JIN
"Temper Tantrum!!!"
SUMMARY:
Jin has got to be one of the most distiguished and
popular fighters on the game. Though his combos are low in hits,
the power of these hits rival those of Zangief and Captain
america's shield. So a few hits from him and you will feel the
burn! His supers do unearthly damage cuz he uses his mech for
most of them and he even gets pissed off and has desperation
moves. Many avoid him but he's one of the funniest and most
unpredictable characters of the game. Most of his attacks are
special moves and the real special moves have a difficult
recovery time to the naked eye, but there's hope. Shall we have a
little Jin and Juice?
ADVANTAGES:
Awesome damge from basic attacks, Saotome Dynamite has
multiple uses, Painfull supers, Desperation supers.
DISADVANTAGES:
Low combo potential, heavy recovery time in some basic
attacks and specials if not familiar with him.
MOST ORIGINAL FEATURE:
Let's count down the 4 best-
4)Saotome Crush drags you all over the screen.
3)Saotome Dynamite leaves him naked and you hurting!
2)Pressing the Taunt makes him turn naked and doing a little
dance with his scarf for all the ladies, then holding it down and
rapidly pressing punch will set his back on fire!!
AND THE #1 ORIGINAL) Do a team super with him and if it connects
and K.O.'s them, Jin will pull out his sword, pose with his
teammate...then jumps in the air with his sword held overhead to
finish off the K.O.ed victim! The scene pauses like a T.V. show!
This is halarious and you have to see it for yourself! When I
choose him, I try to do the team super as often as I can just to
see the skit!
BEST PARTNERS IN CRIME:
Ryu- Great tactics switch up
Chun Li- Awesome Tactics switch up
War Machine- Great tactics switch up and Super.
Spider Man- Awesome Variable Crossover Team up!
Gambit- Awesome Variable Crossover team up!
Zangief- Good Variable Crossover team up.
HUNTER:
Strider, Ryu, Zangief!!, Captain America, Spiderman,
Wolverine, Mega Man
PREY:
Hulk!!!, Chun Li, Morrigan, War Machine, Captain
Commando
TO BE THE BEST!!!
---KNOW THE BASICS----
Let's get the buttons straight:
JAB- I've noticed standing jab can be used two times in a row for
a combo.,.three's kinda pushing it. Crouching and air jabs are
generic but they are actually have the force of a generic strong
punch.
STRONG- Standing strong is his launcher, it has wide range.
Crouching strong is an attack similar to Storm's C.strong except
it has a longer range. Air strong is an AC finisher.
FIERCE- Standing fierce is a dash power punch. This hurts but if
they block it leaves you opem major! Do it at a distance, that
way the end of the fist hits and you'll recover alot faster. Do
it at close range and you'll be sitting there. It's great as a
counter for supers from mid distance plus it's funny cuz he
sounds like he's saying "SUCKER!" Crouching fierce is a
super backfist pose that sends them flying. Air fierce is an
excellent attack for opponents directly below you.
SHORT- Your basic kick and the start of his weak ground series.
FORWARD- Standing makes him do a leaping double kick. Great
counter for close range. Crouching makes him do an anti-air
double kick directly up. Air forward makes him kick straight up.
It's an AC finisher.
ROUNDHOUSE- Standing does a tiny leap up then strikes your
opponent with a cyclone kick. This is good for anticipating a
sweep cuz he jumps over it, and attacks. Crouching roundhouse is
a slide with cyclone kick. Air roundhouse has two moves. Regular
strike does a powerful double kick. This double kick is the only
one you can cancel out of after the first hit. The second is if
you hold down. Jin will do a cyclone kick all the way down, like
dahlsim's needle dive.
---GO BALLISTIC-----
Jin's success is to put pressure on the opponent
and trade and many hits as possible without destroying himself.
Of course he can't do this with the big guys but medium to small
characters can be dominated by this guy if you use him correctly.
Take to the air and attack with roundhouse or fierce to start
your combo and work your way down. If you've taken a heavy hit,
trade the hit with a S.forward kick, it will either equal out in
damage or do more than you opponent's. S.Roundhouse is always a
great fake out cuz it looks like he's going high. You'll have to
attack mostly since you don't have projectiles.
His air throws are deadly and have good range to take advantage.
---MECH DEATH---
One of the best moves to put on an opponent is a
well planted jumping roundhouse(double hit), launch with
S.strong, then cancel into Blodia Vulcan super. I advise to using
it to turn the tide instead of constantly repeating this attempt
as it will throw them off more often. His super typoon works well
too.
---JUST CAN'T KEEP MY CLOTHES ON!!!---
Jin's Dynamite explosion move is very damaging and
deceptive, and can be linked to the C.roundhouse or Jumping
downward roundhouse(possibly more).
