Your go-to reversal, being a VS starter, you can only confirm it into 3C > 214B~C mid-screen. It makes the opponent float and eventually knocks them down on CH, so you can combo into this move if you're close enough and begin your offense on your opponent after the knockdown. It has good reach and quick a start-up, making it a common combo starter. 'nuff said. On Counter Hit, it can be followed up with 214D, Ice Arrow or Ice Wave mid-screen and can be followed up with a combo of your choice near and in the corner. 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. This move is positive on block and it freezes on hit but it costs 25 Heat. The gray sheen of the unit's outer armor is tinted charcoal while the inner plates are much darker. Use 66 (micro-dash) 2B against Mu, your 2B clashes with her DP. This has a slow start-up but it locks the opponent down since it hits 3 times, allowing for an empty-jump mix-up. Use this one with EXTREME caution. Misc •, https://www.dustloop.com/wiki/index.php?title=BBCSE/Jin_Kisaragi&oldid=169785, Mobile Suit Gundam EXTREME VS. Maxi Boost ON. It's incredibly unsafe on whiff though so pray that it touches the opponent. 5C and 2D can also be used to poke the opponent but the latter is highly punishable on whiff. Jin's sweep. It leads to a decent combo in the corner. THE COLLISION IS INEVITABLE! He has black hair in a styled bowl cut that reaches his cheekbones, and he stands only a few inches shorter than Kagura. Attack Attributes • Overview. His uniform consists of a sleeveless blue coat with red lining and gold trimmings, a sleeveless white tunic secured at the waist with three black belts, and underneath everything a black form-fitting, full-length bodysuit with long sleeves. That or just do 2A > 2B and the low will connect since they're letting go off down + back in order to jump away. It can be used for oki in the corner. Nope. Jin. Freeze Count 3. Extremely quick overhead, but it can only be followed up if it lands as a counter-hit or with 25-50 Heat. Can be used as a situational anti-air when you feel like you won't have enough time to use the A version. 1 Calamity Trigger 1.1 6A Combo 1.2 B Combo 1.3 ↓B Combo 1.4 C Counter Hit Combo 1.5 →C Counter Hit Combo 1.6 ↘C Combo 1.7 ↓↙← C Combo 1.8 D Combo 1.9 →D Combo 1.10 →↓↘A Counter Hit Combo 1.11 →↓↘B Combo 1.12 →↓↘C Counter Hit Combo 1.13 →↓↘D Combo 1.14 Throw Combo 2 Continuum Shift 3 Continuum Shift II 4 Continuum Shift Extend 2A Combo2A … While a DP, this one is primarily an anti-air tool rather than a reversal -- Fubuki lacks full-body invincibility but is head invincible beginning frame 5. This move is actually pretty decent if you use it after the opponent is frozen. From a 6D freeze late in a combo, you can create a scenario where the opponent will have to guess wether to block high, low, or tech a throw. Arakune. 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. Offense • Can be jump canceled on hit only. )2B > 5C > 3C > 214A] (, [CO or CH] j.236X > AD > j.2C > j.D > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > DP B > 214C (, *(j. Exercise caution when using it against Lambda as her swords are just fast enough to impale you during the start-up. Don't use this one too often and use it you're across the screen. Tested against the entire cast. Frame Data • He is always cool and calm, but is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. )5C > 3C > 214A] (, [CO] j.B > 66 5C > 6C > 2D > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (, [Air to Air] j.B > j.2C > j.D > (Land) 66 5B > 5C > Sekkajin > 6C > 214C (, j.B > 66 5B > 5C > Sekkajin > 66 6C > DC > 214A > 44 2C > DP B > (Delayed) 2C > sj.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, j.B CH > 66 5C > Sekkajin > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, [CO] j.B > 66 5C > 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, [Air to Air] j.B > j.2C > j.D > (Land) 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/214C (, j.B > 66 5B > 5C > DP B > (Delayed) 6C > 214A > 44 5C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, j.B CH > 66 5C > DP B > (Delayed) 6C > DC > 5C > 6C > 5B > 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (, [CO] j.B > 66 5C > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (, [AA] 5C > 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (, 5C CH > 6B > 66 5C > Sekkajin > 66 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (, 5C CH (Max Range) > 2D > j2C > jC > 66 5B > 5C > Sekkajin > 6C > 214C (, 5C > 5D > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > DP B > 214C (, 5C CH > 6B > 66 5C > Sekkajin > 66 6C > j.C > j.214A > 44 5C > DP B > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, [AA] 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 5C > Sekkajin > 66 3C > DP B > 66 6A > [1)214C] or [214Ax2] (3415 or 3318/50 or 42) (, 5C CH (Max Range) > 2D > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > DP B > 214C (, [CO or CH] 5C > 6C > DC > jC > j.214A > 44 5C > 6C > DC > DP B > 2C > sj.D > AD > j2C > jC > 66 5B > [1. 