Jin the Hedgehog, full name Jin Saotome, is a Mobian hedgehog that once was a target for G.U.N. due to his immense powers in the art of Ninjutsu before instigating retaliation. It is unknown how Jin became blind but it is speculated by some to of lost his eyesight during his strike back at G.U.N. A quiet individual, it seems that the loss of his eyesight has changed his mind from wanting peace to seaking out strong opponents.


Not much is known about Jin's past. He has stated that when he was younger he was trained by "Elder" in the art of Ninjutsu; some speculate the same person who also trained Espio the Chameleon. Jin's strength and his spiritual energy was so strong that he could also control the elements around him, which made him leave his village to search out for ways to expand and control his powers. For years Jin's powers slowly inclined.

However, his powers drew him unwanted attention from G.U.N. The organisation wanted his body in order to research his strengths and powers in order to create super soldiers in the fight against Dr. Eggman; dead or alive, the orders were to bring back Jin. For many-a-time, Jin had been headhunted by G.U.N for two years before suddenly losing track of him altogether.

Years later, Jin has mastered his powers as well as numerous amounts of Ninjutsu while training in complete seclusion. Deciding that he would end the chase altogether, the hedgehog storms G.U.N's central base as a one-man army. Disabling their power and communications, the soldiers could no longer call for backup and were in relative darkness. Jin destroy almost half of G.U.N's roster of soldiers and machines, as well as destroying the majority of their equipment, including their underground research facility entirely. However, in the warfare and post explosions, Jinrai was heavily injured and had lost his eyesight from the conflict.

After the ordeal, with G.U.N's research facilities destroyed, they called off the hunt for Jin in a cease-and-desist manner, knowing that their target was too powerful and too much a risk for them to acquire. Jin was able to escape the complex and indeed the surrounding areas to the wild, nursing himself back to health through his wilderness training before making it back to his training grounds.


Jin was once a brash, active and happy-go-lucky individual who vowed that he would protect his village as well as protect the Elder who had trained him, looking to him as a father figure. Some would consider Jinrai to be a hot-head and someone who could explode with emotions as the drop of a hat.

After he had left the village, he possessed incredible self-control of his emotions, constantly displaying an emotionless personality. He only showed surprise when opponents proved more powerful or skilled than he had expected, and even then he didn't lose his composure. He has also shown to have a sense of humour, albeit rather dry. He didn't possess any arrogance, and fully justified any statements he made about his power, even complimenting his opponents at times on their abilities.

In addition to being a powerful shinobi, Jin had equally impressive intelligence, and was shown to be very wise. He was exceedingly sharp and observant to any situation at hand, as he was rarely surprised or caught off guard. He also displayed great intuition, as he was almost never deceived and even then almost instantly realised the truth. Despite his status as a wanted criminal by G.U.N, and having wiped out their base, Jin took no enjoyment in violence or combat, instead preferring to avoid battle or, if this was not possible, end it as quickly as he could. However, when a strong opponent presents themselves, Jin feels an overwhelming desire to fight to the death.

Training Ninjutsu

Kawarimi no Jutsu (Body Replacement Technique)

Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals. This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.

Henge no Jutsu (Transformation Technique)

Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained. Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.

Bunshin no Jutsu (Clone Technique)

Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained. Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.

Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)

No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique. Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.

Nawanuke no Jutsu (Escaping Skill)

Ineffective against complex, electronic, or unique binds. Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.

Universal Ninjutsu

Kage Bunshin no Jutsu (Shadow Clone Technique)

  • Rank: B-B-B-B-B

When first learned, a single Shadow Clone can be produced. Each time re-learned, one additional clone can be made, for a maximum of 5. Please remember that regardless of the amount of clones made, the chakra is still divided evenly amongst all bodies. However, when a clone is defeated or chooses to disappear, whatever remaining chakra within their bodies, as well as their knowledge, returns to the user. The only exception is 'Bunshin Bakuha', which sacrifices the chakra return for a grand explosion. Kage Bunshin is an advanced, forbidden Ninjutsu technique, which grants the user the ability to create a tangible clone. The normal Bunshin technique creates a copy of the ninja that lacks any substance. However, Kage Bunshin distributes the ninja's chakra evenly among the clones and creates a real copy with form and substance, to the point the clone can utilize any jutsu the original ninja knows, and spawns with any equipment the user has one them at the time of the summoning. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

Bunshin Bakuha (Shadow Clone Explosion)

  • Rank: A

This technique can only detonate one clone at any given time. Likewise, it forfeits the knowledge\chakra one would naturally gain when their clone is destroyed. A follow up technique to the regular Kage Bunshin, Bunshin Bakuha is an advanced ninjutsu technique utilized by highly skilled and ranked shinobi in order for them to detonate a regular Shadow Clone at impressive levels. Once a normal Kage Bunshin is created, the user can detonate the clone at any time to form a very large explosion. The entire amount of chakra left within the clone forms the energy behind the blast, and although it lacks fiery properties, the sudden blast and subsequent implosion/explosion phase is enough to blast through rock easily, leaving serious dents in steel/metal creations

Fire Release Ninjutsu

Enkou Shinka (Essence of the Sacred Flames)

  • Rank: S

Katon, the birth of the flame itself. With but a mere thought, masters of the flame learn to birth their fire over large expanses. Intense training opens the door for other techniques, but they all rely on one simple core - the user's ability to birth a flame from a distance. Allows the user the ability to create, control and move Katon (Fire) chakra of their own for multiple purposes. Range of flame control and speed at which one can produce them depends on the highest rank known.

