BBCF/Jin Kisaragi

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< BBCF
Revision as of 21:33, 24 September 2019 by 189.84.171.117 (talk) (→‎5A)
Jin Kisaragi
BBCF Jin Portrait.png
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.



Normal Moves

5A
5A
BBCF Jin 5A.png
"Proceed this way to the trash can, if you please"
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 11 -2 +7 B CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Jin Kisaragi 5A.png
BBCF Jin Kisaragi 5A Hitbox.png


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.
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400×2 Mid 8 4(2)1 16 -3 -4 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Jin Kisaragi 5B.png
Great tool for its range and speed.
BBCF Jin Kisaragi 5B 1 Hitbox 1.pngBBCF Jin Kisaragi 5B 1 Hitbox 2.pngBBCF Jin Kisaragi 5B 2 Hitbox.png
First hit, frames 8-9 • First hit, frames 10-11 • Second hit, frame 14


  • 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.
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 Mid 10 4 19 -6 -6 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 20 22 31 11 +0 +2
BBCF Jin Kisaragi 5C.png
Good zoning tool.
BBCF Jin Kisaragi 5C Hitbox 1.pngBBCF Jin Kisaragi 5C Hitbox 2.png
Frames 10-11 • Frames 12-13, Fully extends
During OD Freezes for 30, 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.

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
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 7 4 9 -1 +7 F CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Jin Kisaragi 2A.png
Using the sheath is apparently quicker.
BBCF Jin Kisaragi 2A Hitbox.png


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.
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Low 9 2 15 -3 +1 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Jin Kisaragi 2B.png
Slight phantom hitbox past his hand.
BBCF Jin Kisaragi 2B Hitbox.png


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.
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
930 Mid 17 3 31 -17 -24 B 9~19 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 24 22 31 11 +0 +2
BBCF Jin Kisaragi 2C.png
Huge vertical range, head invul.
BBCF Jin Kisaragi 2C Hitbox.png
During OD Freezes for 30, Freeze Count 3


  • 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.
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
640 High 19 3 20 -4 -15 B SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 24 19 + Down 24 29 34 + Down 24 12 +0 +5
BBCF Jin Kisaragi 6A.png
Terrifying overhead. End your opponent's life with this.
BBCF Jin Kisaragi 6A Hitbox.png
Bonus Proration 110%
Forces crouching 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.

6B
6B
BBCS Jin 6B.png
Low crush, leads to your best damage midscreen.
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
840 All 19 4 4+14L -3 -14 H 4~22 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 26 26 31 41 12 +0 +5
BBCF Jin Kisaragi 6B.png
Low crush, leads to your best damage midscreen.
BBCF Jin Kisaragi 6B Hitbox.png
Airborne from frame 4, after active Jin is in recovery until landing
Airborne recovery time can be altered by external forces


  • 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.
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1060 Mid 19 3 31 -13 -26 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
84 Long 5 20 Launch 36 Launch 52 13 +0 +8
BBCF Jin Kisaragi 6C.png
Combo filler, especially in the corner.
BBCF Jin Kisaragi 6C Hitbox.png
During OD Freezes for 45, 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.

3C
3C
BBCF Jin 3C.png
Combo ender, occasional footsie tool.
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Low 13 4 28 -15 -18 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 26 Launch 40 + Down 24 11 +0 +2
BBCF Jin Kisaragi 3C.png
Decently rewarding but committal long range low profiling option.
BBCF Jin Kisaragi 3C Hitbox.png
Yes, the sword has a hurtbox
During OD Freezes for 30, Freeze Count 3


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.
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 7 3 9 H CSR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Jin Kisaragi jA.png
Good close range air-to-air.
BBCF Jin Kisaragi jA Hitbox.png
Counterhit state ends late, frame 10 (first frame of recovery) is still CH state


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.
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 High/Air 9 7 30 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Jin Kisaragi jB.png
Hits above, in front, and below Jin. Has a crossup hitbox
BBCF Jin Kisaragi jB Hitbox 1.pngBBCF Jin Kisaragi jB Hitbox 2.pngBBCF Jin Kisaragi jB Hitbox 3.png
Frames 9-11 • Frames 12-14 • Frame 15


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.
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 High/Air 10 3 20+4L H S(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 19 22 33 11 +0 +2
BBCF Jin Kisaragi jC.png
Safe air poke at range, strong air-to-air.
BBCF Jin Kisaragi jC Hitbox.png
During OD Freezes for 30, Freeze Count 3
Landing recovery applies if move reaches frame 6


  • 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.
Template:AttackDataHeader-BBCF
j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 High/Air 13 5 24 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 19 22 33 11 +0 +2
BBCF Jin Kisaragi j2C.png
Excellent jumpin and pressure tool
BBCF Jin Kisaragi j2C Hitbox 1.pngBBCF Jin Kisaragi j2C Hitbox 2.png
Frames 13-14 • Frames 15-17
During OD Freezes for 30, 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.


Drive Moves

  • Data in [ ] refers to Jin in Overdrive.
5D
5D
BBCS Jin 5D.png
The infamous Wolfhead.
Template:AttackDataHeader-BBCF
5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
960 All 17 8 20 -11 [-5] -18 BP SRDa 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 [89] Long 3 16 17 17 22 31 11 [11/+6] +0 +2 [+5]
BBCF Jin Kisaragi 5D.png
Makes the same noise as the lion
BBCF Jin Kisaragi 5D Hitbox.png
Values in [] are during OD
Freezes for 26 [36]. Freeze Count 1 [3]
On Dash Cancel, Jin does a 22F dash. Frame advantage in this case is -6 [0]


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.
Template:AttackDataHeader-BBCF
2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
960 All 22 3 Total: 57 +1 [+7] -31 P1 S(J)R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 [92] Long 4 18 19 19 24 34 0/+18 [0/+24] +18 +20 [+23]
BBCF Jin Kisaragi 2D.png
Zoning tool. Whiff at your own peril
BBCF Jin Kisaragi 2D Hitbox.png
Smaller than it looks
Values in [] are during OD
Jump cancellable on hit and special cancellable on hit/block from frame 39 onwards
Freezes for 40 [55]. Freeze Count 1 [3]


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.
Template:AttackDataHeader-BBCF
6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 31 6 Total: 65 +6 [+12] -39 P1 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
84 [94] Long 5 20 Launch 26 Launch 42 0/+20 [0/+26] +20 +28 [+25]
BBCF Jin Kisaragi 6D.png
Pressure reset, combo filler
BBCF Jin Kisaragi 6D Hitbox.png
Values in [] are during OD
Freezes for 45 [55]. Freeze Count 1 [3]
Bonus Proration 110%


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
Template:AttackDataHeader-BBCF
j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
970 All 16 3 29+5L HP SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 [92] Long 4 18 19 19 24 34 12 [12/+6] +0 +2 [+5]
BBCF Jin Kisaragi jD.png
The Netplay Crossup
BBCF Jin Kisaragi jD Hitbox.png
Values in [] are during OD
Freezes for 50 [60]. Freeze Count 1 [3]
Landing recovery applies if move reaches frame 10


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."
Template:AttackDataHeader-BBCF
Ground


236D
Hishousetsu
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600×3 All 18 169 Total: 52 +27 -26 P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89×3 Normal 3 16 17 17 22 31 0/+11 +11 +13
BBCF Jin Kisaragi 236D.png
"Snowflake."
BBCF Jin Kisaragi 236D Hitbox.png
Freezes for 36. Freeze Count 10
Re-hits every 6 (+ hitstop) frames
Disappears after 3 hits
Air


j.236D
Air Hishousetsu
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600×3 All 24 169 Total: 40+8L P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89×3 Normal 3 16 17 17 22 31 0/+11 +11 +13
BBCF Jin Kisaragi j236D.png
BBCF Jin Kisaragi j236D Hitbox.png
Freezes for 36. Freeze Count 10
Landing recovery applied when move reaches frame 4

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.
Template:AttackDataHeader-BBCF
623D
Hirensou
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900, 1200 Mid, All {Air} 13 3(25~79)1 42 -24 -55~109 B 1~21 All R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92×2 Very Short, Long 4 18 Launch 44, 44 + Slide + Down 10 + WBounce 44 + WStick 30 + Down 23 Launch 62, 62 + Slide + Down 10 + WBounce 44 + WStick 33 + Down 23 1, 20 +0 +5
BBCF Jin Kisaragi 623D 1.pngBBCF Jin Kisaragi 623D 2.png
Reversal, corner combo tool
BBCF Jin Kisaragi 623D 1 Hitbox.pngBBCF Jin Kisaragi 623D 2 Hitbox.png
First hit freezes for 50. Freeze Count 10
Second hit is Unblockable on the ground and Fatal Counter if fully charged
reversal
Maximum Slide duration 30F


  • 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)
Template:AttackDataHeader-BBCF
1st hit
214D


214D
Musou Tousshugeki
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
640 Low 17 10 19+7L -10 -26 F R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 40 Launch 54 11 +0 +2
BBCF Jin Kisaragi 214D.png
BBCF Jin Kisaragi 214D Hitbox.png
Freezes for 45. Freeze Count 10. Otherwise 26F hitstun
Immediately enters recovery on hit/block
Airborne from frame 4
Cancellable into followup on hit/block, or frames 18~26 on whiff
2nd hit
214D~C


214D~C
Musou Tousshugeki Followup
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 All 14 3 9+18L -13 -17 H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 50 + Slide [50 + Slide + WBounce 40 + WStick 40] Launch 64 + Slide [64 + Slide + WBounce 40 + WStick 40] 11 +0 +2
BBCF Jin Kisaragi 214D~C.png
Followup C attack
BBCF Jin Kisaragi 214D~C Hitbox.png
Maximum Slide duration 15F

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.
Template:AttackDataHeader-BBCF
j.214D
Hizangeki
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600, 1200 All, High/Air 9 1(9)3 22+5L H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 82 Normal 4 18 19, Crumple + Down 10 19, 90 + GBounce + Down 23 24, Crumple + Down 10 34, 105 + GBounce + Down 23 6, 12 +0 +5
BBCF Jin Kisaragi j214D.png
Combo tool, overhead
BBCF Jin Kisaragi j214D 1 Hitbox.pngBBCF Jin Kisaragi j214D 2 Hitbox.png
First hit always whiffs on grounded opponents... • ...so it's really a 19f overhead
First hit freezes for 80. Freeze Count 10
First hit cannot hit grounded opponents
Crumple Duration 99F, Crumple Fall 33F


  • 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
Template:AttackDataHeader-BBCF
22C~D
Sekkajin Followup
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400, 800
[200×6, 800]
All 25 10 [2×5,8] 52 -45 B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 74 Long 3 16 Crumple [×6], Launch 40 [×6], 60 0 +0 +2
BBCF Jin Kisaragi 22C~D.png
Useful for easy sideswaps
First hit [First 6 hits ] of followup freezes for 70. Freeze Count 10
Only 1 hit on block/whiff. Recovery in this case is 52F
Crumple Duration 50F, Crumple Fall 83F


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.
Template:AttackDataHeader-BBCF

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.
Template:AttackDataHeader-BBCF

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.
Template:AttackDataHeader-BBCF

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.
Template:AttackDataHeader-BBCF

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
Template:AttackDataHeader-BBCF
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
Template:AttackDataHeader-BBCF
Ground


