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Jin is one of BB's closest examples to a "Shoto" character. He has tools to deal with just about any situation. His projectiles can provide light zoning and give him space to move. At a midrange he has great pokes like 5C, 3C, and j.C. In a close range, he can use solid normals like 2A to poke at his opponent. Jin's pressure is rather safe, though he can have a difficult time opening up opponents. Jin's gameplan is to use his midrange tools to establish pressure and open up his opponent. Once he's opened up the opponent, he can use his freeze to set up unique combos or tricky restands. He also has many ways to spend meter with his EX specials. He can use 236D to reset pressure, 623D for a faster reversal, or 214D for certain combos. Jin's Overdrive is an amazing tool that adds to Jin's offense. With a higher cap on his freezes, he can get very creative with how he combos an opponent.
- 2A: Catches rolls, good pressure tool
- 6A: Jin's only standing overhead
- 6B: Great callout and frame trap tool.
- 2C: Jin's anti-air. Good range and reasonable speed.
- j.C: Great poke tool and air to air
- j.2C: Good jumpin button
- 623C/D: Jin's reversals. 623D costs meter, but is extremely fast with a great horizontal range.
- 623A: Jin's projectile. Good for keeping people on their toes
Like most Blazblue characters, Jin's blockstrings (and general pressure) vary depending on the state of the game. Jin doesn't have many pressure resets, but he has strong stagger pressure (discussed below) and often relies on frame traps and jump cancels in order to continue pressure. These blockstrings are meant to give examples of concepts you can steal and use for yourself! You rarely want to do these blockstrings exactly. Strong opponents will blow you up if you default to the same strings without variation.
2A > 2A > 5B > 6B > 236A
A basic way to bait mashing from an opponent. 6B has good F invuln. 6B > 236A is a good way for Jin to disengage safely because Jin jumps backwards and sends out a projectile.
2A > 2A > jc > j.2C
A solid rejump option to show an opponent. People often expect more grounded normals or throws after 2A, so you can throw them off by jump cancelling it.
2A > 2A > 5B > 5C > 236D
Snowflake is a great way to reset pressure for the cost of 25 Heat. While snowflake locks an opponent down, you can run mixups like 6A, throw, or delayed attacks.
Easy to execute and a very powerful tool. Jin's staggers at the start of his pressure generally consists of multiple 2A's delivered at different timings to create frame traps or reset pressure. It's hard to deal with since the opponent is forced to block in case of a frame trap timing stuffing mash attempts. However, Barrier Guard and Instant Barrier can push you farther away and make this lose effectiveness more quickly. So make sure to mix this with other block strings and moves.
- 2A > delay 2A > dash 2A...
By using frame traps, you can scare your opponent off pressing buttons and start using throws, overheads, and jump cancels. Examples of frame traps:
- 2A > delay 2A (frame trap)
- 2A > delay 5B (frame trap) > delay 2B (frame trap) > delay 5C (frame trap)
With his arsenal of jump cancellable normals, Jin can jump barrier out of 2A, 5C or 2C and reset pressure with j.2C. It's best to go with 2A, as an opponent may expect you to jump cancel out of C normals since they usually end your pressure. The opponent may go for an anti air, but they can be baited by double jumping. If the opponent is standing, then you can go for j.2C > j.C > ground normal, which is nearly gapless. Once grounded, you get to start pressure again. After some conditioning, you can start incorporating throws i.e j.2c > j.C > dash up throw. 2A > 6A, or raw 6A is also an option.
- 2A > jump cancel > j.2C > j.C...
- 5B > delay 2B > delay 5C > jump cancel > j.2C > j.C...
- ...2A > delay 2A > dash 2A...
- ...2A > 6A
- ...2A tick throw
- You may also go for throws and pressure resets with 2A after 5B once you condition the opponent to keep blocking by utilizing 5B > 2B/5C frame traps.
In general, Jin has pretty solid oki. His 2A is particular great for catching rolls because of its long hitbox. Jin's 2B can also pick up for decent damage in the corner.
Off of many knockdowns, using 236D is a powerful way to force your opponent to hold upcoming mixups. Popular options that can lead into Snowflake include air hit 22C, air hit 623C, and ground hit j.236C. There are other setups as well that can lead to Snowflake oki, so experiment and mess around!
Combining into 22C while your opponent is frozen can lead to strong restands and make terrifying oki. Because Freeze doesn't go away when they're hit with 22C, you can add damage to a combo and keep the frozen on the ground. By using moves that prorate heavily, you can end the combo prematurely and immediately transition into your pressure again.