Jin Kisaragi/Move List

Overview
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 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 invinciblity, etc.)

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.

Combos
Note: Combos are for CT version of Blazblue. Some may not work in CS. ↓A Combo

↓A > ~ > ↓↙←B

↓A > B > C > ↓↙←B [1570]

↓A > ↓B > B > C > ↓↙←B [1640]

↓A > B > C > ↓C > ↓↙←B [1772]

↓A > ↓B > B> C > ↓C > ↓↙←B [1811]

↓A > ~ > ↓↙←D

↓A > B > C > ↓↙←D [1731]

↓A > ↓B > B > C > ↓↙←D [1776]

↓A > B > C > ↓C > ↓↙←D [1909]

↓A > ↓B > B> C > ↓C > ↓↙←D [1926]

↓↙←D > ↓B > C > hjc > JC > jc > JC > ↓↙←B

^ You can extend the combo in the corner after ↓↙←D

↓A > B > ↘C > ↓B > C > hjc > JB > JC > jc > JC > JD > ↓↙←B [1730]

↓A > B > ↘C > ↓B > C > hjc > JC > JD > landing airdash JB > JC > ↓↙←B

^ For the second combo, you may try JB > delay JC or JB > land ↓B / throw mix up instead of finishing the combo.

↓A > B > C > JB > JC > JD > ↓A > B > ↘C

↓A > B > C > JB > JC > JD > →C > dc > C > ↓C > hjc > JB > JC > jc > JC > (↓↘→A/B)[2400]

^ vs standing opponent, doesn't work on Rachel and Bang, difficult on Carl and Arakune, delay JC after the first JB.

↓A > B > C > C mash (8 hit) > dash C > hjc > JB > JC > JD > land > ↘C

↓A > B > C > C mash (8 hit) > dash C > hjc > JB > JC > jc > JC > JD

^ vs standing opponent, doesn't work on Carl and V-13

↓A > B > C > →C > dC > C > hjc > JB > JC > jc > JC > (JD) > ↓↙←B

↓A > B > C > →C > dc > C > hjc > JB > JC > JD > land B > C > hjc > JB > JC > jc > JC > ↓↙←B

^ vs crouching opponent

→A Combo
→A > ↓↘→B [1146]

→A > ↓↙←B [1720]

→A > ↓↙←D [1990]

→A > →↓↘B [1420]

→A > →↓↘D [1644]

→A > C mash (8 hit) > (dash) C > hjc > JB > JC > JD > land B > C > ↘C [2890]

→A > C mash (8 hit) > (dash) C > hjc > JB > JC > JD > ↓↙←C [2927]

→A > C mash (8 hit) > →C > ↓D [2235]

→A > C mash (8 hit) > →C > dc > C > hjc > JB > JC > JD > ↓↙←C [3218]

^ Stable on Arakune, Noel, Tager, Ragna, Litchi

Corner →A > →↓↘B > C > JB > JC > jc > JC > JD > ↓↙←B

Corner →A > →↓↘B > C > →C > →D > C > ↓↙←D > ↓C > →↓↘B > →↓↘A

Corner →A > →↓↘B > C > →C > →D > C > hjc > JB > JC > JD > ↓↙←B [3859]

Corner →A > →↓↘B > C > →C > →D > C > hjc > JB > JC > JD > ↓↙←D > →C > →↓↘B [4556]

^ Stable on Arakune, Hakumen, Tager, Taokaka, V-13

Corner →A > ↓↙←D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←B [3400]

Corner →A > ↓↙←D > →C > dc > C > hjc > JC > jc > JC > ↓↙←B [3770]

Corner →A > →↓↘D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←B [3300]

Corner →A > ↓↙←D > →C > ↓↙←D > ↓C > →↓↘B > →↓↘A [4223]

B Combo
B > C > ↓C > ↓↙←B [2268]

Vs Rachel B > C > ↓↙←D > ↓↙←D > ↓↙←C [3673]

Corner B > C > ↓↙←D > dash ↓B > C > hjc > JC > jc > JC > ↓↙←B [3212]

B > ↘C > ↓B > C > hjc > JB > JC > jc > JC > JD > ↓↙←B

B > ↘C > ↓B > C > hjc > JC > JD > airdash JB > JC > ↓↙←B

B > ↘C > ↓B > C > hjc > JC > JD > airdash JB > JC > dash C > JB > JC > rc > JC > dash C > JB > JC > JD > ↓↙←B

^ For the second combo, you may try JB > delay JC or JB > land ↓B / throw mix up instead of finishing the combo.

B (2) > C > JB > JC > JD > →C > dc > C > JB > JC > jc > JB > JC [3100]

B (2) > C > JB > JC > JD > B > C > ↓C > ↘C [2700]

B (2) > C > JB > JC > JD > ↓A > B > C > ↓C > ↓↙←B [2900]

B (2) > C > JB > JC > JD > B/↓B > C > ↓C > ↓↙←B [3000]

^ vs standing opponent, doesn't work on Rachel and Bang, difficult on Carl and Arakune, delay JC after the first JB.

