BBCSE/Jin Kisaragi/Frame Data

From Dustloop Wiki
Jump to: navigation, search

System Data[edit]

Health: 11500

Combo Rate: 80%

Guard Primers: 5

Movement Options: Double Jump, 1 Airdash, Dash type: Run

Jump Startup: 4

Backdash Time: 22

Backdash Startup Invincibility: 5

Normals[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 267 110 80 82 all 0 HB 6 3 9 -2 11 12 Click!
5B SJR 350, 250 144, 103 90 86(once) HL 2 HB 7 4(2)1 13 0 17 14 Click!
  • 2nd attack pulls opponent in on hit or guard
  • counter carries
5C SJR 710 293 90 85 HL 3 HB 10 4 19 -6 29 20 Click!
  • Longer attack hitbox on last 3 active frames
2A SJR 267 110 80 82 all 0 F 7 3 8 -1 12 12 Click!
2B SR 445 184 80 86 L 2 F 9 1 16 -3 20 14 Click!
2C S(J)R 720 298 80 89 HL 3 HB 17 3 24 -10 34 24 Click!
  • 14~19F head invul
  • fatal possible
6A R 640 264 80 92 H 4 HB 19 3 20 -4 33 19 Click!
  • Forces crouch on ground hit, 23F hitstun
  • grounds opponent on air hit, cannot emergency tech
6B SR 690 285 100 92 all 4 H 25 2 5+9F landing +3 during move 19 Click!
  • 4~18F foot invul
  • 9F~ in the air
  • 26F hitstun
6C SR 920 380 100 90 HL 4 HB 19 3 27 -11 42 38 Click!
  • Floats on hit
  • can cancel into dash on hit or block 20~42F
3C SR 650 227 100 84 L 3 F 10 3 29 -15 27 26 Click!
  • Downs on hit
  • cannot emergency tech on CH
j.A SR 267 110 90 82 HA 0 H 7 3 6 - 12 12 Click!
j.B SJR 540 223 90 86 HA 2 H 10 8 23 - 31 17 Click!
  • Can crossup on last 2 active frames
j.C SJR 700 289 70 89 HA 3 H 10 3 20 - 29 19 Click!
  • 4F landing recovery
j.2C SJR 700 289 90 89 HA 3 H 12 5 24 - 31 19 Click!
  • Attack hitbox above Jin on last 3 active frames
Forward Throw -, R, SR 0, 0, 1300 0, 0, 538 90 100x2, 55 100 0, 4, 4 ground throw 7 5 15 - during move 12, 19x2 Click!
  • 2nd attack staggers for 60F on hit
  • 3rd attack floats
  • 100% minimum damage
  • freezes opponent (freeze count 3, lasts 60F)
Back Throw -, SR 0, 1300 0, 538 90 100, 55 100 0, 4 ground throw 7 5 15 - during move 12, 19 Click!
  • 2nd attack floats on hit
  • 100% minimum damage
  • freezes opponent (freeze count 3, lasts 86F)
Air Throw -, SR 0, 1400 0, 579 100 100, 55 90 0 air throw 7 3 18 - during move 12 Click!
  • 100% minimum damage
  • oF hitstop
  • freezes opponent (freeze count 3, lasts 60F)
  • vertical throw range for throw is -60~280
Dash Cancel - - - - - - - - - - total 22F - during move - Click!
Counter Assault R 0 0 50 92 all 4 HB 10 5 37 -26 34 19 Click!
  • 1~20F fully invul
  • blows opponent back on hit
  • 180F Heat Gauge Cooldown
  • longer attack hitbox on last 3 active frames

Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Frost Bite
  • Freeze count is how many times freeze can happen in one combo before the attack will have regular properties.
  • Getting frozen in the air will force standing if the opponent touches the ground while frozen.
  • If an attack hits Jin while the enemy is frozen, they can recover from freeze immediately after hitstop and are blown back
  • Freeze duration is not affect by proration or fatal (meaning freeze time will not increase or decrease under any circumstances)
  • Opponents break free from the ice when they are hit by a non-freeze attack or freeze duration passes
  • If Jin attempts an attack that requires 25% Heat without enough Heat, the C version of the attack will occur instead. (Ex: 623D becomes 623C)
5D dSR* 712 294 80 80 all 4 HBP 17 8 25 -14 39 19 Click!
  • Blows opponent back on air hit
  • can cancel into dash on hit or guard 18~39F
  • freezes opponent (freeze count 1, lasts 26F)
  • can only special cancel with specials that consume 25% and supers
2D R 712 294 80 80 all 4 HBFP 22 3 35 +1 47 19 Click!
  • Pulls opponent in on hit or guard
  • projectile
  • 22F hitstop
  • freezes opponent (freeze count 1, lasts 50F)
6D R 712 294 100 80 all 4 HBFP 35 6 25 +12 during move 19 Click!
  • Projectile Lv 1
  • 24F hitstop
  • freezes opponent (freeze count 1, lasts 60F)
j.D SR 740 306 100 80 all 4 H 16 3 29 - during move 19 Click!
  • 5F landing recovery
  • freezes opponent (freeze count 1, lasts 50F)
Hishougeki
236D
R 712x3 0 90 87 all 4 HBP 27 - total 62F +31 during move 19 Click!
  • Consumes 25 Heat on 1F
  • Breaks 1 guard primer
  • projectile Lv 1
  • 180F Heat Gauge Cooldown
  • freezes opponent (freeze count 10, lasts 45F)
  • projectile guranteed to come out after startup
  • cannot perform Hishouken or ground Hishougeki for 27F after this attack disappears (still able to use Aerial Hishougeki)
Hishougeki (air)
j.236D
R 600x3 0 90 90 all 4 HBP 20 - 20F after landing - during move 19 Click!
  • Consumes 25% heat on 1F
  • Projectile Lv 1
  • startups for projectiles are 20F, 21F, 22F (from bottom up)
  • 180F Heat Gauge Cooldown
  • freezes opponent (freeze count 10, lasts 45F)
  • projectile guranteed to come out after startup
Hirensou
623D
R 400, 1100 0 90 92 HL 4 HB 13 3(24)1 42 -24 during move 60 Click!
  • Consumes 25% heat on 1F
  • 1~15 fully invul
  • 1st attack floats on hit
  • 1st hit freezes opponent (freeze count 10, lasts 60F)
  • 2nd attack slides down on hit
  • 2nd attack breaks 1 guard primer
  • 1st attack has 0F hitstop, 2nd attack 20F hitstop
  • 180F Heat Gauge Cooldown
  • counter carries
  • can hold down button on 2nd attack for 55F~ to make attack unblockable (max charge duration is 64F)
  • when attack is charged (even partially), attack comes out 10F from releasing button
Musou Tosshougeki (1)
214D/j.214D
R 640 0 80 90* all 4 HB 17 24 12+5F landing - till landing 19 Click!
  • Consumes 25% heat on 1F
  • ground version is airborne 4F~
  • 70% repeat proration
  • 180F Heat Gauge Cooldown
  • followup starts up when attack hits or is guarded
  • freezes opponent (freeze count 10, lasts 45F)
Musou Tosshougeki (2) R 900 0 80 80* all 4 HB 17+16 3 10+15F landing -9 during move 60 Click!
  • Blows back on hit
  • cannot emergency tech
  • breaks 1 guard primer
  • 70% repeat proration
  • counter hit carries from Musou Tosshougeki (1)

Specials[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
A Hishouken
236A
R 500 207 90 89 all 3 HBP 17 - total 47F -6 during move 17 Click!
  • Projectile Lv 1
  • 8F hitstop
  • projectile guranteed to come out after startup
  • cannot perform any Hishouken or ground Hishougeki for 20F after this attack disappears (can use aerial Hishougeki without restriction)
B Hishouken
236B
R 500 207 90 92 all 4 HBP 17 - total 56F -13 during move 19 Click!
  • Projectile Lv 1
  • 8F hitstop
  • projectile guranteed to come out after startup
  • cannot perform any Hishouken or ground Hishougeki for 20F after this attack disappears (can use aerial Hishougeki without restriction)
C Hishouken
236C
R 500 207 90 89 all 3 HBP 39 - total 64F -1 during move 17 Click!
  • Projectile Lv 1
  • 8F hitstop
  • projectile guranteed to come out after startup
  • cannot perform any Hishouken or ground Hishougeki for 20F after this attack disappears (can use aerial Hishougeki without restriction)
Hishouken (air)
j.236A/B/C
R 600 248 85 90 all 4 HBP 18 - total 45F - during move 19 Click!
  • Projectile
  • 11F landing recovery
  • C version has 41F duration
  • projectile guranteed to come out after startup
  • cannot perform Hishouken or ground Hishougeki for 27F after this attack disappears (can use aerial Hishougeki without restriction)
A Fubuki
623A
R 800 331 60 92 HL 4 HB 6 3 33 -17 during move 30 Click!
  • Floats on hit
  • breaks 1 guard primer
  • cannot hit crouching opponent
B Fubuki
623B
R 900 372 68 92* HL 4 HB 15 3 35 -17 during move 62 Click!
  • 4~17F fully invul
  • floats on hit
  • 20F blockstun
  • breaks 1 guard primer
  • cannot hit crouching opponent
  • 50% repeat proration (A version doesn't count)
Rehhyou
623C
R 1300 538 50 92 HL 4 HB 20 3 56 -40 during move 66 Click!
  • 1~22 fully invul
  • floats on hit
A Musou Senshouzan
214A
R 560 463 80 90 all 4 HB 14 9 12+5F landing -7 till landing 19 Click!
  • Airborne from 4F~ onward
  • Wallbounces in corner on aerial hit
  • 20% repeat proration
B Musou Senshouzan (1)
214B
R 580 480 80 85 all 4 HB 17 15 12+5F landing - till landing 19 Click!
  • Airborne from 4F~ onward
  • Followup starts up when attack hits or is guarded
B Musou Senshouzan (2) R 800 662 80 85 all 4 HB 17+16 6 4+18F landing -9 till landing 20 Click!
  • Grounds opponent on hit
  • Counter carries from Musou Senshouzan B (1)
  • breaks 1 guard primer
C Musou Senshouzan (1)
214C
R 640 529 80 90 all 4 HB 19 18 15+5F landing - till landing 24 Click!
  • Airborne from 4F~ onward
  • Followup starts up when attack hits or is guarded
C Musou Senshouzan (2) R 900 745 80 90 all 4 HB 19+16 6 7+18F landing -12 till landing 40 Click!
  • Grounds opponent on hit
  • Counter carries from Musou Senshouzan C (1)
  • breaks 1 guard primer
A Musou Senshouzan (air)
j.214A
R 560 463 80 90 all 4 HB 14 9 5F after landing - till landing 19 Click!
  • wallbounces in corner on aerial hit
B Musou Senshouzan (1) (air)
j.214B
R 580 240 100 85 all 4 HB 14 8 5F after landing - till landing 19 Click!
  • Followup starts up when attack hits or is guarded
B Musou Senshouzan (2) (air) R 800 331 80 85 all 4 HB 14+16 6 18F after landing - till landing 19 Click!
  • Grounds opponent on hit
  • Counter carries from Musou Senshouzan B (air) (1)
  • breaks 1 guard primer
C Musou Senshouzan (1) (air)
j.214C
R 640 264 100 90 all 4 HB 16 6 5F after landing - till landing 24 Click!
  • Followup starts up when attack hits or is guarded
C Musou Senshouzan (2) (air) R 900 372 80 90 all 4 HB 16+16 6 18F after landing - till landing 40 Click!
  • Grounds opponent on hit
  • Counter carries from Musou Senshouzan C (air)(1)
  • breaks 1 guard primer
Sekkajin
CCCC...
R 180xN 74xN 100 95* all 2 HB 8 2(9)3(9)3(9)3 20 -9* during move 14 Click!
  • all attack (except 8th) forces stand on hit
  • 8th attack floats on hit and has 110% bonus proration
  • active frames for 5th attack and on: (10)2(8)2(9)2(8)2(10)2(8)2(9)2(8)2(10)2(8)2
  • frame advantage is -8F off of hits 4, 8, and 12; -6F off of hits 6, 10, and 14


Distortion Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Touga Hyojin
632146C
R 700xN 0 100 80 all 4 HBP 1+8 - total 44F -17 during move 19 Click!
  • 1~1F after superflash fully invul
  • staggers for 48F on ground hit
  • counter carries
  • breaks 1 guard primer
  • 25% minimum damage
  • projectile Lv 2
  • projectile guaranteed to come out after attack startup
  • 180F Heat Gauge Cooldown
Hiyoku Getsumei
632146D
R 800, 100x22, 1100 0 85 70(once) HL 4 HBP 5+5 - total 101F -73 during move 40 Click!
  • 1~6F after superflash fully invul
  • floats on hit
  • counter carries
  • breaks 1 guard primer
  • First and Last hits have 20% minimum damage, all other hits have 10% minimum damage
  • projectile Lv 2
  • attack disappears if Jin gets hit
  • 30F hitstop on first hit, 40F on last hit
  • 1st attack freezes opponent
  • 2nd attack starts up when 1st attack hits
  • 180F Heat Gauge Cooldown
Yukikaze (guard)
236236D
- - - - - - - - 1 14 21 - during move - Click!
  • 1~13F after superflash full-body guard point against High, Low and Projectile attacks
  • on successful guard, 15F hitstop on Jin, 72F on opponent
  • 180F Heat Gauge Cooldown
Yukikaze (attack) R 100, 3700 0 100 100, 60 unblockable 4, 5 HBF, HBP 57* 15 78 - during move 132, 21 Click!
  • Fully invul through animation
  • 2nd attack staggers (cannot tech out of stagger)
  • fatal possible
  • 20% minimum damage
  • 2nd attack is projectile Lv 2
  • startup is reduced to 35F if successful guard was on superflash
  • freezes opponent (lasts 180F)

Astral[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Rengoku Hyouya
[2]8D
- death 0 - - unblockable 4 HBP 6+50 5 95 - 140 - Click!
  • 1~till superflash fully invul
  • 180F Heat Gauge Cooldown
  • hold down direction for 30F to perform attack
  • freezes opponent


Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A 5A 3 times, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw on 2nd Hit, Jump, Special
5C - 6B 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5D - - - - D Specials and Supers, Dash
2A 5A, 2A 3 times, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
2B - 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2C - 6B 6C, 3C 5D, 2D, 6D Jump, Special
2D - - - - -
6A - - - - Throw
6B - - - - Special
6C - - - 2D, 6D Special, Dash
6D - - - - -
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Special
j.B j.A - j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.2C - - j.C j.D Jump, Special
j.D - - - - Special
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only
BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc