Jin Saotome

Jin is a basic character in the game just right for newcomers that want someone easy to play with that is powerful. He is also good for those pro players that want to use someone good. The way to use Jin is either like a newbie or like an experienced master of the game. His combos are amazingly powerful, but are hard to control if you don't have everything down. I think that Jin's only downside would be his speed. He takes hits well, and he dishes them right back, but he has such a low combo versatility that the most you can fit into his combos are 4 hits or so.


Special Attacks

Saotome Drill - (in air)D+FK
Saotome Dynamite - [D],U+P
Saotome Cyclone - [B],F+P
Saotome Crush - HCB+K


Super Attacks

Blodia Punch - QCF+2P
Blodia Vulcan - QCB+2P
Great Cyclone - QCF+2K
Armor Power Up - When your partner is dead and Jin is in the danger zone, Jin will power up into a glowing armor. This gives him Super Armor, and increased attack and defense.


Combos

D+WK, D+FK, QCF+2P
This is a nice little combo to use. It does massive damage, and is really easy to pull off. It works better when you are in the corner so that the Blodia Punch hits them for full hits. All you do is hit them once into a sweep, then into a Blodia punch which will pick them up off the ground and punish them. There's one problem with this combo though. Like all other combos that require you to sweep the opponent first, the opponent can roll away. In this case, that would mean that they avoid most, if not all, of the Blodia Punch and they can also get at you easily.

D+WK, D+FK, U+FP
This is like the last combo, only instead of the Blodia Punch, you use the Saotome Dynamite instead. The 2 seconds of charge should be already done due to the 2 hits beforehand. This one is a one hit into a sweep, into a Saotome Dynamite. This is a nice little combo for building supers, but it also has the same problem as the last combo, the fact that they can roll out of the way of the Saotome Dynamite.

D+WP, D+FP, QCB+2P
This combo uses a WP into a FP which blows them back and up a bit, then sends them down into the shots of the Blodia Vulcan. This is a hard combo to pull off since you must use the Blodia Vulcan as soon as you hit them with the FP. This works best when you are in the corner so that you have more time to pull out the super before they hit the wall then the ground where you cannot pick them back up.

MP, QCF+2K
This is an easy 2 in one combo. The MP will launch them, then you hit them with a Great Cyclone to finish them off. The combo meter will not count you as linking the combo together, but the opponent still can't block while they are being launched. This is a nice combo that drains over 40% of the opponent's life, and is really easy to do.

FP, QCF+2P
The FP for Jin will hit them and send them flying towards the wall, which they will hit, then fall. If you use the Blodia Punch right after the FP, they will get hit by the most damaging hit of the super, before they fall down. This will actually crush the opponent against the wall, and will do a bit more damage than just the last hit of the super alone since 1)you hit them to set up into it, and 2)you're litterally crushing the opponent in between a wall and a moving wall.


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