Jin Kisaragi |
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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.) ignore 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 hit-stun decay or bonus hit-stun from a Fatal Counter starter; in other words, Freeze Duration is a fixed/set 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.
- Jin will gain a reduced amount of Heat during a combo after using an EX Special.
- Although EX Specials ignore Freeze Count, there are other restrictions in place. If you trigger SMP by using the same EX Special twice in the same combo, the EX Special will not freeze the opponent again.
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, have higher P2, 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, 236D can be dash cancelled, and 623D(2) launches the opponent.
- EX Specials lose their 180F cool-down period.
- 632146C and 236236D have enhanced animations and deal additional damage.
- Freeze attacks that trigger SMP will still fail to freeze the opponent.
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
- Above-average health.
- 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 hit-confirm pretty much everything and turn those hit-confirms 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 straight-forward 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. He doesn't excel at anything in particular (though he doesn't have any outstanding weaknesses).
- While his standing overhead (6A) is among the fastest in the game, it cannot be followed up unless on CH or with 50 Heat for a Rapid Cancel.
- Jin's basic high-low mix-up is weak without 25-50 Heat when he can use TK Hizangeki or RC 6A.
- While Jin's offence is strong, his mix-up is less "wild" than other characters'; consequently, Jin relies on his Freeze attacks for unconventional resets, as well as punishing opponents for selecting their defensive options poorly, utilising frame traps, etc.
External References:
- Japanese Name: ジン=キサラギ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning) |
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
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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Hishougeki
Hishougeki 236D |
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Air Hishougeki
Air Hishougeki j.236D |
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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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Astral Heat
Rengoku Hyouya [2]8D |
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Strategy
Jin is one of those characters that has a tool for almost every situation. Jack of all trades, master of none type of character. He has pretty good poking tools such as 5C, 2D, ,j.C and Fubuki as well as his Ice Blades if he wants to play a zoning game. He has moderately fast normals with good range such as 5B and 2A if he's close to the opponent. You'll want to play him as the match-up dictates, zone against opponents with a weak neutral game (Tager, Kagura) and rush in against opponents with a stronger neutral game (Nu, Rachel).
In any other situation, you'll want to fish for CHs using 5C and j.C, as well as fish for confirms with Ice Blades and 2D. Once you confirm into a combo, you get the options to either finish your combo and knock the opponent down or freeze them and attempt a mix-up.
Jin's basic mix-up options are rather weak. While his 6A is insanely fast, it can't be followed up unless you RC it or land a CH. That which means that Jin must use his Drives in an attempt to mix-up the opponent. However, in the corner you gain the option of jump canceling 5B at the end of a combo; you'll use its vacuum effect to drag the opponent towards you just enough so that you can IAD towards the corner, squeeze in that gap that you just made with the vacuum effect, and attempt a quick cross-up using j.2C. If you have 25 Heat, you can go for TK Hizangeki and use it as an overhead. If you have 50 Heat, you can RC 6A into a full crouching combo.
In short, Jin will be fishing for CHs and confirms with j.C, 5C, Ice Blades, and 2D. He'll want to force the opponent into the corner where he becomes a real threat thanks to Hizangeki and his 5B resets.
Neutral
Use but not abuse Jin's j.C as a poke and an air-to-air. Jin can zone and successfully poke the majority of the cast with j.C because of its insane range and speed. It leads to a nice combo on CH as well. It can be crouched under and punished though, that's why you shouldn't abuse it.
5C and 2D can also be used to poke the opponent but the latter is highly punishable on whiff. You're going to want to use 5C according to the opponent that you're facing. If they have a move that's faster than your 5C at its optimal range then you'll want to refrain from using it too often. 2D needs to be used when you've conditioned the opponent to block it. Some common examples of these scenarios include the 5C > 2D block string, 2D on their neutral wake-up, against a move with a lot of recovery, and as your opponent is falling down. You can just throw it out naked but you have to make sure that the opponent will block it at the very least.
2A has a pretty good hit-box, low profiles under certain moves, and can be used to start pressure. You'll be using this move to poke from time to time.
The Ice Blades are a decent way to try and get a response out of your opponent. You'll mostly be using TK j.236C because it has less recovery than 236A. If the opponent jumps over the TK j.236C and tries to approach you, then you can try to intercept their approach with j.A, j.C, or an air throw depending on the distance between you and your opponent. If the opponent just sits there and blocks it, then you can try and get in. If they IB it, then you have to be careful as to how you want to rush down as you lose a bit of frame advantage. You'll be trying this approach from all the way across the screen as even TK j.236C can be punished with an IAD > air attack.
The Ice Wave super comes in extremely handy against zoners. On reaction, you can stuff things like Rachel's Tempest Dahlia or Lambda's 214D. Outside of that, zoners will have to play a lot more reserved because the Ice Wave will mow down any and every projectile.
Offense
Once you get in, you'll want to start using 2A to pressure. Do 2A x n > dash > 2A x n and see how the opponent reacts to that. If they're mashing A then frame trap them next time with 5C. If they're mashing reversals then bait them next time by simply holding back or jumping. If they're trying to jump away then simply delay your 2As from time to time; the opponent will most likely be hit during the jump start-up and you can hit-confirm from there. That or just do 2A > 2B and the low will connect since they're letting go off down + back in order to jump away.
You'll want to use 2B to reset pressure now that 5B is -6 on block. 2B is -3 but with proper conditioning, you can setup frame-trap and reversal bait scenarios. Other than that, you'll want to use 6B or 2D to reset pressure depending on the distance between you and your opponent. Throw some jump cancels here and there and try to screw with your opponent's head using j.2C.
Since throws, 2B, and 6A can only take you so far when it comes to opening the opponent up, you'll want to use Hizangeki when you have the meter. Performing a TK motion using Hizangeki will give you a 22F overhead that leads to 4K+ in the corner. Canceling 6B before you touch the ground into Hizangeki yields similar results.
Freeze Resets
Another important aspect of Jin's mix-up includes the use of resets. Jin can go for a reset any time he freezes an opponent or after 5B on the ground. From a j.D high in the air you can use a 5B to tag them if they're not holding barrier. The way this works is that you'll most likely be below them when you use j.D, you'll land and have enough time to use 5B for a reset. If they're holding barrier then you can pressure reset. Other than that, you can also run under them after the j.D and attempt a cross-under mix-up with 5B.
From a 6D freeze late in a combo, you can create a scenario where the opponent will have to guess whether to block high, low, or tech a throw. Your options here are jump > air dash > j.B/j.2C, jump > falling j.2C low to the ground for a feint high and then you'll land and do 2B.
Okizeme
Mid-screen, 214B~C Knockdown:
You don't really have many options in terms of catching rolls after this type of knockdown. 2A will act as a meaty if the opponent goes for a neutral tech and will OTG them for a new combo if they try to sneak-in a quick tech. 2A will only catch forward rolls if you were relatively far away from the opponent after the 214B~C knockdown or if they're too slow with their forward roll. There's nothing you can do if the opponent decides to go for a back roll, other than chase after them. The main reason you'll be using this type of combo finisher is because of the Heat gain (+9 on the 2nd hit of 214B~C).
Mid-screen, 22C Stagger
You sacrifice a bit of damage and Heat gain but you lock your opponent down with a stagger. From there you can start some new pressure or go for some high-low or throw mix-up. This is the go-to combo finisher if you absolutely must not allow your opponent any breathing room.
Mid-screen, 3C > 22C Knockdown:
You sacrifice a bit of damage and Heat gain compared to 214B~C and the lockdown from 22C but you carry the opponent further into the screen and closer to the corner. Furthermore, you gain the ability to punish any type of roll after this type of knockdown. After the 22C, you need to run up to the opponent and use 5B if you suspect a forward roll. If they neutral tech, it will act as a meaty and if they roll forward they'll get caught. If you suspect that they will roll backwards then run up to them and use 5C, the 5C will act as a meaty and catch the back roll for huge damage.
Corner, 22C Knockdown
The standard combo finisher in the corner. All you have to do is jump and use j.2C low to the ground to use it as a meaty, to catch forward rolls, and to safe jump reversals.
Corner, j.214C Knockdown
This type of knockdown is only used if you go into the damage route in a corner combo. Your best option here is to go for run-up 2A which will act as a meaty and if timed correctly it will tag the opponent out of a forward roll. The opponent will not be able to roll out of the corner because you'll body block them as you go for the run-up 2A.
Defense
Jin has some pretty decent defensive tools with Yukikaze, DP D, DP B, 2A, and 2C.
Yukikaze is better used against your opponent's pokes where you're out of your opponent's throw range. If you read a poke or wanna be flashy with a reversal kill, then use Yukikaze. It can also be used to escape projectile oki scenarios such as Rachel's frog, Makoto's orb, or Kagura's orb. Yukikaze truly shines as an escape tool when Carl or Relius use their Rhapsody of Memories/Duo Bios super to force you to block. Not only will you be able to dodge the dolls trying to lock you down because of Yukikaze's invulnerability but Carl and Relius will be forced to find a way to dodge Yukikaze, and a simple super jump > double jump won't cut it. That's because when Jin hits any of the dolls with Yukikaze, it extends the active frames considerably.
DP D is your go-to reversal; it has amazing range and the second hit can be charged up and released at any time in order to screw with your opponent trying to dodge it or punish it. You should only use DP C if you get a really good read on your opponent; it has horrible horizontal range, speed, and gives the opponent all the time in the world to punish you with their best combo starter.
As far as anti-airs go, you have Fubuki, 2A, and 2C. Fubuki is extremely fast, has pretty good reach, and has head invulnerability starting on frame 4 but it's negative on block and punishable on whiff. 2A shrinks Jin's hurt-box and allows him to low profile under a few jump-in attacks. 2C has an insane vertical reach and has head invulnerability starting on frame 9 but it has a slow, 17F start-up and a ton of recovery on whiff.
