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, 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 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. |
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 once he's airborne, and it puts them into a rollable knockdown. |
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 sends him fullscreen and knocks down on hit. He can jump clean over some projectiles if timed 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 | |
- | - | - | - | - | |
Jin slams his fist on the ground, making a shockwave around it. |
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 standing HP. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The first of his two lows. It has similar range to his standing LK, but he can low profile 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. Only combos if you hit a standing or crouching LP first, as his LKs push his opponent back too far for this move to connect. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His second low (of two). Jin slides forwards with his signature fire drill and it reaches about half a screen ahead of him. Has the same damage as but better startup than standing HK since he doesn't need to hop. |
Air Normals
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. |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A downwards one-handed slam that can cause flying screen. His ideal jump-in to start combos with, since it does more damage than j.HK |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jin kicks straight upwards, and despite the animation the hitbox is fine for landing chains into grounded attacks |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jin hits a spin with two fiery kicks, but neither of them cause flying screen. They reach farther than his other aerial options, and the two hits can try to stuff normal anti- or air-to-airs |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
Jin stops his aerial momentum entirely and floats down at a 45 degree angle with a three-hit fire drill. It only hits 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 a falling, punishable duck once the third hit makes contact with something. It does the same total damage as j.HP, but j.HP better to jump-in with for a combo since it hits once (so it messes with damage scaling less) j.HP is also more reliable (and damaging, for the same reason) air combo ender as well. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (normal) | - | - | - | - | |
Seemingly identical to his standing MP, a point-blank uppercut that launches. If you hit one raw, you can cancel into Crash (63214K) too cross under them and then cancel *that* into a Cyclone (236KK) (in the direction you were facing before the input) and have the it hit crossup & combo after with Dynamite |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jin slams his opponent into Blodia's fist, leaving them in the other corner of the screen as he jumps backwards. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Mashable | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Effectively his grounded P throw, but airborne. Slams them into Blodia's fist, leaving them in the corner he's facing as he lands in the one behind him. |
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 offense/assists. Punishable on block, especially if you pressed HP. |
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. Has some recovery, so it's mostly used as a combo ender (or combo into Cyclone in the corner) or as a get-off-me, especially with an assist to cover him. |
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 about two character lengths. 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 behind him. 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. If it causes flying screen and his opponent lands in the center of the screen, you can time a crouching LK to hit OTG and keep the combo going (usually 2LK > 5HP > imagination, sometimes even raw tag will connect). |
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." Be careful when using this super, as he has a good bit of startup before he pilots Blodia. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A stationary, short-ranged horizontally but very high-reaching version of the Typhoon special. His most damaging super and one of the strongest in the game. You can charge and release a Dynamite to hit OTG for bonus damage, and in the corner you can cancel that into a second Cyclone for massive damage. |
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 | - | - | - | |
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.