Jin Kisaragi is the quintessential Jack-of-All-Trades/Stats character in comparison to his brother Ragna, where he does everything great but not as well as others; however, traits of his that stand out are his solid normals backed up by decent frame-data (making them viable for both ranged-pokes and pressure) and his well-rounded moveset (having a projectile, anti-air and expansion-coverage specials like many starting fighting game characters). With this in mind, Jin can zone, keep aerial approaches in check and start an offense via gap-closing on his own.
However, one of the primary stand-outs of his moveset is his Drive, Frost Bite (零刀,Furosuto Baito, Zero Blade), which is what gives Jin a powerful whiff-punish game in the neutral. He is by far the one character in the cast to focus on freezing his opponents, which allows for free combos off of a solid freeze which in turn makes his aforementioned neutral game very deadly. This also comes in the form of him being the only character with EX Special Moves (special moves that cost minor percentage of the primary resource in fighting games to use), making his overall playstyle very rewarding if managed well (and also making him the only character prior to Chronophantasma to have 4 sections on his Heat Gauge instead of 2).
Jin though, is not without his weaknesses. Firstly, his Drive, while potent, cannot be abused to the point of frequent refreezing outside of EX Moves in combos. This often forces his freezing mechanic to be regulated through gimmicks as opposed to conventional means (and also forcing him to keep track of which moves he repeats during a combo). His Jack-of-All-Trades/Stats playstyle also forces him akin to his brother Ragna, to also play a bit unconventionally against characters with more dominant mechanics/playstyles. In regards to his EX Moves, this also makes Jin very resource dependent as he needs EX Moves to both refreeze in combos and to also make use of their solid properties (such as extra damage and/or invincibility frames).
Another weakness of his to offset his powerful poking-pressure game is his lack of grounded-overhead conversions. His 6A, while potent and also forcing crouch for crouching-state combos, cannot be chain-cancelled out of without the use of a Rapid Cancel (which in turn makes his mixup even more resource dependent in tandem with his Ice Slashing Strike (氷斬撃,Hizangeki)), while also lacking safe anti-airs (both 2C and Rending Ice (裂氷,Rehhyō) are unreliably slow, while Blizzard (吹雪,Fubuki) can easily be punished if whiffed/blocked). Overall, this causes Jin to both be a safe character (with some declaring him to be a bit of a “scrub character”) while making sure his decisions often matter and being forced to rely on specific gimmicks; he also often relies a lot on whiff-punishing and frame-trapping due to the said mixup game being fairly weak on his own.
Jin’s Overdrive is the Frost End (絶刀,Furosuto Endo, Suppressing Blade), which causes any move involving Yukianesa’s blade to freeze his target, and refreeze them in the same combo as well.
Note that if Jin attempts to perform an EX move with insufficient heat (below 25%), the C version of the motion + input will be performed instead (e.g. attempting a Hirensou with below 25% heat will make him perform Rehhyou instead).
Open backhand. Jump cancelable. Rapid fire-able. Whiffs on some crouching.
Input
Damage
Heat gain
350, 250
144, 103
Kicks upward then swipes leg back. Extremely fast startup. Second hit has slight vacuum effect and both hits are jump cancelable.
Input
Damage
Heat gain
710
293
Quick horizontal inward slash from drawing sword from his back. Jump cancelable.
Input
Damage
Heat gain
267
110
Crouching behind-the-back poke with his scabbard. Decent crouching poke with high priority.
Input
Damage
Heat gain
445
184
Crouching hand swipe. Moves him forward a little bit and does not knock down. Hits low.
Input
Damage
Heat gain
720
298
Vertical outward slash. Very slow for an anti-air attack however. Jump cancelable. Fatal counters.
Input
Damage
Heat gain
(in the air)
267
110
Jumping hilt poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
540
223
Spinning sleeve attack. Extremely large hitbox. Starts up slower than BlazBlue: Calamity Trigger version. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Extremely long-ranged horizontal slash. Very good air-to-air poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Vertical hooking reverse grip sword slash as he twirls in the air. Old BlazBlue: Calamity Trigger j.C. Good for air-to-ground pokes and approaches, and possible cross-ups.
Input
Damage
Heat gain
640
264
Twirls his sword and smacks the pommel on the his opponent. Hits overhead. Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on grounded hit or untechable knockdown on air hit. Can link into some very quick moves however, especially if used during a juggle early in a combo to lead into an OTG followup.
Input
Damage
Heat gain
690
285
Overhead spinning hop kick. Advantageous on block. Not an overhead, despite appearances. Puts Jin in an airborne state and can be special canceled.
Input
Damage
Heat gain
920
380
Powerful turning upward slash of his sword. Launches on hit. Has pretty long range and is dash cancelable, but it is got some startup.
Slash sweeps the foe with his sword. Knocks down. It has long reach and fast startup for its range, but it's punishable on block if you don't special cancel it. It can also be used to low profile under certain moves, such as Ragna's 5B at max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving 3C more range than the image suggests. Can be special/super canceled but not jump canceled.
Input
Damage
Heat gain
267
110
Open backhand. Jump cancelable. Rapid fire-able. Whiffs on some crouching.
Input
Damage
Heat gain
350, 250
144, 103
Kicks upward then swipes leg back. Extremely fast startup. Second hit has slight vacuum effect and both hits are jump cancelable.
Input
Damage
Heat gain
710
293
Quick horizontal inward slash from drawing sword from his back. Jump cancelable.
Input
Damage
Heat gain
267
110
Crouching behind-the-back poke with his scabbard. Decent crouching poke with high priority.
Input
Damage
Heat gain
445
184
Crouching hand swipe. Moves him forward a little bit and does not knock down. Hits low.
Input
Damage
Heat gain
720
298
Vertical outward slash. Very slow for an anti-air attack however. Jump cancelable. Fatal counters.
Input
Damage
Heat gain
(in the air)
267
110
Jumping hilt poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
540
223
Spinning sleeve attack. Extremely large hitbox. Starts up slower than BlazBlue: Calamity Trigger version. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Extremely long-ranged horizontal slash. Very good air-to-air poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Vertical hooking reverse grip sword slash as he twirls in the air. Old BlazBlue: Calamity Trigger j.C. Good for air-to-ground pokes and approaches, and possible cross-ups.
Input
Damage
Heat gain
640
264
Twirls his sword and smacks the pommel on the his opponent. Hits overhead. Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on grounded hit or untechable knockdown on air hit. Can link into some very quick moves however, especially if used during a juggle early in a combo to lead into an OTG followup.
Input
Damage
Heat gain
690
285
Overhead spinning hop kick. Advantageous on block. Not an overhead, despite appearances. Puts Jin in an airborne state and can be special canceled.
Input
Damage
Heat gain
920
380
Powerful turning upward slash of his sword. Launches on hit. Has pretty long range and is dash cancelable, but it is got some startup.
Input
Damage
Heat gain
650
227
Sweeps the foe by push-kicking with both of his legs. Knocks down. Faster recovery than in CT, can link into 2B. Can be special/super canceled but not jump canceled.
Input
Damage
Heat gain
267
110
Open backhand. Jump cancelable. Rapid fire-able. Whiffs on some crouching.
Input
Damage
Heat gain
350, 250
144, 103
Kicks upward then swipes leg back. Extremely fast startup. Second hit has slight vacuum effect and both hits are jump cancelable.
Input
Damage
Heat gain
710
293
Quick horizontal inward slash from drawing sword from his back. Jump cancelable.
Input
Damage
Heat gain
267
110
Crouching behind-the-back poke with his scabbard. Decent crouching poke with high priority.
Input
Damage
Heat gain
445
184
Crouching hand swipe. Moves him forward a little bit and does not knock down. Hits low.
Input
Damage
Heat gain
720
298
Vertical outward slash. Very slow for an anti-air attack however. Jump cancelable. Fatal counters.