It has great range. Use it after someone blocks one of your moves
to give them something to think about. Don't forget it's also an
anti-air move. I'll keep you up to date on the further uses of
the dynamite. Submissions are always welcomed.
----JIN JAMMY JAM-----
Jin's success is based on changing up your
aggression. What I like to do is switch jumping attacks on them.
Regular jump and roundhouse is good but do it too many times, and
it becomes predictable. So I dash jump and get over their heads
and use fierce. That way, even if they try to launch, the odds
may go in your favor due to how your punch is directed. Jab can
be used twice in a ground combo to set up your foe, and use air
jab then strong if you jump attack them as they're standing.
Doing this double hit will increase your chances of hitting. Once
tagged by these hits, immediately press S.strong to launch. Don't
press fierce or roundhouse...they take too long and will break
your combo. Also, Jin's flamed attacks have range in width. So
even if someone doesn't really get hit by your fist or foot, just
a red energy line sticking out will hit them so don't worry about
waiting for them to get close enough to hit or launch. Tripping
and jumping straight up when they get up can fool them. By
pressing downward and roundhouse, He'll do a cyclone drill
downward and beat the opponent at who hits who first. Take risks
and always counter after blocking a fireball with the fierce or
the forward kick. It may be hard to get used to it, but if you
need to keep from making stupid mistakes due to using common
buttons, use the short kick and jab. They have good range and
doesn't leave you open. This is very good to use if you noticed
that your first air attack is blocked and you need something
small to cover your butt.
---LET'S GET PHYSICAL-----
Jin gets a little pissed off when he doesn't get
his own way. These are considered as "Desperation
Supers". When Jin has lost his teammate and has only 1/4 of
energy left, he will burst into a white glow. This is his Berserk
mode and he cannont be tripped and short kick and jab have no
apparent effect. He has resistence to fireball projectiles and
some supers. When there is about 30-20 seconds left on the
overall time, He will burst into a red, yellow glow. This is his
Hyper Mode. He cannot be launched and he's faster and has a lower
recovery time when his hits are blocked. Though on occasion, he
can be launched if he is already in the air. But in order for
this to be activated, Jin must stay still for a brief moment. Now
this kicks in if he's been tripped and he's just getting up, but
if he is constantly jumping around or moving, the Supers will not
activate and you could die over it. Usually everyone pauses for a
brief second by reaction and that's all Jin needs to get into
desperation mode. So far that's all I've been able to observe but
I'll keep up to date on this uncanny ability.
---JIN CAN CANCEL------
Yes, Jin can cancel more than just his
C.roundhouse. He can cancel his S.fierce and C.strong into jab
Typhoon(very sneaky), Great Cyclone(very painful), or the BLODIA
PUNCH!! (if your opponent's back is close to the wall). Just
remember this Tip: AS LONG AS JIN IS ON THE GROUND, HE CAN CANCEL
OUT OF A MOVE BEFORE HE DOES IT OR AS SOON AS IT CONNECTS! Oh
yeah, Great Cyclone Occasionally hits as an OTG if you do it fast
enough after a C.roundhouse. Cancel baby Cancel!!!!
TO STOP THE BEST
----PATIENCE OVER POWER----
If you get pinned by a heavy attack, throw
them...no excusses. If you don't believe in throwing, get used to
Jin dominating cuz he will take advantage of the close range.
Sorry, but I see more people who don't like throwing get killed
by Jin. If Jin doesn't have a choice, he will throw, especially
if his attacked was blocked and he's got recovery time to worry
about. So do your self a favor and throw. The throw is there for
a reason. Be sure to use it the right way.
----HEAVY HIT HEARTBREAK----
Make sure not to complete a combo with a heavy hit
unless you connected with the start of the combo. Jin may have
slow recovery if not used right, but his counter hits are as fast
as Wolvering, Spider, and Chun Li. If he starts to block, stop
and switch up by jumping on him, or just pausing for a hot second
and attack in another way.
----KEEP HIM IN THE AIR-----
Jin's worst enemy is being comboed in the air cuz
he can't counter unless your combos aren't completed.
---KNOW THE DESPERATE MEASURES-----
Beware of the desperation supers. If he's glowing
white, jump attack and launch don't even bother with jabs and
shorts, he's like Hulk now except he'll never pause when he gets
hit by them. Use the supers that aren't projectiles or the
Variable Crossover if you have the Level. If he's glowing red,
use your supers and projectiles often but in safety. Don't count
on launching but link your supers to your ground combos so you
can dish out the big hurt.
VS....
VS. RYU
Ryu will fall for your antics for a while but will get wise to
you. Switching from fireballs and launching, he may start
hurricane kicking and Dragon uppercuts. Get over the hump and
advance when ryu feels secure. You've got to learn to link your
Dynamite explosions with your combos and predict ryu's moves by
using your supers. Don't be so quick in using Roundhouse or
Fierce or you will understand why Ryu is your hunter.
