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CriticalHit!
06-05-2002, 04:35 PM
Does anybody have any strategies/combos for Jin?
Searching the forums for "Jin" doesn't work
since it's "less than 4 letters" XP

xBlackheartx
06-05-2002, 06:22 PM
The best wayto use Jin is too
taunt the press all the buttons really fast (I think) He gives himself an as$burn.

Beefman
06-05-2002, 06:50 PM
LMAO nice avatar!!!!!! i think i should contribute....here's what i do but i lose. j.hk c.hk XX punch super otg c.lk and i think dinamyte there. and you can do other stuff wit the otg

Combo Master
06-05-2002, 09:15 PM
I wanna learn that combo that Yuta did with Jin where he uses Thanos with his bubble assist (capture type) after a few hits and continues on with the combo. At some point in that very same combo, he does a Blodia Punch, then C.Roundhouse otg hit into an air combo without launching? How's that? lol I just loved the combo...btw he did it on Colossus!

Dasrik
06-05-2002, 10:57 PM
If Jin is in the corner when he lands Blodia Punch, he can do an air combo or even specials afterward. Flying Screen seems to go away quick. Here's a combo that does about 110 points of damage:

jump fierce, crouch short, Blodia Punch (charge down-back), c.roundhouse (OTG), jab typhoon, Saotome Cyclone

I'm fairly sure you can mash for quick getup, though. But nevertheless, it's nice to know. You can also do stuff like dynamite or snapback after the c.rh...

Anyway... I use Jin but mostly for his assist. When it comes down to him on point, I try to land a launch into cyclone. I'm not all that great with him, but I know a couple of tricks... more later.

soup or man
06-06-2002, 02:02 AM
Having the good doctor as an assist for jin is great. Doom's rocks really make up for the lag on Jin's moves. Since Jin's fierce(and medium) attacks chip, you can really deal some chipping blows on somebody trapped in the corner eating rocks. just hop up, and do his d+hk until the rocks are done.

Jin's Blodia Vulcan is great for catching super jumpers. If they super jump over you, do a Vulcan, more often than not they get crossed up by it.

Sometimes Jin pushes an opponent out too far after a standing MP(launcher), so you can't follow it up with the Great Cyclone. To avoid this, either dont' attempt it after a jump in...if you do jump in with an attack, cut out the lp...or after the jump in attack, dash, then lp, lp(launcher).

To touch on what Dasrik was saying...
let's say this is a screen:

L ------ |.....................| --------- R

Jin = i
opponent = b
L = left side of arena
R = right side of arena
- = empty space

L -------- |....i..b............| ------ R

If Jin is roughly in that area(or vice versa on the other side) then it will be possible to catch them with another super after a connected Blodia Punch. If you are standing like the example, but there is nowhere for your opponent to fly(you're all the way to the right side of the area) then it won't work. There has to be a screen in between. Anyway, if you connect with the Blodia Punch, as soon as jin dashes over, do a cr. HK into another Blodia punch for great damage.

Dasrik
06-06-2002, 02:15 AM
More tricks:

* On diehard triangle jumpers, call projectile assist and do typhoon. Chances are good they'll get hit by typhoon - cancel into Blodia Punch. This is really hard to roll out of.

* Blodia Punch + Doom is totally safe when blocked.

* You can land a lot of dynamites with Jin on point. Just be sure you're well protected. If you like, though, you can just hold down jab while pressing down and if you see them approach in a jump, tap up. This flinch technique is really good to do once in awhile, but shouldnt be abused...

* Jin's jumping roundhouse (neutral) is a great move. Harass Sentinel with this if he stays close to the ground.

Gen2000
06-06-2002, 05:22 AM
Ah damn, a Jin thread I already miss my chance to post all the good stuff already, Darisk and co. already beat me to it, lol, even mention the Doom Blodia Punch, geez, lol, that's cool. What to say, hmm...

About the FS Blodia Punch combos, if you are in the middle of the screen, OTG with cr.HK, problem is that if players are already expecting this, they can mash to get up quickly like vs. Gamma Crush or Captain Storm OTG combo attempts. In the corner, its the same story too I think, but no one every mashed fast enough to get up when I connect one in the corner before, so I don't know.

Anyways, when in the corner, use can use cr.LK or cr.HK to otg. In Joo combo vid, after the Blodia Punch, Jin super jump canceled the cr.HK into sj.LP which lead into Jin's manual super jump infinite (which I can't do as of late).

Here is a deadly combo that only need one level, like most of Jin's deadly combos, it has to be done in the corner.

Jump in attack (either j.HP or j.HK), st.LK, st.HP, HP Saotome Typhoon (2 hits) XX Saotome Cyclone. Only need one level for that and it does crazy damage.

Any other time, if you connect a hit, you should go for his LP, st.LP, Saotome Cyclone combos which deals great damage itself. You shouldn't really be abusing Blodia Punch that much unless for killing assist. The Blodia Punch can also trigger the "unblockable glitch" at times like Magneto's Magnetic Shockwave.

Jin's Blodia Vulcan is semi DHC friendly. Its a good move to switch Jin out with if you're against an opponent who can't punish Jin during the start-up, then DHC into a safe super. If Jin is second, then if the character before him connected his/her super, then DHCing into the Blodia Vulcan is the best choice sometimes as the bullets holds the opponent in place nicely and you DHC again into a stronger super.

If the Blodia Vulcan connects, mash on the punch buttons in this pattern, LP, HP, LP, HP, LP, HP..etc. Kinda in synch with the bullets. The Blodia Vulcan can do the most damage out of Jin's supers if mashed right.

Darsik already mention the Doom Blodia Punch which makes calling assist Jin very risky sometimes.

I recommend Jin to always be with Doom as Strider goes with him. Jin/Doom just works well for each other. Doom covers Jin's lag on his moves which has high priority and when Doom is on point, Jin's AAA shuts down anyone who is near him, so its a good tradeoff IMO.

