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Jin Kisaragi/Move List

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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 won't be able to block forever, so just keep poking him, don't let him get away. You don't 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 hishouken since they have too long of a recovery. You can also use musou senshouzan(214A,B, or C) to fly to the other side of him 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's 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.

In Continuum Shift, Jin retains an extremely solid offensive game like in CT, with a wide variety of safe, high-priority pokes and mixups. 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 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".

Jin's Overdrive is Frost End (Zettou/Severing Sword), which causes any Yukianesa attack to freeze the target.

MovelistEdit

Normals

Input
B+C
Damage Heat Gain
-- --
Throw. Jin motions his hand to freeze the grabbed foe between two ice spikes.

Backwards and midair versions switch sides. Can be canceled after freeze with specials.

Input
5A
BBCS (Jin5A) Damage Heat Gain
267 110
Open backhand.
Jump cancelable. Rapid fire-able.
Whiffs on some crouching.
Input
5B
BBCS (Jin 5B) 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
5C
BBCS (Jin5C) Damage Heat Gain
710 293
Quick horizontal inward slash.
Jump cancelable.
Input
2A
BBCS (Jin 2A) Damage Heat Gain
267 110
Crouching behind-the-back poke with his scabbard.
Input
2B
BBCS (Jin 2B) Damage Heat Gain
445 184
Crouching hand swipe.
Input
2C
BBCS (Jin 2C) Damage Heat Gain
720 298
Vertical outward slash.
Jump cancelable.
Fatal counters.
Input
j.A
(BBCS Jin jA) Damage Heat Gain
267 110
Jumping punch.
Jump cancelable.
Input
j.B
(BBCS Jin jB) Damage Heat Gain
540 223
Spinning sleeve attack.
Extremely large hitbox.
Starts up slower than CT version.
Jump cancelable.
Input
j.C
(BBCS Jin jC) Damage Heat Gain
700 289
Extremely long-ranged horizontal slash.
Very good air-to-air poke.
Jump cancelable.
Input
j.2C
BBCS (Jin j2C) Damage Heat Gain
700 289
Vertical whipping sword slash.
Old CT j.C.
Input
6A
BBCS (Jin 6A) Damage Heat Gain
640 264
Twirls his sword and smacks the hilt on the his opponent.
Hits overhead.
Can be special/super canceled.
Breaks one Guard Primer on block
Input
6B
BBCS (Jin 6B) Damage Heat Gain
690 285
Overhead spinning hop kick.
Input
6C
BBCS Jin (6C) Damage Heat Gain
920 380
Powerful turning upward slash of his sword.
Launches on hit.
Has pretty long range and is dash cancellable, but it's got some startup.
Input
3C
BBCS (Jin 3C) 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.

Drive

Input English Name Japanese Name Literal Translation Damage Heat Gain
any direction + D Frost Bite 零刀, Reitō Cold Sword -- --
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 don't 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
5D 712 294
BBCS (Jin 5D) Gigantic ice wolf head. Dash cancelable.
Freezes on hit.
Can now only be canceled into D specials.
Cannot refreeze.
Known as "Fenrir" in Lost Saga.
Input English Name Japanese Name Literal Translation 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.
Known as "Ice Fang" in Lost Saga.
Input English Name Japanese Name Literal Translation 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.
Known as "Arctic Blade" in Lost Saga.
Input English Name Japanese Name Literal Translation Damage Heat Gain
j.D 740 306
BBCS (Jin jD) Snow flake aura. Special cancelable.
Not actually an overhead.
Very good crossup hitbox.
Cannot refreeze.


Special Attacks

Input English Name Japanese Name Literal Translation Damage Heat Gain
236A/B/C (Ok in midair) Ice Blade 氷翔剣, Hishōken Ice Flying Sword 500 (A), 500 (B), 500 (C) 207 (A), 207 (B), 207 (C)
Jin fires an ice sword forward. A version moves forward slowly. In the air it has the sharpest angle downward.
B version moves forward quickly. In the air it's about 45 degrees down.
C version floats in place for a second, then shoots forward very quickly. It flies straight forward in the air.
Once projectile starts moving, does not disappear even if Jin is hit.The midair version recovers faster than in CT.
Chronophantasma: A and C versions were removed.
Input English Name Japanese Name Literal Translation Damage Heat Gain
236D (Ok in midair) Flying Ice Strike 氷翔撃, Hishōgeki Ice Flying Strike 712x3 --
BBCS (Jin Hishouken) Fires a giant ice blade on the ground or three Hishōkens in the air. EX move. Uses 25% Heat.
Freezes on hit. Can be used to continue pressure.
Can refreeze multiple times. Breaks one guard primer on block.,br />Chronophantasma: Aerial version shoots a giant ice blade diagonally downward.
Input English Name Japanese Name Literal Translation Damage Heat Gain
j.236D 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)
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 battōjustu 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.
Chronophantasma: A version was removed.
Input English Name Japanese Name Literal Translation Damage Heat Gain
623(C) (Hold to delay) Violent Ice 裂氷, Rehhyō Rending Ice 1300 538
BBCS (Jin Rehhyou) A stationary vertically-aimed quickdraw slash that launches. Has a large amount of invulnerability, but somewhat slow startup. The move also has a very high amount of vertical reach.
Jin is vulnerable while delaying the move, however.
Can combo after a counter hit.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214A/B/C (Ok in midair) Crystal Strike 霧槍 尖晶斬, Musō Senshōzan Mist Spear Piercing 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.
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.
Chronophantasma: A version was removed, and can no longer perform in midair.
Input English Name Japanese Name Literal Translation Damage Heat Gain
214D (Ok in midair) Freezing Crystal Strike 霧槍 突晶撃, Musō Tosshōgeki Mist Spear Thrusting 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's 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 hit) in several directions. Launches on the 8th hit. Essential tool in combos.
Chronophantasma: Command is now 22C and has followups.
Input English Name Japanese Name Literal Translation Damage Heat Gain
C j.214B 氷斬閃, Hizansen Ice Slash Flash -- --
New move as of CP. Basically an air B version of Fubuki that aims downward.
Input English Name Japanese Name Literal Translation Damage Heat Gain
j.214D 氷斬撃, Hizangeki Ice Slash Strike -- --
New move as of CP. EX Move.


Distortion Drives

Input English Name Japanese Name Literal Translation Damage Heat Gain
632146C Ice Fang Frozen Fang Ice Blade 700 x N --
BBCS (Jin Tōga Hyōjin) Jin slashes out a giant ice wave at a high speed. Staggers opponent on hit, then they fall to the ground if they don't tech.
Extremely fast fullscreen projectile.
Longer stagger time than in CT. Breaks one guard primer on block.
Chronophantasma: 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 Moonsong Ice Wing Moon Howl 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.
Chronophantasma: Can now be performed midair.
Input English Name Japanese Name Literal Translation Damage Heat Gain
236236D Judgment: Snowstorm Empty Air Array: 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 Snowstorm, since this is fundamentally the same move and that Jin and Hakumen are fundamentally the same person. The same goes for both of their Astrals. In unlimited-Form this attack works automatically without need of a reversal trigger.

Chronophantasma: 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.


Astral Heat

Input English Name Japanese Name Literal Translation Damage Heat Gain
CT: 720°D
CS: Hold 2, then 8D
Arctic Dungeon 煉獄氷夜, Rengoku Hyōya Purgatory Arctic 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 (This is no longer possible as of Continuum Shift 2).

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