Marvel vs Capcom 2/Jin/Combos: Difference between revisions

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Similar to his solo semi-infinite with [5HP, 2LP], Jin can also use 5HP > raw tag to set up follow-ups and infinites for other characters, like [https://www.youtube.com/watch?v=chcdY_3usAE Magneto]. Since you can't DHC after Blodia Punch's last hit causing Flying Screen, raw tagging off an OTG 2LK > 5HP can be a good back-up plan to get a different character in (and they can spend meter after if their raw tag hits).
Similar to his solo semi-infinite with [5HP, 2LP], Jin can also use 5HP > raw tag to set up follow-ups and infinites for other characters, like [https://www.youtube.com/watch?v=chcdY_3usAE Magneto]. Since you can't DHC after Blodia Punch's last hit causing Flying Screen, raw tagging off an OTG 2LK > 5HP can be a good back-up plan to get a different character in (and they can spend meter after if their raw tag hits).
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[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 16:59, 27 July 2024

Combos

(will be translated to numpad, and redundant/suboptimal ones will be removed or updated)

-Charge b,f + LP XX qcb + PP

-Jump LK > LK \/ d.s.LK > s.HK

-Jump LK > LK \/ d.s.LK > s.HP

-Jump LK > LP \/ d.s.LK > s.LK

-Jump LK > LK \/ d.c.LP > c.LK

-Jump LK (charge b) > LP \/ f + LP

-Jump LK (charge b) > LP \/ f + LP XX qcb + PP

-Jump LK (charge b) > LP \/ s.LK XX f + HP XX qcf + KK/qcb + PP

-Jump LK (charge b) > LP \/ s.LK XX f + HP XX qcf + KK (charge d), u + P

-Jump LK > LP \/ d.s.LK XX hcb + K

Jump LK > LP \/ d.s.LP > s.LP XX qcf + KK

-Jump LK > LP \/ d.s.LP > s.LP XX qcf + KK (charge d), u + P

-Jump HK (charge d) \/ c.LP > c.LP XX u + P

-Jump d + HK \/ d.s.LK XX qcf + PP

-Jump HK \/ d.c.LP > c.LP XX qcf + PP

-Jump HK \/ d.s.LK > c.HK XX qcf + PP

-d.c.LP > c.LP XX qcf + PP

-d.s.LP > s.LP XX qcf + KK, c.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP

-Jump d + HK \/ c.LK > c.HK XX qcf + PP

-Jump d + HK \/ d.s.LP > s.LP \/ sj.LP > sj.LK > sj.LP > sj.LK, f + HP

-Jump LK > LP \/ d.s.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK

-Jump HP \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP

-Jump HK (charge b) \/ s.LK XX f + HP XX qcf + PP

-Jump d + HK (charge d) \/ c.LK > c.HK XX u + P

-Corner d.c.LP > LP XX qcf + PP (charge d), c.HK XX u + P XX qcf + KK

-Corner s.LP > s.LP XX qcb + PP

-Corner Jump LK > LK \/ d.s.LK XX qcf + PP, d.c.LK > s.HP

-Corner Jump LK (charge d) > LK \/ c.LK > c.HK XX u + P XX qcf + KK

-Corner Jump LK (charge db) > LP \/ c.LP > c.HP XX f + HP XX qcf + KK

-Corner Jump LK > LP \/ d.s.LK XX qcf + PP (charge db), c.HK XX f + LP XX qcf + KK

-Corner Jump LK (charge db) > LP \/ c.LP > c.HP XX f + HP XX qcf + KK (charge d), u + P XX qcf + KK)

-Corner Jump HP \/ d.s.LP > s.LP XX qcf + KK (charge d), u + P XX qcf + KK

-(charge db) c.LP > c.LP XX f + LP XX qcf + KK (charge d), u + P


Blodia Punch OTGs

As mentioned on his main page, Blodia Punch can be OTGd off of if you can get a hitbox to reach them in time, if they don't mash to wake up from the knockdown sooner. Your go-to moves for OTGing in this case are 2LK, 2HK, and Dynamite:

-2LK is faster than 2HK, and is the best choice if you don't have charge for Dynamite or meter to cancel Dynamite into Cyclone. Off a 2LK, you'll want to chain into 5HP into Typhoon > Cyclone, or 5HP into raw tag for combos (explained below). The screen lock effect from Blodia Punch causing Flying Screen actually allows several characters like Ken and Amingo to do their infinites on the 'wall' it creates if their raw tag connects!

-While 2HK reaches farther and hits harder than 2LK, it's riskier to go for since your opponent can mash to wake up from Blodia Punch's knockdown. As an HK, you won't be able to 5HP, so your options for more damage afterwards is to Typhoon or Dynamite. In the corner, [2HK can OTG into another Blodia Punch].

-With meter, Dynamite can work best in the corner, where the wall keeps them close enough for Cyclone to combo.


Flying Screen Deterioration

Flying Screen route into 2LP 2HP loops: https://www.youtube.com/watch?v=ZUWAa-EDluQ


Semi-Infinite

https://www.youtube.com/watch?v=lHflH419o78

Semi-Finite Corner - Who it works on

In corner while holding forward - [5HP, link 2LP] * loops (video of the loop)

Jin has a Semi-infinite on a couple characters with loops on part of the cast. Anything below 4 isn't really worth attempting unless your execution is mad good, then you can probably get more than 1 loop. (These were done by hand but I'm 90% sure all -'s can't be looped because their hitbox isn't low enough when they recover).

"Only characters 'worth' using it on: Commando (easiest) / Mega Man / Servebot / Jin / Ryu / Colossus, otherwise you're better off going into an easier j.LP > whatever after 5HP in the corner"


5HP into Raw Tag

Similar to his solo semi-infinite with [5HP, 2LP], Jin can also use 5HP > raw tag to set up follow-ups and infinites for other characters, like Magneto. Since you can't DHC after Blodia Punch's last hit causing Flying Screen, raw tagging off an OTG 2LK > 5HP can be a good back-up plan to get a different character in (and they can spend meter after if their raw tag hits).



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