Input
Damage
Heat gain
(in the air)
267
110
Jumping hilt poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
540
223
Spinning sleeve attack. Extremely large hitbox. Starts up slower than BlazBlue: Calamity Trigger version. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Extremely long-ranged horizontal slash. Very good air-to-air poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Vertical hooking reverse grip sword slash as he twirls in the air. Old BlazBlue: Calamity Trigger j.C. Good for air-to-ground pokes and approaches, and possible cross-ups.
Input
Damage
Heat gain
640
264
Twirls his sword and smacks the pommel on the his opponent. Hits overhead. Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on grounded hit or untechable knockdown on air hit. Breaks one guard primer on block. Can link into some very quick moves however, especially if used during a juggle early in a combo to lead into an OTG followup.
Input
Damage
Heat gain
690
285
Overhead spinning hop kick. Advantageous on block. Not an overhead, despite appearances. Puts Jin in an airborne state and can be special canceled.
Input
Damage
Heat gain
920
380
Powerful turning upward slash of his sword. Launches on hit. Has pretty long range and is dash cancelable, but it is got some startup.
Input
Damage
Heat gain
650
227
Sweeps the foe by push-kicking with both of his legs. Knocks down. Faster recovery than in CT, can link into 2B. Can be special/super canceled but not jump canceled.
Input
Damage
Heat gain
267
110
Open backhand. Jump cancelable. Rapid fire-able. Whiffs on some crouching.
Input
Damage
Heat gain
350, 250
144, 103
Kicks upward then swipes leg back. Extremely fast startup. Second hit has slight vacuum effect and both hits are jump cancelable.
Input
Damage
Heat gain
710
293
Quick horizontal inward slash from drawing sword from his back. Jump cancelable.
Input
Damage
Heat gain
267
110
Crouching behind-the-back poke with his scabbard. Decent crouching poke with high priority.
Input
Damage
Heat gain
445
184
Crouching hand swipe. Moves him forward a little bit and does not knock down. Hits low.
Input
Damage
Heat gain
720
298
Vertical outward slash. Very slow for an anti-air attack however. Jump cancelable. Fatal counters.
Input
Damage
Heat gain
(in the air)
267
110
Jumping hilt poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
540
223
Spinning sleeve attack. Extremely large hitbox. Starts up slower than BlazBlue: Calamity Trigger version. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Extremely long-ranged horizontal slash. Very good air-to-air poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Vertical hooking reverse grip sword slash as he twirls in the air. Old BlazBlue: Calamity Trigger j.C. Good for air-to-ground pokes and approaches, and possible cross-ups.
Input
Damage
Heat gain
640
264
Twirls his sword and smacks the pommel on the his opponent. Hits overhead. Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on grounded hit or untechable knockdown on air hit. Breaks one guard primer on block. Can link into some very quick moves however, especially if used during a juggle early in a combo to lead into an OTG followup.
Input
Damage
Heat gain
690
285
Overhead spinning hop kick. Advantageous on block. Not an overhead, despite appearances. Puts Jin in an airborne state and can be special canceled.
Input
Damage
Heat gain
920
380
Powerful turning upward slash of his sword. Launches on hit. Has pretty long range and is dash cancelable, but it is got some startup.
Input
Damage
Heat gain
650
227
Sweeps the foe by push-kicking with both of his legs. Knocks down. Faster recovery than in CT, can link into 2B. Can be special/super canceled but not jump canceled.
Input
Damage
Heat gain
267
110
Open backhand. Jump cancelable. Rapid fire-able. Whiffs on some crouching.
Input
Damage
Heat gain
350, 250
144, 103
Kicks upward then swipes leg back. Extremely fast startup. Second hit has slight vacuum effect and both hits are jump cancelable.
Input
Damage
Heat gain
710
293
Quick horizontal inward slash from drawing sword from his back. Jump cancelable.
Input
Damage
Heat gain
267
110
Crouching behind-the-back poke with his scabbard. Decent crouching poke with high priority.
Input
Damage
Heat gain
445
184
Crouching hand swipe. Moves him forward a little bit and does not knock down. Hits low.
Input
Damage
Heat gain
720
298
Vertical outward slash. Very slow for an anti-air attack however. Jump cancelable. Fatal counters.
Input
Damage
Heat gain
(in the air)
267
110
Jumping hilt poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
540
223
Spinning sleeve attack. Extremely large hitbox. Starts up slower than BlazBlue: Calamity Trigger version. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Extremely long-ranged horizontal slash. Very good air-to-air poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Vertical hooking reverse grip sword slash as he twirls in the air. Old BlazBlue: Calamity Trigger j.C. Good for air-to-ground pokes and approaches, and possible cross-ups.
Input
Damage
Heat gain
640
264
Twirls his sword and smacks the pommel on the his opponent. Hits overhead. Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on grounded hit or untechable knockdown on air hit. Breaks one guard primer on block. Can link into some very quick moves however, especially if used during a juggle early in a combo to lead into an OTG followup.
Input
Damage
Heat gain
690
285
Overhead spinning hop kick. Advantageous on block. Not an overhead, despite appearances. Puts Jin in an airborne state and can be special canceled.
Input
Damage
Heat gain
920
380
Powerful turning upward slash of his sword. Launches on hit. Has pretty long range and is dash cancelable, but it is got some startup.
Input
Damage
Heat gain
650
227
Sweeps the foe by push-kicking with both of his legs. Knocks down. Faster recovery than in CT, can link into 2B. Can be special/super canceled but not jump canceled.
Input
Damage
Heat gain
267
110
Open backhand. Jump cancelable. Rapid fire-able. Whiffs on some crouching.
Input
Damage
Heat gain
350, 250
144, 103
Kicks upward then swipes leg back. Extremely fast startup. Second hit has slight vacuum effect and both hits are jump cancelable.
Input
Damage
Heat gain
710
293
Quick horizontal inward slash from drawing sword from his back. Jump cancelable.
Input
Damage
Heat gain
267
110
Crouching behind-the-back poke with his scabbard. Decent crouching poke with high priority.
Input
Damage
Heat gain
445
184
Crouching hand swipe. Moves him forward a little bit and does not knock down. Hits low.
Input
Damage
Heat gain
720
298
Vertical outward slash. Very slow for an anti-air attack however. Jump cancelable. Fatal counters.
Input
Damage
Heat gain
(in the air)
267
110
Jumping hilt poke. Jump cancelable.
Input
Damage
Heat gain
(in the air)
540
223
Spinning sleeve attack. Extremely large hitbox. Starts up slower than BlazBlue: Calamity Trigger version. Jump cancelable.
Input
Damage
Heat gain
(in the air)
700
289
Vertical hooking reverse grip sword slash as he twirls in the air. Good for air-to-ground pokes and approaches, and possible cross-ups.
Input
Damage
Heat gain
640
264
Twirls his sword and smacks the pommel on the his opponent. Hits overhead. Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on grounded hit or untechable knockdown on air hit. Can link into some very quick moves however, especially if used during a juggle early in a combo to lead into an OTG followup.
Input
Damage
Heat gain
690
285
Overhead spinning hop kick. Advantageous on block. Not an overhead, despite appearances. Puts Jin in an airborne state and can be special canceled.
Input
Damage
Heat gain
920
380
Powerful turning upward slash of his sword. Launches on hit. Has pretty long range and is dash cancelable, but it is got some startup.
Input
Damage
Heat gain
650
227
Sweeps the foe by push-kicking with both of his legs. Knocks down. Faster recovery than in CT, can link into 2B. Can be special/super canceled but not jump canceled.
Throws[]
Input
Damage
Heat gain
0, 0, 1300
0, 0, 538
Throw. Jin motions his hand to freeze the grabbed foe between two ice spikes. 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. In the corner, you should Rapid Cancel the second hit and perform the full corner combo for about 4k damage. You can also cancel the 3rd hit into astral for a stylish ender.
Input
Damage
Heat gain
0, 1300
0, 0, 538
As as before, only with a different animation and done backward to switch sides. Can be canceled after freeze with specials.
Input
Damage
Heat gain
(in the air)
0, 1400
0, 579
Same as before, only in midair, and backwards version switches sides.
Counter Assault[]
Input
Damage
Heat gain
0
0
1~20F fully invul blows back on hit 180F Heat Gauge Cooldown longer attack hitbox on last 3 active frames
Crush Trigger[]
Input
Damage
Heat gain
1000
Jin charges up a bit with a small snowy whirlwind in front of himself, and then does a powerful fierce hooking slash via Iaijutsu. Causes ground bounce on air hit. Possible to charge; 180F cooldown.
Freezes the foe on hit, and the foe can struggle out by button mashing and the like to escape. In CS, it functions the same, except you do not need to struggle much to make the ice melt quicker, so invalid combos are far more riskier. Paired with Jin’s lowered damage output, freezing needs to be taken into a more careful situation. It should be noted any of his special moves that end with the D command are treated as EX moves; special moves that cost a small amount of meter (in BlazBlue/Jin’s case, 25% heat) to use and provide other extra effects other than freezing.
Input
Damage
Heat gain
712
294
Gigantic ice wolf head. Dash cancelable. Freezes on hit and is one of Jin’s main pokes. Can now only be canceled into D specials. Cannot refreeze. In Ver. 2.0, this can now be cancelled from on hit only.
Input
Damage
Heat gain
712
294
Three flashes of rising ice in front of Jin. Slightly faster than CT. Extremely good hitstun, even without freeze. Freezes on hit. Advantageous on block. Cannot refreeze.
Input
Damage
Heat gain
712
294
Distant, angled icy tombstone pointed towards Jin. Much faster than in CT. Has vacuum effect hit. Recovers fast enough to run up and combo if freezes. Cannot refreeze. In Ver. 2.0, this can be cancelled from on hit only, but it can also now be jump cancelled.
Input
Damage
Heat gain
(in the air)
740
306
Snow flake aura. Special cancelable. Not actually an overhead. Very good crossup hitbox. Cannot refreeze.
Input
Japanese name
English name
English localization
Damage
Heat gain
any direction +
零刀Furosuto Baito
Frost Bite (Zero Blade)
Reitō (Frost Bite)
--
--
Freezes the foe on hit, and the foe can struggle out by button mashing and the like to escape. In CS, it functions the same, except you do not need to struggle much to make the ice melt quicker, so invalid combos are far more riskier. Paired with Jin’s lowered damage output, freezing needs to be taken into a more careful situation. It should be noted any of his special moves that end with the D command are treated as EX moves; special moves that cost a small amount of meter (in BlazBlue/Jin’s case, 25% heat) to use and provide other extra effects other than freezing.
Input
Damage
Heat gain
712
294
Gigantic ice wolf head. Dash cancelable. Freezes on hit and is one of Jin’s main pokes. Can now only be canceled into D specials. Cannot refreeze.
Input
Damage
Heat gain
712
294
Three flashes of rising ice in front of Jin. Slightly faster than CT. Extremely good hitstun, even without freeze. Freezes on hit. Advantageous on block. Cannot refreeze.
Input
Damage
Heat gain
712
294
Distant, angled icy tombstone pointed towards Jin. Much faster than in CT. Has vacuum effect hit. Recovers fast enough to run up and combo if freezes. Cannot refreeze. Breaks one Guard Primer on block.
Input
Damage
Heat gain
(in the air)
740
306
Snow flake aura. Special cancelable. Not actually an overhead. Very good crossup hitbox. Cannot refreeze.
Input
Japanese name
English name
English localization
Damage
Heat gain
any direction +
零刀Furosuto Baito
Frost Bite (Zero Blade)
Reitō (Frost Bite)
--
--
Freezes the foe on hit, and the foe can struggle out by button mashing and the like to escape. In CS, it functions the same, except you do not need to struggle much to make the ice melt quicker, so invalid combos are far more riskier. Paired with Jin’s lowered damage output, freezing needs to be taken into a more careful situation. It should be noted any of his special moves that end with the D command are treated as EX moves; special moves that cost a small amount of meter (in BlazBlue/Jin’s case, 25% heat) to use and provide other extra effects other than freezing.
Input
Damage
Heat gain
712
294
Gigantic ice wolf head. Dash cancelable. Freezes on hit and is one of Jin’s main pokes. Can now only be canceled into D specials. Cannot refreeze.
Input
Damage
Heat gain
712
294
Three flashes of rising ice in front of Jin. Slightly faster than CT. Extremely good hitstun, even without freeze. Freezes on hit. Advantageous on block. Cannot refreeze.
Input
Damage
Heat gain
712
294
Distant, angled icy tombstone pointed towards Jin. Much faster than in CT. Has vacuum effect hit. Recovers fast enough to run up and combo if freezes. Cannot refreeze. Breaks one Guard Primer on block.
Input
Damage
Heat gain
(in the air)
740
306
Snow flake aura. Special cancelable. Not actually an overhead. Very good crossup hitbox. Cannot refreeze.
Input
Japanese name
English name
English localization
Damage
Heat gain
any direction +
零刀Furosuto Baito
Frost Bite (Zero Blade)
Reitō (Frost Bite)
--
--
Freezes the foe on hit, and the foe can struggle out by button mashing and the like to escape. It should be noted any of his special moves that end with the D command are treated as EX moves; special moves that cost a small amount of meter (in BlazBlue/Jin’s case, 25% heat) to use and provide other extra effects other than freezing.
Input
Damage
Heat gain
712
294
Gigantic ice wolf head. Dash cancelable. Freezes on hit and is one of Jin’s main pokes. Can now only be canceled into D specials. Cannot refreeze.
Input
Damage
Heat gain
712
294
Three flashes of rising ice in front of Jin. Extremely good hitstun, even without freeze. Freezes on hit. Advantageous on block. Cannot refreeze.
Input
Damage
Heat gain
712
294
Distant, angled icy tombstone pointed towards Jin. Has vacuum effect hit. Recovers fast enough to run up and combo if freezes. Cannot refreeze.
Input
Damage
Heat gain
(in the air)
740
306
Snow flake aura. Special cancelable. Not actually an overhead. Very good crossup hitbox. Cannot refreeze.
Input
Japanese name
English name
English localization
Damage
Heat gain
any direction +
零刀Furosuto Baito
Frost Bite (Zero Blade)
Reitō (Frost Bite)
--
--
Freezes the foe on hit, and the foe can struggle out by button mashing and the like to escape. It should be noted any of his special moves that end with the D command are treated as EX moves; special moves that cost a small amount of meter (in BlazBlue/Jin’s case, 25% heat) to use and provide other extra effects other than freezing.
Input
Damage
Heat gain
712
294
Gigantic ice wolf head. Dash cancelable. Freezes on hit and is one of Jin’s main pokes. Can now only be canceled into D specials. Cannot refreeze.
Input
Damage
Heat gain
712
294
Three flashes of rising ice in front of Jin. Extremely good hitstun, even without freeze. Freezes on hit. Advantageous on block. Cannot refreeze.
Input
Damage
Heat gain
712
294
Distant, angled icy tombstone pointed towards Jin. Much faster than in CT. Has vacuum effect hit. Recovers fast enough to run up and combo if freezes. Cannot refreeze. Continuum Shift: Breaks one Guard Primer on block.
Input
Damage
Heat gain
(in the air)
740
306
Snow flake aura. Special cancelable. Not actually an overhead. Very good crossup hitbox. Cannot refreeze.
Overdrive[]
Input
Japanese name
English name
English localization
Damage
Heat gain
絶刀Furosuto Endo
Frost End (Suppressing Blade)
Frost End
---
---
Causes any Yukianesa attack to freeze the target.
Exceed Accel[]
Input
Japanese name
English name
English localization
Damage
Heat gain
(during Overdrive)
虚空刃奥義: 月下氷楼 Kokūjin Ōgi: Gekka Hyōrō
Void Blade Secret: Ice Tower in the Moonlight
Empty Sky True Form: Crystal Moonstorm
2000 4000 (Active Flow)
New move in Centralfiction. Jin first performs the final 4th strike of his Sekkajin; upon connecting, he hits the opponent up then summons a huge block of ice to trap them. Jin then tosses his blade up via a twirl, then jumps up to the opponent’s position to catch it; he then slashes them several times (Hizansen, j.C, j.2C animations in that order), on the last hit he slam-slashes them down (with Senshōzan’s finisher animation), destroying the block of ice and causing the opponent to slam into the ground.
The Active Flow version adds in a few extra blows via reusing animations in that exact order in a loop, before performing the finisher.
Jin fires an ice sword forward. Moves forward slowly. Once projectile starts moving, does not disappear even if Jin is hit. Unlike in the past versions, there is only one version of this move. The projectile’s speed is increased, but only for the ground version.
Input
Japanese name
English name
English localization
Damage
Heat gain
(air also)
氷翔刹 Hishōsetsu
Ice Soaring Temple
Flying Ice Strike
Jin tosses out a snowflake-shaped crystal as a stationary projectile. Uses 25% Heat.
Input
Japanese name
English name
Damage
Heat gain
吹雪 Fubuki
Blizzard
800 (A) 900 (B)
331 (A) 372 (B)
Jin throws out a turning battōjutsu quickdraw angled 45 degrees upward. It has some invincibility frames. Air-unblockable. Can combo after a counter hit, but can easily whiff against crouching opponents. If barrier-blocked, it’s wise to make sure to have over 50% meter beforehand in order to Rapid Cancel it for safety, which still makes this a risky reversal. Unlike in the past versions, there’s only one version of this move.
Input
Japanese name
English name
English localization
Damage
Heat gain
裂氷 Rehhyō
Rending Ice
Violent Ice
1300
538
A stationary vertically-aimed quickdraw slash that launches. Only a small frame invulnerability, and somewhat slow startup. The move also has a very high amount of vertical reach, but is one of his more unreliable anti-airs. Can combo after a counter hit. The move does give Jin a low profile and makes him lean forward quite a bit, making it more suitable countering against most jump-in crossups.
Jin rides on an icicle, then using the Tsuika Kōgeki (追加攻撃, Additional Attack) command “C”, he leaps off to twirling-slam-slash his opponent, which causes a no tech knockdown (but does not hit overhead despite its appearance). Unlike in past games, this can only be used on the ground with only one version available, though the second blow can be omitted for other options to consider. Regardless, either blow is fairly punishable in the neutral, so it only works as a far-screen punisher and/or combo tool.
Input
Japanese name
English name
English localization
Damage
Heat gain
,
霧槍 突晶撃 Musō Tosshōgeki
Fog Spear: Piercing Crystal Strike
Freezing Crystal Strike
640 (1st hit), 900 (2nd hit)
0
EX move version of Senshōzan, with the second attack being a forward outward slash similar to his j.C instead (which can now be inputted manually). EX Move. Uses 25% Heat. First hit will freeze, but second hit will break ice. Induces groundslide. Causes knockdown in the air. The fact that there is now an optional followup makes this move much easier to freeze with without breaking the opponent free, increasing its use. Unlike in past games, this can only be used on the ground with only one version available.
Input
Japanese name
English name
English localization
Damage
Heat gain
() (Hold to delay)
氷連双 Hirensō
Ice Bond
Dual Ice Strike
400, 1100
0
Jin draws his sword in a circular flash which freezes, then swipes his opponent to shatter the ice and send them flying. EX move. Uses 25% meter. 1st hit is a circular flash that hits all around Jin and freezes. Second hit is unblockable when fully charged. Invulnerable startup. Second hit causes groundslide, can be delayed for more damage. If you want to use it in combos, it is more recommended to use this on corner, to follow-up after the ground sliding.
Input
Japanese name
English name
English localization
Damage
Heat gain
(near opponent),
雪華塵 Sekkajin
Snowflake Dust
Snow Flower Storm
180 x N
74 x N
Jin wildly slashes with his sword (along with occasionally hook-kicking on the third blow) in several directions. Essential tool in combos. Can only be done when next to the opponent or Jin will slightly draw his sword with little success (but it does not count as a form of grab). Crumples on hit and Jin will stand still for a while after the attack is finished (and the hits also are done at a faster speed and only 4 hits are done maximum).
Input
Japanese name
English name
Damage
Heat gain
(after Sekkajin)
追加攻撃 Tsuika Kōgeki
Additional Attack
An EX follow-up to Sekkajin, where Jin performs his Yukikaze, and launches the foe as the ice shatters. Hitting a frozen opponent with Sekkajin will not free them from their freeze state, leaving them untouched from it and making Sekkajin a more solid combo extender.
Input
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
氷斬閃 Hizansen
Ice Slashing Flash
Permafrost
--
--
Basically an air version of Fubuki that aims downward. Jin’s brand new air combo finisher that can be TK’d (Tiger Knee’d) for gimmicks, such as punishing anti-airs. However, the fact that it does not hit overhead limits its overall potential, and it also sends opponents quite far on-hit mid-screen.
Input
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
氷斬撃 Hizangeki
Ice Slashing Strike
Artic Strike
--
--
EX version of Hizansen, where Jin does a very quick diagonally-upward iaijutsu slash to freeze his opponent just before the Hizansen itself. EX Move. Uses 25% Heat. Hits overhead and freezes. Because of its overhead nature, one can perform TK (Tiger Knee) gimmicks with it for instant overheads, though unless if the opponent is high enough above, the first hit will most likely always miss (though the second hit always comes up fast enough). Regardless, this requiring meter and being only done in the air does not make this as free of an overhead (but is much more meter conserving compared to RC'ing a 6A). Also works as a solid combo tool for extensions.
Input
Japanese name
English name
English localization
Damage
Heat gain
氷翔剣 Hishōken
Ice Soaring Sword
Ice Blade
500 (A), 500 (B), 500 (C)
207 (A), 207 (B), 207 (C)
Jin fires an ice sword forward. Moves forward slowly. Once projectile starts moving, does not disappear even if Jin is hit. Unlike in the past versions, there’s only one version of this move. In Ver. 2.0, the projectile’s speed has now increased, but only for the ground version.
Input
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
空中 氷翔剣 Kuchū Hishōken
Midair Ice Soaring Sword
Ice Blade
500 (A), 500 (B), 500 (C)
207 (A), 207 (B), 207 (C)
Same as ground version. Flies straight forward. Unlike in the past versions, there’s only one version of this move.
Input
Japanese name
English name
English localization
Damage
Heat gain
氷翔撃 Hishōgeki
Ice Soaring Strike
Flying Ice Strike
712x3
--
Fires a giant ice blade on the ground. EX move. Uses 25% Heat. Freezes on hit. Can be used to continue pressure. Can refreeze multiple times.
Input
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
空中 氷翔撃 Kuchū Hishōgeki
Midair: Ice Soaring Strike
Flying Ice Strike
600x3
0
Fires three Hishōkens in the air at once in a spread at three different angles to the ground (all three midair versions at once and only two can hit OTG). EX Move. Uses 25% Heat. Very powerful zoning move that’s positive on block, but can easily be punished if any of the ice blades miss due to landing lag. Ambiguous IAD cross-ups are the primary use of this move and can also be used to bait anti-airs.
Input
Japanese name
English name
Damage
Heat gain
吹雪 Fubuki
Blizzard
800 (A) 900 (B)
331 (A) 372 (B)
Jin throws out a turning battōjutsu quickdraw angled 45 degrees upward. It has some invincibility frames. Air-unblockable. Can combo after a counter hit, but can easily whiff against crouching opponents. If barrier-blocked, it’s wise to make sure to have over 50% meter beforehand in order to Rapid Cancel it for safety, which still makes this a risky reversal. Unlike in the past versions, there’s only one version of this move.
Input
Japanese name
English name
English localization
Damage
Heat gain
裂氷 Rehhyō
Rending Ice
Violent Ice
1300
538
A stationary vertically-aimed quickdraw slash that launches. Only a small frame invulnerability, and somewhat slow startup. The move also has a very high amount of vertical reach, but is one of his more unreliable anti-airs. Can combo after a counter hit. The move does give Jin a low profile and makes him lean forward quite a bit, making it more suitable countering against most jump-in crossups.
Jin rides on an icicle, then using the Tsuika Kōgeki (追加攻撃, Additional Attack) command “C”, he leaps off to twirling-slam-slash his opponent, which causes a no tech knockdown (but does not hit overhead despite its appearance). Unlike in past games, this can only be used on the ground with only one version available, though the second blow can be omitted for other options to consider. Regardless, either blow is fairly punishable in the neutral, so it only works as a far-screen punisher and/or combo tool.
Input
Japanese name
English name
English localization
Damage
Heat gain
,
霧槍 突晶撃 Musō Tosshōgeki
Fog Spear: Piercing Crystal Strike
Freezing Crystal Strike
640 (1st hit), 900 (2nd hit)
0
EX move version of Senshōzan, with the second attack being a forward outward slash similar to his j.C instead (which can now be inputted manually). EX Move. Uses 25% Heat. First hit will freeze, but second hit will break ice. Induces groundslide. Causes knockdown in the air. The fact that there is now an optional followup makes this move much easier to freeze with without breaking the opponent free, increasing its use. Unlike in past games, this can only be used on the ground with only one version available.
Input
Japanese name
English name
English localization
Damage
Heat gain
() (Hold to delay)
氷連双 Hirensō
Ice Bond
Dual Ice Strike
400, 1100
0
Jin draws his sword in a circular flash which freezes, then swipes his opponent to shatter the ice and send them flying. EX move. Uses 25% meter. 1st hit is a circular flash that hits all around Jin and freezes. Second hit is unblockable when fully charged. Invulnerable startup. Second hit causes groundslide, can be delayed for more damage. If you want to use it in combos, it is more recommended to use this on corner, to follow-up after the ground sliding.
Input
Japanese name
English name
English localization
Damage
Heat gain
(near opponent),
雪華塵 Sekkajin
Snowflake Dust
Snow Flower Storm
180 x N
74 x N
Jin wildly slashes with his sword (along with occasionally hook-kicking on the third blow) in several directions. Essential tool in combos. Now can only be done when next to the opponent or Jin will slightly draw his sword with little success (but it does not count as a form of grab). Now crumples on hit and Jin will stand still for a while after the attack is finished (and the hits also are done at a faster speed and only 4 hits are done maximum). An EX followup/Tsuika Kōgeki (追加攻撃, Additional Attack) with D can be done where Jin performs his Yukikaze, and launches the foe as the ice shatters. In Ver. 2.0, hitting a frozen opponent with Sekkajin will no longer free them from their freeze state, leaving them untouched from it and making Sekkajin a more solid combo extender.
Input
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
氷斬閃 Hizansen
Ice Slashing Flash
Permafrost
--
--
Basically an air version of Fubuki that aims downward. Jin’s brand new air combo finisher that can be TK’d (Tiger Knee’d) for gimmicks, such as punishing anti-airs. However, the fact that it does not hit overhead limits its overall potential, and it also sends opponents quite far on-hit mid-screen.
Input
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
氷斬撃 Hizangeki
Ice Slashing Strike
Artic Strike
--
--
EX version of Hizansen, where Jin does a very quick diagonally-upward iaijutsu slash to freeze his opponent just before the Hizansen itself. EX Move. Uses 25% Heat. Hits overhead and freezes. Because of its overhead nature, one can perform TK (Tiger Knee) gimmicks with it for instant overheads, though unless if the opponent is high enough above, the first hit will most likely always miss (though the second hit always comes up fast enough). Regardless, this requiring meter and being only done in the air does not make this as free of an overhead (but is much more meter conserving compared to RC'ing a 6A). Also works as a solid combo tool for extensions.
Input
Japanese name
English name
English localization
Damage
Heat gain
//
氷翔剣 Hishōken
Ice Soaring Sword
Ice Blade
500 (A), 500 (B), 500 (C)
207 (A), 207 (B), 207 (C)
Jin fires an ice sword forward. A version moves forward slowly. B version moves forward quickly. C version floats in place for a second, then shoots forward very quickly. Once projectile starts moving, does not disappear even if Jin is hit.
Input
Japanese name
English name
English localization
Damage
Heat gain
//
空中 氷翔剣 Kuchū Hishōken
Midair Ice Soaring Sword
Ice Blade
500 (A), 500 (B), 500 (C)
207 (A), 207 (B), 207 (C)
Same as ground version, only A version has the sharpest angle downward, B is about 45 degrees down, and C flies straight forward. The midair version recovers faster than in CT.
Input
Japanese name
English name
English localization
Damage
Heat gain
氷翔撃 Hishōgeki
Ice Soaring Strike
Flying Ice Strike
712x3
--
Fires a giant ice blade on the ground. EX move. Uses 25% Heat. Freezes on hit. Can be used to continue pressure. Can refreeze multiple times. Breaks one guard primer on block.
Input
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
空中 氷翔撃 Kuchū Hishōgeki
Midair Ice Soaring Sword
Flying Ice Strike
600x3
0
Fires three Hishōkens in the air at once in a spread at three different angles to the ground (all three midair versions at once and only two can hit OTG). EX Move. Uses 25% Heat. Very powerful zoning move that’s positive on block, but can easily be punished if any of the ice blades miss due to landing lag. Ambiguous IAD cross-ups are the primary use of this move and can also be used to bait anti-airs.
Input
Japanese name
English name
Damage
Heat gain
/
吹雪 Fubuki
Blizzard
800 (A) 900 (B)
331 (A) 372 (B)
Jin throws out a turning battōjutsu quickdraw angled 45 degrees upward. “A” version comes out faster. “B” version has some invincibility frames. Both are air-unblockable. Can combo after a counter hit. A version now has longer recovery. Both versions now whiff on crouching opponents. If barrier-blocked, it’s wise to make sure to have over 50% meter beforehand in order to Rapid Cancel it for safety, which still makes this a risky reversal.
Input
Japanese name
English name
English localization
Damage
Heat gain
裂氷 Rehhyō
Rending Ice
Violent Ice
1300
538
A stationary vertically-aimed quickdraw slash that launches. Only a small frame invulnerability, and somewhat slow startup. The move also has a very high amount of vertical reach, but is one of his more unreliable anti-airs. Can combo after a counter hit. The move does give Jin a low profile and makes him lean forward quite a bit, making it more suitable countering against most jump-in crossups.
Jin rides on an icicle, then leaps off to twirl-slam slash his opponent (B and C versions only; does not hit overhead). Range varies with button. A is shortest. B version no longer knocks down on hit. Breaks one guard primer in BlazBlue: Continuum Shift. C version now flies higher than other versions. Aerial versions all travel same distance. In CS:EX, A version wall bounces in the corner vs air opponents. Regardless, all versions can be quite easy to punish on block, so this move cannot be used very recklessly in the neutral.
Input
Japanese name
English name
English localization
Damage
Heat gain
(Ok in midair)
霧槍 突晶撃 Musō Tosshōgeki
Fog Spear: Piercing Crystal Strike
Freezing Crystal Strike
640 (1st hit), 900 (2nd hit)
0
Same as the B and C version of the previous move, but Jin finishes with an outward slash forward instead, similar to his j.C. EX move. Costs 25% Heat. First hit will freeze, but second hit will break ice which inflicts groundslide. Causes knockdown in the air, though once again is fairly punishable if blocked.
Input
Japanese name
English name
English localization
Damage
Heat gain
() (Hold to delay)
氷連双 Hirensō
Ice Bond
Dual Ice Strike
400, 1100
0
Jin draws his sword in a circular flash which freezes, then swipes his opponent to shatter the ice and send them flying. EX move. Uses 25% meter. 1st hit is a circular flash that hits all around Jin and freezes. Second hit is unblockable when fully charged. Invulnerable startup. Second hit causes groundslide, can be delayed for more damage. If you want to use it in combos, it is more recommended to use this on corner, to follow-up after the ground sliding. Now freezes longer than in CT. Second hit breaks one guard primer on block.
