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|cancel=SO(J)R |damage=400*2 |starter=N |guard=HL | |cancel=SO(J)R |damage=400*2 |starter=N |guard=HL | ||
|level=2 |attribute=B |startup=8 |active=4(2)1 |recovery=16 |frameAdv=-3 |invul=- |hitbox= | |level=2 |attribute=B |startup=8 |active=4(2)1 |recovery=16 |frameAdv=-3 |invul=- |hitbox= | ||
|description= | |description=*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. 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. | ||
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|level=3 |attribute=B |startup=10 |active=4 |recovery=19 |frameAdv=-6 |invul=- |hitbox= | |level=3 |attribute=B |startup=10 |active=4 |recovery=19 |frameAdv=-6 |invul=- |hitbox= | ||
|description=*Freezes opponent for 40F during OD. Freeze Count 3. | |description=*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. | 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! | ||
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|level=0 |attribute=F |startup=7 |active=4 |recovery=9 |frameAdv=-1 |invul= |hitbox= | |level=0 |attribute=F |startup=7 |active=4 |recovery=9 |frameAdv=-1 |invul= |hitbox= | ||
|description= | |description= | ||
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. Jump cancelable on hit and block. | 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. | ||
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|description=*Head invul 9-19f | |description=*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. | 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. | ||
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|cancel=R |damage=640 |starter=N |guard=H | |cancel=R |damage=640 |starter=N |guard=H | ||
|level=4 |attribute=B |startup=19 |active=3 |recovery=20 |frameAdv=-4 |invul= |hitbox= | |level=4 |attribute=B |startup=19 |active=3 |recovery=20 |frameAdv=-4 |invul= |hitbox= | ||
|description= | |description=*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 | 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. | ||
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|level=5 |attribute=B |startup=19 |active=3 |recovery=31 |frameAdv=-13 |invul= |hitbox= | |level=5 |attribute=B |startup=19 |active=3 |recovery=31 |frameAdv=-13 |invul= |hitbox= | ||
|description=*Freezes opponent for 45F during OD, Freeze Count 3 | |description=*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. 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. | 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. | ||
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Revision as of 22:56, 1 September 2017
Jin Kisaragi |
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Health: 11,000
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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.
Moves that can freeze have two additional values: Freeze Count and Freeze Duration
- Freeze Count: This value determines the number of times that an opponent may be frozen in a single combo. Under normal circumstances, an opponent can only be frozen once per combo using a normal Drive attack (5D, 2D, 6D, j.D). If you use another normal Drive attack while the opponent has already been frozen once before, the normal Drive attack will not freeze the opponent. However, EX Specials (214D, 236D, 623D, etc.) have very high Freeze Counts (10) effectively ignoring the Freeze Count limit. Furthermore, you may freeze the opponent more than once per combo with normal Drive attacks during Overdrive (see the Overdrive section for more details).
- Freeze Duration: This value determines how long the opponent will be frozen in place after being hit by a move that freezes. Freeze Duration is not affected by hitstun decay or bonus hitstun from a Fatal Counter starter; in other words, Freeze Duration is a constant value.
- If an opponent is crouching or airborne when frozen, they will be forced into a standing state.
- If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately after hitstop.
- Opponents will automatically break free from the freeze effect if they are hit by a normal attack, if Jin goes over the Freeze Count limit, and after the Freeze Duration expires.
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 ignore the Freeze Count limit.
- If Jin attempts an attack that requires 25% Heat without sufficient meter, the C version of the attack will occur instead (for example, inputting 623D with 24 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, 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.
You can only freeze the opponent up to 5 times in a single OD combo (not counting EX Specials). The specials' Freeze Count limit of 5 is shared with the sword normals/Drives' Freeze Count limit of 3, meaning that you can only freeze the opponent up to 3 times with sword normals and/or Drives and 2 more times with special attacks for a maximum of 5 freezes per OD combo (again, not including EX Specials, which ignore the Freeze Count limit).
Pros/Strengths
- 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. 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 damage output.
- 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.
Cons/Weaknesses
- 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.
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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Drive Moves
- Data in [ ] refers to Jin in Overdrive.
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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Hishousetsu
Hishousetsu 236D (air OK) |
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Hirensou
Hirensou 623D |
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Musou Tousshugeki
Musou Tousshugeki 214D |
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Hizangeki
Hizangeki j.214D |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Special Moves
Hishouken
Hishouken 236A, air OK |
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Fubuki
Fubuki 623B |
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Rehhyou
Rehhyou 623C |
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Musou Senshouzan
Musou Senshouzan 214B |
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Hizansen
Hizansen j.214C |
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Sekkajin
Sekkajin 22C |
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Distortion Drives
Touga Hyojin
Touga Hyojin 632146C |
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Hiyoku Getsumei
Hiyoku Getsumei 632146D air OK |
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Yukikaze
Yukikaze 236236D |
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Exceed Accel
Gekka Hyourou ABCD during Overdrive |
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Astral Heat
Rengoku Hyouya [2]8D |
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External References
- Japanese Name: ジン=キサラギ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •