Jin Kisaragi Move Data
Move Data Terminology

Move Cancel Damage LV PP P1 P2 EXE Active Recovery SD CH UT GRD GC  Attribute Note
Standing A rSJR 175 0 1000 80 82 6 3 9 -2 11 10 ALL 100 HB  
5B SJR 350*2 2 400 90 86 7 4(2)1 13 0 17 14 ALL 400*2 HB 1
5C SJR 710 3 200 80 85 10 4 32 -19 30 20 ALL 800 HB  
5D SR 710 4 100 80 80 20 8 16 -5 27 19 ALL 1200 HBP 2
6A (S)R 640 3 200 80 89 19 3 30 -16 39 17 HA 1600 HB  
6B SR 690 4 100 80 92 27 2 17 0 ET 19 ALL 1200 HB 3
6C SR 920 4 100 80 90 19 3 27 -11 42 38 HL 1100 HB 4
6D R 712 4 100 100 92 35 6 25 +12 ET 19 ALL 1200 HBFP 5
2A SJR 175 0 1000 80 82 7 3 6 +1 12 10 ALL 200 F  
2B SJR 450 1 1000 70 84 9 1 24 -13 24 12 L 200 F  
2C SJR 720 3 200 80 85 17 3 36 -22 46 24 HL 800 HBF  
2D R 712 4 100 70 92 25 3 36 +4 51 19 ALL 1200 HBFP 6
JA SR 175 0 1000 80 82 7 3 6 - 12 10 HA 100 H  
JB SJR 540 3 200 80 89 9 6 21 - 26 17 HA 800 H  
JC SJR 700 4 100 80 85 12 2 27 - 31 19 HA 1200 H  
JD SR 740 4 100 80 80 16 3 29 - ET 19 ALL 1200 H 7
3C SR 550 3 1000 100 60 10 3 29 -15 27 26 L 800 F 8
Dash Cancel - - - - - - - - Duration 22 - ET - - - -  
CA R 0 0 3000 50 82 10 4 32 -26 30 20 ALL 100 HB 9
Neutral Throw -,SR*2 0,840*2 0,4,4 3000, 100,100 100 100, 50,70 7 5 15 - ET 19 90000 - - 10
Back Throw -,SR 0,1240 0,4 3000,100 100 100,60 7 5 15 - ET 19 90000 - - 11
Air Throw -,SR 0,1240 0 3000,3000 100 100,60 7 3 18 - ET 10 80000 - - 12
Move Cancel Damage Lv PP P1 P2 EXE Active  Recovery SD CH UT GRD GC Attribute Note
236A R 712 4 100 100 92 25 - Duration 56 +1 ET 19 ALL 1000 HBP ※2
236B R 712 4 100 100 92 17 - Duration 67 -18 ET 19 ALL 1000 HBP ※2
236C R 712 4 100 90 92 49 - Duration 74 +7 ET 19 ALL 1000 HBP ※2
Air 236A/B/C R 712 4 100 100
[90]
92 18 -  Landing 19 [12] -9 ET 19 ALL 1200 HBP 13
236D R 712*3 4 100 90 87 27 - Duration 51 +42 ET 19 ALL*3 600*3 HBP 14
Air 236D R 712*3 4 100 90 92 20 - Until Landing +22 ET 19 ALL*3 1200*3 HBP 15
623A R 1000 4 100 80 92 6 3 23 -17 ET 30 HL 1200 HB 16
623B R 1100 4 100 68 92 17 3 38 -22 ET 56 HL 1200 HB 17
623C R 1200 4 100 50 92 20 3 51 -35 ET 48 HL 1200 HB 18
623D R 400,1100 4 100 120 92 13 3(22)3 42 -26 ET 60 HL 1200*2 HB 19
214A  R 560 4 100 100 92 17 9 12 + Landing 5 -7 UL 19 ALL 200 HB 20
214B (1) R 580 4 100 100 92 17 15 12 + Landing 5 - UL 19 ALL 0 HB 21
214B (2) R 1020 4 100 100 92 16 6 3 + Landing19 -9 UL 40 ALL 800 HB 22
214C (1) R 640 4 100 100 92 19 24 12 + Landing 5 - UL 19 ALL 0 HB 23
214C (2) R 1120 4 100 100 92 16 6 3 + Landing19 -9 UL 40 ALL 800 HB 24
214D (1) R 640 4 100 100 92 17 24 12 + Landing 5 - UL 19 ALL 0 HB 25
214D (2) R 1380 4 100 100 80 16 3 9 + Landing16 -9 ET 60 ALL 2000 HB 26
C Mash R 180*4~14 2 100 100 95 8 2(9)3(9)
3(9)3
20 -9 ET 14 ALL 100*4~14 HB 27
632146C R 800*N 4 100 100 80 1+8 - Duration 44 -17 ET 19 ALL 100*N HBP 28
632146D R 800 + 150*22 + 1000 4 10 100 97 5+5 - Duration 65 -37 ET 40 HL 1200 HBP 29

