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Jin Kisaragi/MovelistEdit

BlazBlue: Continuum Shift MovelistEdit

OverviewEdit

Calamity TriggerEdit

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 enemiy's block strings. Be wary of doing air fireballs since they have too long of a recovery. You can also use ice car 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 invinciblity, etc.)

Continuum ShiftEdit

Like in CT, Jin retains an extremely solid offensive game, 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.

  • Note: Moves will be properly translated in parentheses.

NormalEdit

Input Attack Description
B+C Throw. Can be canceled after freeze with specials.
5A Backhand. Jump cancelable.
Whiffs on some crouching.
5B Two hit kick attack. Extremely fast startup.
Second hit has slight vacuum effect and both hits are jump cancelable.
5C Quick horizontal slash. Jump cancelable.
2A Crouching behind-the-back poke with his scabbard. Decent crouching poke with high priority.
2B Crouching hand swipe. Moves him forward a little bit and does not knock down.
Hits low.
2C Vertical slash. Jump cancelable.
Fatal counters.
j.A Jumping punch. Jump cancelable.
j.B Spinning sleeve attack. Extremely large hitbox.
Starts up slower than CT version.
Jump cancelable.
j.C Extremely long-ranged horizontal slash. Very good air-to-air poke.
Jump cancelable.
j.2C Vertical sword slash. Old CT j.C.
6A Overhead hit with the hilt of his sword. Hits overhead.
Can be special/super canceled.
6B Overhead hop kick. Advantageous on block.
Not an overhead, despite appearances.
Puts Jin in an airborne state and can be special cancelled.
6C Powerful upward swipe of his sword. Launches on hit.
Has pretty long range and is dash cancellable, but it's got some startup.
3C Sweep with both his feet. Knocks down.
Faster recovery than in CT, can link into 2B.
Can be special/super canceled but not jump canceled.

DriveEdit

Input Attack Description

Reitou/Frost Bite

(Cold Sword)

Jin freezes his opponent.

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.

5D Gigantic ice wolf head. Dash cancelable.
Freezes on hit.
Can now only be canceled into D specials.
Cannot refreeze.
6D Tall pillar of ice in front of Jin.

Slightly faster than CT.
Extremely good hitstun, even without freeze.
Freezes on hit.
Advantageous on block.
Cannot refreeze.

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.
j.D Snow flake aura. Special cancelable.
Not actually an overhead.
Very good crossup hitbox.
Cannot refreeze.

Special AttacksEdit

Input Name Attack Description
236A/B/C Hishouken/Ice Blade (Flying Ice Sword) (Ok during jump) 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.
236D Hishougeki/Flying Ice Strike (Flying Ice Attack) (Ok during jump) Fires a giant ice blade on the ground or three Hishoukens in the air.

EX move. Uses 25% Heat.
Freezes on hit. Can be used to continue pressure.
Can refreeze multiple times.



623A/B



Fubuki/Blizzard (Blizzard)

Jin throws out a turning battoujustu 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.


623C (Hold to delay)


Rehhyou/Violent Ice (Violent Ice)

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 vunerable while delaying the move, however.

Can combo after a counter hit.

214A/B/C MusouSenshouzan/Crystal Strike (Mist Spear Piercing Crystal Slash) (Ok during jump) Jin rides on a 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.



214D


Musou Tosshougeki/Freezing Crystal Strike (Mist Spear Freezing Crystal Attack)

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.



623D



Hirensou/Dual Ice Strike (Dual Ice Sickle)

Jin draws his sword in a circular flash, then swipes his opponent to 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.
Now freezes longer than in CT.

Mash C

Sekkajin/Snow Flower Storm (Snow Flower Storm)

Jin wildly slashes with his scabbard and sword in several directions. Launches on the 8th hit. Essential tool in combos.

Distortion DrivesEdit

Input Name Attack Description
632146C Touga Hyoujin/Ice Fang (Frozen Fang Ice Blade) 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.
632146D Hiyoku Getsumei/Moonsong (Ice Winged Singing Moon) 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.



236236D


Kokuujin: Yukikaze/ Judgment: Snowstorm (Empty Void Formation: Snowstorm/Snowy Wind)

Jin blocks an attack, then quickdraws 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 same move and that Jin and Hakumen are fundamentally the same person. The same goes for both of their Astrals.

Astral HeatEdit

Input Name Attack Description
Ct:
720°D
CS:
Hold 2, then 8D
Rengoku Hyouya/Arctic Dungeon (Ice Melting-Eternal Prison) Utilizing the power of his manipulation over ice using Yukianesa/Snow Woman, 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.

Combo ListEdit

LocationsEdit

  • THE GATE, SHEOL GATE AD2199/12/31, Closed World

The Gate: The wolf knows what the ill heart thinks. The 13th hierarchical city -KAGUTSUCHI- AREA No-0

Sheol Gate AD2199/12/31: When Greek meets Greek, then comes the tug of war. The 13th hierarchical city -KAGUTSUCHI- AREA No-0

Closed World: Truth lies at the bottom of a well. The 13th hierarchical city -KAGUTSUCHI- AREA No-0

  • CATHEDRAL, Symbolic Domination

Cathedral: Kagutsuchi The New World Void Space Cue Administration Bureau The 13th hierarchical city -KAGUTSUCHI- AREA No-1

Symbolic Domination: Hypocrisy is a homage that vice pays to virtue. The 13th hierarchical city -KAGUTSUCHI- AREA No-1

  • KAGUTSUCHI PORT

Kagutsuchi Port AM10:30: With what measures ye mete, it shall be measured to you again. The 13th hierarchical city -KAGUTSUCHI- AREA No-5

Kagutsuchi Port PM 9:00: He that hurts another hurts himself. The 13th hierarchical city -KAGUTSUCHI- AREA No-5

Kagutsuchi Port PM 16:45: The devil can cite Seripture for his purpose. The 13th hierarchical city -KAGUTSUCHI- AREA No-5

  • CIRCUS

Circus: Two wrongs do not make a right. The 13th hierarchical city -KAGUTSUCHI- AREA No-16

  • ORIENT TOWN, Rest Time

Orient Town: A guilty conscience feels continual fear. The 13th hierarchical city -KAGUTSUCHI- AREA No-19

Rest Time: Pardoning the bad is injuring the good. The 13th hierarchical city -KAGUTSUCHI- AREA No-19

  • LOST TOWN, Postprandial Happy

Lost Town: Hope often deludes the foolish man. The 13th hierarchical city -KAGUTSUCHI- AREA No-23

Postprandial Happy: Laughter is the best medicine. The 13th hierarchical city -KAGUTSUCHI- AREA No-23

  • RONIN GAI, RONIN Gai~Night

Ronin Gai: Fortune favors the bold. The 13th hierarchical city -KAGUTSUCHI- AREA No-25

Ronin Gai~Night: There is no pleasure without pain. The 13th hierarchical city -KAGUTSUCHI- AREA No-25

  • AREA-28-, Cocoon

AREA -28-: Where ignorance is bliss, 'tis folly to be wise. The 13th hierarchical city -KAGUTSUCHI- AREA No-28

Cocoon: Things past cannot be recalled but may be repented.

  • HALLOWEEN, REQUIEM, Moonlight Castle

Halloween: One cannot put back the clock. The 13th hierarchical city -KAGUTSUCHI- AREA Unknown

Requiem: The death and the life are equivalent. The 13th hierarchical city -KAGUTSUCHI- AREA Unknown

Moonlight Castle: It is a great point of wisdom to find out one's own folly. The 13th hierarchical city -KAGUTSUCHI- AREA Unknown

  • MONORAIL

Monorail: The road to hell is paved with good intentions. The 13th hierarchical city -KAGUTSUCHI- railway

  • Hanging Gardens

Hanging Gardens: A quiet conscience sleeps in thunder. The 13th hierarchical city -KAGUTSUCHI- AREA No-2

  • ADVENTUS-12-, Adventus

Adventus-12-: It is the unexpected that always happens. The 13th hierarchical city -KAGUTSUCHI- AREA No Number

Adventus: The devil is not so black as he is painted. The 13th hierarchical city -KAGUTSUCHI- AREA No Number

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