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If your game is going to debut with a dollar-store variety Innate Ferocity Man, it's only right that he also walks out alongside his dollar-store Shoto Short for "Shotokan" A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move.-type rival Honest Rival right on his tail as well. However, instead of having to play carefully like that guy, Jin can normally just choose whatever he wants to do at any given time and it'll be mostly correct, or typically just safe at worst.
Jin Kisaragi is the good all-rounder type of character and also a very beginner friendly character, as his gist is that he has a wide array of buttons, specials, and supers to choose from and represent well in any aspect of play in this game. With everything that he has in his moveset, he typically has no problems in poking and counterpoking away in neutral, or during his advantage state even against the game's cheapest and most fervent defensive options, or on defense against even the worst of the worst, and very frequently when it's his chance to deal out punishment.
Jin's main gameplay loop until he has the opponent in arrow superGuardHLStartup5+5RecoveryDuration 65Advantage-37 or corner EX DPGuardHLStartup13Recovery42Advantage-26 vaporization range is to hit them, combo them generously with ice into the corner (or as far as he can go), and then either finish the combo with a 3C to okizeme or surprise them with a reset when they are frozen. It sounds way too easy, but it is actually quite that easy considering that Jin is adept at pushing the opponent to the corner where they have less and less options to defend against his oki projectile or his Re-stand A situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions. mix-ups.
Jin Kisaragi Jin Kisaragi freezes punks
- I Look Just Like Narukami: Jin is extremely versatile and strong is every style of play. Even better, he can give the top tiers a run for their money on top of sweeping a lot of the characters below him.
- Combo Carry:
- Mix-Ups:
- Reversals:
- Sweep > 236C:
- Muh KD: Jin always has to choose between a kd and high damage, which can technically be solved by spending meter. To top it, j.214B/C is fairly unreliable due to the 2nd hit whiffing at late combo decay
- Meter dependant: Some of Jin's best tools including his 623D are locked behind his EX mechanism which require meter to use. While meter gain is very good in CT due to the Heat gain cooldown being very short, Jin doesn't start with meter and has to constantly spend it during the match.
Jin's Drive allows his Drive normals, Drive specials, and Drive super to freeze his opponent in a block of ice on hit. This allows 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.
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.
- 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).
Normal Moves
5A
- Can cancel into itself multiple times, even on whiff
- Jump cancellable on connect
Basic backhand slap. Jin's 5A has generic anime game traits of being a fast button (his fastest) and mashable, but otherwise is actually unfavorable compared to 2A due to being minus on block and lacking range, but even this is only if the opponent ever actually blocks it since it whiffs on crouchers.
Whiffing on crouchers can actually be used to Jin's advantage at times. He can mash 2As on crouch block into a whiffing 5A, and then immediately throw after its recovery instead of going for a Re-dash When the attacker in a pressure situation dashes back in on the opponent after a frame advantageous or low frame disadvantageous attack, to reset and thus continue their offense.. He can also mindgame opponents looking for his 6A animation with a 5A, and instead recover and go for a 2B. However, either of these options are really stretching for a use case for 5A outside of as an emergency anti-air.
5B
- Jump cancellable on connect
- Vacuums on connect
Jin does a two-hit kick with a great balance of speed, range, and safety on whiff, and is one of his many jump-cancellable on block normals. Due to this, it works well as a dash-up normal for punishing moves and is a good starter. In pressure, 5B dragging the opponent in and being 0 on block enables Jin to pressure reset even after multiple 2As, and also incentivize frame traps from this normal. On top of this, 5B being one of his many useful jump cancellable on block normals aids him in his big windows to bait mashes after Instant Blocks or go for more tricky pressure sequences.
The second hit is also capable of hitting OTG on prone opponents, although 2B is better for that.
- Vacuum effect on 2nd part hit or block
5C
Don't whiff this
2A
2B
2C
6A
6B
- 10-32 airborne
- pushback 26 on standing hit
6C
- Dash cancellable on connect, -4 on block
- Launches on hit
- 19-42 dash cancellable on hit or block
3C
- Knocks down, can't bounce tech on air hit
j.A
j.B
Really good air button, Jin covers himself entirely along with a lot of active frames and fairly low recovery, abuse it
j.C
Drive Moves
5D
- Dash cancellable on connect, -4 on block
- Freeze effect (1, 54)
- 20-27 dash cancellable on hit or block
2D
6D
- Freeze effect (1, 84)
- hit stop 24
- projectile property
- guaranteed execution after 29
j.D
- Freeze effect (1, 64)
Universal Mechanics
Forward Throw
5B+C
- 2nd hit stagger effect (60)
- 3rd hit launches, freeze effect (3, 60)
Back Throw
4B+C
- 2nd hit launches, freeze effect(three hits, 60)
Air Throw
j.B+C
- 2nd hit launches, freeze effect (three hits, 70)
- hit stop 10
Counter Assault
6A+B while blocking
- Blows to the side on hit
Special Moves
Hishouken
236A/B/C (Air OK)
236A:
- Projectile Property
236B:
- Projectile Property
236C:
- Projectile Property
j.236A/B/C:
- Projectile Property
- Must be above minimum height
- [ ] indicates C version
Hishougeki
236D (Air OK)
236D:
- Projectile property
- freeze effect (10, 59)
j.236D:
- Projectile property
- freeze effect (10, 59)
- must be above minimum height
- projectile startup from the bottom is 20, 21, 22
Musou Senshouzan
214A/B/C (Air OK)
214A:
- Ground version 4~ airborne
- air version recovery is until ground + 5 on landing
214B (1):
- For ground version 4~ airborne
- 2nd hit comes out on hit or guard
- air version recovery is until ground + Landing 5
- Recovery value of this move is for whiffed version
214B (2):
- Knocks down
- Air version recovery is until ground + Landing 19
214C (1):
- For ground version 4~ airborne
- 2nd hit comes out on hit or guard
- air version recovery is until ground + 5 on landing
- Recovery value of this move is for whiffed version
214C (2):
- Knocks down
- Air version recovery is until ground + Landing 19
Musou Tosshougeki
214D (Air OK)
214D (1):
- For ground version 4~ airborne
- 1st hit freeze effect (10, 59)
- 2nd hit comes out on hit or guard
- air version recovery is until ground + 5 on landing
- Recovery value of this move is for whiffed version
214D (2):
- Blows to the side on hit, knocks down
- Air version recovery is until ground + Landing 16
Fubuki
623A/B
623A:
- Launches on hit
623B:
- Launches on hit
Rehhyou
623C
- Launches on hit
Hirensou
623D
- First hit launches, freeze effect (10, 45)
- 2nd hit knocks down, can delay 2nd hit, comes out 8 after releasing, 80 frames of holding makes it unblockable (earliest 88 frames, max 97)
- hit stop 1st hit 0, 2nd hit 20
Sekkajin
Mash C rapidly
Combo filler, useless otherwise
- Forces standing on hit
- 8th hit launches (untechable 42)
- hit stop 0
- following button presses gets more hits (max 14)
- recovery changes depending on timing, lower attack (6 hit) portion -6, upper attack (8 hit) portion -8
Distortion Drives
Touga Hyojin
632146C
- stagger effect (48)
- hit stop 0
- projectile
- passes through projectiles
Hiyoku Getsumei
632146D
- Projectile
- launches on hit
- 1st hit freeze effect (20, 75), hit stop 30
- 1st hit passes through projectiles
- when Jin is hit the arrow is cancelled
- if 1st hit connects, 2nd hit will come out
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Mechanics •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- 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
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- 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