Jin is one of Blazblue's closest examples of a "Shoto" character. He's a good all-arounder with many tools for any given situation. He is also beginner friendly and relatively easy to pick up. Jin's unique mechanics come in the form of his Drive and his EX Specials. Jin's Drive gives him the ability to Freeze his opponents and followup with attacks, or create unique mixups to continue his offense. Jin's EX specials allow him to use stronger versions of his special attacks at the cost of Heat. Jin's Overdrive is also an amazing tool that powers up his Freeze mechanic and greatly improves his damage.
Unfortunately, Jin lacks immediate access to his strongest mixups, as they require meter. As a result, Jin typically relies on stagger pressure, backed up by his solid neutral tools. Additionally, Jin is a rather meter hungry character. On top of system mechanics, Jin needs to spend Heat to make the most of his unique options. Despite some of these shortcomings, Jin still sees use at the highest levels of play. A good understanding of Blazblue's mechanics and fundamentals will take any Jin player far.
Reitou enables Jin to freeze his opponents, allowing for extended combos and unconventional reset opportunities. As a basic rule of thumb, Jin's Drive normals can only cause the first freeze in a combo and he can use his EX Specials for further freezes.
See the attack attribute page 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 ACR, 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 less than 25 Heat will cause Jin to perform 623C).
- All EX Specials trigger Heat cooldown for about 3 seconds (180F) upon use.
Zettou 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 heat cooldown period.
Normal Moves
5A
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
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
- Freezes opponent for 30F during OD. Freeze Count 3.
- Hitbox fully extends on frame 12.
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 two active frames have little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!
2A
- One of the few jump cancellable 2As
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
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
- Head invul 9-19f
- Freezes opponent for 30F 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
- 110% bonus proration.
- Forces crouch on hit.
- Jin's only standing overhead.
- +4 on normal hit.
Quick and hard to see overhead that resets pressure on hit, but it can only be followed up if it lands as a counter hit or with 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 CH, can link to fast normals but 6A itself cannot be canceled to anything.
6B
- Looks like an overhead, but isn't.
- Beats 2A mash
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
- 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
- Freezes opponent for 30F during OD, 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
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
- Reverse beats into j.A
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. Jump cancelable on hit and block. Crucial air to air confirm tool, j.A > j.B to tag an airborne opponent then react accordingly. Reverse beat into j.A allows for a gapless gatling after j.B jumpins that can be used to tickthrow due to the low blockstun it applies.
j.C
- Freezes opponent for 30F 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
- Freezes opponent for 30F 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
- Has a dash cancel by inputting 66 during the move
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
- Vacuums the opponent on hit and block
- The hitbox is high enough to catch some characters double jump start up
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
- 110% Bonus Proration during OD
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 especially effective if used at a point when an opponent wouldn't expect a reset such as after 5B(1) or in place of a jump cancel after 2A/5C/2C. Jin's best drive move P1/P2 for starting combos.
j.D
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.
Universal Mechanics
Forward Throw
5B+C
- Third hit is dash cancellable
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
4B+C
Switcheroo if you are in the corner, otherwise identical.
Air Throw
j.B+C
As with every other air throw, this acts a pretty decent air-to-air.
Counter Assault
6A+B while Blocking
Copies 5C's reliable hitbox. As with every other CA, it's punishable on whiff and block.
Crush Trigger
5A+B (Chargeable)
- This move counts as a special, so you can cancel most normals into this move.
- During OD, freezes for 60F. Freeze Count 3
Sometimes sees use in combos. Jin can get good damage and oki if he catches a crouching opponent with it in the corner, this combined with Jin's stickiness during pressure and his 5B making opponents not want to barrier too much makes it a viable mixup tool in the corner for 25 Heat.
Special Moves
Hishouken
236A (Air OK)
- The most basic of basic projectiles.
- Freezes in OD
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.
When used in the air, Jin will jump backwards before throwing it. Makes it useful to suddenly change momentum and fake out commitments in neutral
Hishousetsu
236D (Air OK)
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.
Musou Senshouzan
214B
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.
Musou Tosshougeki
214D
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 tool - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.
Fubuki
623B
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
623C
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. Has a bad starter rating and only leads to reward on air counter hit. However, you can get a safe jump with CH.
Sees some use as filler in corner combos. If you land this while your opponent is high enough in the air, you can combo afterwards with 5A or 5B and still get an ender.
Hirensou
623D
- Can be held to delay second hit
- Second hit wallsticks in the corner and is a long starter.
- The 2nd hit becomes unblockable (but still somehow air blockable) and Fatal Counters at maximum charge
Your go-to reversal that hits all around Jin. Huge horizontal hitbox and very fast. Sends the opponent flying for a wall bounce at midscreen. Being a VS starter, you can only confirm it into 3C > 214B~C midscreen. This move is relatively unsafe on block but has solid pushback. However, the second hit can be low profiled by some characters.
Sekkajin
22C near opponent
- Fatal Counters
- Freezes opponent for 50F if already frozen. Freeze Count 3. During OD, Freeze Count 5
- You must be close to the opponent in order to trigger this move, otherwise Jin will go into a punishable whiff animation. Can be canceled into the followup on hit for 25 Heat.
Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets in the form of restands. This ensures that the opponent cannot delay tech/roll out of the reset, and are tricky to reversal out of because Jin can simply run up and 5A (up to about 3 times) to throw off a defender's timing. From an ice restand, you can throw, use an overhead, use a low, or simply continue pressure. There are many mixups and pressure resets Jin can use.
Sekkajin Followup
22C~D
- BBCS Jin SekkajinFollowup.png
Useful for easy sideswaps
The 22C followup, it's useful for switching sides with your opponent mid-combo in the corner.
Hizansen
j.214C
- Causes a very short untechable crumple
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.
Hizangeki
j.214D
- Fastest TK j.214D startup is 22 frames
- TK j.214D is -5 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.
Distortion Drives
Touga Hyojin
632146C
- Minimum damage: 320, 80*4 OD: 320, 80*4, 480
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
632146D (Air OK)
- 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.
- Minimum damage: 735 OD: 915
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
236236D
- Counterattack stance, HBFP and Burst 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
- 20% minimum damage (Normal: 800 OD: 1200)
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
A+B+C+D during Overdrive
- BBCF Jin Gekka.png
As if Jin didn't have enough reversal options.
- Good vertical hitbox, not so good horizontally.
- Otherwise behaves like every other Exceed Accel.
- 305/643 Minimum Damage
One of Jin's better combo enders in Active Flow. It's particularly great for Jin because it keeps the opponent near Jin, allowing for solid oki. It also hits an angle, so it functions well as an antiair. The pushback also makes it difficult for most characters to punish this move. On regular block, only characters with long and quick jabs (e.g Ragna 5A) can punish this after a microdash. On instant block, however, most of the cast can punish this move. Like many EAs with good vertical hitboxes, this move has a relatively average horizontal hitbox. At some spacings, certain characters can even duck and cause this move to whiff entirely. However, this spacing is very precise and difficult to maintain in a match.
Astral Heat
Rengoku Hyouya
[2]8D
- Long invuln to go with its long startup, but runs out of invuln just before becoming active.
An impractical fullscreen low. 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.
Because the invuln runs out as the move becomes active, it's possible for it to trade. When this happens, Jin will get counter hit and fail to continue into rest of the Astral, while the opponent will be staggered but take no damage.
Colors
External References
- Japanese Name: ジン=キサラギ
- Jin Combo Document
- Jin Combo Document 2
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Color Palettes on https://blazblue.wiki
- 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
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State