Wikia

BlazBlue Wiki

Jin Kisaragi/Move List

< Jin Kisaragi

726pages on
this wiki
Comments0

Profile (tab, icon)
Image gallery (tab, icon)
Command list (tab, icon)
Combo list (tab, icon)
Quote list (tab, icon)
Miscellaneous (tab, icon)
Profile Image gallery Command list Combo list Quote list Miscellaneous

Health Double Jumps/Airdashes Dash Type
11,500 1 Run
Overdrive Duration (in frames)
100 – 90% 89 – 80% 79 – 70% 69 – 60% 59 – 50% 49 – 40% 39 – 30% 29 – 20% 19 – 10% 9 – 0%
180 240 300 360 420 480 540 600 660 720

In BlazBlue: Chronophantasma, Jin by far in comparison to the other characters has had some of the most radical muscle memory changes, as much of his moves have many an altered command; A version of his Fubuki is gone, and so is his Musō Senshōzan's A version, a completely different working said Senshōzan, Tosshōgeki, Sekkajin, and an aerial Hiyoku Getsumei. Much of Jin's moves have been notably reworked and muscle memory for most veterans should be taken into consideration as a possible hindrance. Also, due to his infamous Hishōken having only one button variation, much of Jin's original zoning game has been lost and now he must be more sporadic with his projectiles.

His new Hizansen and Hizangeki can now be TK'd (Tiger Knee'd; inputting an upward direction right at the end of the motion command to us a midair move) for instant overhead gimmicks, opening new forms of mixups for Jin, though more so in the case of Hizangeki, this form of mixup is meter reliant, giving yet another con to Jin's overhead tactics.

In-story, one can see that Jin's ice crystals are less spiky like in the past games, and they are more smooth and more gem-like now in BlazBlue: Chronophantasma. He's managed to control Yukianesa that well over the course of time, yes?

Jin's Overdrive is the Frost End, which causes any move involving Yukianesa's blade to freeze his target, and refreeze them in the same combo as well.

In BlazBlue: Continuum Shift, Jin retains an extremely solid offensive game like in CT, with a wide variety of safe, high-priority pokes. However, his overall damage output has been reduced considerably, reducing his abare potential off random pokes considerably. Additionally, his freeze mechanic, which could be previously be used to set up invalid combos off surprise hits, no longer requires the opponent to wiggle to escape, making invalid freeze combos a lot riskier. On the other hand, however, his zoning game has been improved considerably, and he still retains most of the priority and invulnerability that made him high tier in the original game. Though Jin has lost a good amount of his invalid combos to top it off.

In BlazBlue: Continuum Shift II, Jin has been modified further to work with the new systems. His damage potential and throw game have been significantly neutered because he can no longer combo into Hiyoku Getsumei or even his Astral from a throw. His DPs were also heavily nerfed, the D version now being the only one that is fully invincible on startup, leaving the rest for use only as combo filler. His pressure tools, however, have been significantly buffed, and he can now easily carry the opponent into the corner and begin slaughtering them with okizeme. One could say that the development team removed his "scrubbiness".

Extend's iteration of Jin is a bit more pressure built with frame traps being integrated into his moveset, as well as this, he's also more bolstered defensively because of this. However, his damage output has been painfully decreased, as has his offensive options, making this the weakest Jin in all of his carnations. In honesty, the only reason you should be playing Jin, outside of having mastered him in CSII, is to fight against Tsubaki for the awesome theme.

Jin's moves have a fair amount of recovery, so you need to be careful about how much you try to attack. Remember to end some block strings with something that is jump cancelable so you have a way to escape punishment from opponents who Instant Block (IB) a lot. Your attacks do decent damage, but the hard part is actually hitting the opponent, since Jin's offense is fairly easy to block. Fortunately, the Guard Libra in this game guarantees that he will not be able to block forever, so just keep poking him, do not let him get away. You do not need to get close to him the whole time, just stay at about 5D range and keep the pressure up.

On defense, you can occasionally IB and do a Blizzard to go through the enemy's block strings. Be wary of doing aerial Hishōken since they have too long of a recovery. You can also use Musō Senshōzan (214A, B, or C) to fly to the other side if you're trying to run away. Use 5D at max range if possible to act as a poke. if they come in from the air, you have your dragon punches, or you can try jumping up and doing j.A or j.B to try and beat them there. If they get too close for 5D, then either risk a Blizzard, 2A, or get ready to block.

Simply to put it, Jin specializes in zoning with his projectiles, and shining pressure options. Though unlike Ragna, he is not exactly considered rushdown but sports powerful combos thanks to his invalid freeze options. Jin also sports good-to-excellent pokes, and is the only character to have EX special moves, so he relies on having a lot of heat to benefit from their additional properties (extra damage, extra invincibility, etc.), so he burns a lot of meter for most of his best combos.

As a Jack-of-All-Trades, Jin can play in quite a versatile manner, but excels in no particular field, and his combos are very easy for beginners to make use of. His health amount is also on the slight higher end. A weakness of Jin however is that he lacks reliable anti-airs, as most of them tend to be slow on startup or recovery. His 6A, despite being one of the fastest overheads in the game, can only be canceled into other moves only through counter hit or Rapid Cancel, making his mixup a bit weak and requiring use of freeze gimmicks to break past a foe's defense, and some well-timed hit confirms.

Movelists

Normals

Input Damage Heat Gain
A 267 110
BBCS (Jin5A) Open backhand.
Jump cancelable. Rapid fire-able.
Whiffs on some crouching.
Input Damage Heat Gain
B 350, 250 144, 103
BBCS (Jin 5B) 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
C 710 293
BBCS (Jin5C) Quick horizontal inward slash from drawing sword from his back.
Jump cancelable.
Input Damage Heat Gain
2A 267 110
BBCS (Jin 2A) Crouching behind-the-back poke with his scabbard.
Decent crouching poke with high priority.
Input Damage Heat Gain
2B 445 184
BBCS (Jin 2B) Crouching hand swipe.
Moves him forward a little bit and does not knock down.
Hits low.
Input Damage Heat Gain
2C 720 298
BBCS (Jin 2C) Vertical outward slash. Very slow for an anti-air attack however.
Jump cancelable.
Fatal counters.
Input Damage Heat Gain
A (in the air) 267 110
(BBCS Jin jA) Jumping hilt poke.
Jump cancelable.
Input Damage Heat Gain
B (in the air) 540 223
(BBCS Jin jB) Spinning sleeve attack.
Extremely large hitbox.
Starts up slower than BlazBlue: Calamity Trigger version.
Jump cancelable.
Input Damage Heat Gain
C (in the air) 700 289
(BBCS Jin jC) Extremely long-ranged horizontal slash.
Very good air-to-air poke.
Jump cancelable.
Input Damage Heat Gain
2C (in the air) 700 289
BBCS (Jin j2C) 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
6A 640 264
BBCS (Jin 6A) Twirls his sword and smacks the hilt on the his opponent.
Hits overhead.
Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on hit.
Can link into some very quick moves however.
Input Damage Heat Gain
6B 690 285
BBCS (Jin 6B) 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
6C 920 380
BBCS Jin (6C) 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
3C 650 227
BBCS (Jin 3C) 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
6AB 0 0
BBCS (Jin5C) 1~20F fully invul
blows back on hit
180F Heat Gauge Cooldown
longer attack hitbox on last 3 active frames

Input Damage Heat Gain
A 267 110
BBCS (Jin5A) Open backhand.
Jump cancelable. Rapid fire-able.
Whiffs on some crouching.
Input Damage Heat Gain
B 350, 250 144, 103
BBCS (Jin 5B) 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
C 710 293
BBCS (Jin5C) Quick horizontal inward slash from drawing sword from his back.
Jump cancelable.
Input Damage Heat Gain
2A 267 110
BBCS (Jin 2A) Crouching behind-the-back poke with his scabbard.
Decent crouching poke with high priority.
Input Damage Heat Gain
2B 445 184
BBCS (Jin 2B) Crouching hand swipe.
Moves him forward a little bit and does not knock down.
Hits low.
Input Damage Heat Gain
2C 720 298
BBCS (Jin 2C) Vertical outward slash. Very slow for an anti-air attack however.
Jump cancelable.
Fatal counters.
Input Damage Heat Gain
A (in the air) 267 110
(BBCS Jin jA) Jumping hilt poke.
Jump cancelable.
Input Damage Heat Gain
B (in the air) 540 223
(BBCS Jin jB) Spinning sleeve attack.
Extremely large hitbox.
Starts up slower than BlazBlue: Calamity Trigger version.
Jump cancelable.
Input Damage Heat Gain
C (in the air) 700 289
(BBCS Jin jC) Extremely long-ranged horizontal slash.
Very good air-to-air poke.
Jump cancelable.
Input Damage Heat Gain
2C (in the air) 700 289
BBCS (Jin j2C) 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
6A 640 264
BBCS (Jin 6A) Twirls his sword and smacks the hilt on the his opponent.
Hits overhead.
Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on hit.
Breaks one Guard Primer on block.
Can link into some very quick moves however.
Input Damage Heat Gain
6B 690 285
BBCS (Jin 6B) 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
6C 920 380
BBCS Jin (6C) 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
3C 650 227
BBCS (Jin 3C) 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
6AB 0 0
BBCS (Jin5C) 1~20F fully invul
blows back on hit
180F Heat Gauge Cooldown
longer attack hitbox on last 3 active frames