  • D: 10 meters / 2 meters per second
  • C: 20 meters / 4 mps
  • B: 30 meters / 6 mps
  • A: 40 meters / 8 mps
  • S: 50 meters / 10 mps

Goukakyuu no Jutsu (Great Fireball Technique)

  • Rank: C-C-C-C-C-C-C

Goukakyuu no Jutsu is a fundamental katon ninjutsu technique which allows the user to freely control fire itself as it leaves their body. The ninja does the necessary hand seals, draws chakra from their mouth into their chest and them immediately exhales it. During this point, they then blow a stream of fire which erupts into a large sphere of flames. To better manage the flames the ninja will bring their hand to their mouth to control it. Produces an intense stream of fire that can move as long, as far and as fast as one's 'Enkou Shinka' rank, halved. Because the flames are slightly more intense than other katon jutsu, each time this is retrained, the user can stack 'C' ranked burning damage. However, for every fourth retraining, chakra consumption will go up by one. Stream can last up to a whole turn, but when using this jutsu, the user must be standing still.

Housenka no Jutsu (Mythical Fire Phoenix Technique)

  • Rank: C-C-C-C-C-C-C

Basic yet very effective within the Katon arsenal of jutsu, this technique allows the ninja to emit a series of small fire balls after a simple set of handseals are made. The ninja can also hurl a projectile which is covered in these same flames. To the opponent the attack appears to be only the balls of flame, because they do not see the hidden threat within the flames. The flames can be used to cover different projectiles like shuriken or kunai, and only select doujutsu and bloodline abilities allow the user to see through the deception. Distance of fireballs and speed at which they can travel depends on the highest rank known of 'Enkou Shinka'. Up to one fireball can be made, plus one more each time retrained. However, after every fourth retraining, chakra consumption will go up by one. Fireballs travel in a straight line, but can be manipulated individually if the user is still, is holding the last seal of the jutsu, and has eye contact with the fireball they wish to control.

Gouryuuka no Jutsu (Great Dragon Fire Technique)

  • Rank: B-B-B

An evolution of the Great Fireball, the user is now able to take the flames expelled and morph them into fast moving projectiles. Fierce and potent, this Katon ninjutsu allows the user to expel fireballs in the form of a dragon’s head after forming the needed hand seals. Shot from the mouth, these powerful fireballs can punch through concrete and wood with ease, and leaves a terrible fiery explosion in its wake. Distance and speed at which the dragon heads can travel depends on the user's highest 'Enkou Shinka' rank. Dragon heads measure 1/5th of one's 'Enkou Shinka' distance. Up to 1 dragon head can be fired, plus one more each time retrained. However, after every third retraining, chakra consumption shall go up by one. Upon contact, dragon heads explode in a napalm like nature, spreading the flames all around in a radius equal to the size of its head; each explosion contains bonus burning damage equivalent to the stacked 'Great Fireball' retraining. As with 'Great Fireball', when using this jutsu, the user must be standing still in order to control the powerful blasts of fire.

Wind Release Ninjutsu

Kiroku Gaijuu (Blasting Wind Domain)

  • Rank: B

Though powerful, Fuuton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with the wind release and its control grows, so does the range at which they can become deadly with it. Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.

  • D: 10 meter range / 3 meter per second
  • C: 20 ms / 6 mps
  • B: 30 ms / 9 mps
  • A: 40 ms / 12 mps
  • S: 50 ms / 15 mps

Kazekaeshi (Wind Return)

  • Rank: C

No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect. Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.

Kamikaze (Hair Wind)

  • Rank: C

Although not meant for direct attacks, this technique can greatly enhance any offense with a simple burst of wind. Intended mainly for katon jutsu and fires overall, the user will use this in conjunction with their flames, enhancing their damage and area of effect greatly. The winds come in the form of pillars, and its currents can flow anyway the user desires in order to manipulate the flow of fire. Increases damage of Katon jutsu by one rank, and increases area of attack, up to double the normal creation size. Range depends on katon jutsu/item being enhanced, and highest rank determines strength of Katon jutsu being enhanced.

Daitoppa (Great Breakthrough)

  • Rank: C-C-C-C

A staple Fuuton technique, Daitoppa allows the user to blow a single strong current from their mouth, expelled in a cone like fashion forward which carries enough power to knock anything in its way down. This technique is very simple to execute – the user makes the right seals, simply takes a deep breath, and let’s go! Distance at which blast can travel depends on the user's Kiroku Gaijuu range, halved. Each time retrained, additional 'C' ranked blasting wind damage is added. However, for every 4th one obtained, chakra consumption for this technique will go up by one!

Kamaitachi (Cutting Whirlwind)

  • Rank: C-C-C-C

This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling wind chakra at either their weapon or their arm, the user swings it around and brings forth a most intense tornado, coming out from the weapon. Once it strikes the opponent, the tornado tips upward and takes the user up, keeping them imprisoned by the strong currents, and delivering multiple waves of cutting/slicing damage onto their bodies, as well as dropping them hard onto the ground afterward. Can capture up to 1 victim in a mini tornado finisher, plus one more each time retrained. This technique requires no hand seals when used with a fan type weapon; however, the technique will requires seals if the arm is used to facilitate it. Distance at which the blast can travel and coverl depends on the user's Kiroku Gaijuu range.

Dai Kamaitachi (Great Cutting Whirlwind)

  • Rank: B-B-B

This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling chakra to a limb or weapon, the user executes a large swipe, letting loose an intense wind in a sixty degree cone. The winds are razor sharp, cover a wide area, and can cut through trees like butter. Blast measures between 10 meters, pierces barriers 'B' ranked and below, and can stack 'B' ranked bonus damage each time retrained. However, after every third retraining, the consumption will go up by one. This technique requires no hand seals when used with a fan type weapon; however, the technique will requires seals if the arm is used to facilitate it. Distance at which it can travel depends on the user's

Experience Points

3,400 / 4,150

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