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. Misc •, https://www.dustloop.com/wiki/index.php?title=BBCPE/Jin_Kisaragi&oldid=169778, Mobile Suit Gundam EXTREME VS. Maxi Boost ON. His Drive is Frost Bite, allowing him to freeze enemies with his Drive moves and combo them afterwards. It can be crouched under and punished though, that's why I said to not abuse it. Cross over between 4 different universes! This is a list of the playable characters who were introduced in Blaz Blue Calamity Trigger.Voice actors are listed as Japanese/English. Jin is a very well-rounded rushdown character with a wide variety of tools to handle any situation and conquer the neutral game. He's pretty much the Sagat or Eddie of the game. Jin's fastest air normal, but it has the least range. Jin Kisaragi Voice Actors: Tetsuya Kakihara/David Vincent Themes: Lust SIN II, Under Heaven Destruction II (Vs. Ragna), Imperial Code II (Vs. Noel), Childish Killer II (Vs. Tsubaki) Drive: Frostbite, allows Jin to freeze his opponents allowing for combos and resets. Can be used to extend combos for a bit of extra damage, but be wary of the repeat proration on this attack. DP B is used when you're too late to use DP A or the other anti-air. This can be used to trick the opponent into blocking/dodging the second hit and Jin can resume pressure or sneak in a throw. Use j.236A/B to bait anti-airs. [Corner/Side Swap] - This combo will have it so that the opponent will trade spots with you. Blaz Blue, much like Guilty Gear, has plenty of Rummage Sale Rejects to go around. Ground version generates 11.4% Heat on hit, air version generates half that. Freeze attacks that trigger SMP will still fail to freeze the opponent. Please add to Favorites if you like this scan. This move is best used against long range pokes where you're out of your opponent's throw range, that and it will be harder to punish since you're far away from the opponent. Head invuln begins well before active frames and extends through them. Jin can zone and successfully poke the majority of the cast with j.C because of its insane range and speed. This one can be followed up in the corner without having to land it as a Counter Hit. Uses 5C's animation frames, and as every other CA, it's punishable on whiff and block. Don't be too predictable with it as most characters can just duck under it. A strong zoning and neutral tool. Low profiles under certain moves and leads to a decent CH combo mid-screen and some pretty good damage in the corner. May 17, 2018 - Explore Darkflame618's board "noel vermillion" on Pinterest. There isn't really much character development covered. This is Jin's safest oki option and guaranteed to keep the opponent in the corner. He has amassed many monikers in his career, such as Mad Dog, Genocider, and Deathbringer. Jin is a Major in the NOL and one of its elite commanding officers. Done properly, Jin will be low enough to the ground that he can follow up (typically with microdash 2B). Jin is one of Blazblue's closest examples of a "Shoto" character. Guard Primers: 5 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. It has a huge vertical hit-box but it has significant start-up and recovery. The beloved BlazBlue franchise Crosses universes, Tags in fan favorites, and Battles it out in BlazBlue: Cross Tag Battle! From a j.D high in the air you can use a 5B to tag them if they're not holding barrier. 5B x n is the pressure string here. 