Jin/Sent can work the same way to a point, but I feel better with Jin/Doom than Jin/Sent, besides you don't get the Doom Blodia Punch unless, of course, you have Doom, lol.

With either characters with Jin, you get free Saotome Dynamites which means the opponent can have a very hard time getting near you, even the most rushdown able characters. Just each time you do the Saotome Dynamite, make sure you call Doom or Sent to cover his lag. Saotome Typhoon is useful to for the point Darsik made above. I'm not sure..but I think the Saotome Typhoon has a few invincible frames during start-up so that's probably why it works so damn well.

You can use Negative Edge to walk foward a bit while charging the Saotome Dynamite. Problem is that you can't walk foward too long or you lose the charge, its still cool to see Jin walk foward first then, bust out the Dynamite. There is no real edge in doing this though.

j.HP is best used vs. ground attacks and j.HK is clearly his best air to air move. His Launcher has decent priority, but not the best launcher wise, characters like Strider, Storm, etc. beats him in that area. Plus the fact that you have to press DF+HP to do it normally kinda sucks. The Cyclone Kick should never be used outside of a normal jump or you will get Jin KILLED.

Jin has no real good pokes except his cr.LP, his cr.LK is too laggy to be tossing out which sucks cause the cr.LP can be blocked high or low making blocking against Jin not a real challenge. A good thing though about Jin is that he does chip on all his normal moves with flames on them, 1 points worth of chip for his medium attacks, 2 for his hard attacks and 3 for the Cyclone Kick (1 point per hit). Another reason to pair him with Doom or Sent is that even if the opponent blocks, Jin is still getting in his damage.

Assist wise, always go for the AAA, just 100% anti rushdown or anti-anyone near you for that matter. Some people like his Expansion his which sets up for some combos and some say it has invincible frames too, which I'm not too sure of, so whatever floats your boat.

Jin biggest weakness is against runaway and some characters who can play a good keepaway game which is most of the top tier, so I don't recommend Jin on point alot of times, but when on point, at least you'll know what to do.

Jin has two infinites and one manual jump infinite.

1. In corner: st.HP, cr.LP, repeat.
This only works on Megaman, Roll, and Servbot, so if you ever are against this, you'll know they have an infinite with their names on it, lol. I did about 2 reps of this on the Shotos before..but the timing was way too strict. It also works on Colossus too, but the timing is strict against him as well, but not as hard as against the Shotos.

2. The other infinite is of course, his taunt.

3. The manual super jump infinite you saw in Joo's vid. I never really sat down and tried that jump infinite before, my friend (BlueNu) told me an infinite for Jin like that about a year ago before I even saw it in the Joo vid, but I never tried it, maybe I should have thought, cause ever since I saw that vid, I been trying to do it now, but with no luck, lol.

Hope that helps..

Combo Master
06-06-2002, 11:31 AM
That helped me ALOT!! Thanks a lot man, I appreciate it!!

Im jealous though:( , you know about one of my favorite characters more than I do! Well anyways, good job and thanks for the help!

06-06-2002, 01:47 PM
Dasrik and the boys have pretty much touched upon some of the do's and dont's of Jin.I'm good with him and he's my fave character (just look at my fucking av).Anyway,a lot of times I tend to Downward HK Drill (that gets you 3 hits along with a stun).During the stun,I do the LP x2 launcher and then I SJ and follow it up with the standard LP,LK,LP,LK,HP button scheme.The funny thing about that air combo is that Jin will mostly land on the other side of the opponent and since most players are used to blocking the other way,they'll inadvertently leave themselves open for another air combo (I did three in a row).It's a pretty good way to catch someone off guard.I usually just to his HP throw or I do LP,C.LP XX Blodia Punch.Someone might call me an idiot because my MVC2 terminology isn't up to par but it's rather hard to show someone only through words.Correct me if I'm wrong.

photonRA_2k1
06-06-2002, 07:52 PM
Originally posted by Dasrik
Anyway... I use Jin but mostly for his assist. When it comes down to him on point, I try to land a launch into cyclone. I'm not all that great with him, but I know a couple of tricks... more later.

Which assist do you use Saotome Typhoon(a) or Saotome Dynamite(B)? I use Saotome Dynamite

Dasrik
06-07-2002, 02:02 AM
Dynamite assist. Just say No to crossup attempts :D

soup or man
06-07-2002, 02:40 AM
Originally posted by Dasrik
Dynamite assist. Just say No to crossup attempts :D

word.

kills strider/doom...if anybody is having trouble with that, give old Jin AAA a try.

CriticalHit!
06-07-2002, 11:01 AM
Thanks, everybody...
I hope I'll be able to apply what I've learned here onto some matches.
Though I would like to know how to OTG with a crouching short after a Great Cyclone.
I only saw it done in MikeZ's 5th combo video (if anybody saw this, does anyone
know the music he used? I love the What Shall We Do With A Drunken Sailor remix ^_^)

Also, does anyone know a good way to set up a Great Cyclone with Omega Red's
alpha (throw) assist?

Gen2000
06-07-2002, 12:43 PM
It depends on how far the opponent is tossed up during the Saotome Cyclone (it goes by many names, I like just like calling it this).

You can OTG with the cr.LK or Saotome Dynamite, the Saotome Dynamite is easier to OTG with since it comes out as fast a jab, with the cr.LK, the opponent has to be kinda high in the air after Jin toss them in the air so youhave time to recover fast enough to throw in a cr.LK in there.

Since Jin's cr.LK is about as fast as most people's medium attacks, you have get the timing down good.

I don't worry about OTGs as much with Jin cause opponents usually roll, and when Jin gets the hit, you better make it for all its worth. But if you just want to show or be flashy, then that's cool too I guess.