Input
Japanese name
English name
English localization
Damage
Heat gain
(repeatedly)
雪華塵 Sekkajin
Snowflake Dust
Snow Flower Storm
180 x N
74 x N
Jin wildly slashes with his sword (along with occasionally hook-kicking on each third-to-fourth blow) in several directions. Launches on the 8th hit. Essential tool in combos.
Input
Japanese name
English name
English localization
Damage
Heat gain
//
氷翔剣 Hishōken
Ice Soaring Sword
Ice Blade
500 (A), 500 (B), 500 (C)
207 (A), 207 (B), 207 (C)
Jin fires an ice sword forward. A version moves forward slowly. B version moves forward quickly. C version floats in place for a second, then shoots forward very quickly. Once projectile starts moving, does not disappear even if Jin is hit.
Input
Japanese name
English name
English localization
Damage
Heat gain
//
空中 氷翔剣 Kuchū Hishōken
Midair: Ice Soaring Sword
Ice Blade
500 (A), 500 (B), 500 (C)
207 (A), 207 (B), 207 (C)
Same as ground version, only A version has the sharpest angle downward, B is about 45 degrees down, and C flies straight forward. The midair version recovers faster than in CT.<
Input
Japanese name
English name
English localization
Damage
Heat gain
氷翔撃 Hishōgeki
Ice Soaring Strike
Flying Ice Strike
712x3
--
Fires a giant ice blade on the ground. EX move. Uses 25% Heat. Freezes on hit. Can be used to continue pressure. Can refreeze multiple times. Breaks one guard primer on block.
Input
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
空中 氷翔撃 Kuchū Hishōgeki
Midair: Ice Soaring Sword
Flying Ice Strike
600x3
0
Fires three Hishōkens in the air at once in a spread at three different angles to the ground (all three midair versions at once and only two can hit OTG). EX Move. Uses 25% Heat. Very powerful zoning move that’s positive on block, but can easily be punished if any of the ice blades miss due to landing lag. Ambiguous IAD cross-ups are the primary use of this move and can also be used to bait anti-airs.
Input
Japanese name
English name
Damage
Heat gain
/
吹雪 Fubuki
Blizzard
800 (A) 900 (B)
331 (A) 372 (B)
Jin throws out a turning battōjutsu quickdraw angled 45 degrees upward. “A” version comes out faster. “B” version has some invincibility frames. Both are air-unblockable. Can combo after a counter hit. A version now has longer recovery. Both versions now whiff on crouching opponents. If barrier-blocked, it’s wise to make sure to have over 50% meter beforehand in order to Rapid Cancel it for safety, which still makes this a risky reversal.
Input
Japanese name
English name
English localization
Damage
Heat gain
裂氷 Rehhyō
Rending Ice
Violent Ice
1300
538
A stationary vertically-aimed quickdraw slash that launches. Only a small frame invulnerability, and somewhat slow startup. The move also has a very high amount of vertical reach, but is one of his more unreliable anti-airs. Can combo after a counter hit. The move does give Jin a low profile and makes him lean forward quite a bit, making it more suitable countering against most jump-in crossups.
Jin rides on an icicle, then leaps off to twirl-slam slash his opponent (B and C versions only; does not hit overhead). Range varies with button. A is shortest. B version no longer knocks down on hit. Breaks one guard primer in BlazBlue: Continuum Shift. C version now flies higher than other versions. Aerial versions all travel same distance. In CS:EX, A version wall bounces in the corner vs air opponents. Regardless, all versions can be quite easy to punish on block, so this move cannot be used very recklessly in the neutral.
Input
Japanese name
English name
English localization
Damage
Heat gain
(Ok in midair)
霧槍 突晶撃 Musō Tosshōgeki
Fog Spear: Piercing Crystal Strike
Freezing Crystal Strike
640 (1st hit), 900 (2nd hit)
0
Same as the B and C version of the previous move, but Jin finishes with an outward slash forward instead, similar to his j.C. EX move. Costs 25% Heat. First hit will freeze, but second hit will break ice which inflicts groundslide. Causes knockdown in the air, though once again is fairly punishable if blocked.
Input
Japanese name
English name
English localization
Damage
Heat gain
() (Hold to delay)
氷連双 Hirensō
Ice Bond
Dual Ice Strike
400, 1100
0
Jin draws his sword in a circular flash which freezes, then swipes his opponent to shatter the ice and send them flying. EX move. Uses 25% meter. 1st hit is a circular flash that hits all around Jin and freezes. Second hit is unblockable when fully charged. Invulnerable startup. Second hit causes groundslide, can be delayed for more damage. If you want to use it in combos, it is more recommended to use this on corner, to follow-up after the ground sliding. Now freezes longer than in CT. Second hit breaks one guard primer on block.
Input
Japanese name
English name
English localization
Damage
Heat gain
(repeatedly)
雪華塵 Sekkajin
Snowflake Dust
Snow Flower Storm
180 x N
74 x N
Jin wildly slashes with his sword (along with occasionally hook-kicking on each third-to-fourth blow) in several directions. Launches on the 8th hit. Essential tool in combos.
Input
Japanese name
English name
English localization
Damage
Heat gain
//
氷翔剣 Hishōken
Ice Soaring Sword
Ice Blade
500 (A), 500 (B), 500 (C)
207 (A), 207 (B), 207 (C)
Jin fires an ice sword forward. A version moves forward slowly. B version moves forward quickly. C version floats in place for a second, then shoots forward very quickly. Once projectile starts moving, does not disappear even if Jin is hit.
Input
Japanese name
English name
English localization
Damage
Heat gain
//
空中 氷翔剣 Kuchū Hishōken
Midair Ice Soaring Strike
Ice Blade
500 (A), 500 (B), 500 (C)
207 (A), 207 (B), 207 (C)
Same as ground version, only A version has the sharpest angle downward, B is about 45 degrees down, and C flies straight forward. The midair version recovers faster than in CT.<
Input
Japanese name
English name
English localization
Damage
Heat gain
氷翔撃 Hishōgeki
Ice Soaring Strike
Flying Ice Strike
712x3
--
Fires a giant ice blade on the ground. EX move. Uses 25% Heat. Freezes on hit. Can be used to continue pressure. Can refreeze multiple times. Breaks one guard primer on block.
Input
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
空中 氷翔撃 Kuchū Hishōgeki
Midair: Ice Soaring Strike
Flying Ice Strike
600x3
0
Fires three Hishōkens in the air at once in a spread at three different angles to the ground (all three midair versions at once and only two can hit OTG). EX Move. Uses 25% Heat. Very powerful zoning move that’s positive on block, but can easily be punished if any of the ice blades miss due to landing lag. Ambiguous IAD cross-ups are the primary use of this move and can also be used to bait anti-airs.
Input
Japanese name
English name
Damage
Heat gain
/
吹雪 Fubuki
Blizzard
800 (A) 900 (B)
331 (A) 372 (B)
Jin throws out a turning battōjutsu quickdraw angled 45 degrees upward. “A” version comes out faster. “B” version has some invincibility frames. Both are air-unblockable. Can combo after a counter hit. A version now has longer recovery. Both versions now whiff on crouching opponents. If barrier-blocked, it’s wise to make sure to have over 50% meter beforehand in order to Rapid Cancel it for safety, which still makes this a risky reversal.
Input
Japanese name
English name
English localization
Damage
Heat gain
裂氷 Rehhyō
Rending Ice
Violent Ice
1300
538
A stationary vertically-aimed quickdraw slash that launches. Only a small frame invulnerability, and somewhat slow startup. The move also has a very high amount of vertical reach, but is one of his more unreliable anti-airs. Can combo after a counter hit. The move does give Jin a low profile and makes him lean forward quite a bit, making it more suitable countering against most jump-in crossups.
Jin rides on an icicle, then leaps off to twirl-slam slash his opponent (B and C versions only; does not hit overhead). Range varies with button. A is shortest. B version no longer knocks down on hit. Breaks one guard primer in BlazBlue: Continuum Shift. C version now flies higher than other versions. Aerial versions all travel same distance. In CS:EX, A version wall bounces in the corner vs air opponents. Regardless, all versions can be quite easy to punish on block, so this move cannot be used very recklessly in the neutral.
Input
Japanese name
English name
English localization
Damage
Heat gain
(Ok in midair)
霧槍 突晶撃 Musō Tosshōgeki
Fog Spear: Piercing Crystal Strike
Freezing Crystal Strike
640 (1st hit), 900 (2nd hit)
0
Same as the B and C version of the previous move, but Jin finishes with an outward slash forward instead, similar to his j.C. EX move. Costs 25% Heat. First hit will freeze, but second hit will break ice which inflicts groundslide. Causes knockdown in the air, though once again is fairly punishable if blocked.
Input
Japanese name
English name
English localization
Damage
Heat gain
() (Hold to delay)
氷連双 Hirensō
Ice Bond
Dual Ice Strike
400, 1100
0
Jin draws his sword in a circular flash which freezes, then swipes his opponent to shatter the ice and send them flying. EX move. Uses 25% meter. 1st hit is a circular flash that hits all around Jin and freezes. Second hit is unblockable when fully charged. Invulnerable startup. Second hit causes groundslide, can be delayed for more damage. If you want to use it in combos, it is more recommended to use this on corner, to follow-up after the ground sliding. Now freezes longer than in CT. Second hit breaks one guard primer on block.
Input
Japanese name
English name
English localization
Damage
Heat gain
(repeatedly)
雪華塵 Sekkajin
Snowflake Dust
Snow Flower Storm
180 x N
74 x N
Jin wildly slashes with his sword (along with occasionally hook-kicking on each third-to-fourth blow) in several directions. Launches on the 8th hit. Essential tool in combos.
Input
Japanese name
English name
English localization
Damage
Heat gain
//
氷翔剣 Hishōken
Ice Soaring Sword
Ice Blade
500 (A), 500 (B), 500 (C)
207 (A), 207 (B), 207 (C)
Jin fires an ice sword forward. A version moves forward slowly. B version moves forward quickly. C version floats in place for a second, then shoots forward very quickly. Once projectile starts moving, does not disappear even if Jin is hit.
Input
Japanese name
English name
English localization
Damage
Heat gain
//
空中 氷翔剣 Kuchū Hishōken
Midair Ice Soaring Sword
Ice Blade
500 (A), 500 (B), 500 (C)
207 (A), 207 (B), 207 (C)
Same as ground version, only A version has the sharpest angle downward, B is about 45 degrees down, and C flies straight forward. The midair version recovers faster than in CT.<
Input
Japanese name
English name
English localization
Damage
Heat gain
氷翔撃 Hishōgeki
Ice Soaring Strike
Flying Ice Strike
712x3
--
Fires a giant ice blade on the ground. EX move. Uses 25% Heat. Freezes on hit. Can be used to continue pressure. Can refreeze multiple times. Breaks one guard primer on block.
Freezes opponent (freeze count 10, lasts 45F) Fires three Hishōkens in the air at once in a spread at three different angles to the ground (all three midair versions at once and only two can hit OTG). Very powerful zoning move. This move is positive on block and it freezes on hit but it costs 25 Heat. It has horrible landing recovery so make sure that at least one of the ice blades hit. Ambiguous IAD cross-ups are the primary use of this move. It can also be used to bait anti-airs.
Input
Japanese name
English name
Damage
Heat gain
/
吹雪 Fubuki
Blizzard
800 (A) 900 (B)
331 (A) 372 (B)
Jin throws out a turning battōjutsu quickdraw angled 45 degrees upward. “A” version comes out faster. “B” version has some invincibility frames. Both are air-unblockable. Can combo after a counter hit. A version now has longer recovery. Both versions now whiff on crouching opponents. If barrier-blocked, it’s wise to make sure to have over 50% meter beforehand in order to Rapid Cancel it for safety, which still makes this a risky reversal.
Input
Japanese name
English name
English localization
Damage
Heat gain
裂氷 Rehhyō
Rending Ice
Violent Ice
1300
538
A stationary vertically-aimed quickdraw slash that launches. Only a small frame invulnerability, and somewhat slow startup. The move also has a very high amount of vertical reach, but is one of his more unreliable anti-airs. Can combo after a counter hit. The move does give Jin a low profile and makes him lean forward quite a bit, making it more suitable countering against most jump-in crossups.
Jin rides on an icicle, then leaps off to twirl-slam slash his opponent (B and C versions only; does not hit overhead). Range varies with button. A is shortest. B version no longer knocks down on hit. Breaks one guard primer in BlazBlue: Continuum Shift. C version now flies higher than other versions. Aerial versions all travel same distance. In CS:EX, A version wall bounces in the corner vs air opponents. Regardless, all versions can be quite easy to punish on block, so this move cannot be used very recklessly in the neutral.
Input
Japanese name
English name
English localization
Damage
Heat gain
(Ok in midair)
霧槍 突晶撃 Musō Tosshōgeki
Fog Spear: Piercing Crystal Strike
Freezing Crystal Strike
640 (1st hit), 900 (2nd hit)
0
Same as the B and C version of the previous move, but Jin finishes with an outward slash forward instead, similar to his j.C. EX move. Costs 25% Heat. First hit will freeze, but second hit will break ice which inflicts groundslide. Causes knockdown in the air, though once again is fairly punishable if blocked.
Input
Japanese name
English name
English localization
Damage
Heat gain
() (Hold to delay)
氷連双 Hirensō
Ice Bond
Dual Ice Strike
400, 1100
0
Jin draws his sword in a circular flash which freezes, then swipes his opponent to shatter the ice and send them flying. EX move. Uses 25% meter. 1st hit is a circular flash that hits all around Jin and freezes. Second hit is unblockable when fully charged. Invulnerable startup. Second hit causes groundslide, can be delayed for more damage. If you want to use it in combos, it is more recommended to use this on corner, to follow-up after the ground sliding. Now freezes longer than in CT. Second hit breaks one guard primer on block.
Input
Japanese name
English name
English localization
Damage
Heat gain
(repeatedly)
雪華塵 Sekkajin
Snowflake Dust
Snow Flower Storm
180 x N
74 x N
Jin wildly slashes with his sword (along with occasionally hook-kicking on each third-to-fourth blow) in several directions. Launches on the 8th hit. Essential tool in combos.
Jin slashes out a giant ice wave at a high speed along the ground. Causes crumple on opponent on hit. Extremely fast fullscreen projectile. When in Overdrive, Jin freezes his enemy with one slash of the ice wave, and then stabs Yukianesa into the ground, similar to his Astral Heat as his enemy is struck multiple times.
Input
Japanese name
English name
English localization
Damage
Heat gain
(Ok in midair)
氷翼月鳴 Hiyoku Getsumei
Ice-Winged Moon Cry
Moonsong
800, 160x22, 100
--
Jin forms an arrow of ice and shoots it upward at a 35 degree angle. Suspends opponent in hitstun in midair. Counts as a freeze. Invulnerable startup. Acts like a projectile if it does not hit immediately. Can be performed midair at a downward angle.
Input
Japanese name
English name
English localization
Damage
Heat gain
虚空刃: 雪風 Kokūjin: Yukikaze
Void Blade: Snow Wind
Judgment: Snowstorm
0 (catch), 100, 3700 (attack)
--
Jin blocks an attack, then does a battōjutsu through the opponent to freeze them and shatters the ice by recapping his blade. Creates a shield infront. Acts as a counter/reversal and fatal counter. Stops any attack connecting to the shield and counters with a strong Quickdraw-like attack. Freezes on hit and breaks at the end. Move does not stop low attacks. This move functions the same as Hakumen’s, since this is fundamentally the same move. The same goes for both of their Astrals. In Unlimited-Form this attack works automatically without need of a reversal trigger. When in Overdrive, after Jin goes through the opponent, he slashes through them multiple times in rapid succession, and then sheathes it, breaking the ice encasing the opposing character.