236A
Hishouken
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800→600 All 13 Until Offscreen Total: 44 -7 -18 P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 17 17 Launch→22 31 0/+8 +8 +2
BBCF Jin Kisaragi 236A.png
Zoning tool
BBCF Jin Kisaragi 236A Hitbox.png
During OD freezes for 30. Freeze Count 5
First 9 active frames deal 800 damage and floats opponent on CH
Air


j.236A
Air Hishouken
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800→600 All 20 Until Offscreen Total: 49+8L P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 17 17 22 31 0/+8 +8 +2
BBCF Jin Kisaragi j236A.png
BBCF Jin Kisaragi j236A Hitbox.png
During OD freezes for 30. Freeze Count 5
First 9 active frames deal 800 damage
  • 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.
Template:AttackDataHeader-BBCF
623B
Fubuki
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
950 Mid 8 3 33 -17 -17 B 5~10 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 45 Launch 60 12 +5 +5
BBCF Jin Kisaragi 623B.png
Fast antiair. Pray it hits them.
BBCF Jin Kisaragi 623B Hitbox.png
During OD freezes for 55. Freeze Count 5


  • 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.
Template:AttackDataHeader-BBCF
623C
Rehhyou
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1300 Mid 13 3 49 -33 -38 B 1~15 All R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Very Short 4 18 Launch 56 Launch 71 10 +8 +8
BBCF Jin Kisaragi 623C.png
While it is a meterless reversal, it isn't a particularly great one
BBCF Jin Kisaragi 623C Hitbox.png
During OD freezes for 70. Freeze Count 5
reversal


  • 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
Template:AttackDataHeader-BBCF
1st Hit
214B


214B
Musou Senshouzan
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
640 Low 17 8 19+7L -10 -24 F R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 26 Launch 40 11 +0 +2
BBCF Jin Kisaragi 214B.png
Ice Car
BBCF Jin Kisaragi 214B Hitbox.png
Immediately enters recovery on hit/block
During OD freezes for 45. Freeze Count 5
Airborne from frame 4
Cancellable into followup on hit/block, or frames 18~24 on whiff
2nd Hit
214B~C


214B~C
Musou Senshouzan Followup
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 14 4 6+20L -13 -17 H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 30 + Down 23 Launch 44 + Down 23 8 +0 +2
BBCF Jin Kisaragi 214B~C.png
Followup C attack
BBCF Jin Kisaragi 214B~C Hitbox.png
During OD freezes for 45. Freeze Count 5

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.
Template:AttackDataHeader-BBCF
j.214C
Hizansen
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 13 3 Until L+7 H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Crumple + Down 10 36 + Down 23 Crumple + Down 10 51 + Down 23 12 +0 +5
BBCF Jin Kisaragi j214C.png
Aerial combo ender
BBCF Jin Kisaragi j214C Hitbox.png
During OD freezes for 55. Freeze Count 5
Landing recovery applied when move reaches active frames
Crumple Duration 99F, Crumple Fall 31F


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.
Template:AttackDataHeader-BBCF
22C
Sekkajin
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
385×4 All 8 2(3)2(3)2(3)2 28 -13 -26 B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Stand 17×3, Crumple 17 Stand 25×3, Crumple 34 0 +0 +2
BBCF Jin Kisaragi 22C.pngBBCP Jin SekkajinFar.png
Must be close to the opponent to attack... • ...or else Jin just stands there.
BBCF Jin Kisaragi 22C Hitbox.png
The range check is the limiting factor, not the hitbox
Fatal Counter
If opponent was frozen, then last hit freezes for 50. Freeze Count 3
During OD, last hit freezes for 50. Freeze Count 5
If too far away from opponent Jin does not attack and does a pose instead, total duration 37
Crumple Duration 29F, Crumple Fall 62F


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.
Template:AttackDataHeader-BBCF
Attack


632146C
Touga Hyojin
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1600, 400×N All 1+(30 Flash)+8 Until Offscreen Total: 44 -16 -18 P2 1~2 All R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 Normal 4 18 Crumple 30 28 + Slide Launch 43 + Slide 0 +0 +5
BBCF Jin Kisaragi 632146C.png
BBCF Jin Kisaragi 632146C Hitbox.png
Traveling hitbox remains consistent
During OD freezes for 100. Freeze Count 20
Minimum Damage 20%: 320+80×N
First hit that connects deals 1600 damage, remaining hits deal 400 damage
Re-hits every 2 frames
Maximum Slide duration 20F
Crumple Duration 30F, Crumple Fall 63F
Overdrive Followup


