Jin
"Go back to playing video simulations, weakling!"


Jin comes from a war torn world where the only way to have a decent street fight is to run around in a big robot, called a mech. His world was shattered, when his arch enemy, Shade, murdered his father. After winning the CyberBots tournament, Jin was able to avenge his father's death and kill Shade. He's now joined the rest of the Capcom heroes to help fight Onslaught. Fighting in our nice clean universe has allowed him to step out of Blodia for the first time and test his real fighting skills. He's also lightened up quite a bit since the Cyberbots tournament. Instead of being a stern and serious guy, he's now a hyper male stripper! Definitely one of my fave chaarcters.

Move Commands

Flaming Punch MP

Jin's hands are surrounded by flames whenever he uses a medium punch. All three versions have great priority and do good damage as well.

Standing - The standing strong is his launcher and is excellent for air defense. Get to know it's timing though because it has a start up delay. Comboing it after a jab is not always going to work, so it's best to use it after a J.Fierce or as an anti air move.

Crouching - The crouching strong has him smashing his fist down to the ground. It has very good range, combos easily off of his C.Jab and will set up almost all of his special moves and supers. Immediately after Jin conencts with one of these, immediately cancel into the Blodia Fist for some easy damage.

Jumping - Simply one of the highest priority moves in the air. Hardly anyone will be able to beat Jin if they take to the air. This move hits opponents that are in front of and slightly above Jin, so wait for your opponent to jump and then knock em down with this move.

Screaming Punch HP
Jin's fist is engulfed by huge flames and he screams loudly as he punches. All Fierce attacks do massive damage and the ground versions both send the opponent flying toward the corner.

Standing - The standing version is a flaming straight punch. It's an excellent move to use when countering attacks because he actually lunges while doing it, giving him great range and doing good damage. Watch out because the recovery time is horrible and he'll be vulnerable if it's blocked.

Crouching - The crouching version has him doing a screaming backfist. Like the standing fierce, it is very fast and does a lot of damage. The great thing is that it sort of launches the opponent upward, while sending them toward the corner. This gives Jin enough time to catch em with a Blodia Punch.

Jumping - The air fierce has him punching straight down and creating a shield of fire under his fist. It is his best move for jumping in as long as he's directly over his opponent's head. Also, it leaves them stunned long enough for him to land, pull off a launcher and air combo.

Flaming Double Kick MK
Whenever Jin uses a forward kick, his feet burst into flame as he double kicks his opponent. All of these kicks have good priority and power, but they all leave Jin open to counter attack if misused. Get to know each one before taking a risk.

Standing - The standing forward has Jin doing a double kick while moving horizontally. It looks similar to Dan's Gale Kick, but it arcs slightly upward.

Crouching - While crouching, Jin does a vertical double kick. If you mistakenly pull this off against an opponent on the ground, Jin will be left wide open. However, it is extremely useful as an air defender because Jin's feet are on fire. Basically, he will beat out any jump in move with this attack.

Jumping - The air forward has him kicking vertically. This is a good move to use if Jin's opponent happens to get above him in the air. Don't use it for jumping in though.

Tornado Drill HK
Jin shouts, "Tornado!" as his legs become surrounded by a flaming whirlwind while sliding toward his opponent . All versions of this move have massive delay time. Whenever Jin does this move, cancel it out with a Saotome Dynamite to leave him safe.

Standing - Jin will hop up and do a downward drill that is great as a fakeout move. It takes most opponents by surprise because they think that he is jumping.

Crouching - The crouching Roundhouse has him do a sliding drill along the ground. It will act as a knock down move and OTG downed opponents.

Jumping - In the air, Jin will not do a torndao drill if the joystick is neutral. Instead he'll do a flaming double kick that is similar to his standing forward. The range that he's got on this kick is insane and allows him to dominate air fights. It does massive damage if both hits connect. However, you can also do the.....

Air Tornado Drill (air)HK
If you hold down on the joystick while hitting Roundhouse in the air, Jin will do a drill attack while gliding downward. It is similar in functionality to Dhalsim's Yoga Drill. Use it as a surprise attack against people who like to crouch block. It can also be used as an AC Finisher.