Input
Japanese name
English name
English localization
Damage
Heat gain
凍牙氷刃 Tōga Hyōjin
Frozen Fang Ice Blade
Ice Fang
700 x N
--
Jin slashes out a giant ice wave at a high speed along the ground. Causes crumple on opponent on hit. Extremely fast fullscreen projectile. Longer crumple time than in CT. Breaks one guard primer on block in BlazBlue: Continuum Shift.
Input
Japanese name
English name
English localization
Damage
Heat gain
(Ok in midair)
氷翼月鳴 Hiyoku Getsumei
Ice-Winged Moon Cry
Moonsong
800, 160x22, 100
--
Jin forms an arrow of ice and shoots it upward at a 35 degree angle. Suspends opponent in hitstun in midair. Counts as a freeze. Invulnerable startup. Acts like a projectile if it does not hit immediately.
Input
Japanese name
English name
English localization
Damage
Heat gain
虚空刃: 雪風 Kokūjin: Yukikaze
Void Blade: Snow Wind
Judgment: Snowstorm
0 (catch), 100, 3700 (attack)
--
Jin blocks an attack, then does a battōjutsu through the opponent to freeze them and shatters the ice by recapping his blade. Creates a shield infront. Acts as a counter/reversal and fatal counter. Stops any attack connecting to the shield and counters with a strong Quickdraw-like attack. Freezes on hit and breaks at the end. Move does not stop low attacks. This move functions the same as Hakumen’s, since this is fundamentally the same move. The same goes for both of their Astrals. In Unlimited-Form this attack works automatically without need of a reversal trigger.
Input
Japanese name
English name
English localization
Damage
Heat gain
凍牙氷刃 Tōga Hyōjin
Frozen Fang Ice Blade
Ice Fang
700 x N
--
Jin slashes out a giant ice wave at a high speed along the ground. Causes crumple on opponent on hit. Extremely fast fullscreen projectile. Longer crumple time than in CT. Breaks one guard primer on block in BlazBlue: Continuum Shift.
Input
Japanese name
English name
English localization
Damage
Heat gain
(Ok in midair)
氷翼月鳴 Hiyoku Getsumei
Ice-Winged Moon Cry
Moonsong
800, 160x22, 100
--
Jin forms an arrow of ice and shoots it upward at a 35 degree angle. Suspends opponent in hitstun in midair. Counts as a freeze. Invulnerable startup. Acts like a projectile if it does not hit immediately.
Input
Japanese name
English name
English localization
Damage
Heat gain
虚空刃: 雪風 Kokūjin: Yukikaze
Void Blade: Snow Wind
Judgment: Snowstorm
0 (catch), 100, 3700 (attack)
--
Jin blocks an attack, then does a battōjutsu through the opponent to freeze them and shatters the ice by recapping his blade. Creates a shield infront. Acts as a counter/reversal and fatal counter. Stops any attack connecting to the shield and counters with a strong Quickdraw-like attack. Freezes on hit and breaks at the end. Move does not stop low attacks. This move functions the same as Hakumen’s, since this is fundamentally the same move. The same goes for both of their Astrals. In Unlimited-Form this attack works automatically without need of a reversal trigger.
Input
Japanese name
English name
English localization
Damage
Heat gain
凍牙氷刃 Tōga Hyōjin
Frozen Fang Ice Blade
Ice Fang
700 x N
--
Jin slashes out a giant ice wave at a high speed along the ground. Causes crumple on opponent on hit. Extremely fast fullscreen projectile. Longer crumple time than in CT. Breaks one guard primer on block in BlazBlue: Continuum Shift.
Input
Japanese name
English name
English localization
Damage
Heat gain
(Ok in midair)
氷翼月鳴 Hiyoku Getsumei
Ice-Winged Moon Cry
Moonsong
800, 160x22, 100
--
Jin forms an arrow of ice and shoots it upward at a 35 degree angle. Suspends opponent in hitstun in midair. Counts as a freeze. Invulnerable startup. Acts like a projectile if it does not hit immediately.
Input
Japanese name
English name
English localization
Damage
Heat gain
虚空刃: 雪風 Kokūjin: Yukikaze
Void Blade: Snow Wind
Judgment: Snowstorm
0 (catch), 100, 3700 (attack)
--
Jin blocks an attack, then does a battōjutsu through the opponent to freeze them and shatters the ice by recapping his blade. Creates a shield infront. Acts as a counter/reversal and fatal counter. Stops any attack connecting to the shield and counters with a strong Quickdraw-like attack. Freezes on hit and breaks at the end. Move does not stop low attacks. This move functions the same as Hakumen’s, since this is fundamentally the same move. The same goes for both of their Astrals. In Unlimited-Form this attack works automatically without need of a reversal trigger.
Input
Japanese name
English name
English localization
Damage
Heat gain
凍牙氷刃 Tōga Hyōjin
Frozen Fang Ice Blade
Ice Fang
700 x N
--
Jin slashes out a giant ice wave at a high speed along the ground. Causes crumple on opponent on hit. Extremely fast fullscreen projectile.
Input
Japanese name
English name
English localization
Damage
Heat gain
(Ok in midair)
氷翼月鳴 Hiyoku Getsumei
Ice-Winged Moon Cry
Moonsong
800, 160x22, 100
--
Jin forms an arrow of ice and shoots it upward at a 35 degree angle. Suspends opponent in hitstun in midair. Counts as a freeze. Invulnerable startup. Acts like a projectile if it does not hit immediately.
Utilizing the power of his manipulation over ice using Yukianesa, Jin concentrates all his power into his sword and stabs it into the ground, causing a cage of ice to entrap the opponent. After about 5 seconds of freezing his opponent, Jin then sheathes his sword, causing the ice cage to shatter, killing the opponent on contact. Only hits if the opponent is on the ground. This can now be blocked low.
Input
Japanese name
English name
English localization
Damage
Heat gain
Hold , then
煉獄氷夜 Rengoku Hyōya
Purgatory Ice Night
Arctic Dungeon
Death
--
Utilizing the power of his manipulation over ice using Yukianesa, Jin concentrates all his power into his sword and stabs it into the ground, causing a cage of ice to entrap the opponent. After about 5 seconds of freezing his opponent, Jin then sheathes his sword, causing the ice cage to shatter, killing the opponent on contact. Only hits if the opponent is on the ground. Can break through blocks of all types.
Input
Japanese name
English name
English localization
Damage
Heat gain
Hold , then
煉獄氷夜 Rengoku Hyōya
Purgatory Ice Night
Arctic Dungeon
Death
--
Utilizing the power of his manipulation over ice using Yukianesa, Jin concentrates all his power into his sword and stabs it into the ground, causing a cage of ice to entrap the opponent. After about 5 seconds of freezing his opponent, Jin then sheathes his sword, causing the ice cage to shatter, killing the opponent on contact. Only hits if the opponent is on the ground. Can break through blocks of all types.
Input
Japanese name
English name
English localization
Damage
Heat gain
Hold , then
煉獄氷夜 Rengoku Hyōya
Purgatory Ice Night
Arctic Dungeon
Death
--
Utilizing the power of his manipulation over ice using Yukianesa, Jin concentrates all his power into his sword and stabs it into the ground, causing a cage of ice to entrap the opponent. After about 5 seconds of freezing his opponent, Jin then sheathes his sword, causing the ice cage to shatter, killing the opponent on contact. Only hits if the opponent is on the ground. Can break through blocks of all types. Can be comboed by inputting the command right after a grab.
Input
Japanese name
English name
English localization
Damage
Heat gain
煉獄氷夜 Rengoku Hyōya
Purgatory Ice Night
Arctic Dungeon
Death
--
Utilizing the power of his manipulation over ice using Yukianesa, Jin concentrates all his power into his sword and stabs it into the ground, causing a cage of ice to entrap the opponent. After about 5 seconds of freezing his opponent, Jin then sheathes his sword, causing the ice cage to shatter, killing the opponent on contact. Only hits if the opponent is on the ground. Can break through blocks of all types. Can be comboed by inputting the command right after a grab.