Input Damage Heat Gain
A 267 110
BBCS (Jin5A) Open backhand.
Jump cancelable. Rapid fire-able.
Whiffs on some crouching.
Input Damage Heat Gain
B 350, 250 144, 103
BBCS (Jin 5B) 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
C 710 293
BBCS (Jin5C) Quick horizontal inward slash from drawing sword from his back.
Jump cancelable.
Input Damage Heat Gain
2A 267 110
BBCS (Jin 2A) Crouching behind-the-back poke with his scabbard.
Decent crouching poke with high priority.
Input Damage Heat Gain
2B 445 184
BBCS (Jin 2B) Crouching hand swipe.
Moves him forward a little bit and does not knock down.
Hits low.
Input Damage Heat Gain
2C 720 298
BBCS (Jin 2C) Vertical outward slash. Very slow for an anti-air attack however.
Jump cancelable.
Fatal counters.
Input Damage Heat Gain
A (in the air) 267 110
(BBCS Jin jA) Jumping hilt poke.
Jump cancelable.
Input Damage Heat Gain
B (in the air) 540 223
(BBCS Jin jB) Spinning sleeve attack.
Extremely large hitbox.
Starts up slower than BlazBlue: Calamity Trigger version.
Jump cancelable.
Input Damage Heat Gain
C (in the air) 700 289
(BBCS Jin jC) Extremely long-ranged horizontal slash.
Very good air-to-air poke.
Jump cancelable.
Input Damage Heat Gain
2C (in the air) 700 289
BBCS (Jin j2C) 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
6A 640 264
BBCS (Jin 6A) Twirls his sword and smacks the hilt on the his opponent.
Hits overhead.
Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on hit.
Breaks one Guard Primer on block.
Can link into some very quick moves however.
Input Damage Heat Gain
6B 690 285
BBCS (Jin 6B) 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
6C 920 380
BBCS Jin (6C) 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
3C 650 227
BBCS (Jin 3C) 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
6AB 0 0
BBCS (Jin5C) 1~20F fully invul
blows back on hit
180F Heat Gauge Cooldown
longer attack hitbox on last 3 active frames

Input Damage Heat Gain
A 267 110
BBCS (Jin5A) Open backhand.
Jump cancelable. Rapid fire-able.
Whiffs on some crouching.
Input Damage Heat Gain
B 350, 250 144, 103
BBCS (Jin 5B) 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
C 710 293
BBCS (Jin5C) Quick horizontal inward slash from drawing sword from his back.
Jump cancelable.
Input Damage Heat Gain
2A 267 110
BBCS (Jin 2A) Crouching behind-the-back poke with his scabbard.
Decent crouching poke with high priority.
Input Damage Heat Gain
2B 445 184
BBCS (Jin 2B) Crouching hand swipe.
Moves him forward a little bit and does not knock down.
Hits low.
Input Damage Heat Gain
2C 720 298
BBCS (Jin 2C) Vertical outward slash. Very slow for an anti-air attack however.
Jump cancelable.
Fatal counters.
Input Damage Heat Gain
A (in the air) 267 110
(BBCS Jin jA) Jumping hilt poke.
Jump cancelable.
Input Damage Heat Gain
B (in the air) 540 223
(BBCS Jin jB) Spinning sleeve attack.
Extremely large hitbox.
Starts up slower than BlazBlue: Calamity Trigger version.
Jump cancelable.
Input Damage Heat Gain
C (in the air) 700 289
(BBCS Jin jC) Extremely long-ranged horizontal slash.
Very good air-to-air poke.
Jump cancelable.
Input Damage Heat Gain
2C (in the air) 700 289
BBCS (Jin j2C) 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
6A 640 264
BBCS (Jin 6A) Twirls his sword and smacks the hilt on the his opponent.
Hits overhead.
Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on hit.
Breaks one Guard Primer on block.
Can link into some very quick moves however.
Input Damage Heat Gain
6B 690 285
BBCS (Jin 6B) 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
6C 920 380
BBCS Jin (6C) 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
3C 650 227
BBCS (Jin 3C) 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
6AB 0 0
BBCS (Jin5C) 1~20F fully invul
blows back on hit
180F Heat Gauge Cooldown
longer attack hitbox on last 3 active frames

Input Damage Heat Gain
A 267 110
BBCS (Jin5A) Open backhand.
Jump cancelable. Rapid fire-able.
Whiffs on some crouching.
Input Damage Heat Gain
B 350, 250 144, 103
BBCS (Jin 5B) 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
C 710 293
BBCS (Jin5C) Quick horizontal inward slash from drawing sword from his back.
Jump cancelable.
Input Damage Heat Gain
2A 267 110
BBCS (Jin 2A) Crouching behind-the-back poke with his scabbard.
Decent crouching poke with high priority.
Input Damage Heat Gain
2B 445 184
BBCS (Jin 2B) Crouching hand swipe.
Moves him forward a little bit and does not knock down.
Hits low.
Input Damage Heat Gain
2C 720 298
BBCS (Jin 2C) Vertical outward slash. Very slow for an anti-air attack however.
Jump cancelable.
Fatal counters.
Input Damage Heat Gain
A (in the air) 267 110
(BBCS Jin jA) Jumping hilt poke.
Jump cancelable.
Input Damage Heat Gain
B (in the air) 540 223
(BBCS Jin jB) Spinning sleeve attack.
Extremely large hitbox.
Starts up slower than BlazBlue: Calamity Trigger version.
Jump cancelable.
Input Damage Heat Gain
C (in the air) 700 289
BBCS (Jin j2C) 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
6A 640 264
BBCS (Jin 6A) Twirls his sword and smacks the hilt on the his opponent.
Hits overhead.
Cannot be canceled unless done from a Rapid Cancel or counter hit, and forces crouch on hit.
Can link into some very quick moves however.
Input Damage Heat Gain
6B 690 285
BBCS (Jin 6B) 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
6C 920 380
BBCS Jin (6C) 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
3C 650 227
BBCS (Jin 3C) 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
6AB 0 0
BBCS (Jin5C) 1~20F fully invul
blows back on hit
180F Heat Gauge Cooldown
longer attack hitbox on last 3 active frames

Throws

Input Damage Heat Gain
BC 0, 0, 1300 0, 0, 538
BBCS (Jin FThrow) 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
4BC 0, 1300 0, 0, 538
BBCS (Jin BThrow) 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
BC (in the air) 0, 1400 0, 579
BBCS (Jin AThrow) Same as before, only in midair, and backwards version switches sides.

Crush Trigger

Input Damage Heat Gain
AB 1000
BBCP (Jin CT) 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.

Drive

Input English Name Japanese Name Literal Translation Damage Heat Gain
any direction + D Frost Bite 零刀(フロストバイト) Furosuto Baito Cold Blade -- --
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
D 712 294
BBCS (Jin 5D) 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
6D 712 294
BBCS (Jin 6D) 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
2D 712 294
BBCS (Jin 2D) 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
D (in the air) 740 306
BBCS (Jin jD) Snow flake aura. Special cancelable.
Not actually an overhead.
Very good crossup hitbox.
Cannot refreeze.

Input English Name Japanese Name Literal Translation Damage Heat Gain
any direction + D Frost Bite 零刀(フロストバイト) Furosuto Baito Cold Blade -- --
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
D 712 294
BBCS (Jin 5D) 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
6D 712 294
BBCS (Jin 6D) 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
2D 712 294
BBCS (Jin 2D) 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
D (in the air) 740 306
BBCS (Jin jD) Snow flake aura. Special cancelable.
Not actually an overhead.
Very good crossup hitbox.
Cannot refreeze.

Input English Name Japanese Name Literal Translation Damage Heat Gain
any direction + D Frost Bite 零刀(フロストバイト) Furosuto Baito Cold Blade -- --
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
D 712 294
BBCS (Jin 5D) 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
6D 712 294
BBCS (Jin 6D) 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
2D 712 294
BBCS (Jin 2D) 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
D (in the air) 740 306
BBCS (Jin jD) Snow flake aura. Special cancelable.
Not actually an overhead.
Very good crossup hitbox.
Cannot refreeze.

Input English Name Japanese Name Literal Translation Damage Heat Gain
any direction + D Frost Bite 零刀(フロストバイト) Furosuto Baito Cold Blade -- --
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
D 712 294
BBCS (Jin 5D) 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
6D 712 294
BBCS (Jin 6D) 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
2D 712 294
BBCS (Jin 2D) 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
D (in the air) 740 306
BBCS (Jin jD) Snow flake aura. Special cancelable.
Not actually an overhead.
Very good crossup hitbox.
Cannot refreeze.

Input English Name Japanese Name Literal Translation Damage Heat Gain
any direction + D Frost Bite 零刀(フロストバイト) Furosuto Baito Cold Blade -- --
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
D 712 294
BBCS (Jin 5D) 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
6D 712 294
BBCS (Jin 6D) 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
2D 712 294
BBCS (Jin 2D) 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
D (in the air) 740 306
BBCS (Jin jD) Snow flake aura. Special cancelable.
Not actually an overhead.
Very good crossup hitbox.
Cannot refreeze.

Overdrive

Input English Name Japanese Name Literal Translation Damage Heat Gain
AB
CD
Frost End 絶刀(フロストエンド) Furosuto Endo Severing Blade --- ---
Jin Kisaragi (Sprite, Overdrive) Causes any Yukianesa attack to freeze the target.


