Jin
"I'd make my father proud if he were alive..."


Jin is primarily not a combo character. Most of his normal moves on the ground are already special moves. He relies more on setting up his opponents for some quick damage with his powerful moves instead of long dialing combos. Timing and priority are the name of Jin's offensive game.


Magic Series
Ground Magic: Weak Start
Air Magic:Stronger
Super Jump Magic:ZigZag
Strikes:S.Fierce, C.Fierce, S.Roundhouse
Knockdowns:C.Roundhouse
Air Launchers:S.Strong
AC Finishers: Strong, Forward, Fierce, Air Drill
Roundhouse(2nd hit), Strong Air Throw

Special Comments

- With the exception of Short and Jab, all of Jin's normal attacks do block damage. This isn't particularly useful if you're in a desperate fight but it should help give him an extra edge.


Combos
Easy Combos
1) J.Fierce \/ C.Fierce

2) D.S.Jab, S.Jab, S.Forward

3) Tornado Drill --> Saotome Dynamite

4) D.C.Jab, C.Strong --> Saotome Dynamite or Saotome Typhoon

5) D.C.Jab, C.Strong --> Blodia Punch or Team Super
This combo is Jin's bread and butter. Whenever you get a chance, hit em with this! Make sure that you are up close for the super to connect. Using a team super with a character that has either a wave or beam super will add even more damage to this painful combo!

Harder Combos
1) In Corner: D.C.Jab, C.Strong --> Blodia Punch, C.Roundhouse --> Saotome Dynamite
If you hit em with it in the corner, they'll be up in the air long enough for you to hit em with the Tornado Drill and cancel into the Dynamite for some awesome damage.

2) J.Roundhouse \/ S.Forward, S.DN.Roundhouse
The hard part about this combo is the last hit. Keep in mind that the first two attacks are double hit kicks. The second one should knock them down. Wait till Jin lands, then OTG them with the drill

3) J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short --> AC Finisher
This is the easiest way to set up an air combo for Jin. Though he is able to chain a Jab before his launcher, the S.Strong takes some time to actually connect, allowing your opponent to block. Instead, just hit em deep with the Fierce and immediately go for the launch after he lands.

4) Half a screen to corner: J.Fierce \/ D.S.Short, S.Fierce --> Blodia Vulcan
The S.Fierce will send them flying across the screen toward the wall. Cancel into the Blodia Punch to make the mech's fist catch em while they're flying down.

5) J.Jab, J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Roundhouse --> SJ.DN.Roundhouse
Cancel the two hit SJ.Roundhouse before the second hit connects with the downward drill for some extra damage!

6) In corner: J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short, SJ.Roundhouse --> Air Drill --> Saotome Dynamite
Same idea as hard combo number 5. Keep holding the joystick down so that you can pull off the Dynamite move before they land!

Don't understand any of these terms? Go to the Legends and Definitions Page

Moves Strategies

� 1998 Migs Rustia: [email protected]
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