Jin Kisaragi/Move List
Comments0this wiki
< Jin Kisaragi | Redirected from Jin Kisaragi/Movelist
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.
Movelist
Edit
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 | |||||||||||
| Damage | Heat Gain | ||||||||||
| 267 | 110 | ||||||||||
| Open backhand. Jump cancelable. Rapid fire-able. Whiffs on some crouching. | |||||||||||
| Input | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | |||||||||||
| Damage | Heat Gain | ||||||||||
| 710 | 293 | ||||||||||
| Quick horizontal inward slash. Jump cancelable. | |||||||||||
| Input | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2A | |||||||||||
| Damage | Heat Gain | ||||||||||
| 267 | 110 | ||||||||||
| Crouching behind-the-back poke with his scabbard. | |||||||||||
| Input | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2B | |||||||||||
| Damage | Heat Gain | ||||||||||
| 445 | 184 | ||||||||||
| Crouching hand swipe. | |||||||||||
| Input | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2C | |||||||||||
| Damage | Heat Gain | ||||||||||
| 720 | 298 | ||||||||||
| Vertical outward slash. Jump cancelable. Fatal counters. | |||||||||||
| Input | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| j.A | |||||||||||
| Damage | Heat Gain | ||||||||||
| 267 | 110 | ||||||||||
| Jumping punch. Jump cancelable. | |||||||||||
| Input | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| j.B | |||||||||||
| Damage | Heat Gain | ||||||||||
| 540 | 223 | ||||||||||
| Spinning sleeve attack. Extremely large hitbox. Starts up slower than CT version. Jump cancelable. | |||||||||||
| Input | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| j.C | |||||||||||
| Damage | Heat Gain | ||||||||||
| 700 | 289 | ||||||||||
| Extremely long-ranged horizontal slash. Very good air-to-air poke. Jump cancelable. | |||||||||||
| Input | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| j.2C | |||||||||||
| Damage | Heat Gain | ||||||||||
| 700 | 289 | ||||||||||
| Vertical whipping sword slash. Old CT j.C. | |||||||||||
| Input | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | |||||||||||
| Damage | Heat Gain | ||||||||||
| 690 | 285 | ||||||||||
| Overhead spinning hop kick. | |||||||||||
| Input | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | |||||||||||
| 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 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| j.D | 740 | 306 | |||||||||
| 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 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 236236D | Judgment: Snowstorm | Empty Air Array: Snowy Wind | 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 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. | |||||||||||