JIN FAQ v1.0
FOR MARVEL VS CAPCOM 2: NEW AGE OF HEROES
BY: A.Warren
Please don't copy any of this stuff. There's not much a I can do if you do, other than
curse you and your future offspring with all sorts of horrible skin infections.
To contact me, e-mail me at
[email protected].
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REVISION HISTORY
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21 June 2000 - First draft submitted
27 June 2000 - Fixed up typos, added a few combos and strategy.
Coming soon - Useful partners/assists
More advanced combos
Assist descriptions
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CHARACTER OVERVIEW
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Jin Saotome was first seen in the Capcom game Cyberbots, in which Jin piloted his robot
Blodia, generally wreaking havoc all round. Jin first stepped out of his robot in Marvel
vs Capcom, and he makes his second appearance in Marvel vs Capcom 2. If you've never used
Jin before, you may be thinking 'why choose Jin?'. Well, the first reason is that Jin has
probably the best power to size ratio (its a car thing) in the game. He has incredible power
for such a little guy. Second, all his regular punches and kicks have great range and
priority. Also, his medium and strong punches and kicks set the opponent on fire, and do
chip damage to all characters. The third reason is that he has very good specials and
supers (providing you don't overuse them). Finally, there are a number of small things
which, overall, add up to make Jin one of the most dangerous characters in the game. His
super-armor powerup, his great assists, he even has a damaging taunt. If you used Jin a lot
in MvC, then all of this should be familiar to you. However, Jin has had a number of
changes between MvC and MvC2, and overall, I believe he is quite a lot more powerful in
his latest outing.
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LEGEND
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UB U UF QCF = Roll the joystick a quarter circle forward, from D through DF to F.
\ | / QCB = Roll the joystick a quarter circle back, from D through DB to B.
B _ _ F HCF = Roll the joystick a half circle forward, from B through DB,D,DF to F.
HCB = Roll the joystick a half circle back, from F through DF,D,DB to B.
/ | \ DP = Move the joystick in the dragon punch motion, from F to D to DF.
DB D DF BF = Charge the joystick back then go straight to forward.
DU = Charge the joystick down then go straight to up.
JAB FIERCE ASSIST 1 To access Strong Punch, push Jab twice in a combo.
\ | / To access Forward Kick, push Short twice in a combo.
O O O Assist 1 calls the second character to do an assist.
Assist 2 calls the third character to do an assist.
O O O
/ | \
SHORT ROUNDHOUSE ASSIST 2
SJ - Perform a super jump by pressing Short+Roundhouse, or by quickly moving the joystick
from D to U.
DHC - Delayed Hyper combo, performed by doing the motion for your second character's
super while your first character is performing his super.
XX - Means cancel one move into another.
OTG - Hit your opponent off the ground. Only certain moves can do this, and your opponent
is able to roll to avoid being hit.
Team Super - Performed by pressing A1+A2. Depending on your number of super meters, two
or three of your characters will perform super simultaneosly.
AC - An air combo is performed by pressing up after you character's launcher move hits.
You can the perform you character's air combo series.
SNAPBACK - Performed by inputting QCF+A1 or A2. It knocks the active character off the
screen and forces one of the remaining characters onto the screen, depending on what
button you push.
VARIABLE COUNTER - Performed by doing a quarter circle from B to D+A1 or A2 while you are
blocking an attack. The assist button pressed determines which character of yours
performs the counter.
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COLOURS AND OTHER STUFF
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JAB - Jin's regular colour from MvC. He has a white suit, with orange trim. He glows orange
when he is in super-armor mode. Red Blodia.
SHORT - Black suit with gold trim. Blue Blodia. Jin glows silver when powered up.
FIERCE - Red suit with blue trim. (Yuck) I think Blodia is black. I'm not sure what the
powerup colour is.
ROUNDHOUSE - Green suit with gray (my fave). Green Blodia. Again, not sure of his powerup
colour.
A1 - Pink suit with white trim. Jin glows hot pink in powerup mode (yay!). Reddish pink
Blodia.
A2 - Dark blue suit with gold trim. Yellow Blodia, and Jin glows blue.
TAUNT- Jin strips his clothes off down to his underwear, and rubs himself with a piece of
cloth. If you ram the punch buttons while doing this, Jin will rub himself faster and
faster, until his glows, and finally flames appear on him. If someone should happen to
touch Jin while he is on fire, they will be knocked away, and sustain a small amount of
damage.