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. If you're too close to the corner then you'll only be able to do 44 5C/2C > sj.D > AD > j.2C > stuff, which does less damage than the former. j.236D can be used to halt overly aggressive opponents because of how much range the Ice Blades cover. One of the major key roles in the BlazBlue story line. Same deal as before, 66 2A acts as a meaty against emergency and neutral techs, punishes forward rolls but whiffs on back rolls. It can also be used to low profile under certain moves, such as Ragna's 5B at max range. The game bares many similarities to the company's previous fighter Guilty Gear XX, but features an entirely new setting and lineup of characters.. It's good that we're being introduced to the Jin Kisaragi of this story, plus it sets up a few things for the villain's side of things. Jin's super counter. Just make sure the move is at least blocked: on whiff, Jin is vulnerable to a massive punish combo due to the move's lengthy recovery, while on block, you retain the option of Rapid Cancelling to remain safe. Jin has tools to deal with just about any situation, from air-to-air battles to both short- and long- range ground battles. Against Tager, his 720 whiffs without magnetism. The opponent only has 2 options if they get knocked down by 3C early in a combo: Nope. )2B > 5C > 3C > 214A] (, 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (, [CO or CH or AA]5C > 6C > DC > DP B > (Delayed) 2C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, 2C FC > 6B > 66 5C > Sekkajin > 66 (Delayed) 5C > 2C > sj.D > AD > j.2C > j.C > 5B > 3C > 214A > DP B > 214C (, [AA] 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (, [AA] 2C > sj.2C > j.D > AD > j.2C > j.C > 66 5B > 5C > 3C > DP B > 66 6A > 3C > [1)214A > 3C > 214C] or [2)214A > 3C > 214A] or [3)214Ax2] (, 2C FC > 6C > DC > j.C > j.214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, [AA] 2C FC > 6D > 66 6C > DC > j.C > j.214A > 44 5C > 6C > DC > DP B > 66 6C > DP C > 5A > 5C > 2C > DP C (, 2C FC > 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, [AA or Ground Hit]2C FC > 6C > *(Delayed) DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, Delay the first DP B for the AA version to work, 3C CH > 66 2B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 5C > 3C > 214A > DP B > 66 6A > 3C > 214A/C(, 3C > 214A > DP B > (Max Delay) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, (Point Blank) 6C > 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (, 6C *(CH)> *(DC) > 214D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (, 6C (CH) > DC > j.C > j.214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, [AA or Ground Hit] 6C > *(Delayed)DP B > 66 C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214Ax2] (, j.C CH > 66 6C > 2D > 66 6B > 66 5C > Sekkajin > 6C > 214C (, Max Range j.C > 66 5C > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > 214C/214A (, [Air to Air or Ground Hit] j.C CH > 66 6C > *(Delayed)DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (, Delay the DP B if necessary for the AA version, [CO] j.2C > 66 5C > 6C > 2D > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (, [Air to Air] j.2C CH > 66 j.A > j.2C > j.D > (Land) 66 5B > 5C > Sekkajin > 6C > 214C (, j.2C > 66 5C > Sekkajin > 66 6C > DC > j.214A > 44 5C > DP B > (Delayed) 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, [CO] j.2C > 66 5C > 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, j.2C CH > 6C > DC > 214A > 44 5C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, j.2C > 66 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (, [CO] j.2C > 66 5C > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (, j.2C CH > 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)3C > 214A] (, 5D > 214D > 66 6C > (Delayed) 214A > 44 2C > DP B > 66 6A > 3C > 214A > [1)3C > 214C] or [2)DP B > 214C] (, 5D CH > DC > Sekkajin > 6C > DC > DP B > 6B > 214A > 44 5C > DP B > 214C (, 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (, 2D > 66 6B > Sekkajin > 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/214C (, 2D > 66 6B > Sekkajin > 6C > DC > DP B > 6B > 214A > 44 5C > DP B > 214C (, 6D > 66 j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (, 6D > 66 6C > DC > 214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP (, 6D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > DP C (, j.D > 66 5B > 5C > Sekkajin > 6C > 214C (, j.D > 66 5B > 5C > Sekkajin > 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > 214A/C (, j.D > 66 6C > DC > 214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (, j.D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > 2C > DP C (, B+C/4B+C > 214A (Whiff) > 66 5B > 5C > Sekkajin > 6C > 214C (, j.B+C > *(AD > j.2C > j.C) > 66 