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 |
---|---|
|
|
Character Summary
- Saotome Typhoon
- Charge
,
+
- Saotome Dynamite
- Charge
,
+
- Saotome Crash
+
- 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
Assists
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. |
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. |
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 /
>
/
/
/
cancel tree.
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. |
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. |
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. |
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. |
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. |
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! |
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. |
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. |
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. |
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. |
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. |
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 /
>
/
/
/
cancel tree.
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. |
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. |
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. |
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! |
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. |
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
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
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. |
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. |
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. |
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. |
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. |
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
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. |
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. |
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
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. |
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. |
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 |
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
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: ,
, A1. Second row:
,
, A2.