BBCF/Jin Kisaragi

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Overview
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.


Jin Kisaragi
BBCF Jin Kisaragi Portrait.png


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.

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.

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

5A
5A
BBCF Jin 5A.png
"Proceed this way to the trash can, if you please"
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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.

5B
5B
BBCS Jin 5B.png
Great tool for its range and speed.
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  • 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.

5C
5C
BBCS Jin 5C.png
Good zoning tool.
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  • 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
2A
BBCS Jin 2A.png
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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
2B
BBCS Jin 2B.png
Slight phantom hitbox past his hand.
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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.

2C
2C
BBCS Jin 2C.png
Huge vertical range, head invul.
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  • 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
6A
BBCS Jin 6A.png
Terrifying overhead. End your opponent's life with this.
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  • 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
6B
BBCS Jin 6B.png
Low crush, leads to your best damage midscreen.
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  • Low invul 4-22f
  • 26F hitstun
  • 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.

6C
6C
BBCS Jin 6C.png
Combo filler, especially in the corner.
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  • 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
3C
BBCF Jin 3C.png
Combo ender, occasional footsie tool.
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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
j.A
BBCS Jin jA.png
Good for air-to-air.
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A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range.

j.B
j.B
BBCS Jin jB.png
Hits above, in front, and below Jin. Has a crossup hitbox.
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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.

j.C
j.C
BBCS Jin jC.png
Safe air poke at range, strong air-to-air.
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  • 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.

j.2C
j.2C
BBCS Jin j2C.png
Excellent jumpin and pressure tool.
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  • 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.


Drive Moves

  • Data in [ ] refers to Jin in Overdrive.
5D
5D
BBCS Jin 5D.png
The infamous Wolfhead.
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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.

2D
2D
BBCS Jin 2D.png
Zoning tool. Whiff at your own peril.
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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.

6D
6D
BBCS Jin 6D.png
Pressure reset, combo filler.
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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.

j.D
j.D
BBCS Jin jD.png
The Netplay Crossup
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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.

Hishousetsu
Hishousetsu
236D (air OK)
BBCF Jin Hishousetsu.png
"Snowflake."
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Ground
Air

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
Hirensou
623D
BBCS Jin Hirensou.png
Dragon punch, corner combo tool.
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  • 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.

Musou Tousshugeki
Musou Tousshugeki
214D
BBCS Jin MusouTousshugeki.png
Vroom! (Ice-car)
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1st hit
214D
2nd hit
214D~C

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
Hizangeki
j.214D
BBCP Jin Hizangeki.png
Combo part, overhead.
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  • Fastest TK j.214D startup is 22 frames
  • TK j.214D is ±0 on block
  • 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.

Sekkajin Followup
Sekkajin Followup
22C~D Useful for easy sideswaps
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The 22C followup, it's useful for switching sides with your opponent mid-combo in the corner.


Universal Mechanics

Forward Throw
Forward Throw
BBCS Jin FThrow.png
Can cancel the third hit.
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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.

Back Throw
Back Throw
BBCS Jin BThrow.png
Can cancel the 2nd hit.
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Switcheroo if you are in the corner, otherwise identical.

Air Throw
Air Throw
BBCS Jin AThrow.png
Has a variety of combo options depending on throw height.
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As with every other air throw, this acts a pretty decent air-to-air.

Counter Assault
Counter Assault
BBCS Jin 5C.png
Jin's Counter Assault, it uses 5C's animation.
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Copies 5C's reliable hitbox. As with every other CA, it's punishable on whiff and block.

Crush Trigger
Crush Trigger
BBCP Jin CT.png
Looks cool if anything else
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Uncharged
Charged

Sometimes sees use in combos. This move counts as a special, so you can cancel most normals into this move.


Special Moves

Hishouken
Hishouken
236A, air OK
BBCS Jin Hishouken.png
Zoning tool.
BBCP Jin AirHishouken.png
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Ground
Air
  • 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.

Fubuki
Fubuki
623B
BBCS Jin Fubuki.png
Fast antiair. Pray it hits them.
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  • 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
Rehhyou
623C
BBCS Jin Rehhyou.png
Meterless DP. Don't expect miracles.
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  • 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.

Musou Senshouzan
Musou Senshouzan
214B
BBCS Jin MusouSenshouzanB.png
The good old
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1st Hit
214B
2nd Hit
214B~C

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
Hizansen
j.214C
BBCP Jin Hizansen.png
Aerial combo ender.
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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.

Sekkajin
Sekkajin
22C
BBCS Jin Sekkajin.png
Must be close to the opponent to attack...
BBCP Jin SekkajinFar.png
...or else Jin just stands there.
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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

Touga Hyojin
Touga Hyojin
632146C
BBCS Jin IceWave.png
Punish tool.
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Attack
Overdrive Followup

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
Hiyoku Getsumei
632146D air OK
BBCS Jin IceArrow.png
Invincible startup, damaging metered combo ender.
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Ground
Air
  • 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.

Yukikaze
Kokuujin:Yukikaze
236236D
BBCS Jin Yukikaze1.png
Catches any blockable attack.
BBCS Jin Yukikaze2.png
Unblockable, invincible the whole time.
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Catch
Attack
  • 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

Gekka Hyourou
ABCD during Overdrive DP #6
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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

Rengoku Hyouya
[2]8D
BBCS Jin Astral.png
Hits the entire ground. Can combo into this.
BBCS Jin Astral2.png
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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.


External References


Navigation

To edit frame data, edit values in BBCF/Jin Kisaragi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.