Saotome Dynamite +P
Jin's clothes explode, making a protective barrier of fire around him. The resultant explosion strips Jin of his clothing as it knocks the opponent all the way across the screen! It works great as an anti-air move because the fire protects him from any aerial attacks. It also combos very well and is extremely fast. Use it to keep Jin safe in case his ground combos are blocked. Even if blocked, this move will push your opponent away.

Saotome Typhoon +P
Jin spins so quickly that he becomes a huge column of whirling wind. He moves forward about a half a screen and hits multiple times if he connects. The great thing is that, being a charge move, the Saotome Typhoon comes out extremely fast! It has high priority and he can use it to finish most of his ground combos. Watch out though, because he takes a while to recover from it. This makes him vulnerable if it's blocked or if the opponent rolls. Use it carefully.

Saotome Crush +K
Jin grabs his opponent and rolls them all over the screen, doing good damage. It's a really intimidating move to pull off and it looks really cool. However, Jin has to be up close for it to connect and it is also blockable making him vulnerable while in his "missed grab" animation. I dunno why this move is called a crush, though.

Saotome Fire Hold Start --> Rapidly press punch
Jin strips his clothes off and uses them to rub his back! Rapidly pressing a punch button makes him rub faster and faster until his body catches fire! This is purely a taunt move and as far as I know, it has no offensive purposes. Just use it to humiliate an opponent that you are destroying. The look on Jin's face when he catches fire is just so friggin funny!

Supermove Commands

Blodia Punch +2P(Level One)
"BLODIAAA!!!!", Jin does a rushing punch towards his opponent and out of nowhere, his mech's fist barrels onto the screen, mimicking him. The fact that Jin punches ahead of time makes this an extremely easy move to combo. It hurts a lot and the attack will do multiple hits like a Juggernaut Headcrush. Make sure it connects because it does very little chipping damage. Use this the most out of all three of his supers.

Great Cyclone +2K(Level One)
Jin becomes a huge whirlwind that sucks the opponent in. Once inside, the opponent gets rapidly spun around before they fall onto the ground with half their lifebar gone. This is an excellent anti air move because of it's extreme vertical range. It is a blockable attack but most people usually get crossed up by it when they jump over Jin. His launcher should be able to set it up and I'm told that it will OTG as well.

Blodia Vulcan +2P(Level One)
"HEY! BLODIAAAAA", Jin jumps into Blodia's cockpit and starts blasting away with his guns. If the guns connect with the opponent, a control panel pops up on screen with Jin's hands jamming the buttons! Since he's actually inside the cockpit of his mech, Jin is totally invincible while this move is going on. It does up to 23 hits and does a good amount of damage. However, it's really hard to get this move to connect and it does pitiful block damage. Has anyone figured out how to combo it yet? I'm told that you can do it off of his launcher.

Saotome Powerup
This isn't exactly a super that you can control. It's actually an event powerup. After Jin's partner dies and he's in "The Danger Zone" just stand still for a second and he'll automatically begin glowing. He'll either glow yellow or white. I'm not exactly sure what the difference is or if you can select which color you flash, but while in this state, he gets super armor and super strength. This gives Jin the upper hand in any situations where you and your opponent are both near the brink of defeat.

Team Counter

Saotome Dynamite HP+HK(Level One)
This is a great counter for up close attacks cause it has good range, does good damage and it sends your opponent flying! It is also very very quick. Even multi-hitting supers like the Berserker Barrage X can be countered with this.

Team Super

Blodia Punch HP+HK(Level Two)
The Blodia Punch is in essence, a beam type super move. Therefore, it has all the advantages of a beam type team super! It does great damage, keeps your characters safe and will back up pretty much any move. However, it's best to have Jin starting the team super attack because of the fact that he can combo the Blodia Punch. It does extreme damage if you're teamed with a partner that can back it up with a long distance super!

 
Combos Strategies

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