Jin Kisaragi/Move List

CP= 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 with the latter move, opening new forms of mixups for Jin (but once again, said mixups are still dependent on meter).

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 (kanji being 'Suppressing Blade'), which causes any move involving Yukianesa's blade to freeze his target, and refreeze them in the same combo as well. CS/CSII/CSEX= 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. CT= Jin is the quintessential Jack-of-All-Trades/Stats character in comparison to his brother Ragna, where he does everything great but not as well as others; however, traits of his that stand out are his solid normals backed up by decent frame-data (making them viable for both ranged-pokes and pressure) and his well-rounded moveset (having a projectile, anti-air and expansion-coverage specials like many starting fighting game characters). With this in mind, Jin can zone, keep aerial approaches in check and start an offense via gap-closing on his own.

However, one of the primary stand-outs of his moveset is his Drive, Frost Bite (kanji being 'Zero Blade'), which is what gives Jin a powerful whiff-punish game in the neutral. He is by far the one character in the cast to focus on freezing his opponents, which allows for free combos off of a solid freeze (no joke intended) which in turn makes his aforementioned neutral game very deadly. This also comes in the form of him being the only character with EX Special Moves (special moves that cost minor percentage of the primary resource in fighting games to use), making his overall playstyle very rewarding if managed well (and also making him the only character prior to Chronophantasma to have 4 sections on his Heat Gauge instead of 2).

Jin though, is not without his weaknesses. First off, his Drive, while potent, cannot be abused to the point of frequent refreezing outside of EX Moves in combos. This often forces his freezing mechanic to be regulated through gimmicks as opposed to conventional means (and also forcing him to keep track of which moves he repeats during a combo). His Jack-of-All-Trades/Stats playstyle also forces him akin to his brother Ragna, to also play a bit unconventionally against characters with more dominant mechanics/playstyles. In regards to his EX Moves, this also makes Jin very resource dependent as he needs EX Moves to both refreeze in combos and to also make use of their solid properties (such as extra damage and/or invincibility frames).

Another weakness of his to offset his powerful poking-pressure game is his lack of grounded-overhead conversions. His 6A, while potent and also forcing crouch for crouching-state combos, cannot be chain-cancelled out of without the use of a Rapid Cancel (which in turn makes his mixup even more resource dependent in tandem with his EX Moves), while also lacking safe anti-airs (both 2C and Rehhyō are unreliably slow, while Fubuki can easily be punished if whiffed/blocked). Overall, this causes Jin to both be a safe character (with some declaring him to be a bit of a 'scrub character') while making sure his decisions often matter and being forced to rely on specific gimmicks.

Basic moves
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Drive
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Special moves
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Distortion Drives
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Astral Heat
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