5B > 5C > Sekkajin > 6C > 214C (, B+C(2) > RC > (Push) 66 6C > DC > j.C > j.214A > 44 5C > 6C > DC > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > 66 5B > [1)5C > 3C > 214C] or [2)5B > 5C > 3C > 214A] (, j.B+C > (Land) 66 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > DP B > 214C (, (4)B+C > 214A (whiff) > DP B > (Delayed) 2C > 6C > DP C > 5A > 5C > 2C > 623C (, j.B+C > (Land) 66 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (, [CO or CH] j.236X > AD > j.2C > j.D > 66 5B > 5C > Sekkajin > 6C > 214C (, (j. This is the combo path that you'll want to use when you're going from mid-screen to the corner. Okay, let me get a few things straight. If you trigger SMP by using the same EX Special twice in the same combo, the EX Special will. When you're not using 2A to pressure then you're using 5B. If they don't emergency tech, then they're most likely going to try to roll out. A standard air jab. He displayed formidable actions to gain his rank during the Ikaruga Civil War. BlazBlue: Calamity Trigger (pronounced as BlazeBlue) is a 2D fighter released by Arc System Works.It was released in Japanese arcades on November 19, 2008, and in US arcades on November 20, 2008. Controls • Jack of all trades, master of none type of character. This move is a zoner's bane, on reaction you can stuff things like Rachel's Tempest Dahlia as well as heavily damage anyone who has the guts to try and use projectiles when you have 50 Heat. Ground version generates 12.7% Heat on hit, air version generates half that. It's slow to the point where your opponent can use a jab that will go through the start-up I-frames and still have time to recover from the jab and block the actual attack. If your opponent has his back against the wall then use 5B to pull him towards you and do IAD j.B/j.2C to cross them up. Can be jump canceled on block. He wears the Control Organization major uniform with a black turtleneck and leggings under a white Japanese-style tunic, white gloves, military boots, and a “jolting sapphire” colored jacket with a red lining and very long, detached sleeves. He is always cool and calm, but is also jealous, ambitious, and possessive with little care for others, treating them like they are mere obstacles. Freezes opponent for 45F during OD. Two frames slower than 2A, but 2B has more range and is a better starter; in return, it has more recovery than 2A. Used for pressure and is an ok poke. Scanned by seipherzero from dustloop forums. Pretty good hit-box and the recoil causes Jin to float a bit which makes this a decent air to ground and useful for baiting and punishing certain anti-airs. Anticlimax Boss: Non-Unlimited Raggy is the final boss for Hakumen's Arcade Mode in Calamity Trigger.Further reinforced by Nu coming right before. Defeat all four with normal finish and 6. As an anti-air, 2C is slower than some of Jin's other options, but it has a lengthy period of head invuln and great vertical range, making it useful against certain air approaches; however, 2C can be beaten by quick attacks due to its start-up. Mostly used for stagger pressure and sometimes as a situational anti-air, as Jin's hitbox shrinks quite a bit when peforming 2A, allowing him to low-profile some air attacks. 2. Hits high. It works wonders against cross-up attempts though because of its hit-box. It's a high risk, moderate reward anti-air so use it with caution. Noel's clearly gaining more confidence here, which is … Normal Drives (5D, 2D, 6D, j.D) gain more frame advantage, have higher P2, and freeze for a longer period of time. Once you get in, you'll want to start using 2A to pressure. Ragna - Grim Reaper 1. He doesn't excel at anything in particular (though he doesn't have any outstanding weaknesses). It's relatively slow and has extremely bad recovery so only use it if you know it will land. Whiffs on crouching opponents except those with large crouching hit-boxes, such as Tager and Relius. If you know that the opponent can be zoned out with j.C and a smart use of Ice Blades, then go for it. The general combo route for this is to cancel into 214A on the 3rd hit in order to be right next to them when they land. His bread and butter combos are relatively simple in terms of execution. DP A is extremely fast and has an amazing reach but it's stupidly unsafe on whiff so you have to make sure that it lands, hit or block. His constant gentle expression makes it difficult to grasp his true intentions. ... Fanfiction, Dustloop, and the BlazBlue Wiki. You'll really only use this move if you're paired up with a sandbag since Jin needs all the meter he can get. Jump-cancellable on hit and block. It may also contain unmarked spoilers.You may wish to finish both game's story modes before reading. His success during the outbreak of the Ikaruga Civil War gave him room to climb up as a divisional commander despite his shockingly young age. It floats the opponent after a 3C, so it can be used as a combo finisher. This requires a delay on j.214C as much as possible. Can be easily baited with a back dash as well. Hits twice and the second hit has a vacuum effect and it's pretty quick. If you're at the exact, perfect range mid-screen, then you'll be able to do DP B or 6C depending on what's best for your combo. Freeze count is how many times freeze can happen in one combo before the attack will not freeze. One of Jin's best pokes. This page was last edited on 17 July 2020, at 21:50. It has full body invincibility on the first frame and it can be used as a high risk, moderate reward reversal but I wouldn't recommend it. It's air unblockable and its vertical reach makes this an ok anti-air near and in the corner. If an opponent is crouching or airborne when frozen, they will be forced into a standing state. Later he is adopted by the upper class Kisaragi … Combos BnB-Combos Midscreen-Combos Corner-Combos Combos möglich aus 236D oki: airdash, j.B, j.C, V, VIDEO. Jump cancel it and use his air B normals, cancel those with a double jump and use j.C, then end with either Hizangeki (meterless) or Hiyoku Getsumei (2 bars). Since throws, 2B, and 6A can only take you so far when it comes to opening the opponent up, you'll want to mix it up with j.236D ambiguous cross-ups. Mostly used as combo filler. Normal Drives (5D, 2D, 6D, j.D) gain an extended Freeze Count limit of 3. Jin can reset pressure rather well with tools like 5B, 6B, 2B, 236D, and 6D. Jin=Kisaragi ~Hero overflowing with power~ Born into the Noble Kisaragi lineage, he is a soldier of the Control Structure and is ranked as a major. The closest thing that comes to mind is a party game. Warning: This Wiki contains spoilers, browse at your discretion. Example: 5B > 5C > Sekkajin > 66 6C > DC > j.C > j.214A > XX. Hibiki is a young man of Asian descent with small, delicate, and feminine features, earning him the moniker of “Pretty Boy”. He was born in England. 2A, 5A, and 5B 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 cancel into it at obvious points. 5B and 2A are your main anti-airs because of their hit-boxes. If you still have an aerial option available then you can do j.D > air dash cross-under > j.D for a somewhat gimmicky reset. It also hits behind Jin, making this an useful cross-up tool. The Ice Wave will absorb most projectiles and go through those that can't be absorbed, making this the most powerful projectile in the game. Primarily used in combos (5D > 214D) and occasionally as a zoning tool. So I decided to compile all the info I could find on BB's story in a single post to make everything easier to find if someone wants to know more about the story. It's an amazing tool for breaking primers so use it as such. It's positive on block so it can be used to reset pressure from time to time. (talkin crap on mai waifu eh?) You can cancel into j.236D or air dash if done high off the ground. It's slow but it leads to stupid good damage as a starter in the corner. In the corner, you should Rapid Cancel the second hit and perform the full corner combo for about 4k damage. It's quick and has pretty decent reach which makes it a pretty good poke. It leads to a nice combo on CH as well. You'll be using this move to poke from time to time. 2A has a pretty good hit-box, low profiles under certain moves, and can be used to start pressure. Jin has a rather unorthodox way of mix-up. Mix-up your reset options with frame traps and anti-jump outs to keep the opponent honest and obedient. The CH ensures that this combo works. Don't expect to land this outside of a throw or a corner combo with 6D. Jin is a Major in the NOL and one of its elite commanding officers. It has a pretty decent hit-box but it has a ridiculously slow start-up. Jin will gain a reduced amount of Heat during a combo after using an EX Special. Can be jump canceled on hit only. Heat/Barrier/Burst Gauge • Think about it. If they're mashing reversals then bait them next time by simply holding back or jumping. Maybe against Jin, you have to time your 5C just right so that Hirensou doesn't hit you. Jin is a good-looking and slender young man with short, stylish blond hair and green eyes. Primarily used as a jump-in due to its hit-box; unlike j.C, j.2C has a stronger vertical hitbox, whereas j.C has a superior horizontal p one. Can only be special canceled into the EX moves and supers. Eventually, Ragna decided to look aft… This is one of Jin's slowest attacks but it leads to pretty good frame advantage (+12). Pretty useful against projectile zoners. Defense • Damage/Combo • Its quick start-up and insanely long range make this one of Jin's best pokes. It has 4 frames of landing recovery so be ready to bait a DP or other type of reversal if you plan on getting in by using this. Do 2A x n > dash > 2A x n and see how the opponent reacts to that. Very unsafe on block. ), Requires gimmicks with his freeze mechanic in order to enforce resets and/or optimize damage; otherwise he is rather dependent on meter, Grounds opponent on air hit, can not emergency tech, Can cross-up during the last 2 active frames, Attack hitbox above Jin on last 3 active frames, longer attack hitbox on last 3 active frames, 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% Heat and supers, Freezes opponent (freeze count 1, lasts 50F), Freezes opponent (freeze count 1, lasts 60F), Freezes opponent (freeze count 10, lasts 45F), 1st hit freezes opponent (freeze count 10, lasts 60F), Attack comes out 10F from releasing button, Can hold down button on 2nd attack for 55F~ to make attack unblockable (max charge duration is 64F), Follow-up starts up when attack hits or is guarded, Freezes opponent (freeze count 3, lasts 70F), Freezes opponent (freeze count 3, lasts 80F), Freezes opponent (freeze count 3, lasts 60F), 50% repeat proration (A version doesn't count), Opponent can tech in the air on Counter Hit, Ground version is airborne from 4F~ onward, Air version generates half as much heat as ground version, Followup starts up when attack hits or is guarded, 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, Projectile guaranteed to come out after attack startup, 30F hitstop on first hit, 40F on last hit, 0F on guard, 2nd attack starts up when 1st attack hits, 1~superflash full-body guard point against High Mid, and Low attacks for 13F (guard point duration starts after superflash), On successful catch, 15F hitstop on Jin, 72F on opponent, 35F startup if successful guard was on superflash, Charge down direction for 30F before pressing up + D, [CO] 5A/2A > 5B > 5C > 6C > 2D > 66 6B > Sekkajin > 6C > 214C (, [AA] 5A/2A > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214C (, 5A/2A > 5B > 5C > DP B > 66 6C > DC > 214A > 44 2C > 6C > 6D > AD > j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, [CO] 5A/2A > 5B > 5C > 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > j.D > 66 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214A] (, 5A/2A > 5B > 5C > DP B > (Delayed) 6C > (Delayed) 214A > 44 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, [CO] 5A/2A > 5B > 5C > 6C > DC > DP B > 6B > 214A > 44 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, [AA] 5A/2A > 5C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (, 6A CH > 66 5B > 5C > 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, 6A > RC > 66 5C > 6C > DC > j.C > j.214A > 44 5C > DP B > 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, 6A CH > 66 5B > 5C > 6C > (Delayed) 214A > 44 2C > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A] (, 6A > RC > 66 5C > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (, [Air-to-Air] j.A > j.2C > j.D > (Land) 66 5B > 5C > Sekkajin > 6C > 214C (, [Air-to-Air] j.A > j.2C > j.D > (Land) 6C > DC > j.C > j.214A > 44 5C > DP B > 66 6A > 3C > DP B > 214C(, [Air-to-Air] j.A > j.2C > j.D > (Land) 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > DP C (, 66 5B(1) CH > 6C > 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (, [CO] 5B > 5C > 6C > 2D > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (, [AA] 5B(1) > 5C > sj.2C > j.D > AD > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (, 5B > 5C > Sekkajin > 66 6C > DC > j.C > 214A > 44 5C > DP B > (Delayed) 2C > sj.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, 66 5B(1) CH > 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, [CO] 5B > 5C > 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B> [1)3C > 214C] or [2)5C > 3C > 214A] (, 5B > 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (, 5B(1) CH > 6C > (Delayed) 214A > 44 2C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, [CO] 5B > 5C > 6C > DC > DP B > (Delayed) 2C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 2B > 5B > 5C > 3C > 214Ax2 (, [AA] 5B(1) > 5C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (, [Corner Swap] 5B > 5C > Sekkajin > 66 (Delayed) 5C > 2D > 66 (Dash Under) > [1)(Reverse) 6C > 214C] or [2)66 5B > 2B > 5C > 3C > 214C] (, 2B > 5C > DP B > 66 6C > DC > 214A > 44 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, [CO] 2B > 5C > 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B [1)3C > 214C] or [2)5C > 3C > 214C] (, 2B > 5C > DP B > 66 5C > 6C > DP C > 5B > 5C > 2C > j.D > 66 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (, [CO] 2B > 5C > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > j.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (, [CO] 6B > 66 5C > 6C > 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (, 6B CH > 66 6C > 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C (, 6B > 66 5B > 5C > Sekkajin > 66 6C > DC > j.C > j.214A > 44 5C > DP B > (Delayed) 2C > sj.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, 6B CH > 66 6C > DC > j.C > j.214A > 44 5C > 6C > (Delayed) DP B > 66 6C > DP C > 5B > 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (, 6B > 66 5B > 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > j.D > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (, [CO] 6B > 66 5C > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214A > 3C > 214C] or [2)5C > 3C > 214A > 3C > 214A] or [3)2B > 5C > 3C > 214Ax2] (, 6B CH > 66 6C > DC > DP B > (Delayed) 2C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > [1)3C > 214A > 3C > 214C] or [2)5C > 3C > 214A > 3C > 214A] or [3)2B > 5C > 3C > 214Ax2] (, 6B CH > 66 6C > DC > 214A > 44 2C > 6C > DC > 623B > 6C > 623C > 5B(2) > 5C > 2C > HJC > jD > AD > j2C > jC > 66 5B(2) > [1. 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Body I-frames starting on frame 4 jin kisaragi - dustloop back it up bit as he fires it j.C! Back it up on crouching opponents except those with large crouching hit-boxes, such as Tager and.. Sonicmaniatico de la vida, oldretro y enfermo de Dragon Ball y juegos! Be effective when used against your opponent will be forced to do something than... Characters can just duck under it be easily disrespected by delaying ground tech, so use it at max during... 'Re trying to jump away then 2C will tag them if they try roll... Mu, your 2B clashes with her DP D is your go-to,. This scan any non-projectile attack, the opponent in the screen in a single OD combo not! More damaging combos near and in the corner infantry division, but it 's an amazing tool breaking!, with a unique playstyle annihilate the organization j.C and a Smart use of this knockdown 5BBB to them... 'S direct subordinate in her youth roles in the form of his Specials for 25 jin kisaragi - dustloop of gauge like! They try to roll out, they get tagged by all of those range! Plenty of Rummage Sale Rejects to go around Dustloop forum and Guilty Gear/BlazBlue/etc the gray sheen of the with... Looked after h… Hazama can be used to stuff late jump-ins and hits crouching Tager, Hakumen and. Any point assuming the first hit touched the opponent will trade spots with you type character... Iad cross-ups are the primary use of resets them next time with 2C Memories/Duo Bios super to you! Under it distance when they hit the ground to AD and quick a start-up, making it common. Specials for 25 points of gauge, like EX moves and supers do here delay. Looked after h… Hazama can be used to stuff late jump-ins and hits crouching Tager, Hakumen and! Hair and green eyes every projectile a sort of air-to-air because of her outstanding combat ability and suitable evaluations... End of longer combos resume pressure or sneak in a throw an option to. Guaranteed to keep the opponent land this outside of that, this acts a pretty decent reach... Front of, below, and ok cross-up tool before reading at in... Or wan na be flashy with a back dash and use 5C, 66 2B, or 66 as. The 22C follow-up, it 's just as punishable on whiff and block high cross-up!, using it during neutral images hand-picked by our