Special Attacks

Input English Name Japanese Name Literal Translation Damage Heat Gain
236A Ice Blade 氷翔剣 Hishōken Ice Flying Sword 500 (A), 500 (B), 500 (C) 207 (A), 207 (B), 207 (C)
BBCS (Jin Hishouken) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236A (in the air) 空気 氷翔剣 Kuchū Hishōken Midair Ice Flying Sword 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 English Name Japanese Name Literal Translation Damage Heat Gain
236D Flying Ice Strike 氷翔撃 Hishōgeki Ice Flying Strike 712x3 --
BBCS (Jin Hishouken) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236D (in the air) 空気 氷翔撃 Kuchū Hishōgeki Midair Ice Flying Strike 600x3 0
BBCS (Jin AirHishougeki) Consumes 25% Heat on 1F
Projectile (Lv 1)
180F Heat Gauge Cooldown

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 English Name Japanese Name Literal Translation Damage Heat Gain
623B Blizzard 吹雪 Fubuki Blizzard 800 (A) 900 (B) 331 (A) 372 (B)
BBCS (Jin ABFubuki) Jin throws out a turning battōjutsu quickdraw angled 45 degrees upward. It has some invincibility frames
Air-unblockable.
Can combo after a counter hit.
Whiff on crouching opponents.
Unlike in the past versions, there's only one version of this move.
Input English Name Japanese Name Literal Translation Damage Heat Gain
623C Violent Ice 裂氷 Rehhyō Rending Ice 1300 538
BBCS (Jin Rehhyou) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214B, C Crystal Strike 霧槍 尖晶斬 Musō Senshōzan Mist Spear Tipped Crystal Slash 560 (A), 580 (1st hit), 200 (2nd hit) (B), 640 (1st hit), 900 (2nd hit) (C) 463 (A), 480 (1st hit), 662 (2nd hit) (B), 529 (1st hit), 745 (2nd hit) (C)
BBCS (Jin MusouSenshouzanABC) Jin rides on an icicle, then using the Tsuika Kōgeki (追加攻撃, Additional Attack) command "C", he leaps off to twirl slash his opponent, which causes a no tech knockdown. Does not hit overhead however.
Unlike in past games, this can only be used on the ground with only one version available.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214D, C Freezing Crystal Strike 霧槍 突晶撃 Musō Tosshōgeki Fog Spear Stabbing Crystal Strike 640 (1st hit), 900 (2nd hit) 0
BBCS (Jin MusouTousshugeki) EX move version of Senshōzan, with the second attack being a forward outward slash similar to his j.C instead. Costs 25% meter.
First hit will freeze, but second hit will break ice. Induces groundslide.
Causes knockdown in the air.
Like with Senshōzan, there's a Tsuika Kōgeki (追加攻撃, Additional Attack) version added in where Jin can now use C after connecting on hit or block to use the original follow up slash. The fact that there is 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 English Name Japanese Name Literal Translation Damage Heat Gain
623(D) (Hold to delay) Dual Ice Strike 氷連双 Hirensō Ice Linking Twin 400, 1100 0
BBCS (Jin Hirenso) 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 English Name Japanese Name Literal Translation Damage Heat Gain
22C (near opponent), D Snow Flower Storm 雪華塵 Sekkajin Snow Luster Dust 180 x N 74 x N
BBCS (Jin Sekkajin) 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 English Name Japanese Name Literal Translation Damage Heat Gain
214C (in the air) 氷斬閃 Hizansen Ice Slashing Flash -- --
Jin Kisaragi (Sprite, Hizansen, Hizangeki) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214D (in the air) 氷斬撃 Hizangeki Ice Slashing Strike -- --
Jin Kisaragi (Sprite, Hizansen, Hizangeki) EX version of Hizansen, where Jin does a very quick diagonally-upward iaijutsu slash to freeze his opponent just before the Hizansen itself.
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).

Input English Name Japanese Name Literal Translation Damage Heat Gain
236A/B/C Ice Blade 氷翔剣 Hishōken Ice Flying Sword 500 (A), 500 (B), 500 (C) 207 (A), 207 (B), 207 (C)
BBCS (Jin Hishouken) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236A/B/C 空気 氷翔剣 Kuchū Hishōken Midair Ice Flying Sword 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 English Name Japanese Name Literal Translation Damage Heat Gain
236D Flying Ice Strike 氷翔撃 Hishōgeki Ice Flying Strike 712x3 --
BBCS (Jin Hishouken) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236D (in the air) 空気 氷翔撃 Kuchū Hishōgeki Midair Ice Flying Strike 600x3 0
BBCS (Jin AirHishougeki) Consumes 25% Heat on 1F
Projectile (Lv 1)
180F Heat Gauge Cooldown

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 English Name Japanese Name Literal Translation Damage Heat Gain
623A/B Blizzard 吹雪 Fubuki Blizzard 800 (A) 900 (B) 331 (A) 372 (B)
BBCS (Jin ABFubuki) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
623C Violent Ice 裂氷 Rehhyō Rending Ice 1300 538
BBCS (Jin Rehhyou) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214A/B/C Crystal Strike 霧槍 尖晶斬 Musō Senshōzan Fog Spear Tipped Crystal Slash 560 (A), 580 (1st hit), 200 (2nd hit) (B), 640 (1st hit), 900 (2nd hit) (C) 463 (A), 480 (1st hit), 662 (2nd hit) (B), 529 (1st hit), 745 (2nd hit) (C)
BBCS (Jin MusouSenshouzanABC) Jin rides on an icicle, then leaps off to twirl slash his opponent (B and C versions only). 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214D (Ok in midair) Freezing Crystal Strike 霧槍 突晶撃 Musō Tosshōgeki Fog Spear Stabbing Crystal Strike 640 (1st hit), 900 (2nd hit) 0
BBCS (Jin MusouTousshugeki) 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% meter.
First hit will freeze, but second hit will break ice.
Induces groundslide.
Causes knockdown in the air.
Input English Name Japanese Name Literal Translation Damage Heat Gain
623(D) (Hold to delay) Dual Ice Strike 氷連双 Hirensō Ice Linking Twin 400, 1100 0
BBCS (Jin Hirenso) 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 English Name Japanese Name Literal Translation Damage Heat Gain
C
(repeatedly)
Snow Flower Storm 雪華塵 Sekkajin Snow Luster Dust 180 x N 74 x N
BBCS (Jin Sekkajin) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236A/B/C Ice Blade 氷翔剣 Hishōken Ice Flying Sword 500 (A), 500 (B), 500 (C) 207 (A), 207 (B), 207 (C)
BBCS (Jin Hishouken) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236A/B/C 空気 氷翔剣 Kuchū Hishōken Midair Ice Flying Sword 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 English Name Japanese Name Literal Translation Damage Heat Gain
236D Flying Ice Strike 氷翔撃 Hishōgeki Ice Flying Strike 712x3 --
BBCS (Jin Hishouken) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236D (in the air) 空気 氷翔撃 Kuchū Hishōgeki Midair Ice Flying Strike 600x3 0
BBCS (Jin AirHishougeki) Consumes 25% Heat on 1F
Projectile (Lv 1)
180F Heat Gauge Cooldown

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 English Name Japanese Name Literal Translation Damage Heat Gain
623A/B Blizzard 吹雪 Fubuki Blizzard 800 (A) 900 (B) 331 (A) 372 (B)
BBCS (Jin ABFubuki) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
623C Violent Ice 裂氷 Rehhyō Rending Ice 1300 538
BBCS (Jin Rehhyou) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214A/B/C Crystal Strike 霧槍 尖晶斬 Musō Senshōzan Fog Spear Tipped Crystal Slash 560 (A), 580 (1st hit), 200 (2nd hit) (B), 640 (1st hit), 900 (2nd hit) (C) 463 (A), 480 (1st hit), 662 (2nd hit) (B), 529 (1st hit), 745 (2nd hit) (C)
BBCS (Jin MusouSenshouzanABC) Jin rides on an icicle, then leaps off to twirl slash his opponent (B and C versions only). 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214D (Ok in midair) Freezing Crystal Strike 霧槍 突晶撃 Musō Tosshōgeki Fog Spear Stabbing Crystal Strike 640 (1st hit), 900 (2nd hit) 0
BBCS (Jin MusouTousshugeki) 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% meter.
First hit will freeze, but second hit will break ice.
Induces groundslide.
Causes knockdown in the air.
Input English Name Japanese Name Literal Translation Damage Heat Gain
623(D) (Hold to delay) Dual Ice Strike 氷連双 Hirensō Ice Linking Twin 400, 1100 0
BBCS (Jin Hirenso) 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 English Name Japanese Name Literal Translation Damage Heat Gain
C
(repeatedly)
Snow Flower Storm 雪華塵 Sekkajin Snow Luster Dust 180 x N 74 x N
BBCS (Jin Sekkajin) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236A/B/C Ice Blade 氷翔剣 Hishōken Ice Flying Sword 500 (A), 500 (B), 500 (C) 207 (A), 207 (B), 207 (C)
BBCS (Jin Hishouken) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236A/B/C 空気 氷翔剣 Kuchū Hishōken Midair Ice Flying Sword 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 English Name Japanese Name Literal Translation Damage Heat Gain
236D Flying Ice Strike 氷翔撃 Hishōgeki Ice Flying Strike 712x3 --
BBCS (Jin Hishouken) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236D (in the air) 空気 氷翔撃 Kuchū Hishōgeki Midair Ice Flying Strike 600x3 0
BBCS (Jin AirHishougeki) Consumes 25% Heat on 1F
Projectile (Lv 1)
180F Heat Gauge Cooldown

