[edit]

  • Launches a very high speed projectile at 30 degrees upwards (ground version) or 30 degrees downwards (Aerial version).
  • If the first hit is blocked or misses, other hits do not occur.

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

After air OD version, can combo into 632146C for more damage and a very stylish combo ender. Rapid canceling the 632146D early in a combo instead tends to lead to more damage, however.

Kokuujin: Yukikaze[edit]

236236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Catch - - - - 1+(36 Flash)+33 - - 1-14 Guard HBFP
Attack 500, 3500
[500*5, 3500]
Unblockable 57 15 77 - B 1-End All

[edit]

  • Counterattack stance, HBFP guard point throughout, hitting the guard point triggers followup attack.
  • Superflash occurs on 1F, can catch attacks from 1-14F.
  • If triggered on a non-projectile move, attacker is stuck in hitstop until Jin attacks.
  • If triggered on 1F, then Jin does a faster version of the attack where startup is 21F

Situational counter reversal that catches both highs and lows, can be effective when used against safejumps or to escape setups meant to pin down Jin in blockstun such as Carl's Rhapsody of Memories (236236D) or Tsubaki's Requiem Maledictus (632146B). In these situations, the opponent can often avoid the attack, but Jin is fully invincible so the best they can do is get a meaty afterwards.


Exceed Accel[edit]

Gekka Hyourou[edit]

ABCD during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 300*4, 1250
{600, 400*10, 1250}
All 20 [10] 3 34 -10 B 1-22 All
[1-12 All]

[edit]

Is full invul frame 1, and for no meter! It ends your overdrive when used whether successful or not, and the non-Active Flow version leads to poor damage raw or in combos. However it will put Jin into Active Flow if he is not already, and even attempting and failing to use it as a reversal will leave Jin with more burst gauge remaining than trying to burst.

One of the better Exceed accels due to it ending with Jin's opponent downed very near Jin, allowing for reasonable oki.

Startup is shortened to 10f if buffered out of OD activation or if canceled into.


Astral Heat[edit]

Rengoku Hyouya[edit]

[2]8D


External References[edit]


Navigation[edit]


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