User:Waffles ns/sandbox/Jin

From SuperCombo Wiki

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
  • Hits really hard for a guy with no weapon
  • Heavy normals deal chip damage
  • Has a semi-infinite on a portion of the cast
  • 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
MVC2 jin art.png

Character Summary

Special Moves

Saotome Typhoon
  • Charge B.png, F.png + P.png
Saotome Dynamite
  • Charge D.png, U.png + P.png
Saotome Crush
  • Hcb.png+K.png
Hyper Combos

Blodia Punch
  • Qcf.png+Lp.png+Hp.png
Blodia Vulcan
  • Qcb.png+Lp.png+Hp.png
Saotome Cyclone
  • Qcf.png+Lk.png+Hk.png
Assist Types

Type α - Expansion Type
  • Assist: Lp.png Saotome Typhoon
  • Counter: Hp.png Saotome Typhoon
  • Combination: Saotome Cyclone
Type β - Anti-air Type
  • Assist: Hp.png Saotome Dynamite
  • Counter: Hp.png Saotome Dynamite
  • Combination: Blodia Punch
Type γ - Launcher Type
  • Assist: Mp.png
  • Counter: Mp.png
  • Combination: Blodia Punch

Moves List

Normal Moves

Ground Normals

Light Punch
s.Lp.png
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.


Medium Punch
s.Mp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (normal) - - - -

His launcher that hits point blank and not much farther. This is the medium you'll usually want to go for when grounded.


Heavy Punch
s.Hp.png
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.


Light Kick
s.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A far reaching kick that moves him forwards slightly.


Medium Kick
s.Mk.png
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.


Heavy Kick
s.Hk.png
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.


Crouching Light Punch
cr.Lp.png
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


Crouching Medium Punch
cr.Mp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
cr.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
cr.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
cr.Mk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
cr.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Normals

Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
j.Mp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
j.Mk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Command Normals

Air Down Heavy Kick
j.D.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -


Universal Mechanics

Universal Launcher (Punch)
Df.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (normal) - - - -

Seemingly identical to his standing MP.


Throw (Punch)
F.png+Hp.png
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.


Throw (Kick)
F.png+Hk.png
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.


Air Throw (Punch)
j.F.png+Hp.png
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.



Variable Attack (raw tag)
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jin flies in with a pose identical to his j.LK before cracking his knuckles upon landing.


Special Moves

Saotome Typhoon
Charge B.png, F.png + P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jin spins forwards as a flame tornado, hitting up to four times. The LP version goes about halfscreen and HP goes about fullscreen length. Because of the distance difference, LP Typhoon is more likely to hit more than once while HP Typhoon is better at getting you in (or out) of situations and intercepting stray assists.


Saotome Dynamite
Charge D.png, U.png + P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Saotome Crush
Hcb.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jin lunges forwards a bit, trying to grab his opponent's feet. If successful, he'll drag them along all four sides of the screen before dumping them into the corner he's facing and jumping backwards. It's a hitgrab, which means it can be blocked. Jin appears to be fully invincible while dragging his victim, so you could use that to avoid an assist, for example.



Hyper Combos

Hyper Combo Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Variable Assists

Assist Type
A1 // A2
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.


Assist Type
A1 // A2
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.


Assist Type
A1 // A2
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

Taunt
Start, {lk} + Start
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -



Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-jin.png



Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief