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 at 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 | |
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. |
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 (normal) | - | - | - | - | |
Seemingly identical to his standing MP. |
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 | |
Mashable | - | - | - | - | |
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 | |
- | - | - | - | - | |
Like his grounded P throw, but airborne. |
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
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jin's clothes explode off his body and hit everything nearby. |
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
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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 the corner behind you (where Blodia's punch comes from, as it gets to hit more), and can also put some hurt on stray assists. If you catch someone's assist in the right spot at the right time, the super becomes unblockable for the enemy's point character.* |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jin snaps his fingers, calling in a machine-gun assault from Blodia. If this hits, you'll get a view inside the cockpit as he keeps firing. If it misses or is blocked, Jin will jump back out and punch the ground, vulnerable. Not mashable. 'Note that there's a gap halfway into it: if they stop blocking they'll get hit.' |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A stationary, short-ranged horizontally but high-reaching version of the Typhoon special. His most damaging super and one of the strongest in the game. |
Variable Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
LP Saotome Typhoon. Variable Counter is HP Saotome Typhoon. Variable Combination super is Saotome Cyclone. Thanks to it being LP Typhoon, its easier to combo into and out of. If he manages to hit twice or three times, you can use that height the opponent gains to start combos after the assist finishes. Each hit puts the opponent into rollable knockdown if they land, but if your timing's good you can get a guaranteed OTG. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
HP Saotome Dynamite. Variable Counter is also HP Saotome Dynamite. Variable Combination super is Blodia Punch. A very potent get-off-me assist with invincibility to boot. Since the hitboxes of the move are projectiles, you can also use this assist to tank or beat out other projectiles. It's also nice for covering your point character while they do something that's slow to come out so they dont get hit during it. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (normal) | - | - | - | - | |
Standing MP. Variable Counter is also Standing MP. Variable Combination super is Blodia Punch. It sure does launch. With standing MP as its Variable Counter, it *is* the easiest assist to get meterless (after spending the bar to counter) damage off of since you can do an air combo afterwards. |
Taunt
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Colors
First row: ,
, A1. Second row:
,
, A2.