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{{MVC2 Character Intro|char= jin|full=Jin|short=JIN|content= | |||
{{MVC2 Character Intro|char= | |||
== Introduction == | == Introduction == | ||
Jin Saotome and his giant robot Blodia are from the giant robot fighting game Cyberbots. In the Marvel vs. Capcom games, Jin fights on foot, utilizing fiery punches and kicks, some disturbing clothes-exploding action, and several supers that call in Blodia from the sidelines. | |||
'''TO-DO''': Add frame data, as well as missing sprites | '''TO-DO''': Add frame data, as well as missing sprites | ||
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{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |content1= | ||
{{Content Box|content=''' | {{Content Box|content='''Jin''' is a brawler who can use his above-average range buttons & powerful supers to deal big damage fast and chip away the health of his enemies with his heavy normals and charge moves. His main weaknesses are his slow startup, long recovery, and lack of mobility, which make him lean towards a risk-reward style where he has to make every hit count. | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | * Hits really hard for a guy with no weapon | ||
* Heavy normals deal chip damage | |||
* Has a semi-infinite on a portion of the cast | |||
|cons= | |cons= | ||
* | * Laggy startup and recovery on most of his kit | ||
* He can't cancel grounded mediums into heavies which can feel weird | |||
* No additional movement options in the air make him a bit linear | |||
* Supers are kinda situational and punishable if they don't connect | |||
}} | }} | ||
}} | }} | ||
|content2= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
<center><youtube> | <center><youtube>p14ONMO8KR8</youtube></center> | ||
}} | }} | ||
}} | }} | ||
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|content1= | |content1= | ||
{{Content Box|header=Special Moves (Example)|content= | {{Content Box|header=Special Moves (Example)|content= | ||
; | ;Saotome Typhoon | ||
*{{ | *Charge {{b}}, {{f}} + {{p}} | ||
; | ;Saotome Dynamite | ||
*{{ | *Charge {{d}}, {{u}} + {{p}} | ||
; | ;Saotome Crush | ||
*{{ | *{{hcb}}+{{k}} | ||
}} | }} | ||
|content2= | |content2= | ||
{{Content Box|header=Hyper Combos (Example)|content= | {{Content Box|header=Hyper Combos (Example)|content= | ||
; | ;Blodia Punch | ||
*{{qcf}}+{{lp}}+{{hp}} | *{{qcf}}+{{lp}}+{{hp}} | ||
; | ;Blodia Vulcan | ||
*{{ | *{{qcb}}+{{lp}}+{{hp}} | ||
; | ;Saotome Cyclone | ||
*{{ | *{{qcf}}+{{lk}}+{{hk}} | ||
}} | }} | ||
|content3= | |content3= | ||
{{Content Box|header=Assist Types (Example)|content= | {{Content Box|header=Assist Types (Example)|content= | ||
;Type α - Expansion Type | ;Type α - Expansion Type | ||
*Assist: {{ | *Assist: {{lp}} Saotome Typhoon | ||
*Counter: {{ | *Counter: {{hp}} Saotome Typhoon | ||
*Combination: | *Combination: Saotome Cyclone | ||
;Type β - | ;Type β - Anti-air Type | ||
*Assist: {{hp}} | *Assist: {{hp}} Saotome Dynamite | ||
*Counter: {{ | *Counter: {{hp}} Saotome Dynamite | ||
*Combination: | *Combination: Blodia Punch | ||
;Type γ - | ;Type γ - Launcher Type | ||
*Assist: {{ | *Assist: {{mp}} | ||
*Counter: {{ | *Counter: {{mp}} | ||
*Combination: | *Combination: Blodia Punch | ||
}} | }} | ||
}} | }} | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= A quick punch ahead of him. While it deals a measly 2 damage (his other three light normals all deal 6 instead), it does reach very slightly farther than his crouching LP. | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 109: | Line 111: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= His launcher that hits point blank and not much farther. This is the medium you'll usually want to go for when grounded. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= A sliding flaming punch that knock the opponent back on hit. When cancelling this move into specials or supers you can get pushed back pretty far, so try to wait a bit before you do your next input to minimize this. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= A far reaching kick that moves him forwards slightly. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= A spinning double kick that raises him up around 35ish degrees forwards. This move can't be cancelled into anything while he's airborne so use it wisely. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Jin hops and comes crashing down with a burning horizontal drill kick. He can jump clean over a number of projectiles if you time it right. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Similar to his standing LP, but the range is slightly shorter. Despite this, it deals 6 damage instead of 2 so try using this move in combos instead of his standing LP | ||
}} | }} | ||
}}<br> | }}<br> |
Revision as of 16:10, 18 October 2021
Introduction
Jin Saotome and his giant robot Blodia are from the giant robot fighting game Cyberbots. In the Marvel vs. Capcom games, Jin fights on foot, utilizing fiery punches and kicks, some disturbing clothes-exploding action, and several supers that call in Blodia from the sidelines.
TO-DO: Add frame data, as well as missing sprites
Gameplay
Jin is a brawler who can use his above-average range buttons & powerful supers to deal big damage fast and chip away the health of his enemies with his heavy normals and charge moves. His main weaknesses are his slow startup, long recovery, and lack of mobility, which make him lean towards a risk-reward style where he has to make every hit count.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Saotome Typhoon
- Charge
,
+
- Saotome Dynamite
- Charge
,
+
- Saotome Crush
+
- Blodia Punch
+
+
- Blodia Vulcan
+
+
- Saotome Cyclone
+
+
- Type α - Expansion Type
- Assist:
Saotome Typhoon
- Counter:
Saotome Typhoon
- Combination: Saotome Cyclone
- Type β - Anti-air Type
- Assist:
Saotome Dynamite
- Counter:
Saotome Dynamite
- Combination: Blodia Punch
- Type γ - Launcher Type
- Assist:
- Counter:
- Combination: Blodia Punch
Moves List
Normal Moves
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A quick punch ahead of him. While it deals a measly 2 damage (his other three light normals all deal 6 instead), it does reach very slightly farther than his crouching LP. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His launcher that hits point blank and not much farther. This is the medium you'll usually want to go for when grounded. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A sliding flaming punch that knock the opponent back on hit. When cancelling this move into specials or supers you can get pushed back pretty far, so try to wait a bit before you do your next input to minimize this. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A far reaching kick that moves him forwards slightly. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A spinning double kick that raises him up around 35ish degrees forwards. This move can't be cancelled into anything while he's airborne so use it wisely. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jin hops and comes crashing down with a burning horizontal drill kick. He can jump clean over a number of projectiles if you time it right. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Similar to his standing LP, but the range is slightly shorter. Despite this, it deals 6 damage instead of 2 so try using this move in combos instead of his standing LP |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Air Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (high) | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (away) | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. Unless you're Thanos. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. Unless you're Thanos. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Special Moves
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Hyper Combos
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Variable Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Variable Assist move. Variable Counter is X. Variable Combination super is Y. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Variable Assist move. Variable Counter is X. Variable Combination super is Y. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Variable Assist move. Variable Counter is X. Variable Combination super is Y. |
Taunt
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Colors
First row: ,
, A1. Second row:
,
, A2.