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ASSISTS, COUNTERS AND TEAM SUPERS
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ALPHA - Jin Typhoon/Jin Typhoon/Great Cyclone
BETA - Jin Dynamite/Jin Dynamite/Blodia Punch
GAMMA - Standing strong/Standing strong/Blodia Punch
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REGULAR MOVES ANALYSIS
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JAB - Standing Jab is just a straight punch to the torso. Slower than most jabs, and its
only real use to combo into Jin's launcher. Crouching jab is basically a crouching version
of his standing jab, and again is mainly useful for combo purposes. Jumping short is also
fairly useless, as Jin has some far better jumpins. Useful only for starting air-combos.
SHORT - Standing short is quite a useful move, Jin kicks at about chest height with one
foot. It has good range, and is quick compared with most of Jin's moves. Basically use it
for poking at the opponent. Crouching short is another useful move, and has even more range
than his standing short. Jumping short isn't very good and again, should only be used in
air-combos.
STRONG - Standing strong is Jin's launcher, and a fairly standard one too. It hasn't got
many anti-air properties, so should not be used in that fashion. Crouching strong is one of
Jin's best moves. Jin kneels and punches downward with his fist on fire. As it is a fire
move, it causes chip damage, and sets up a Blodia punch perfectly. Jumping strong is an
upwards flaming punch. Due to the button system in MvC2, you're only going to do this in a
combo, so there isn't much to explain here.
FORWARD - While standing, this is a jumping double kick that goes up and forward. Fire
move, and therefore does chip damage. This used to be quite a useful move, but since you
need to combo into it now, its only purpose is to stuff up your combos. Crouching forward
is a vertical version of the s. forward, and used to be a good anti-air move, but is now
more or less useless, just like the standing version. The jumping version is just an
upwards flaming kick that you should only ever do in air-combos.
FIERCE - This is Jin's bread and butter punch. Standing is a straight, powerful flaming
punch. Because Jin leans forward when he does this, it has terrific range. Although it is
slow to recover, it comes out very quickly, and is good for punishing mistakes. Crouching
fierce is even better. Jin does a flaming backhand which is so powerful, it knocks the
opponent all the way across the screen. You used to be able to combo a Blodia punch after
this, but I haven't had much success with it in MvC2. Even so, it is great for getting
someone out of your face. Jumping fierce is a downward flaming punch, with great priority.
This is one of Jin's three really good jumpins. It is also an air-combo finisher, and
knocks your opponent downwards.
ROUNDHOUSE - Another great set of kicks, standing roundhouse sees Jin jump up and forwards,
then come down at an angle with his feet making a big flaming drill. Great reach, although
it is quite slow. His crouching roundhouse is Jin's signature move I guess. Jin slides
forward along the ground with both feet forming a flaming drill. Priority, range, power,
it even comes out fairly quickly. The only problem is its recovery, which can be overcome
in a number of ways. Jumping roundhouse is another really good jumpin, with Jin doing a far
reaching flaming double kick.
AIR DRILL KICK - Executed be holding down and pressing roundhouse, this move has been
greatly improved since MvC. Whereas it used only to hit once, now it will hit as many times
as it can before Jin hits the ground. Usually it hits 3-4 times when you jump in on
somebody with it, sometimes it can hit many more times, if you happen to hit a jumping
opponent with it, while in the corner. It has insane priority, and its 45 degree angle is
bound to cause confusion in a few opponents. Also sets the opponent on fire, giving you
time to land, walk forward if need be, and the launch into a nasty air-combo.
PUNCH THROW - Jin just grabs the opponent, rushes forward while Blodia's fist comes out of
the screen behind them. After Jin slams them into Blodia's fist, he bounces back a long
way, so there don't seem to be any combo opportunities with this. Reasonable priority.
KICK THROW - Jin grabs the opponent, throws them to the ground, then kneels on them and
starts beating them with his fists while yelling some incomprehensible gibberish. Very
entertaining. Again, reasonable priority.
AIR THROW - Just an air version of Jin's ground punch throw. It seems to have better
priority.
SNAPBACK - Jin's snapback is his Crouching Fierce punch.
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SPECIAL MOVES ANALYSIS
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JIN DYNAMITE - Charge D, U+P - Jin explodes his clothes off, spraying the opponent with red
hot laundry, while screaming something incoherent. While this takes place Jin is completely
invulnerable making it very versatile. A great anti-air move, it can stop pixie types, who
like to get right in your face, in their tracks. You can even cancel fireballs with, if you
are very brave. It does have significant lag though, so you want to make sure you hit with
it.