VS. CHUN LI
If Chun Li plays her normal role, she doesn't stand a chance. Her
multiple jumps will get her killed by your Dynamite explosion and
launcher. Even her lightning kick has a recoil time in which you
can attack through. If she does the kicks in midair, Advance
guard until you're close enough to air throw. If you don't, do
the super Typhoon to catch her in the air.
VS. ZANGIEF
You will meet your match...or worse!! Most of your moves play
right into Zangief's arms. Air combo, and attack from the air.
Stay away from the advancing buttons unless you know you can
connect. I hope you got the Dynamite explosion down cuz you'll
need it to keep Zangief away. Play it safe and launch followed by
a super, YEAH!!
VS. MORRIGAN
To tell you the truth, you'll have to treat her like Ryu. But
launch her when she does shell kick. Stay fast cuz doing many
heavy attacks will leave you open.
VS. CAP COMMANDO
Advance, advance, advance! Commando will have to switch tactics
if you get too close. Remember that when he does captain
corridor, he's open so counter or do your super. This is a good
time to master the range of the S.fierce. Take a chance and when
you see him calling on someone from mid or long range, call your
mech to super finish the job! Show him your version of the
Corridor by doing Dynamite explosion when he jumps. Remember that
your advancing moves could be the only thing to make Commando
your prey.
VS. MEGA MAN
Mega man's speed and agility can be your undoing. If you do a
heavy attack and it's blocked or miss, Mega M. can dish out
fireballs in a heartbeat. Worst yet he can do rush drill, beat
plane or hyper mega man to teach you a lesson. Don't rush in,
take your time to corner him and use your moves in a timely
fashion. Only by precise execution can you get Mega M. Block
Hyper Mega Man and do the Super Blodia Vulcan to show him who's
the real Robot. Aggresiveness will prove that you are being
hunted by the Mega Man.
VS. CAP AMERICA
His moves will overwhelm you. His supers can be dominating and
protective. You've got your work cut out for you. Stay focused
and attack Cap's heavy attacks and stars and stripes with
S.forward kick or S.fierce. Don't even play with Cap's double
jump. Use dynamite explosion and bare it all. If he does his
super, Hyper charging star, Advance guard until you are close
enough to throw. Cap will be sure to use the air fierce so when
he does, use S.forward to leap attack him(great counter for air
attacks).
VS. SPIDER MAN
He will be as difficult as Captain America but you can keep up
with him as long as you watch your moves. Your air attacks can
get spidey if he tries to launch with the usual timing. Spider's
supers are no match for you but he won't need them if he plays
right. Be patient and advance only when you've taken him own.
VS. JIN
This is a fun battle. Usually the best fighter will be the one
who can dominate with his common buttons and the dynamite
explosion.
VS. STRIDER
Treat him like spidey but know that your supers will be the key.
One super can destroy any chance of a win, so once you do it and
it connects, play it safe and be ready for an airial attack from
strider.
VS. VENOM
Watch the fierce and roundhouse for that will be a good opening
for a counter. Pay attention to which button venom uses for the
venom fang cuz you can counter that too with the S.forward. Good
players will trick you in the air so make sure you're close
enough to combo them if they are already in the air. Advance with
carefulness cuz one slip and you'll be webbed and ready for a
combo.
VS. HULK
Almost all normal attacks hulk has you can counter. Your air
roundhouse is perfect for getting over normal ground waves so use
them often and link them with a launch or S.forward. This is why
Hulk is in trouble when facing you. But be careful, his hits can
even things out if you don't block.
VS. GAMBIT
Gambit has range and speed. Though his heavy attacks have the
range, you can counter them. Be careful for the cajun strike and
wait for it before you counter. Royal flush can be countered by
Blodia Vulcan, so you can flush Gambit down the toilet.
VS. WOLVERINE
Wolvie will dominate if you try to match tempers. You'll have to
take the fighting to a mental level. Deception with the
S.forward, and Great Cyclone will keep wolverine from trapping
you from the air. Don't wait for the players who like playing the
"moving back and forth in the air to switch your back"
routine. Don't even try dealing with that and go for dynamite
explosion. Try to get your super levels up cuz dishing it out is
better than waiting constantly for an opening. Blodia Vulcan is a
low hazzard super. Don't use that C.forward cuz it can leave you
open if blocked or missed. Do walk unders and catch wolvie off
guard(refer back to the universal Sage Page of MvsC).
VS. WAR MACHINE
War Machine is not a problem for you. Sure, he has projectiles
but he likes to play keep away with them and you can counter. If
he tries to fly, Super typhoon and your basic buttons will take
care of him. Just don't act stupid cuz a launch from him can
result in a super! Block the feet cuz War M. has good range from
Crouching positions. Jump attack and use the downward roundhouse
to catch him off guard.
Migs here! Check out the main Jin page here to learn the move commands and combos!