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 English Name Japanese Name Literal Translation Damage Heat Gain
623A/B Blizzard 吹雪 Fubuki Blizzard 800 (A) 900 (B) 331 (A) 372 (B)
BBCS (Jin ABFubuki) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
623C Violent Ice 裂氷 Rehhyō Rending Ice 1300 538
BBCS (Jin Rehhyou) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214A/B/C Crystal Strike 霧槍 尖晶斬 Musō Senshōzan Fog Spear Tipped Crystal Slash 560 (A), 580 (1st hit), 200 (2nd hit) (B), 640 (1st hit), 900 (2nd hit) (C) 463 (A), 480 (1st hit), 662 (2nd hit) (B), 529 (1st hit), 745 (2nd hit) (C)
BBCS (Jin MusouSenshouzanABC) Jin rides on an icicle, then leaps off to slash his opponent (B and C versions only). 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214D (Ok in midair) Freezing Crystal Strike 霧槍 突晶撃 Musō Tosshōgeki Fog Spear Stabbing Crystal Strike 640 (1st hit), 900 (2nd hit) 0
BBCS (Jin MusouTousshugeki) Same as the B and C version of the previous move, but Jin finishes with an outward slash instead. EX move. Costs 25% meter.
First hit will freeze, but second hit will break ice.
Induces groundslide.
Causes knockdown in the air.
Input English Name Japanese Name Literal Translation Damage Heat Gain
623(D) (Hold to delay) Dual Ice Strike 氷連双 Hirensō Ice Linking Twin 400, 1100 0
BBCS (Jin Hirenso) 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 English Name Japanese Name Literal Translation Damage Heat Gain
C
(repeatedly)
Snow Flower Storm 雪華塵 Sekkajin Snow Luster Dust 180 x N 74 x N
BBCS (Jin Sekkajin) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236A/B/C Ice Blade 氷翔剣 Hishōken Ice Flying Sword 500 (A), 500 (B), 500 (C) 207 (A), 207 (B), 207 (C)
BBCS (Jin Hishouken) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236A/B/C 空気 氷翔剣 Kuchū Hishōken Midair Ice Flying Sword 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 English Name Japanese Name Literal Translation Damage Heat Gain
236D Flying Ice Strike 氷翔撃 Hishōgeki Ice Flying Strike 712x3 --
BBCS (Jin Hishouken) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236D (in the air) 空気 氷翔撃 Kuchū Hishōgeki Midair Ice Flying Strike 600x3 0
BBCS (Jin AirHishougeki) Consumes 25% Heat on 1F
Projectile (Lv 1)
180F Heat Gauge Cooldown

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 English Name Japanese Name Literal Translation Damage Heat Gain
623A/B Blizzard 吹雪 Fubuki Blizzard 800 (A) 900 (B) 331 (A) 372 (B)
BBCS (Jin ABFubuki) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
623C Violent Ice 裂氷 Rehhyō Rending Ice 1300 538
BBCS (Jin Rehhyou) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214A/B/C Crystal Strike 霧槍 尖晶斬 Musō Senshōzan Fog Spear Tipped Crystal Slash 560 (A), 580 (1st hit), 200 (2nd hit) (B), 640 (1st hit), 900 (2nd hit) (C) 463 (A), 480 (1st hit), 662 (2nd hit) (B), 529 (1st hit), 745 (2nd hit) (C)
BBCS (Jin MusouSenshouzanABC) Jin rides on an icicle, then leaps off to slash his opponent (B and C versions only). 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214D (Ok in midair) Freezing Crystal Strike 霧槍 突晶撃 Musō Tosshōgeki Fog Spear Stabbing Crystal Strike 640 (1st hit), 900 (2nd hit) 0
BBCS (Jin MusouTousshugeki) Same as the B and C version of the previous move, but Jin finishes with an outward slash instead. EX move. Costs 25% meter.
First hit will freeze, but second hit will break ice.
Induces groundslide.
Causes knockdown in the air.
Input English Name Japanese Name Literal Translation Damage Heat Gain
623(D) (Hold to delay) Dual Ice Strike 氷連双 Hirensō Ice Linking Twin 400, 1100 0
BBCS (Jin Hirenso) 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 English Name Japanese Name Literal Translation Damage Heat Gain
C
(repeatedly)
Snow Flower Storm 雪華塵 Sekkajin Snow Luster Dust 180 x N 74 x N
BBCS (Jin Sekkajin) 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.