B (2) > C > C mash > C > hjc > JB > JC > jc > JC > JD > land ↘C [2750]

B (2) > C > C mash > C > hjc > JB > JC > jc > JC > JD > ↓↙←A [2800]

B (2) > C > C mash > C > hjc > JB > JC > jc > JC > JD > ↓↙←D [3000]

B (2) > C > C mash > C > hjc > JB > JC > jc > JC > JD > ↓↙←D > (corner) →C > →↓↘B

B (2) > C > C mash > C > hjc > JB > JC > jc > JC > JD > ↓↙←D > →↘↓↙←→C

Corner B (2) > C > C mash > →C > →D > D > →↘↓↙←→D > →↘↓↙←→D > →A

^ vs standing opponent, doesn't work on Carl and V-13

↓B Combo
↓B > ↘C > ↓B > C > D > →↘↓↙←→D

^ Vs Noel only

↓B > ↘C > ↓↘→D > JB > JC > JD > ↓↙←B

^ Vs Tager only

Corner ↓B > C > →↓↘B > dash C > →C > →D > C > JB > JC > JD > ↓↙←B

Corner ↓B > C > →↓↘B > dash C > →C > →D > →D > B > C > ↘C [3032]

Corner ↓B > C > →↓↘B > dash C > →↓↘B > JB > JC> jc > JC > JD > ↓↙←B [3229]

Corner ↓B > C > →↓↘B > dash C > D > delay →↓↘B > 66 C > →↓↘B > →↓↘A [3058]

C Counter Hit Combo
(Useful to punish Ragna's →↓↘C/D, Noel's ↘, Litchi's →↓↘D, Rachel's ↓C, etc) C CH > D > ↓↙←C

C CH > →C > ↓D > JB > JC > JD > ↓↙←B [3475]

C CH > →C > ↓D > →C > dc > C > hjc > JC > jc > JC > ↓↙←B [3674]

C CH on crouching opponent > →B > C > →C > ↓D > C > hjc > JB > JC > JD > ↓↙←B [3670]

→C Counter Hit Combo
→C CH > C > →C > JB > JC > JD > B > C > ↘C [3447]

→C CH > C > →C > JB > JC > jc > JC > JD > ↓↙←B [3659]

↘C Combo
↘C > ↓B > C > hjc > JB > JC > JD > ↓↘→D > land > →↘↓↙←→D > high jump ↓↘→D > land, dash > jump throw

D Combo
D > dc > C > →↓↘B > C > hjc > JB > JC > jc > JC > ↓↙←B

D > dc > C / ↓C > jc > JB > JC > JD > ↓↙←C

→D Combo
→D > →C > →↓↘B > C > hjc > JC > ↓↙←D > ↓C > →↓↘B > →↓↘A

→↓↘A Counter Hit Combo
→↓↘A CH > →↘↓↙←→C

Corner →↓↘A CH > →C > →D > →D > C mash (8 hit) > C > →C > →↓↘A [4100]

Corner →↓↘A CH > C > →C > →D > →C > ↓↙←D > →C > →↓↘C [4500]

Corner →↓↘A CH > →C > →D > →D > C mash (8 hit) > ↓↙←D >

Corner →↓↘A CH > C > →C > →D > →C > →↘↓↙←→D > →C > →↓↘C [4800]

Corner →↓↘A CH > C > →C > →D > →C > ↓↙←D > →C > →↘↓↙←→D > →C > →↓↘C [5100]

Corner →↓↘A CH > →C > ↓↙←D (Doesn't work on all characters)

→↓↘B Combo
→↓↘B > →↘↓↙←→C

→↓↘B CH > ↓↙←D > ↓B > C > hjc > JC > jc > JC > ↓↙←B

→↓↘C Counter Hit Combo
→↓↘C CH > →↘↓↙←→D

→↓↘C CH > C > hjc > JB > JC > jc > JC > JD > ↓↙←B

→↓↘C CH > C > hjc > JC > jc > JC > JD > landing ↓↙←B / mix up

→↓↘D Combo
→↓↘D > →↘↓↙←→C

Corner →↓↘D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←B

Corner →↓↘D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←D > land > ↓C > →↓↘B > →↓↘A

↓↙←D Combo

↓↙←D > ↓↙←C [3138]

↓↙←D > ↓↙←D > ↓↙←C [4218]

↓↙←D > ↓↙←D > ↓↙←D > ↓↙←C [4982]

^ Vs Rachel only Corner →↓↘D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←B

Corner →↓↘D > →C > dc > C > hjc > JB > JC > jc > JC > ↓↙←D > land > ↓C > →↓↘B > →↓↘A