What do you exactly mean setting it up off an Omega Red Throw assist? Omega Red tosses them in air for a while and its pretty easy to connect the Saotome Cyclone with, unless you mean some fancy combos involving Omega Red's Throw assist and Jin's Saotome Cyclone?

Also the little thing Saotoiblood mentions about how Jin ends up on he other side on the opponet could be useful..but I dunno. I haven't did it in a real match cause I didn't want to risk it, but here is a "reset" combo with Jin..

When you do his launcher, slowly go sj.LP, sj.LK, sj.LP, sj.LK..you should be behind the opponent, now do sj.LK, sj.LK again, land, QUICKLY, dash over to the other side of them again before they land and do, LP, st.LP..

It looks like Jin is zigzaging around the opponent and when you land, it looks like Jin is behind the opponent, but when Jin dashes, you're throwing out the LP, so when you get behind the opponent, if they are holding back, they get caught in the combo which can lead into Jin's Saotome Cyclone or another "reset" AC. You don't have to dash to the other side of the opponent, it just an option you have of crossing them up, you can stay on the same side after the sj.LK, sj.LK...it just a mind game you have to play the opponent.

Like I said though, I didn't want to risk this in real battle cause I didn't want to mess up my chance to do damage or give my opponent a way to counter it. The opponent can just block the other way once Jin behind them trying to do the sj.LK, sj.LK and they will if you try to abuse the little combo, probably good to just toss out every once in a while.

Combo Master
06-07-2002, 03:33 PM
The problem Im having with my DC MvC2 is that sometimes when I try to otg with C.LK after Jin's Great Cyclone super, the game for some reason recognizes the C.LK for C.LP O_o???!!! Freaking gay!

photonRA_2k1
06-08-2002, 01:08 AM
Thanks for the tips peeps.

CriticalHit!
06-09-2002, 05:07 PM
What do you exactly mean setting it up off an Omega Red Throw assist? Omega Red tosses them in air for a while and its pretty easy to connect the Saotome Cyclone with, unless you mean some fancy combos involving Omega Red's Throw assist and Jin's Saotome Cyclone?

I meant in general, whether part of a combo, or a way to set up Omega Red's assist...
Something in the likes of:
(from full screen) Call Omega Red, standing roundhouse, Cyclone...

Red should connect before they recover from
Jin's roundhouse, and his throw will give you plenty of time
to give your opponent a trip through the stratosphere, courtesy of the Cyclone...

I've only done this in training mode since I'm not sure about its
effectiveness in mid-battle, especially since it's at full screen...

I also connected the Blodia Vulcan using Red's assist, even though
he were tossed up over the Vulcan's normal range... I have to look
further into what I did and see if Red can also set up a Vulcan assist...

Kurono_Kusagano
06-10-2002, 05:14 AM
One little trick that I came up with it..yes..the Saotome Rush™ combo. While its not very damaging....only doing about 1/8 damage...it looks very cool. Lead in with jumping fk {Drill Kick}, lk, hcb+k for the command grab. 5 hit combo that surely surprized the hell outta everyone when I firsy unveiled it. Good thing is...you can abuse the hell out of it..and theres nothing anyone can do about it! mwahahaha. Follow this up with a taunt and you have the patented Saotome Rush™ as done by myself. Its even better if you use it as a finisher. That way..more taunt time...

Also...whenever you Blodia Punch someone from the far side of the screen...where it would cause them to go into fly...rapidly tap d+hk for the ground drill, OTGing into a very pretty Blodia {Sucka} Punch.Im not sure if that was posted or not...Ive read a bit too much this morning....

If anyone needs Jin help...Im the man in the Blodia 2 Custom pilot seat.

<<snatches a towel from his bathroom, and wipes himself into burning frenzy>>

maverick degemi
06-10-2002, 06:33 PM
One little trick that I came up with it..yes..the Saotome Rush™ combo. While its not very damaging....only doing about 1/8 damage...it looks very cool. Lead in with jumping fk {Drill Kick}, lk, hcb+k for the command grab

well if you want to combo into Jis command throw you can go j FK, s LK, command throw
at least this does between 30 and 4o damage depending on who you get it on

Kurono_Kusagano
06-11-2002, 12:59 AM
Exactly what I said.

Combo Master
06-11-2002, 01:19 PM
How do you get the Blodia Punch to do lots of damage though?

Kurono_Kusagano
06-11-2002, 01:54 PM
Blodia Punch:

1) Perform the Blodia Punch when the opponent is behind Jin {cross-ups usually help}

2) OTG Blodia Punch does more damage than regular

3) Anytime while he has VA {Variable Armor} activated.

I also beleve that combo'ing it with certain assists can cause it to cause more damage....can someone elaborate on this one?

Gen2000
06-11-2002, 02:38 PM
Originally posted by Combo Master
How do you get the Blodia Punch to do lots of damage though?

The closer Jin is to the opponent and to his edge of the screen when performing the Blodia Punch, the more damage it does, simple.

The last hit does the most damage (30 on average, around 26 or less when damage buffering kicks in from too many hits before it) and is the hit that counts the most.

Combo Master
06-11-2002, 11:48 PM
Dude, the first time I saw that Blodia Punch in MvC1, I was like ":eek: !!" Damn, that's gotta hurt! I also like the sound when you get hit by it (soud effects when blodia punch connect on the opponent:pah pah pah pah pah pah!!)

maverick degemi
06-12-2002, 03:43 AM
How do you get the Blodia Punch to do lots of damage though?
if you want the blodia punch to do an obsene amount of damage try this combo wit the oponent in the corner. combo int jin'sslide how isn't too important but he sholc be at the max distance for the slide to hit, pick a person up with jins roundhouse kick command throw(that right his command throw) now as they get popped up but befroe they get a chance to role awaycancel into the blodia punch

if the slide is deep enough jins command throw will actually put jin in the corner and le the blodai punch get al it's hits in

well that s all for now

peace

06-12-2002, 08:28 AM
Originally posted by Combo Master
How do you get the Blodia Punch to do lots of damage though?

Do his Typhoon special (hold Back for 2 seconds and then press Forward+LP or HP) and make sure that the opponent is stunned and in the air. After that, cancel into Blodia Punch. I call this tactic "The Sweeper" because if you catch assists as well as the point character in it, it does a load of damage. It's almost like your cleaning out your opponent. It's a satisfying move.

ROC
06-12-2002, 08:48 AM
Remember that if the Blodia Punch has the same properties as Magneto's Shock Wave in that if it hits the assist more then 4 times the main character can't block it. Also I would just like to post a few teams:

Jin(Exp.) | Sent(Ground) | (Cap.Com.(AAA)
Jin(AAA) | Sent(Proj.) | Tron(AAA)

I'll post some damaging super combos for these teams later. But really guys your wasting your time with Jin when there are more top tier characters like Chun-li in this game.

Gen2000
06-12-2002, 04:20 PM
Originally posted by ROC
Remember that if the Blodia Punch has the same properties as Magneto's Shock Wave in that if it hits the assist more then 4 times the main character can't block it. Also I would just like to post a few teams:

Jin(Exp.) | Sent(Ground) | (Cap.Com.(AAA)
Jin(AAA) | Sent(Proj.) | Tron(AAA)

I'll post some damaging super combos for these teams later. But really guys your wasting your time with Jin when there are more top tier characters like Chun-li in this game.

Ya, that glitch was mentioned earlier and I hope you were joking with that last statement. The only Jin on point team I like is Jin/Doom/CapCom. Jin/Doom does their thing, what's better than Jin/Doom? Jin with a high ass priority AAA for himself, so, he at least has a chance against runaway. Jin dies, Doom/CapCom still can do their thing. When Doom is on point, he still has 2 (or 1) great AAAs backing him up.

cr.HK, Blodia Punch is THE combo most people look out for when playing Jin which is bad if they roll, then Jin is fucked badly.

ROC
06-13-2002, 09:47 AM
OK someone beat me to that fact then how about this one:

All of Jins attacks that have a flame on it do chip damage.

This is usful cause I like to keep using FP jump ins plus assist to keep preasure on the enemy.

Rockefeller
06-13-2002, 12:19 PM
yay a jin thread ^_^

i like to use jin's jumping fierce as a cross-up, then jab, strongxx cyclone ^_^

jin's reset #2 on medium-sized characters (iceman is ideal size): launch, sj. jab, sj. short, sj. forward, sj. fierce, hold back in the air and you can hit iceman with a falling sj. jab before you land and repeat the combo ^_^

a good chip combo is cross them up with a j. fierce, d. jab + sentinel-g, d. strong, dynamito!

Dark Strider
06-13-2002, 05:38 PM
This is an awesome, but somewhat hard combo with Jin=(in corner) s.lp, s.lp, Cyclone, (opponent falls) jab version dynamito, Cyclone. The dymanito acts as an OTG, allowing the second Cyclone to combo.

This combo is even harder-s.lp, s.lp, Cyclone, (opponent falls), jab version dynamito, Blodia Punch- This one is hard cuz you have to cancel the dynamito into the Blodia Punch before the opponent is knocked to high.

gunjack_fever
06-13-2002, 10:54 PM
Originally posted by Dark Strider
This is an awesome, but somewhat hard combo with Jin=(in corner) s.lp, s.lp, Cyclone, (opponent falls) jab version dynamito, Cyclone. The dymanito acts as an OTG, allowing the second Cyclone to combo.

This combo is even harder-s.lp, s.lp, Cyclone, (opponent falls), jab version dynamito, Blodia Punch- This one is hard cuz you have to cancel the dynamito into the Blodia Punch before the opponent is knocked to high.

what's up dark strider, i am the black guy that play mag/omega red/jin. i was trying the combos and yes its fucking hard. anyway are u going to gametime tournament this saturday? i am going.

Repulsorgiest
06-13-2002, 10:56 PM
how do you do that corner combo that yuta dose with jin?

maverick degemi
06-14-2002, 04:47 AM
Originally posted by Dark Strider
This is an awesome, but somewhat hard combo with Jin=(in corner) s.lp, s.lp, Cyclone, (opponent falls) jab version dynamito, Cyclone. The dymanito acts as an OTG, allowing the second Cyclone to combo.

This combo is even harder-s.lp, s.lp, Cyclone, (opponent falls), jab version dynamito, Blodia Punch- This one is hard cuz you have to cancel the dynamito into the Blodia Punch before the opponent is knocked to high.

You ccan make thes two combos do alot more damage by doing one little thing differnt. in stead of just launching into the great cyclone, do his st Short , st Fierce xx saotome tornado xx after 2 hits into Great cyclone

and you don't need to use the jab version of the dynamite to pick up. I've only ever used the fierce and it works just fine. but the easiest way I've foundd to do the pick up is hold down the the fierce and down on the controller and when they person is just about to hit the ground hit up and then roll through to the motion of the super

later

MixBlender
08-02-2002, 04:14 AM
now following suit of the others in this forum, I feel that Jin is a very under rater charicter in MvC2. Knowing that most likely, i will be put down for making this thread (weather you guys dont like Jin, or im a noob to SRK, it dont matter), I feel that Jin should getsome credit for being a pretty damn versatile charicter

personally a low teir player, Jin always seems to appear on my charicter List, Not becuase he is my favorite guy, no, he overall can seem to have quite the list of useful tactics ive been learning

**Jins assist**
Jin Dynamite (Anti-Air), I believe is possibly one of the better low teir charicters. Having an invincibility factor on his way in, if within melee range, can do serious damage and knockback, leaving you with a versatile confrontation destroyer for all those progectile users

**Jins Supers**
Having 3 completely off the wall supers are also good about him. Being quite the erratic char as it is, Jins Robot Fist Super provides great for dealing with melee supers (Hyato, Spiderman, etc).
As well, it can be combo'd in quite nicely with assists such as Iron mans repulsor blast as a nutshell example.

as well, Jin has maximum cyclone super. Dealing mass amount of damage if caught, this super provides a great cancelation super after someting like Ryu's hurracane kick, leaving the charicter down an extreme amount of damage compared ot other high-damage supers, like Shuma, or Akuma, or Dan, etc.

