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.

Suggestions, questions or feedback? Mail Migs and Silver Sage here!

Migs here! Check out the main Jin page here to learn the move commands and combos!

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