BBCF/Jin Kisaragi: Difference between revisions

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  |description=
  |description=
*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.  
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Revision as of 16:00, 22 January 2019

Jin Kisaragi
BBCF Jin Portrait.png

Health:
Combo Rate:
Prejump:
Backdash Time / Invul:


Play-style
Balanced

Overview

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.

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.
  • EX Specials gain additional properties: 214D~C wall bounces, j.214D ground bounces, 22C~D deals more hits and additional damage, and 623D(2) wallbounces the opponent.
  • EX Specials 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.

Strengths/Weaknesses

Strengths Weaknesses
  • Jin has tools to deal with just about any situation, from air-to-air battles to both short and long range ground battles.
  • High average damage. Almost every combo's damage about or near 3000. Jin can hitconfirm pretty much everything and turn those hitconfirms 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).
  • One of the better Overdrives in terms of reset play by freeze.
  • He can play an effective zoning game with his projectiles (Ice Blades) and his pokes, such as 5C, 5D, 2D, and j.C.
  • Jin is a fairly straightforward character, making him perfect for newbies. His bread and butter combos are relatively simple in terms of execution.
  • Very strong, safe pressure: Jin excels at placing opponents in frightening situations and can force such situations easily.
  • Jin is the standard "jack of all trades, master of none" character. Though he doesn't have any outstanding weaknesses, he doesn't excel at anything in particular, and will likely be strictly outperformed by a more specialized character in their strong areas.
  • Jin's basic high/low mixup is weak without 25-50 Heat when he can use TK Hizangeki or RC 6A.
  • While Jin's "pressure" is strong, his "mixup" is less "wild" than other characters'; consequently, Jin relies on punishing opponents for selecting their defensive options poorly, utilizing frame traps, etc., all of which require a solid understanding of pressure situations to properly utilize.

Template:CharLinks-BBCF

Normal Moves

5A
5A
BBCF Jin 5A.png
300 All 6 3 11 - B -
5B
5B
BBCS Jin 5B.png
Great tool for its range and speed.
400*2 Mid 8 4(2)1 16 - B -
5C
5C
BBCS Jin 5C.png
Good zoning tool.
800 Mid 10 4 19 - B -
2A
2A
BBCS Jin 2A.png
300 All 7 4 9 - F -
2B
2B
BBCS Jin 2B.png
Slight phantom hitbox past his hand.
600 Low 9 2 15 - F -
2C
2C
BBCS Jin 2C.png
Huge vertical range, head invul.
930 Mid 17 3 31 - B -
6A
6A
BBCS Jin 6A.png
Terrifying overhead. End your opponent's life with this.
640 High 19 3 20 - B -
6B
6B
BBCS Jin 6B.png
Low crush, leads to your best damage midscreen.
840 All 19 4 4+14L - H -
6C
6C
BBCS Jin 6C.png
Combo filler, especially in the corner.
1060 Mid 19 3 31 - B -
3C
3C
BBCF Jin 3C.png
Combo ender, occasional footsie tool.
900 Low 13 4 28 - F -
j.A
j.A
BBCS Jin jA.png
Good for air-to-air.
300 High/Air 7 3 9 - H -
j.B
j.B
BBCS Jin jB.png
Hits above, in front, and below Jin. Has a crossup hitbox.
600 High/Air 9 7 30 - H -
j.C
j.C
BBCS Jin jC.png
Safe air poke at range, strong air-to-air.
850 High/Air 10 3 20+4L - H -
j.2C
j.2C
BBCS Jin j2C.png
Excellent jumpin and pressure tool.
850 High 13 5 24 - H -