Finally, Jins Machine gun super may be one of the best supers in the game, technical wise. Leaving Jin a couple frames of invincibility to get away from air hyper viper bitches and proton cannons, it provides one of the better counter-supers if timed properly

**Jins attacks**
Pobably one of the more erratic charicters in the game, Jins slow recovery/cooldown time after melee attacks proves to turn people away from using this charicter. little do they know, most of Jins melee attacks, can be canceled into Jins manual throw, yes if things dont look good and you have the speed, you can convert a feirce punch to a manual throw simply.

I dunno, its 5 am here, im tired, quit bashing Jin. He has won me games before

Eagle009
08-02-2002, 10:37 AM
Yes, Jin is pretty damn good considering how much people don't use him. I think it's funny though when I'm using Mags and Jin together because everybody's thinking that Jin is just going to be a lone fighter and assume I'm not a good MvC2 player just because I pick him. Jin has a very good "This guy sucks because he picked Jin" aura about him. I like it because now the enemy is under-estimating (sp?) you, Jin is one hell of a Mags assist (this would be his Variety type...I think....haven't played in a month and a half....it's his damn tornado :p ), and I have a back-up character if everyone else dies. Yes I know...that stupid "I'm Jin and I'm pissed off now" flash leaves 2 frames of vulnerability to hit him with, but now the enemy stops rushing down (if they're not an expert that is) and now your damage has just increased.
I also love the fact Jin has counter-crossup ability with his Machine gun super (the Blodia Cannon for the most of you who don't know Jin). I still laugh everytime I see another Mags a/d behind me just as I whip out the Blodia Cannon. Since Jin disappears into his Cannon, the enemy has no idea where to block....it's so damn funny to watch as the person panicks and wiggles the stick back and forth thinking he might block it.
But my favorite all time DHC combo comes from somebody else, but I have made it a part of my strategy now also. Tr3nt was in the Florida Mall (when I lived in Orlando) and he was using Mags<A>/Blackheart<B>/Jin<Y.....I think>. I was using Mags<A>/Cable<B>/Psylocke<A>. Well, at that time I wasn't good.....at all. I was better than most...but not where I wanted to be. Tr3nt has always beat my ass time and time again...this time was no different.
He had 1/2 life on all 3 characters...and I had only Cable left. After AHVBx4 on his Blackheart (since Blackheart is so heavy), he tagged in Mags and then proceeded to beat the ever living shit out of Cable for what he had done to BH. First he crossed me up with a short triangle jump over my head and then it happened: c.lk + A2(Jin), c.lk (the two kicks stun long enough for Jin to add 5 hits), Hyper Grav xx Magnetic Tempest (Cable now has 3/4 of his life from a full bar), DHC to BH (qcb+pp) (Cable is now 1/2 life), DHC Jin's Typhoon (qcf+kk). That was it....Cable now had 1/10 life left. Tr3nt decided BH would get the last laugh and tagged in with an Alpha Counter and canceled into Heart of Darkness..... goodbye Cable.
So there you have it...a DHC that will take 9/10 of somebody's life starting with 2 c.lk's from Mags......ouch.:lol: So Jin isn't as bad as people think, but you have to use him mainly as defence and he must have good players for back-up (as does any middle to low tier character....Bojack proved that to me).
So that's my 2 cents...for what it's worth. I just need to find myself an MvC2 machine in St. Augustine before I lose my sanity!!:confused:
Later.:D

Eternal Blue
08-02-2002, 11:27 AM
Originally posted by Eagle009
Yes, Jin is pretty damn good considering how much people don't use him. I think it's funny though when I'm using Mags and Jin together because everybody's thinking that Jin is just going to be a lone fighter and assume I'm not a good MvC2 player just because I pick him. Jin has a very good "This guy sucks because he picked Jin" aura about him. I like it because now the enemy is under-estimating (sp?) you, Jin is one hell of a Mags assist (this would be his Variety type...I think....haven't played in a month and a half....it's his damn tornado :p ), and I have a back-up character if everyone else dies. Yes I know...that stupid "I'm Jin and I'm pissed off now" flash leaves 2 frames of vulnerability to hit him with, but now the enemy stops rushing down (if they're not an expert that is) and now your damage has just increased.
I also love the fact Jin has counter-crossup ability with his Machine gun super (the Blodia Cannon for the most of you who don't know Jin). I still laugh everytime I see another Mags a/d behind me just as I whip out the Blodia Cannon. Since Jin disappears into his Cannon, the enemy has no idea where to block....it's so damn funny to watch as the person panicks and wiggles the stick back and forth thinking he might block it.
But my favorite all time DHC combo comes from somebody else, but I have made it a part of my strategy now also. Tr3nt was in the Florida Mall (when I lived in Orlando) and he was using Mags<A>/Blackheart<B>/Jin<Y.....I think>. I was using Mags<A>/Cable<B>/Psylocke<A>. Well, at that time I wasn't good.....at all. I was better than most...but not where I wanted to be. Tr3nt has always beat my ass time and time again...this time was no different.
He had 1/2 life on all 3 characters...and I had only Cable left. After AHVBx4 on his Blackheart (since Blackheart is so heavy), he tagged in Mags and then proceeded to beat the ever living shit out of Cable for what he had done to BH. First he crossed me up with a short triangle jump over my head and then it happened: c.lk + A2(Jin), c.lk (the two kicks stun long enough for Jin to add 5 hits), Hyper Grav xx Magnetic Tempest (Cable now has 3/4 of his life from a full bar), DHC to BH (qcb+pp) (Cable is now 1/2 life), DHC Jin's Typhoon (qcf+kk). That was it....Cable now had 1/10 life left. Tr3nt decided BH would get the last laugh and tagged in with an Alpha Counter and canceled into Heart of Darkness..... goodbye Cable.
So there you have it...a DHC that will take 9/10 of somebody's life starting with 2 c.lk's from Mags......ouch.:lol: So Jin isn't as bad as people think, but you have to use him mainly as defence and he must have good players for back-up (as does any middle to low tier character....Bojack proved that to me).
So that's my 2 cents...for what it's worth. I just need to find myself an MvC2 machine in St. Augustine before I lose my sanity!!:confused:
Later.:D