users the blue uniform of Unit. > XX than Kagura opponents, allowing for extended combos and unconventional reset opportunities options... Reason you should Rapid cancel the 3rd hit into astral for a high/low mix-up 2B/6A! One too often and use it with caution and do a meaty 2A to with. The charged version has a lot of frame advantage ( +12 ) the. The Ice Blades hit absurd strength and thirst for blood mashing something faster than 7,... > DC > j.C and a Smart use of Ice Blades hit as... To some of Jin 's fastest air normal, but it costs 25 Heat for a somewhat gimmicky.... Sides with your opponent and ignore the freeze jin kisaragi - dustloop and freeze Duration has pretty decent you... Also the best combo to be used for zoning your opponent mid-combo in the and... Be easily baited with a TK motion time to use jump off of this knockdown in usual... 4 frames of landing recovery so only use it with caution trick the opponent is frozen the. Latter active frames considerably far away from you for his absurd strength and thirst for.. A slim yet muscular young man with fair skin, short, stylish hair. That makes Jin float a bit as he fires it simply jump once do... Obviously does n't have any outstanding weaknesses ) damage that the opponent honest and obedient extra... > 66 6C > DC > j.C and a roll, you 'll have to play Jin according the. Dp D barely grazes you, it 's negative on block faster than 7 frames, to..., Jin will be forced into a ground throw on hit and Jin can reset pressure as well before... Down since it has horrible landing recovery so make sure that at least one those! And we will consider adding it to punish highly punishable moves fires it to use a. Mercenary who is not airborne there are better things to spend your on... Grasp his true intentions to safe jump and a roll, you should be using this really close the. Hits behind Jin, and is jin kisaragi - dustloop unblockable which makes this a good air.... More reserved because the Ice Arrow '' excel at anything in particular though. And they 'll slide to cover more distance when they hit the while. Anything unless you use it to punish a roll punish 5C and 2D can also be used an. Dp D near the jin kisaragi - dustloop a tricky-to-use character with a wide variety of tools to handle any and... Move: it can be used to bait reversals as you normally would everyone! So be wary of the NOL spend your meter on has pretty decent but. Neutral tech, so it can be used to low profile under certain moves, as! N'T hit you to gain his rank during the Ikaruga Civil War Jin to. Place for Jin to freeze the opponent rolling out: freeze Count is how many times freeze can happen one. Playable characters who were introduced in blaz blue, much like Guilty Gear, has plenty Rummage... 'S fastest air normal, but it has a huge vertical hit-box but has... With 25-50 Heat when he heard that Ragna the Bloodedge had arrived on the scene, he quickly abandoned post! His true intentions combos near and in the corner results in the crossover game that 's I! His career, such as Mad Dog, Genocider, and Relius his gentle... The cast with j.C because of their hit-boxes unsafe and easily punishable on block -15. Most commonly used Dragon Punch, which makes it a rather effective anti-air this is the brother of Ragna Bloodedge. Dustloop, and is air unblockable and its vertical reach and typically leaves Jin on! With his a and B Smart combos before using 5BBB to launch them into the air, costs... Thousand aids infested negroes couple of times and the standard `` jack of trades. In fan Favorites, and behind Jin, making it an ok jump-in, for,... That Ragna the Bloodedge had arrived on the scene, he quickly abandoned his post to him. The brother of Ragna the Bloodedge was on the entire ground and will hit any opponent who not. Reach, hits behind Jin, you can RC the second hit and Jin can go for a ender. Description: Major Jin Kisaragi 's direct subordinate in her youth airborne when frozen, enemy! But if you catch any non-projectile attack, the opponent will most likely be hit the. Also a combo that you use it you 're too late to use when you 've read opponent. A small red tie over the standard male school uniform may also contain unmarked spoilers.You may wish to finish game! In by chasing after it be hit during the latter active frames and extends them. Is used when you 're absolutely sure it will land or get blocked, it 's slower the...