JIN TYPHOON - Charge B, F+P - Jin rushes forward, spinning so fast that he becomes a human
cyclone. This seems to have been improved since MvC, it has less recovery time, and seems
to travel faster. It juggles an opponent, making it a useful assist, and it can also be
used in Gamma Charge fashion, to quickly get to an opponent and punish a mistake before
they are able to recover.
JIN CRUSH - HCF+K - A totally useless command throw, it takes ages to initiate, is
blockable, and is near impossible to land in every way. There is no way to combo it
(actually, it seems there is a way to combo it. Oops.), and the time Jin takes to recover
from it means you will likely eat a super for you efforts. Why Capcom even put this move in
is completely beyond me.
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SUPER MOVES ANALYSIS
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BLODIA PUNCH - QCF+PP - This is an all-round great super. Jin screams 'BLLOODIIAAAA!!',
punches with his flaming fist, then Blodia's fist, in imitation of Jin, rushes out of the
side of the screen and punches the opponent. It does extra damage if you get both Jin's
fist and Blodia's to connect. This super is quite versatile, is easy to combo, and is a
proven assist killer. The only problem is that Jin takes a little while to recover, so
don't just throw it out as if it were a Shinku Hadoken. Blodia's fist tends to protect Jin
while it is out. Also, because Bodia's fist comes out from behind Jin, it is sometimes
possible to trap someone between Jin and Blodia, causing really big damage.
BLODIA VULCAN - QCB+PP - Not quite as useful as the Blodia punch, because it takes a long
time to initiate, it is a good super nonetheless. Probably the best thing about is that it
covers the full screen with a hail of bullets, so if you can catch an opponent with two or
three characters on screen, its time to cackle with glee. This is also the super to use
during a DHC. I'm currently working on ways to combo it by using assists.
GREAT CYCLONE - QCF+KK - Jin's super jumper repellant, it can often cross someone up, if
you do it when they are directly above you. If you do connect with it, your opponent will
love lose a hefty chunk of energy. Unlike the Jin Typhoon though, it has next to no
horizontal range, so you don't want to mistime it.
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COMBO SECTION
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BASIC COMBOS
1. J D+Roundhouse, S Jab, S Strong, SJ Jab, SJ Short, SJ Strong, SJ Forward,
SJ D+Roundhouse
This is Jin's basic air combo. It can be tricky to land all the hits, it usually helps
to do the sequence more slowly than you would for a regular AC. Alternative AC
finishers are SJ. Fierce and sj.roundhouse. It may even be possible to Finnish with an
air throw, I haven't really tried it.
2. J D+Roundhouse, C Short, C Roundhouse, Jin Dynamite
Jin's bread and butter combo. You should only add the roundhouse and dynamite part if
you know you are going to hit, due to the recovery time for each move.
3. J D+Roundhouse, C Jab, C Strong, Blodia Punch
The best way to link a Blodia punch. Easy to do and big damage, and a very useful combo
overall.
4. J D+Roundhouse, C Jab, C Fierce
Not a huge combo, but great when you want to get an opponent away and give yourself
some breathing space.
5. C Short, C Roundhouse XX Blodia Punch
For this to connect you need to be quite close to your own corner of the screen, so
that Blodia's fist doesn't need to travel too far. If you try to do it in the other
corner, the opponent will have recovered by the time Blodia's fist gets there.
6. S.Jab, S.Strong XX Great Cyclone
This combo seems to require really fast fingers. You need to cancel into the great
cyclone immediately after you launch the opponent. If you do hit though, you can hit
OTG afterwards in a variety of ways.
7. C Jab, C Strong, Jin Typhoon XX Blodia Punch
Jin benefits here from the new cancelation system. I think you can also substitute the
Blodia Punch for a Great Cyclone, I havn't tested it yet though.
ADVANCED COMBOS
There will be something here soon. I'm trying to test a lot of tricky combos at the moment,
but it is really hard around here to get a chance to play the computer for any length of
time.
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STRATEGY SECTION
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* A trap that a lot of people fall into when playing Jin is becpming very
repetitive very quickly. Remaining unpredictable with Jin can be quite a challenge, but it
is by no means impossible. Try not to rely just on his #2 combo. Jin has quite an array of
short damaging ground combos, which are often overlooked.
* Having made the above point, Jin's #2 combo is probably his best ground combo, and you
will still be using it quite a lot. One thing you will learn rather quickly with Jin is
that people see this combo coming, and if they block it, will usually punish you after the
dynamite. So, if this combo is blocked, don't do the dynamite. People will expect it, and
will remain blocking, so you can simply recover from the D+Roundhouse and walk up and throw
them. They should catch on to this after a few times, and you can go back to doing the
dynamite, and hit them is they try to retaliate. By mixing up the timing with it, you can
be really annoying.
* Another big point with Jin is - don't overuse his specials or supers. They all have
significant recovery time, and Jin will be taking a lot of damage if you use them at will.
The Jin Dynamite should only be used in combos, the typhoon to chip, or to hit someone after
a missed move, Gamma Charge style. Don't even bother with the Jin Crush, unless you have a
deathwish. The Blodia Punch is a great move, but has lots of recovery time. Therefore, I
only use it during a combo, or while someone is recovering from a missed move. The Blodia
Vulcan has worse recovery than anything else in Jin's repetoir, so you should be extra
careful with it. It can be good against beamers, if you can time it so that Jin gets off the
screen just as the beam comes out. Other than that though, I really only use it in DHCs.
* Try not to get pinned down by anyone with Jin. He is primarily an offensive character, and
works best applying maximum pressure to an opponent. If you are being forced into a corner,
there are a few techniques available to Jin. First is Jin's crouching fierce. It will send
your opponent to the other side of the screen faster than you can scream 'hootchie mamma!'.
Also, his Jin Dynamite can be used similarly. Don't commit to it unless you are fairly sure
it won't be blocked. Jin's final option (and one a lot of people forget) is the Great
Cyclone. This is especially good if you can catch someone directly above you, as it quite
often crosses people up.
* Jin is a great character for dealing with annoying assist happy players. The Blodia Punch
can potentially hit all characters on screen, unlike many supers (such as the Mega Optic
Blast) which can only hit one character at a time. It also comes out quickly, does a lot
of damage and Blodia's fist can often protect Jin from anything that the active character
might try. I have also had it suggested to me that you use the Blodia Vulcan in these
situations. In my experience this isn't that great an idea. The thing about the Vulcan is
that it only does serious damage if it switches to the view from Blodia's cockpit (if that
word makes you giggle then congratulations, you are as immature as I am!). The only way
that you can get the cockpit screen to initiate is if you hit the active character (not the
assisting character) with it while they are not blocking. So even if you hit the assisting
character with it, if the active character blocks, it will do hardly any damage to the
assisting character. Also, the recovery on this move means that the opponent will do
something unpleasant afterwards.
* If you are in an end of game situation with Jin, remember, his medium and strong punches
and kicks all do chip damage, so use these, and NOT the Blodia Punch. Use the BP, and you
will likely take a Juggernaut Headcrush for you troubles.
* Jin is a really good character for killing the big guys. His air drill kick simply eats up
super armor, and Jin can dominate them effortlessly. The guys Jin has trouble with are the
keepaway characters. Cable, Doom, Ironman etc can give Jin a major headache. You can try to
hit them with a vulcan as they beam you, but other than that the best solution is to get a
beam of your own, as an assist, or just tag out to a better character for these situations,
such as Omega Red, or Venom.
* Jin is a fairly well rounded character, and as such can work well at any position in a
team. My preference however is to have him second or third in the order. That way you can
take advantage of his nifty assists during the early game. When Jin's turn comes around, he
will have plenty of super bars to provide him with some very nasty combos. If he's still
around at the end of the game, he can chip someone to death with just his normal moves, and
if they make that vital mistake, Jin can Blodia Punch them into oblivion. Also, Jin can take
advantage of his desperation powerup.
* Concerning the desperation powerup, think of it as there just to give that small advantage
that might make the difference between winning and losing. If you are confident, and still
have more that a few pixels of energy, you can use it to launch them (using DF+Fierce) and
AC, and hopefully the armor will absorb the jumpin. You can try a similar tactic with the
Blodia Punch. However, I prefer just to dash in and attack, and hope that if they do try to
do anything nasty, Jin will absorb it, then lay the smack down - or something.
* A final tip, it often helps to scream 'BLOOODDIIAAAAAA!!!' whenever Jin does. It can
sometimes distract your opponent. Either that or people will just think you are an idiot.
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THANKS TO
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Capcom, for making such cool games; Ug the Caveman, and everyone else at my arcade, for
sharing their knowledge, and providing me with such enjoyable fights (Even the cheapo's);
Everyone from the fighters.net forum, for knowing so much about this great game, and me,
cos I typed this.