Notes
※1 Max freeze effect is 120F (with hit stop). Every left/right motion the opponent inputs reduces by 5 frames (however, no lower than the minimum amount listed on the move). Can't freeze more times in a row than the max amount listed for that move. Format (max amount of freezes, minimum freeze length)
※2 Projectile Property
1: Vacuum effect on 2nd part hit or block
2: Freeze effect (1, 54), 20-27 dash cancellable on hit or block
3: 4-22 invincible vs foot attribute low attacks, 10-32 airborne, pushback 26 on standing hit
4: Launches on hit, 19-42 dash cancellable on hit or block
5: Freeze effect (1, 84), hit stop 24, projectile property, guaranteed execution after 29
6: Freeze effect (1, 74), vacuum effect on hit or block,  hit stop 24, projectile property
7: Freeze effect (1, 64)
8: Knocks down, can't bounce tech on air hit
9: 1-20 invincible, blows to the side on hit
10: 2nd hit stagger effect (60), 3rd hit launches, freeze effect (3, 60)
11: 2nd hit launches, freeze effect(three hits, 60)
12: 2nd hit launches, freeze effect (three hits, 70),  hit stop 10
13: Must be above minimum height, [ ] indicates C version
14: Projectile property, freeze effect (10, 59)
15: Projectile property, freeze effect (10, 59), must be above minimum height, move's startup from the bottom is 20, 21, 22
16: Launches on hit
17: 6-19 invincible, launches on hit
18: 1-22 invincible, launches on hit
19: 1-15 invincible, first hit launches, freeze effect (10, 45), 2nd hit knocks down, can delay 2nd hit, comes out 8 after releasing, 80 frames of holding makes it unblockable(earliest 88 frames, max 97), hit stop 1st hit 0, 2nd hit 20
20: Ground version 4~, air version recovery is until ground + 5 on landing
21: For ground version 4~,  2nd hit comes out on hit or guard, air version recovery is until ground + 5 on landing, the recovery of this move is for whiffed
22: Knocks down/recovery is the same as ground version
23: For ground version 4~,  2nd hit comes out on hit or guard, air version recovery is until ground + 5 on landing, the recovery of this move is for whiffed
24: Knocks down/recovery is the same as ground version
25: For ground version 4~,  freeze effect (10, 59), 2nd hit comes out on hit or guard, air version recovery is until ground + 5 on landing, the recovery of this move is for whiffed
26: Blows to the side on hit, knocks down/recovery is the same as ground version
27: Forces standing on hit, 8th hit launches(untechable 42), hit stop 0, following button presses gets more hits (max 14), recovery changes depending on timing, lower attack (6 hit) portion -6, upper attack (8 hit) portion -8
28: invincible until 1 frame after super freeze, stagger effect(48), hit stop 0, projectile, passes through projectiles
29: invincible until 6 frames after super freeze, launches on hit, 1st hit freeze effect (20, 75), hit stop 30, projectile, 1st hit passes through projectiles, when hit the arrow is cancelled, if 1st hit connects, 2nd hit will come out

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