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Terms
AD - Air Dash
IAD - Instant Air Dash
UD - Under Dash
hj - high jump
OD - Over Drive
RC - Rapid Cancel
CH - Counter Hit
FC - Fatal Counter
CT - Crush Trigger
co - crouching
AA - Anti-air
Midscreen
{A Starter}
- 5a(2a)-5b-5c-3c-214b~c [1914]
- 5a(2a)-5b-5c-3c-214d-22c-5c-3c-214b~c [2476]
- (co)5a-5b-5c-6c-2d-22c-5b(1)-5c-3c-214b~c [2406]
- 6a-RC-5c-2c-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-sj-air ender [3420]
- (AA)5a-5b(1)-5c-2c-sj-j.5c-j.5d-22c-5b(1)-5c-3c-214b~c [2440]
- 6a-RC-5c-2c-6c-2d-j.2c-5c-2c-hj2c-j.5c-j.214c[?]
{B Starter}
- 5b-5c-2c-3c-214b~c [2203]
- 5b-5c-2c-3c-214b~c-RC-2b-5c-6c-delay-2d-665b-5c-2c-super jump-air ender [3483]
- 5b-5c-5d-214d-22c-2b-5b-5c-2c-3c-214b(w)~c [2977]
- j.5b-5b-5c-5d-214d-22c-5b-5c-3c-214b(w)~c [2388]
- 5b-5c-2c-22c~d-665c-2c-6c-214b(w)~c [3240]
- (co)5b-5c-2c*-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-air ender [3776] *Omit if started with 2b
- (co)j.5b-5b-5c-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-air ender [2983]
- (AA)5b-5c-2c-sj-j.5c-j.5d-22c-2b-5b-5c-3c-214b~c [3226]
- (catchroll) 2b-5c-j.2c-j.5c-j.5d-5b(1)-5c-2c-6c-214b(whiff)~c-2b-5c-j.5c-j.2c-j.214c[?]
- TagerOnly-5b-5c-j.5b-j.2c-j.5c-5b-5c-j.5b-j.2c-j.5c-5b-5c-2c-214b~c[?]
{C Starter}
- 5c-5d-214d-22c-2b-5b-5c-2c-3c-214b(w)~c [2925]
- (co)5c-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-air ender [3864]
- (AA)2c-j.5c-j.5d-22c-2b-5b-5c-3c-214b~c [2993]
- j.5c-5c-5d-214d-22c-5b-2b-5c-3c-214b~c [2528]
{Special Starter}
- (CH)623c-5b-5c-6c-2d-22c-5c-3c-214b~c
- (CH)623c-5b(1)-5c-2c-Air ender [2343]
- 623d-run-3c-214b~c
{Throw(A+B) Starter}
- Throw-Dash-22c-2b-5b-5c-2c-3c-214b~c [2906]
Midscreen to Corner
Near сorner
{A Starter}
- 6a-RC-5c-2c-6c-2d-j.2c-5c-6c-214b(whiff)~c-2b-5c-Air Ender
{B Starter}
- 5b-5c-2c*-3c-5d-214d~c-2b-5c-2c-6c-214b(w)~c-2b-5c-2c-air ender [3636]
- 5b-5c-2c-3c-5d-214d~c-2b-5c-6c-623c-5b(1)-22c [3397]
{C Starter}
- 5c-5d-214d~c-2b-5c-6c-214b(w)~c-2b-5c-Air Ender [3400~]
- 5c-5d-214d~c-6c-6d-5b(1)-5c-2c-623c-5b(1)-5c-22c [3567]
- 5c-5d-214d~c-6c-6d-5b(1)-5c-2c-623c-5b(1)-5c-Air Ender [3767]
Corner Only
{A Starter}
- 6a-RC-5c-2c-6c-6d-6c-6d-5b(1)-5c-6c-623c-5b(1)-5c-22c [3593]
{B Starter}
- Same as close to corner
- (AA)5b-5c-6c-623c-5b(1)-5c-6c-6d-22c-5c-3c-214b~c [3780]
- (co)5b-5c-2c-6c-6d-5c-2c-6c-623c-5b(1)-5c-2c-sj-air ender [4086]
- (co)5b-5c-2c-6c-6d-5c-2c-6c-623c-5b(1)-5c-22c [3747]
- catchroll 2b-5c-6c-CT-6c-6d-5c-2c-6c-623c-5b-5c-22c
{C Starter}
- Same as close to corner
- 6c-CT-6c-6d-5c-2c-6c-623c-5b(1)-5c-Air Ender [5324]
- (AA)5c-2c-6c-CT-6c-6d-(before they land)5c-2c-6c-214b(whiff)~c
- (CH)5c-6c-6d-5b(1)-5c-6c-214b(whiff)~c-2b-5c-2c-623c-5b-22c
{Special Starter}
- (CH)236a-dash-6c-6d-665c-2c-6c-623c-5b-22c (CH popped them up)
{Throw(A+B) Starter}
- throw-66-5c-2c-6c-214b(w)~c-2b-5c-airender [3321]
{CT Starter}
- CT-6c-6d-(beforeland)5c-2c-6c-214b(w)~c-5c-2c-Air Ender