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Jin Saotome moves and strategies: Marvel vs. Capcom 2

Last updated on Aug. 9, 2009

8 Comments

Jin Saotome moves and strategies: Marvel vs. Capcom 2

Special Moves

Saotome Shine
If Jin is the only surviving member of your team and has his feet on the ground with about 35% or less life left — this starts automatically.

It makes Jin's skin change to a metallic color and he starts flashing dangerously. He'll now take less damage when hit and his moves will do a lot more damage.

Joystick Joystick Joystick Joystick
Saotome Typhoon
Jin spins forward creating a big flaming typhoon, this can hit multiple times, including juggling airborne players.

The Hard Punch version has more range, is faster and does more damage, but Light Punch is sometimes the better option because the slower pace helps you get in more hits.

Joystick Joystick Joystick Joystick
Saotome Dynamite
Shoots balls of energy out in all directions a short distance. Works alright as anti air, but a lot of times you won't get much damage out of the deal.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Saotome Crush
A rushing grab move that can be blocked. If this connects Jin will run the other player around the screen and finally slam them down.

(Taunt Button) Joystick Joystick (Mash Punch buttons)
Saotome Fire (Taunt Move)
Jin starts off his taunt by rubbing his towel across himself, if you mash the Punch buttons quickly, he'll start to speed up with his skin growing increasingly red. Eventually he'll start shooting out fire which — if it hits a jumping opponent — will do a surprising amount of damage.

This thing takes forever for it to get to a hittable state though, so more than likely you'll only be able to use it as an actual taunt.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick
Blodia Punch
Executing this makes a big robotic hand come out and hit your opponent. This does more damage when the the other player is closer to the wall on your backside.

Joystick Joystick Joystick Joystick Joystick
Blodia Vulcan
Another big robot comes out and starts pelleting the screen with gun fire. This hits basically every viewable part of the screen. To avoid it you need to Super Jump and stay up there for awhile.

Joystick Joystick Joystick Joystick Joystick
Saotome Cyclone
Good anti air if your opponent is directly above you. Jin creates a big flaming cyclone which only needs to hit once to do full damage.

Command Normals

Joystick Joystick Joystick
Saotome Diving
Cool Drill/Dive Kick move which you can follow up with other attacks after wards for a combo.

Assists


     Type Partner Assist Variable Counter Variable Combination
A Expansion Type (L) Saotome Typhoon (H) Saotome Typhoon Saotome Cyclone
B Anti air Type (H) Saotome Dynamite (H) Saotome Dynamite Blodia Punch
Y Launcher Type Launcher Uppercut (2nd hit of a Light Punch 2x combo) Launcher Uppercut (2nd hit of a Light Punch 2x combo) Blodia Punch
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.

Posted by Smexy Millz on August 18, 2009 at 5:40 a.m. #1

Couple of things ive picked up with jin.. always jump in with his J.Hp has the ability to cross up very useful.. standing lp comes out in 2 frames but only does 2 dmg.. crouching lp comes out in 2 frames but does 6dmg use that at the start of matches on anyone except magneto his c.lk is 1frame O_O

When in jins air combo whilst not in the corner use j.lp, j.lp. j.hp and then hold forward chances are you will land on the other side of your opponent and can start another air combo from there consisting off the same thing till they catch on..

Jins AAA assist is the best no questions asked use it to stop rush down characters i usually play Blackheart/Doom/Jin
so it helps to just block send out jin and continue running away :D

Dooms AAA helps jins rush down as you can chip the hell out of opponents.. do jins Jumping down Hk the drill kick call doom.. press D.Hk(Blazing slide) cancel in typhoon.. completely safe on block for most characters..

Using blackheart from long range allows jin to wavedash and cross up easily after blackhearts AAA walk underneath to the other side and do a launcher cheesy air combo tactic involving Hp to land the other side and blah di blah

With your back to the wall use c.hk followed by blodia punch off the grounds them into the next screen.. or use c.hk followed immediately by doom rocks to otg them followed by great cyclone stupid dmg..

in the corner use c.hk cancelled into saotome dynamite which can link into great cyclone if you cancel it quick enough

Also if anyone tries to superjump you or tri jump use blodia vulcan it seems to be unblockable on attempted cross ups..

All i can think of for now :D hope it helps

 

Posted by Roch on August 29, 2009 at 6:15 p.m. #2

@Smexy - Don't really play Jin much during low-tier battles.. but with the info you provided.. I will steal + transfer your combos & team mechanics :) thanks homie..

On another note.. I wouldn't advise using Blodia Vulcan on jump ins too much though because if it's blocked.. the recovery time will usually always leave you open for big combos.

But it does work most of the time if you are psychic with their crossup/jump ins.

 

Posted by Burning Typhoon on September 9, 2009 at 10:50 p.m. #3

Vulcan crosses if the enemy is in the air. It seems only MvC1 players know this. You wont catch an experienced mvc1 player in a vulcan cross, but, mvc2 players will fall for it 99% of the time. If the move actually crosses, that is...

If you've got 2 hyper combo bars, and need to safely tag, vulcan + DHC works great. Jin is off screen, and bullets are spraying all over the place, pushing the enemy back. It also does a decent abount of chip damage, but, vulcan doesn't kill without connect.

 

Posted by Smexy Millz on September 11, 2009 at 5:01 p.m. #4

(In the corner only) J.Drill kick, s.lk xxx Blodia Otg C.hk xxx Blodia punch 80% damage

 

Posted by mikey on September 13, 2009 at 11:22 p.m. #5

my god tier!

 

Posted by Mike on September 14, 2009 at 1:47 p.m. #6

Double punch"
I try it everytime nothing!

 

Posted by Smexy Millz on October 12, 2009 at 2:05 a.m. #7

Double punch in the air works on most but characters with weird hit boxes like captain commando it would be best to use J.Lp > J.Lk > J.Hp for the crossover in the air test both to see who it works on...

Another cross over with jin is Launcher > J.lp > J.lk. J.mp > J.mk press them very very slowly almost a second apart and jin will cross up your opponent on the last hit..

Also jin Launcher xxx Blodia vulcan Or Launcher xxx Maximum Cyclone doesnt combo on xbl/psn hopefully they will after the patch

 

Posted by xentinel04 on December 4, 2009 at 2:27 a.m. #8

10 hit air combo: dive hk,(drill kick)then launch air combo (LPx2)LP,LK,LP,LK and end it with fwd HK. super finish taunt: when abyss(red) has only 5% of his life left, wait for him at the edge of the screen until he dives out,making him unseeable. then execute the taunt with the mashing of buttons. by the time abyss returns at you, he'll be eating flames!!!! QUESTION: when will Jin use his sword? he only shows it at the end of a game but never ever uses it. hehehehehe.

 

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