Drive Moves

  • Data in [ ] refers to Jin in Overdrive.
5D
5D
BBCS Jin 5D.png
The infamous Wolfhead.
960 All 17 8 20 - BP -
2D
2D
BBCS Jin 2D.png
Zoning tool. Whiff at your own peril.
960 All 22 3 Total 57 - P1* -
6D
6D
BBCS Jin 6D.png
Pressure reset, combo filler.
1000 All 31 9 Total 65 - P1* -
j.D
j.D
BBCS Jin jD.png
The Netplay Crossup
970 All 16 3 29+5L - HP -
Hishousetsu
Hishousetsu
236D (air OK)
BBCF Jin Hishousetsu.png
"Snowflake."
600*3 All 18 Total: 52 - P1* - 600*3 All 24 Total: 40+8L - P1* -
Hirensou
Hirensou
623D
BBCS Jin Hirensou.png
Dragon punch, corner combo tool.
900, 1200 Mid 13 2 (23~77) 3 42 - B -
Musou Tousshugeki
Musou Tousshugeki
214D
BBCS Jin MusouTousshugeki.png
Vroom! (Ice-car)
640 Low/Air 17 10 16+7L - F - 1200 All 14 3 9+18L - H -
Hizangeki
Hizangeki
j.214D
BBCP Jin Hizangeki.png
Combo part, overhead.
600, 1200 All, High/Air 9 1(9)3 22+5L - H -


Universal Mechanics

Forward Throw
Forward Throw
BBCS Jin FThrow.png
Can cancel the third hit.
0,0,1500 Throw(70) 7 3 23 - T -
Back Throw
Back Throw
BBCS Jin BThrow.png
Can cancel the 2nd hit.
0,1500 Throw(70) 7 3 23 - T -
Air Throw
Air Throw
BBCS Jin AThrow.png
Has a variety of combo options depending on throw height.
0, 1500 Throw(90) 7 3 23+3L - T -
Counter Assault
Counter Assault
BBCS Jin 5C.png
Jin's Counter Assault, it uses 5C's animation.
0 All 13 5 34 - B -
Crush Trigger
Crush Trigger
BBCP Jin CT.png
1000 Barrier 20 1 25 - B - 1000 Barrier 30~61 1 25 - B -


Special Moves

Hishouken
Hishouken
236A, air OK
BBCS Jin Hishouken.png
Zoning tool.
BBCP Jin AirHishouken.png
600 All 13 44T - P1* - 600 All 20 Total 49+L - P1* -
Fubuki
Fubuki
623B
BBCS Jin Fubuki.png
Fast antiair. Pray it hits them.
950 Mid 8 3 33 - B -
Rehhyou
Rehhyou
623C
BBCS Jin Rehhyou.png
Meterless DP. Don't expect miracles.
1300 Mid 13 3 45 - B -
Musou Senshouzan
Musou Senshouzan
214B
BBCS Jin MusouSenshouzanB.png
The good old
640 Low/Air 17 8 16+7L - F - 1000 All 14 4 6+20L - H -
Hizansen
Hizansen
j.214C
BBCP Jin Hizansen.png
Aerial combo ender.
1000 All 13 3 Till L+7 - H -
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.
385*4 All 8 2(3)2(3)2(3)2 28 - B -
Sekkajin Followup
Sekkajin Followup
22C~D Useful for easy sideswaps
400, 800 All 25 8 68 - B - 200x6, 800 All 25 1,2x4,7 68 - B -


Distortion Drives

Touga Hyojin
Touga Hyojin
632146C
BBCS Jin IceWave.png
Punish tool.
1600, 400*4 All 1+8 44T - P2* - 400*3, 1200 All - - - - P2* -
Hiyoku Getsumei
Hiyoku Getsumei
632146D air OK
BBCS Jin IceArrow.png
Invincible startup, damaging metered combo ender.
1000, 200*14, 1100 Mid 5+5 Total 108 - P2* - 1000, 200*14, 1100 All 5+5 until L+15 - P2* - 1000, 200*20, 1100 Mid 5+5 Total 108 - P2* - 1000, 200*20, 1100 All 5+5 until L+10 - P2* -
Yukikaze
Yukikaze
236236D
BBCS Jin Yukikaze1.png
Catches any blockable attack.
BBCS Jin Yukikaze2.png
Unblockable, invincible the whole time.
1+33 - - 500, 3500 Unblockable 57 15 77 - B - 500*5, 3500 Unblockable 57 15 77 - B -


Exceed Accel

Gekka Hyourou
ABCD during Overdrive DP #6
600, 300*4, 1250 All 20[10] 3 34 - B - 600, 400*10, 1250 All 20[10] 3 34 - B -


Astral Heat

Rengoku Hyouya
[2]8D
BBCS Jin Astral.png
Hits the entire ground. Can combo into this.
BBCS Jin Astral2.png
27315 (DESTROY) Low 6+25 5 95 - F -


External References



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