Marvel vs Capcom 2/Jin

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Introduction

MvC2jin.png

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.

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-jin.png

Moves List

Normal Moves

Standing

LP: Weak nothing punch.

MP: Jin's launcher, decent damage, short range.

FP: A strong flaming punch with really good range.

LK: A quick kick that does okay damage and moves Jin slightly forward.

MK: A spinning kick that does two hits and knocks your opponent away.

FK: Jin jumps forward and does a drill kick. It can hit from all the way across the screen, and knocks the opponent down.

Crouching

LP: Stronger than a standing jab.

MP: Jin smashes downwards with a flaming fist. Quick and the damage is about right.

FP: Decent damage and speed, knocks the opponent over and will push you back a ways.

LK: Has some nice range for a short, and will knock you back a bit.

MK: Jin kicks upwards. If you do this after a crouching short you'll be knocked back too far for it to connect, unless you're fighting some huge guys or your opponent's moving forward or something.

FK: Ground drill kick. Doesn't have the range of the standing roundhouse, but comes out faster and does the same damage.

Jumping

LP: Weak as ever.

MP: A regular forward flaming punch. Seems like it'd be good in a combo.

FP: A downwards smash. Pretty good for catching someone in the air, I think.

LK: I think Jin's scream is funny. Not much else to say about this one.

MK: Jin kicks upwards. The damage on this move doesn't seem quite up to par.

FK: A jumping spinning kick that hits twice. Does a little bit more than the standing forward.

d+FK: A Dhalsim-style, downwards drill kick. This one can hit three times and makes a good way to top off an air combo.

Special Moves

Name
Command
Damage
Special Properties (glossary)
Saotome Typhoon
Charge B.png , F.png + p
Jin spins like a screen-wide cyclone forwards. If it's blocked you're left wide open for a counter.
Saotome Dynamite
Charge D.png , U.png + p
Jin's clothes explode off his body and hit everything nearby. All right as a move, but much better as an assist.
Saotome Crush
Hcb.png + k
Jin does a short dash forward and grabs. If he connects and isn't blocked, he'll drag his opponent all across the sides of the screen and deposit him back in the corner for minor-ish damage.

Super Moves

Name
Command
Damage
Special Properties (glossary)
Blodia Punch
Qcf.png + Lp.png + hp
Jin punches forward, then Blodia's fist comes flying out of the side of the screen. This does more damage the closer your opponent is to your corner, and can also put some hurt on his assists.
Blodia Vulcan
Qcb.png + Lp.png + hp
Jin snaps his fingers, calling in a machine-gun assault from Blodia. If this hits, it'll cut to a view inside the cockpit, and if it misses or is blocked, Jin will jump back out and punch the ground. Not mashable. Note that there's a gap halfway into it: if they stop blocking they'll get hit.
Saotome Cyclone
Qcf.png + Lk.png + hk
A stationary, short-ranged, high-reaching version of the Typhoon special. Doesn't seem to actually do any damage until your opponent hits the ground... I wouldn't recommend cancelling this into anything.

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.pngLp.png Saotome Typhoon
Saotome Cycle
Hp.png Saotome Typhoon
Great for combos.
Beta.pngHp.png Saotome Dynamite
Blodia Punch
Hp.png Saotome Dynamite
Gamma.pngMp.png
Blodia Punch
Mp.png
Launch.png Horrible.

The Basics

Combos

-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

Strategies

Jin is a slow character, but he has a lot of reach, and a decent arial command normal (j. 2 hp). This move has three hits, and is one of his most important moves. If it is done too high or at a bad angle, if it hits you won't be able to combo off of it, and it will leave you somewhat vunerable. With correct spacing, or simply a quick sj 2 hp, this can be combo'd into lp then either launcher XX typhoon, sweep xx blodia punch, or sweep xx dynamite.

Jin's sweep/slide is really long and can catch a lot of people off guard. It is cancellable into dynamite(36 dmg) or blodia punch(damage varies, usually high 50s). You can use it simply to move closer while crouching against a lot of characters, but if you do it too frequently, most characters can capitalize easily off it with things like AHVB, rocket punch, or hailstorm.

Jin's expansion assist is probably his best one. A player can pick up a player from the ground after it, like psylocke's assist, which is great for a sentinel in melee range (c.lk xx rocket punch xx deploy), or a sentinel that is far away can simply hp xx rocket punch xx deploy while jin is picking him up. Another use is while flying, sentinel can call the assist, lk, hk, unfly, then launcher or c.lk xx rocket punch xx deploy. Also, this assist can be used to start the ROM infinite, get storm's launcher off, or iron man's infinite (usually, the infinite has to start with lk mk 8 hp, then the normal lp mp mk 8 hp starts working). Also, this assist is extremely useful in block strings due to it's four hit potential.

Jin works well with storm, as her lightning attack xx lightning storm combo goes extremely well into saotome cyclone (or blodia vulcan if for some reason the opponent is too far away for cyclone), usually for a kill.

Advanced Strategy

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