Throw Combo
Neutral Throw > ↓↙←A (whiff) > dash B > C > ↓C > ↓↙←B [2396]

Neutral Throw > ↓↙←A (whiff) > (B) > C > ↓C > hjc > JB > JC > jc > JC > ↓↙←B [2657]

Neutral Throw > C mash (8 hit) >　→C　> dc > C　> hjc JB > JC　> jc JC > JD　[2513]

Neutral Throw > C mash (8 hit) >　→C　> ↓D > →C　> dc > C > hjc JB > JC > jc > JC > ↓↙←B [2953]

Corner Neutral Throw (2 hit)> →↓↘B > dash C > hjc > JB > JC > jc > JC > JD > ↓↙←B [2865]

Corner Neutral Throw (2 hit)> →↓↘B > dash C > →↓↘B > hjc > JB > JC > jc > JC > ↓↙←B

Back Throw > ↓↙←A (whiff) > C > ↓C > hjc > JC > jc > JC > ↓↙←B [3000]

Center Neutral Throw > ↓↘→D > dash →C > →C > dc > C > hjc > JB > JC > jc > JB > JC [3800]

^ ''Delay ↓↘→D a bit after the throw to connect. Two →C in a row.''

Corner Throw > ↓↙←D > →C > →D > C > hjc > JB > JC > jc > JB > JC [3800]

Air Throw > ↓↘→C [2242]

Air Throw > ↓↘→D > land > C > ↓C > hjc > JB > JC > jc > JC > ↓↙←B [3000]

Air throw > ↓↘→D > land, dash > jump throw > ~

Extra Tips
↘C > ↓↘→C/D

After finishing a combo with ↘C, you can cancel it to ↓↘→C/D to setup okizeme.

JB > JC > JD mix up

Whenever you finish a combo with JB > JC > JD, if JD freezes opponent, you can do mix up with: 1) air dash JD, cross up 2) ↓↘→D, not a cross up Any of them hit leads to another combo for Jin.

Ground freeze mix up

Anytime your opponent freezes on the ground after a combo, you can try the following:

1) Throw: opponent messed up throw escape when they struggle

2) ↓A > →A : overhead attack, must stand guard

3) ↓A > delay ↓B: low attack, must crouch guard

4) ↓A > throw: catch aggressive opponent with throw counter

5) →D: beats most attacks from struggle, and frame advantage on block

Musou Senshouzan (214 A/B/C)
You can use the various whiffed versions as a transport move.

A sneaky use is to use the A version at just the right distance where the move ends, but leaves you at throwing range. Whiff into throw.

Ground Hishougeki (236 D)
The multiple hits occur in series. In combos or block strings, you can throw out this projectile, run after it, and continue your chain while the projectile is still hitting.

Air Hishougeki (236 D)
There is a gap between the second and third projectiles that, when placed just right, forms a "lockdown cage" around your cornered opponent.

Baiting Bursts
In the air or on the ground, once you see the burst, jump cancel, block, punish with an air combo would be the safest option. On the ground, if you see a burst coming, you can time a EX srk so that the first hit goes through the burst, and then you release D and hit them on the way down! You can also theoretically use a 623B/C in the same way though the timing is different Also, you can Rapid Cancel and block.

Jin's movements

 * Jin can Rapid Cancel his projectile attacks after the opponent blocks or is hit by them. For example, do a 236B when the opponent is close to you, then after the opponent is hit or blocks it, do a Rapid Cancel.


 * After doing 214A/B/C/D while on the ground, you can Rapid cancel this and then air dash or double jump.


 * All characters (except tager) can super jump and then double jump or air dash.


 * Jin's backdash is pretty average IMO, not bad, not great. Same goes for his air mobility.


 * Jin's Ice Cars can help with air mobility, though they're all vulnerabile till you hit the ground (and for a few more frames after that).

Common tricks with Jin

 * Ice Car RC > high/low/throw


 * Mixup after freeze


 * 5A whiff > throw


 * 2C > throw break > continue pressure

How the freezing works

 * Normal drive attacks (5D, 6D, 2D, j.D) can only be the first freeze (not necessarily first hit) in a combo.


 * You can re-freeze from special drive attacks (those that cost 25% heat), throws, and distortion drives (just 632146D really).


 * (Calamity Trigger only) When the opponent is frozen, he can wiggle the joystick to reduce the amount of time frozen in the ice, though there is a minimum amount of time the opponent will be frozen (see Jin's frame data for how much). If you do a combo with a freeze the opponent COULD have shaken out of, the combo counter will turn dark (the word HEAT will turn to a darker color). Otherwise, the combo was guaranteed and the opponent COULD NOT have shaken out of the combo.


 * If you and your opponent trade hits, (say your 5D and the opponent's j.C trade), then the opponent is automatically freed from the ice.