Marvel vs Capcom 2/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, explosive specials, & 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, lack of mobility and his best tools are committal, so he leans towards a risk-reward style where he has to make every hit count or go out swinging.

Strengths Weaknesses
  • Long reaching and forward-moving normals let him scrap at mid range
  • High damage heavies and special moves, made scarier with kara and whiff cancelling
  • 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, and his strongest tools being charge motions can feel weird
  • No additional movement options in the air make him a bit linear
  • Supers are 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 Crash
  • 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

Assists

Expansion Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

LP Saotome Typhoon. Alpha Counter is HP Saotome Typhoon. Team Hyper Combo super is Saotome Cyclone. Thanks to it being LP Typhoon rather than HP, its easier to combo both 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 until-landing hitstun (like Psylocke's anti-air assist) and knockdown if they land, but if your timing's good you can get a guaranteed juggle by hitting the one frame of vulnerability on the knockdown state. Each hit also does a hit of chip, so it can be used on block similar to Tatsu assists like Akuma's. Like with the point version, be aware that this assist (and the Alpha Counter) will stop upon making contact with a wall, so depending on positioning it may not do much damage or mess up a combo.


Anti-air Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Saotome Dynamite. Alpha Counter is also HP Saotome Dynamite. Team Hyper Combo super is Blodia Punch. A very potent and notable 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. The active frames also can serve as a stop sign for other assists, as a pre-emptive counter-call. It can also be nice for covering your point character while they do something that's slow to come out, so they don't get hit during it.


Launcher Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (normal) - - - -

5MP. Alpha Counter is also 5MP. Team Hyper Combo super is Blodia Punch. Like all Launcher assists, it provide littles benefit aside from having an anti-air-like hitbox and putting the opponent in the air, and is chosen far less than Jin's other assist options.


Normal Moves

Ground Normals

-When grounded, Jin has the 2-Hit type Magic Series, meaning he can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A quick punch in front of him. While it deals a measly 2 damage (his other three light normals all deal 6 instead), it reaches both higher and very slightly farther than his crouching LP.


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
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 low on meter, since you can air combo after.


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A sliding, flaming punch that travels halfscreen and knocks the opponent back on hit. You can get pushed back pretty far when cancelling this move into specials or supers, so try to wait a bit before your next input to minimize this. This button is one of Jin's key tools, as its vital to his semi-infinite with 2LP, and it sets up into raw tags off of Blodia Punch > 2LK OTG.


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A far reaching kick that moves him forwards slightly. Slow to start up and slow on recovery, but the reach is nice.


Medium Kick
5Lk.png after a Lp.png or Lk.png connects
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 once he's airborne, and it puts them into regular knockdown when they land. Niche, but can be useful to setup for certain assists that take time to come out or have specific attack angles.


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jin hops and comes crashing down at a slightly downwards angle with a burning drill kick that travels fullscreen and knocks down on hit. The long duration of the move gives Jin ample time to charge a Dynamite to OTG, and if timed right, he can even jump clean over some projectiles!


Crouching Light Punch
2Lp.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 always try to use this move in combos instead of 5LP (unless you need 5LP's hitbox instead) if his LKs are too slow to combo.


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jin slams his fist on the ground, making a shockwave around it. Since Jin has the two-hit Magic Series on the ground, he can't chain into any of his heavy normals. Instead, you'll want to use 2MP when you have down/back charge ready, so you can cancel on hit into Dynamite or Typhoon.


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

Jin strikes a pose with a flaming backhand that launches the opponent away, like his 5HP does. Can be better than 5HP in some cases, as he doesn't get pushed back as far when he cancels into special moves.


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

The first of his two lows and go-to OTGs. It has longer range than 5LK, and he can low profile attacks and projectiles (example: Cable's 5HP, Doom's Plasma Beam) thanks to being lower to the ground.


Crouching Medium Kick
2Lk.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jin hops forwards with two rising flaming kicks. Due to its shorter reach, both of his LKs push his opponent back too far for this move to connect. 2MK only combos off of 5LP or 2LP.


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

His second low (of two) and OTG option. Jin slides forwards with his signature fire drill and travels about 3/4ths screen ahead of him. Has the same damage but faster startup than standing HK since he doesn't need to hop. If you keep holding down when you input 2HK, you can build up enough charge for a Dynamite to OTG the knockdown.


Air Normals

-When in the Normal Jump state, Jin has the 2-Hit type Magic Series, meaning he can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.

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

A normal air jab with a hitbox in front of him that's active for a little bit. Can instant overhead.


Air Medium Punch
j.Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A backhanded fire fist that hits in front of his head. Hits higher than his air lights, but will still combo consistently off of them.


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

A downwards one-handed slam that can trigger Flying Screen. His ideal jump-in to start combos with, since it does more damage than j.HK and j.2HK's multiple hits.


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

A long kick with a slight angle downwards that's also active for a little bit. Like j.LP, can also instant overhead!


Air Medium Kick
j.Lk.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jin kicks straight upwards with fire, and despite the animation the hitbox is good for chaining into grounded attacks, so feel free to use this in place of j.MP.


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

Jin hits a spin with two fiery kicks, but neither of them trigger Flying Screen. They reach farther than his other aerial options, and the two hits can stuff normal anti-airs or air-to-airs. Interestingly, this move puts him in Normal Jump state when it ends, (even if you super jump first) which means he can actually call assists on the way down from a super jump (once the attack animation finishes)!


Command Normals

Saotome Drill(?)
j.D.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Jin takes a moment, then stops his aerial momentum entirely and floats down at a 45 degree angle with a three-hit fire drill. It only hits (mid, not overhead!) three times, so you have to time this move right if you want to combo off of it- the lower the hits start, the better, because he's completely punishable once the third hit makes contact with something. What j.2HK trades in place of solid damage is its three hits of chip and its instant landing recovery: with the right assists and proper timing, Jin can make a simple blockstring trap.

There is a height requirement that has to be met before he can use this move - he can't do it while rising until just before he reaches the apex of a normal jump, and he can't do it on the way down once he's close to the floor (between around the top of most characters' crouching heights, regular air HK will come out instead).


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) - - - -

2 frames slower than his 5MP, but otherwise identical. When close enough to the opponent, Saotome Crash can cross under them, and if you cancel into a super it'll cross the opponent up.


Throw (Punch)
F.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Knockdown - - - -

Jin slams his opponent into Blodia's fist, jumping backwards from the impact. Will always do equal (or less, if mashed) damage compared to his HK throw, and it will put him in the half- to fullscreen range depending on where he started. If they Tech Roll, they'll end up next to Jin.


Throw (Kick)
F.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Mashable, Hard Knockdown - - - -

Jin pins his opponent to the ground and punches them three times minimum, but he'll punch more if you mash. He jumps back about a character length away at the end. Can do more damage than his HP throw if mashed, but his frame advantage doesn't change.


Air Throw (Punch)
j.F.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Knockdown - - - -

Effectively his grounded P throw, but airborne. Slams them into Blodia's fist, leaving them in the corner he's facing as he lands close to the one behind him.



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
Spin - - - -

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


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Snap Back - - - -

Jin swings a backhand with the same flair as 2HP.


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
Knockdown - - - -

Jin spins forwards as a flame tornado, hitting up to four times. Each hit pops upwards and has until-landing knockdown hitstun. The LP version goes about halfscreen and HP goes about fullscreen length. Because of the distance/speed difference, LP Typhoon is more likely to hit multiple times, while HP Typhoon is better at getting you in (or out) of situations and intercepting stray offense/assists. Punishable on block, especially if you use the HP version.

Something to keep in mind is that Saotome Typhoon will end early if Jin makes contact with a wall. Depending on positioning, it may not do much damage or mess up a combo that would've worked if he started from farther away.


Saotome Dynamite
Charge D.png, U.png + P.png
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 that's in front of and/or above him. Has a solid recovery window, so it's mostly used as an OTG combo ender or as a get-off-me. especially with an assist to cover him putting his clothes back on. Despite the visual, only the armor pieces that fly in front of him and the one that flies straight up have hitboxes. Those pieces of armor also have hurtboxes, so they can nullify other hitboxes, giving Dynamite a unique defensive quality other anti-airs lack.


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

Jin lunges forwards towards the ground, 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 about two character lengths. It's a hitgrab, which means it *can* be blocked. Like with his HP throw, the jump backwards is partly alleviated by the frame advantage it gives him, and the resulting threat of a high-low if he dashes back in, or being next to Jin of all characters if they choose to Tech Roll.


Hyper Combos

Blodia Punch
Qcf.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jin punches forward (with a hitbox!), then Blodia's fist comes flying out of the side of the screen behind him. This super does great damage and can also put some hurt on stray assists. The final hit triggers Flying Screen, so you can't DHC out of this super when it does the bulk of its damage. Despite that, you can actually OTG off of the knockdown it provides and keep the combo going! However, this knockdown can actually be mashed out of, so take caution when attempting to OTG as you may get punished for pressing on their wakeup.


Saotome Cyclone
Qcf.png+Lk.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A stationary, short-ranged horizontally but *very* high-reaching hit-grab version of Jin's Saotome Typhoon. His most damaging super, and one of the strongest attacks in the game. The first hitbox of this super is also post-flash unblockable, but do note that later frames can be blocked post-flash. You can DHC into it like any other super, but its DHC window unfortunately ends just before it deals its notorious damage, so be mindful that it only deals real damage at the end of DHCs. If it hits, it renders the opponent's character fully invincible, so in close-range THCs where Jin is on Typhoon assist, it may be a waste of hyper bars.


Blodia Vulcan
Qcb.png+Lp.png+Hp.png
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 before jumping into it. If this hits, Jin jumps into Blodia and keeps firing, with a cool perspective from the cockpit where he can't be hit. Be careful when using this super, as it has a short while of startup before he pilots Blodia, and if the initial shots misses or are blocked, Jin will jump back out and punch the ground while completely vulnerable. While the damage can vary, this super is not mashable. The shots deal chip damage, but cannot actually kill a character.

"Note that there's a gap halfway into it: if they stop blocking they'll get hit." - someone that was here before me, idk if this is true


Saotome Shine
Be grounded and actionable at low (~30ish?%) health
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

At low health and as the last character on his team, once he's actionable Jin [becomes invincible] for a bit, and is automatically granted Super Armor until he dies. People have said it gives him a stat increase, but I've found conflicting information as to what specifically changes and the exact health range Shine begins at. I'd like to come back to this after I get data.



Taunt

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

If you mash he turns red and spawns a flaming hitbox on the back of his neck as he screams.



Colors

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

Mvc2-jin.png



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