Distortion Drives

Input English Name Japanese Name Literal Translation Damage Heat Gain
632146C Ice Fang 凍牙氷刃 Tōga Hyōjin Frozen Fang Ice Blade 700 x N --
BBCS (Jin Tōga Hyōjin) 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 arctic dagger, and then stabs Yukianesa into the ground, similar to his Astral Heat as his enemy is struck multiple times.
Input English Name Japanese Name Literal Translation Damage Heat Gain
632146D (Ok in midair) Moonsong 氷翼月鳴 Hiyoku Getsumei Ice Wing Moon Cry 800, 160x22, 100 --
BBCS (Jin Hiyoku Getsumei) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236236D Judgment: Snowstorm 虚空刃: 雪風 Kokūjin: Yukikaze Empty Air Blade: Snowy Wind 0 (catch), 100, 3700 (attack) --
BBCS (Jin Yukikaze)
BBCS (Jin Yukikaze2)
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 English Name Japanese Name Literal Translation Damage Heat Gain
632146C Ice Fang 凍牙氷刃 Tōga Hyōjin Frozen Fang Ice Blade 700 x N --
BBCS (Jin Tōga Hyōjin) 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 English Name Japanese Name Literal Translation Damage Heat Gain
632146D (Ok in midair) Moonsong 氷翼月鳴 Hiyoku Getsumei Ice Wing Moon Cry 800, 160x22, 100 --
BBCS (Jin Hiyoku Getsumei) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236236D Judgment: Snowstorm 虚空刃: 雪風 Kokūjin: Yukikaze Empty Air Blade: Snowy Wind 0 (catch), 100, 3700 (attack) --
BBCS (Jin Yukikaze)
BBCS (Jin Yukikaze2)
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 English Name Japanese Name Literal Translation Damage Heat Gain
632146C Ice Fang 凍牙氷刃 Tōga Hyōjin Frozen Fang Ice Blade 700 x N --
BBCS (Jin Tōga Hyōjin) 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 English Name Japanese Name Literal Translation Damage Heat Gain
632146D (Ok in midair) Moonsong 氷翼月鳴 Hiyoku Getsumei Ice Wing Moon Cry 800, 160x22, 100 --
BBCS (Jin Hiyoku Getsumei) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236236D Judgment: Snowstorm 虚空刃: 雪風 Kokūjin: Yukikaze Empty Air Blade: Snowy Wind 0 (catch), 100, 3700 (attack) --
BBCS (Jin Yukikaze)
BBCS (Jin Yukikaze2)
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 English Name Japanese Name Literal Translation Damage Heat Gain
632146C Ice Fang 凍牙氷刃 Tōga Hyōjin Frozen Fang Ice Blade 700 x N --
BBCS (Jin Tōga Hyōjin) 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 English Name Japanese Name Literal Translation Damage Heat Gain
632146D (Ok in midair) Moonsong 氷翼月鳴 Hiyoku Getsumei Ice Wing Moon Cry 800, 160x22, 100 --
BBCS (Jin Hiyoku Getsumei) 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 English Name Japanese Name Literal Translation Damage Heat Gain
236236D Judgment: Snowstorm 虚空刃: 雪風 Kokūjin: Yukikaze Empty Air Blade: Snowy Wind 0 (catch), 100, 3700 (attack) --
BBCS (Jin Yukikaze)
BBCS (Jin Yukikaze2)
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 English Name Japanese Name Literal Translation Damage Heat Gain
632146C Ice Fang 凍牙氷刃 Tōga Hyōjin Frozen Fang Ice Blade 700 x N --
BBCS (Jin Tōga Hyōjin) 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 English Name Japanese Name Literal Translation Damage Heat Gain
632146D (Ok in midair) Moonsong 氷翼月鳴 Hiyoku Getsumei Ice Wing Moon Cry 800, 160x22, 100 --
BBCS (Jin Hiyoku Getsumei) 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.

Astral Heat

Input English Name Japanese Name Literal Translation Damage Heat Gain
Hold 2, then 8D Arctic Dungeon 煉獄氷夜 Rengoku Hyōya Purgatory Ice Night Death --
BBCS Jin (RengokuHyouya) 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 English Name Japanese Name Literal Translation Damage Heat Gain
Hold 2, then 8D Arctic Dungeon 煉獄氷夜 Rengoku Hyōya Purgatory Ice Night Death --
BBCS Jin (RengokuHyouya) 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 English Name Japanese Name Literal Translation Damage Heat Gain
Hold 2, then 8D Arctic Dungeon 煉獄氷夜 Rengoku Hyōya Purgatory Ice Night Death --
BBCS Jin (RengokuHyouya) 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 English Name Japanese Name Literal Translation Damage Heat Gain
Hold 2, then 8D Arctic Dungeon 煉獄氷夜 Rengoku Hyōya Purgatory Ice Night Death --
BBCS Jin (RengokuHyouya) 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 English Name Japanese Name Literal Translation Damage Heat Gain
360360D Arctic Dungeon 煉獄氷夜 Rengoku Hyōya Purgatory Ice Night Death --
BBCS Jin (RengokuHyouya) 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.

Around Wikia's network

Random Wiki