632146C OD Followup
Touga Hyojin OD Followup
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400×3, 1200 All P2 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100×4 Normal 4 Crumple + Down 15 Stand Crumple + Down 15 Stand 0/+6×3, 0/+12 +5
BBCF Jin Kisaragi 632146C.png
BBCF Jin Kisaragi 632146C Hitbox.png
Traveling hitbox remains consistent
First 3 hits Freeze for 120. Freeze Count 100
Minimum Damage 20%: 480
Crumple Duration 9999F, Crumple Fall 53F

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.
Template:AttackDataHeader-BBCF
Ground


632146D
Hiyoku Getsumei
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000, 200×14, 1100
[1000, 200×20, 1100]
All 5+(45 Flash)+5 Until Offscreen Total: 63
[Total: 54]
-35 [-26] -37 [-28] P2 1~11 All R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 80 + WBounce 95 + WBounce 0 +30×15 [×21], +2 +30×15 [×21], +5
BBCF Jin Kisaragi 632146D.png
Invincible startup, damaging metered combo ender
BBCF Jin Kisaragi 632146D Hitbox.png
Values in [] are during OD
First hit freezes for 45. Freeze Count 20
Only does 1 hit on block
Minimum Damage 15%: 735 [915]
reversal
Air


j.632146D
Air Hiyoku Getsumei
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
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 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 80 Launch 95 0 +30×15 [×21], +2 +30×15 [×21], +5
BBCF Jin Kisaragi j632146D.png
Air version
BBCF Jin Kisaragi j632146D Hitbox.png
Values in [] are during OD
First hit freezes for 45. Freeze Count 20
Only does 1 hit on block
Minimum Damage 15%: 735 [915]
  • 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.
Template:AttackDataHeader-BBCF
Catch


236236D
Yukikaze (Catch)
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1+(36 Flash)+33 1~14 Guard HBFP+Burst
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Jin Kisaragi 236236D 1.png
Catches any blockable attack
BBCF Jin Kisaragi 236236D Hitbox.png
If an attack is caught on 1F, then attack startup begins during super flash (attack startup effectively reduced to 21)
On Guard Point, hitstop for Jin is 4F. Opponent hitstop is 72F
parry reversal
Attack


236236D Attack
Yukikaze (Attack)
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500, 3500
[500×5, 3500]
Unblockable 57 15
[3,3,3,3,3]
77 B 1~End All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 60 [100, 92×5] Normal 4 19 [×5], Crumple + Down 10 80 24 [×5], Crumple + Down 10 95 [×5], Stand 12, 0/+12 [1×5, 0/+12]
BBCF Jin Kisaragi 236236D 2.png
Unblockable, invincible the whole time
Values in [] are during OD
First hit Fatal Counter
Only does followup hits on hit
Crumple Duration 9999F, Crumple Fall 53F
[Initial attack can only hit once (but can be "blocked" 5 times)]
All except last hit Freeze for 180. Freeze Count 60
Minimum Damage 20%: 800 [1200]
  • 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
Template:AttackDataHeader-BBCF
ABCD
Gekka Hyourou
exceed accel
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600, 300×4, 1250
{600, 400×10, 1250}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
125
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 4 26 Launch 200 + Down 23 20 20, 0, 8×3, 30
[20, 0, 8×3, 0×6, 30]
+0
BBCF Jin Kisaragi A+B+C+D 1.pngBBCF Jin Kisaragi A+B+C+D 2.png
As if Jin didn't have enough reversal options
BBCF Jin Kisaragi A+B+C+D Hitbox.png
Pretty good vertical reach, not as good horizontal reach
Values in [] are when canceled into or immediately after activating Overdrive
Values in {} are during Active Flow
Minimum Damage 10%: 305 {585+58}


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
Template:AttackDataHeader-BBCF

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.