Magneto himself can kill someone with no supers...just resets and throws. So killing someone in 3 supers isn't some elite Jin tactic. What good things Jin DOES have is his AAA assist which ownz fucking everything. His jumping d + rh is ownage too. His j. rh ownz flying sent and his stupid frying pan. J. fierce ownz antiairs. C. rh is ownage too cause u can cancel to Dynamite when u think they're gonna call their AAA or they're gonna try to c. short u. His Blodia Vulcan ownz cause it catches ppl at sj. level above u directly. His corner combos OWN big time but they are impossible to setup. His command "throw" is pure ownage...cause it's just too damn cool. His throw looks too damn cool also. Finally, his powerup at 15% is not vulnerable. It happened to me a few days ago, and my friend's HSF went right through him.

Jin is too good.

MixBlender
08-02-2002, 03:30 PM
the fact most people underestimate him is probably a much better advantage also

GeekBoy
08-02-2002, 03:40 PM
Jin sucks as a character, he gets rushdowned or kept away, he's got nothing besides his assist.

08-02-2002, 05:15 PM
AND trent sucks!

Gen2000
08-02-2002, 05:54 PM
Damn...its Jin players like you that make us few good Jin players look bad...

Dr.Spr0cter
08-02-2002, 08:33 PM
Originally posted by Gen2000
Damn...its Jin players like you that make us few good Jin players look bad...

I hear ya brotha!

FanBoy
08-02-2002, 08:39 PM
Originally posted by MixBlender
**Jins assist**
Jin Dynamite (Anti-Air), I believe is possibly one of the better low teir charicters. Having an invincibility factor on his way in, if within melee range, can do serious damage and knockback, leaving you with a versatile confrontation destroyer for all those progectile users


wait wait wait... so what your telling me is that cable, a projectile user, is all up in my face and I use Jin(AAA) to knock him back across the screen... to right where he wants to be...hmmmm

Originally posted by MixBlender

as well, Jin has maximum cyclone super. Dealing mass amount of damage if caught, this super provides a great cancelation super after someting like Ryu's hurracane kick, leaving the charicter down an extreme amount of damage compared ot other high-damage supers, like Shuma, or Akuma, or Dan, etc.



....rrriiiight...

Jinsogood
08-02-2002, 08:50 PM
Okay, I played Jin heavily at the early stages of MVC2, since he was my fav char from MVC1.

What Jin has...

AAA
Expansion Assist
Blodia Vulcan
DHC into Typhoon

And thats pretty much it.
Back when trying to cheese was popular and no one push blocked enough all I would do is sj.roundhouse drill call Dr. Doom.

If someone like Storm or Magz tried to air dash above and cross up, Blodia Vulcan, then they get crossed up.

Jin aint so good. No matter what my name says. (he is good in Tekken4 tho! even though I dont play that game...)

Jin's AAA is great with Storm cheese tactics.
It pushes real far, has all sorts of invincibility, does a good ammount of block damage, and storm can just do the upwards column tornado deally move for some great cheese.
His expansion assist COVERS so much area, and if it hits someone you can juggle afterwards.

DHC into typhoon is usually an ASS LOAD of damage.

Really, Jin has some good assists and some good damage potential, but who would wanna risk playing him?
Its not like he is Cammy who has the great assist and doesnt suck so much wang on point.

Eternal Blue
08-02-2002, 08:56 PM
Jin is not bad at all on point. His jumping rh kills Sentinel in the air, and his jumping drill (d + rh in air) kills anti-air normals. His priority is Cyke-sick.

He has a GOOD trap with Sentinel which is not destroyed by pushblocking.

c. rh + Sent-G, fierce Typhoon, Sent-G connects, contiune from start...

dsfh
08-03-2002, 03:08 PM
Originally posted by GeekBoy
Jin sucks as a character, he gets rushdowned or kept away, he's got nothing besides his assist.

So does Commando, but you still see people using him. Just because no one else uses him doesn't mean you shouldn't. Quit x-copying. Use your imagination and maybe you'll find something cool.

Bojack
08-06-2002, 01:50 AM
Originally posted by mixup
AND trent sucks!

He DOES NOT!!! MegaBusters the shit outta people. Any one with balls enough to always bring MegaMan to every tourney he ever plays in is pretty good in my book :D

Anyways, Mike, Jin is well, I want to like him but the fucker has NO practical combos, I mean, even Hayato is a fucking combo machine compared to Jin. To this day the only unescapable and reliable super combo I can find for him is j.Hp, lp,lp, Super Typhoon and that doesn't even work on every one. Everything else he has out side a basic AC or ground normal to special chain is too risky. But, he's got his AAA and his ghetto Psyblade assist to help his friends out but in a real fight he's pretty worthless. Sure his Blodia Vulcan is ok but how often is that gonna win the battle? Sucky supers, sucky normals, he's slow, no combos, no keep away, poor run away and rushdown. Face it Mike, find another low tier to swoon over. Become a Bison fan or a Sakura fan, at least they've got shit going for them. Well, later.


---B.j.

Shouta
08-06-2002, 02:21 AM
Try Jumping d+rh, lk, hcb+p =P. The other Jin thread has some great strategies for him as well.

I thought Jin would suck as a point but he's starting to get a lot more effective with the tips I found in that other thread. The (it's a corner combo) jumping d+rh, lk, fp, Fp Tornado, Saotome Cyclone does immensely stupid (good stupid =P) damage :p Not to mention his Expansion assist coupled with someone like Silver Samurai (which is my team :D and another character of your choice) eat rushdown teams for breakfast. Mag rushdown? Block it, call Jin's Tornado Assist, and through out a Raimeiken with SilSam or any other Super and bonafide free damage. :) Psylocke giving you trouble? Same idea, block and call Jin =P since most Mag users have a reaction to go in for a dashing c.lk to start that OTG combo, bam, you get them both. :)

Oh did I mention the Tornado Assist allows for free OTG Combos for anyone if it hits?

Pimpswitch EX+
08-19-2002, 04:13 PM
Nice well written article bout jin! Oh wait, NOTHING POSITIVE has been said. Everyone can be good if the person using them has the skills and strategy necessary to play the character.

dsfh
08-19-2002, 07:42 PM
Gen2000 posted a lot of good stuff on the other Jin thread (thx for the unpunishable super trick and the 100 pt corner combo btw). I'll post some of the stuff I found.

- Jin needs Doom. You don't even have to get a hit since Jin's medium/hard normals do chip. Combine with Doom-B and you can chip off lots of life.
- AAA owns crossups.
- You want to crossup in conjunction with Doom AAA. Try Doom+FP Typhoon. If you hit, you crossup the opponent and knock them down. If you did this near the corner, the rocks can OTG (comboed), then you can super. If you didn't hit, rocks will cover you.
- If you crossup and opponent gets hit by flying rocks, do Typhoon super. Loads o' damage.
- Fighting Sentinel: I'm not good vs. Sentinel, but here's what I found. As AAA, Jin can't force Sentinel to block like Cammy or Commando. Also, at max flight height, Jin AAA won't reach. You have to know when your opponent will stomp. So call Jin and block high right before Sent tries stompdown. Problem is that Sentinel gets unfly once hit. What to do now depends on your point char. If you were in corner and Sent got hit to the opposite (top) corner, with Doom do ground photons to force them to block.
- Nifty combo with Storm/Jin: s.hk+delayed Jin, sj.fp xx LA xx LS. Like Storm/Commando combo.

08-19-2002, 09:42 PM
Originally posted by GeekBoy
Jin sucks as a character, he gets rushdowned or kept away, he's got nothing besides his assist.

What a dickhead (I'm referring to you)

Fizban
08-21-2002, 09:05 AM
Sure his Blodia Vulcan is ok but how often is that gonna win the battle? Sucky supers, sucky normals, he's slow, no combos, no keep away, poor run away and rushdown.

Not so fast. Blodia Vulcan; it's great for what it is, but it's not all he has to offer. The other supers dish out their fair share, too, and they're easy to put to good use. If you do what you're supposed to do, the supers will get the job done.

Jin's got no rushdown. To that, I submit that if he's being played for rushdown purposes, he's being played ass-backwards. Jin has what he needs to deal with the dash-happy. Go ahead. Rushdown. Then, try to figure out why you're picking yourself up from the floor half a screen away.

For me, Jin brings some very easy damage for a cheap price: you manage to land a short combo and you've suddenly begun to fill that lifebar with a lot of red. And it only gets better once you've added him to a line-up that he can support and be supported by.

Pimpswitch EX+
08-21-2002, 02:00 PM
Yes, the way jin is supposed to be played is pretty defensive , followed up with some nean short bursts of pain. He can deliver so KILLER damage if he gets the opponent in a corner, so make sure you keep his laggy moves backup with area controlling assists.

Shadowed Fate
09-02-2002, 01:34 AM
Put all your babble to rest. Jin is da' man, period. No rushdown....ha! My Jin is capable of keeping up with and at times beating VDOs Rogue.

The key, keep the pressure on them. I used to play Jin with Sakura (expansion) and either Rogue (anti-air or throw) or Chun Li (anti-air). Sakura's expansion holds the opponent in place for some good dashing c.lp, c.mp - chip damage. What catches people alot...even Mags and Sents....is to follow that two-hit chip up with the same thing. They often don't expect the second time and try to dash in. Follow this up with either Saotome Dynamite, or lp.cyclone into Blodia Punch or Great Cyclone.

Abusive c.rh (ground drill). Catches many off guard, if it connects, follow it up with lp.saotome dynamite and cancel into either Blodia Punch (or in the corner Great Cyclone).

With Cap.Com: c.rh, xxCapCom AA, Blodia Punch (50%) as the character flies off the screen, keep tapping the c.rh. He'l lead into the next screen with the drill kick OTGing the opponent where Jin can then punish them with a second Blodia Punch. (dropping at least 70-80% on Cables even).

If that first Blodia Punch puts em in the corner, then use the second chance after the c.rh to use the Great Cyclone. Many times, using that CapCom AA with the ground drill can set them up for a quick Cyclone if you're looking to make fast damage.

Also, Jin has the easiest cross-over air combo. Always end the air combos with fierce punch. Guide yourself to land on the other side, fierce punch again, start air combo. To insure good damage, switch up from time to time. Instead of always crossing up, land right in front of them. They'll be thinking to cross - block, and will get hit anyway, right in the face. Once you've had your fill of the combo'ing, either relaunch into Great Cyclone, or j.fp, s.lk xx Blodia Punch.

My personal favorite (and creation) using the s.lk into the command grab {I call it the Saotome Rush for lack of the real name} qcb.k . Nice way to kill an opponent off...follow with taunt for best results.

Playing Jin with Sentinels.....anti-air assist. Need anything else?

Rush-Down Teams: Expansion and Anti-Air assist, need I say anymore?

Turtling Teams: Once again....need I really repeat myself?



Can you see your fate? I have.

gammaunleashed
09-10-2002, 05:12 PM
I've been using Jin since I started playing 3 years ago, and I've never even thought of trying some of the stuff posted here. Thanx for the info:cool:

Dasrik
09-10-2002, 05:36 PM
Just a random note here:

There is no difference between jab and fierce dynamite. None. They are the same move.

09-10-2002, 05:50 PM
Has Jin been used effectively in tournament play? If so, what team was he a part of? I keep hearing about Jin/Doom and yes that character combination is great for chip damage. His fire stun moves as well as Doom's rocks work well together. Anybody else work well with Jin? I was thinking Cable/Jin/Doom but this is a Jin thread and we're talking about him on point only, correct?

gammaunleashed
09-10-2002, 05:58 PM
i work well with jin, but my teams are below bottom tier. I just like watching people stare in disbelief when i beat them with a "scrub" team

09-10-2002, 06:06 PM
Originally posted by gammaunleashed
i work well with jin, but my teams are below bottom tier. I just like watching people stare in disbelief when i beat them with a "scrub" team

I've beaten people with Jin-B/Venom-A/Ken-Y teams before:cool: :lol: :)

gammaunleashed
09-15-2002, 08:36 PM
Originally posted by Satomiblood


I've beaten people with Jin-B/Venom-A/Ken-Y teams before:cool: :lol: :)

I prefer Jill-B/Hulk-B/Jin-B. It took me forever to get it to work but now.........DAMN it's fun.

Tanion
10-27-2002, 08:31 PM
The Blodia punch does the most damage when the machine gun turret is close to the enemy. You can do this easily [hell to easily] with Rogue's throw assist. Since Rogue turns her enemy towards you, you can just throw the Blodia vulcan into it. It does 8 points more damage than usual since the throw helps you out. Those 8 points don't get buffered... so that's always a good thing.

Also I created this fun combo with Rogue[Throw]/Sent[Ground]/Jin[AAA].

Rogue: Lp, lk, [Call Sent], lp lk, [drones hit], c.lp, c.mp, repeating punches, Good Night Sugah, wait till Rogue is kissing the enemy, Sent HSF, wait till the enemy falls down then launch, magic series, Sent's Aerial super, Jin's Cyclone super.

This combo pretty much kills about anyone that doesn't have super high stamina [Juggernaut and up].

2pacnbiggie
01-02-2003, 11:10 PM
this is one of my favorite guys in the game anybody else use him? what are some good combos and strats?

i use c. hk, into his saotome anti air thing

and i use s. lp, mp, sj. lp , mp. down + hk for three more hits

anybody got some more advice and nice combos for jin saotome?

knives
01-03-2003, 02:03 PM
you can also do BP>c.short, s.fierce>BP
i dont know if it does more damage than BP>c.rh>BP, but if someone could test em and post back here. i havent played jin in over a year, so i don't know which hurts more...

2pacnbiggie
01-03-2003, 03:58 PM
i like to use that charge trick that works with jin when you hold any kick button and press down fo a lil bit then go to up and u do his move without havin to do it the regular way it works on all moves that have u charge down and then to up.

does this work on any other streetfighter game like alpha 3?

Nordramor
01-15-2003, 02:51 PM
Jin can mix up his air combos in an odd fashion. If you do:

s.LP->s.MP (launch & jump up+forward)-> sj.LP->sj.MP->sj.HP

Jin will knock the opponent straight downwards with the final HP. The odd part is, Jin will fall and land on the opposite side of the opponent by about one pixel. If you time it just right, you can initiate his sj.LP or sj.LK right before Jin hits the ground and the hit will often cross them up. This can easily opens up to any number of possible combos. If they're anticipating the last sj.LP or sj.LK, you can land and do a simple c.HK -> OTG Saotome Dynamite or Blodia Punch. If you do not want to land on the opposite side, simply pull the joysitck to the side you launched from as you fall after the last HP. You can essentially follow up this air combo with attacking from sj,s, or c from either side of the opponent.

Alternatively, there's some interesting tricks you can pull with his mid-air Saotome Drills and air combos. If you alter his air combo to

s.LP->s.MP (launch & s.jump up)-> sj.LP->sj.MP->sj.HP

the final HP will now knock the opponent down and to a bit of an angle, initiating a flying screen and Jin will dash in from ground level. However, if you tack on a fast air drill at the end, so the string is

s.LP->s.MP (launch & s.jump up)-> sj.LP->sj.MP->sj.HP XX D+HK

Instead of iniating the flying screen, Jin will come down in with the Saotome Drill right into the opponent's face as they get up. If the D+HK drill connects, you can combo right back into a s.LP->s.MP (launch). There's a nice variation you can throw into this, as your opponent will probably guard high against the air drill after you surprise him maybe once with it. Wait a millisecond longer before you do D+HK at the end of the string. Jin will start the air drill, but the flying screen will iniate and cancel it, and Jin will do his charge-in from off screen on the ground. You can now do his c.HK and hope it conncets for a nice followup of OTG Saotome Dynamite or Blodia Punch. You'll notice it sounds funny because Jin starts to say 'Dril...' but is cut off when the flying screen cancels the move, then says 'Drill' again as he does the c.HK version.

Of course, all these tricks aren't 'true' combos, and they rely on you actually landing Jin's launcher, so take them with a grain of salt. But, any sort of cross-up potential with Jin does help.

Nordramor
Nordy!

Dasrik
01-15-2003, 03:08 PM
Originally posted by knives
you can also do BP>c.short, s.fierce>BP
i dont know if it does more damage than BP>c.rh>BP, but if someone could test em and post back here. i havent played jin in over a year, so i don't know which hurts more... The most damaging corner combo is BP (hold down-back), C.Roundhouse xx jab Typhoon (2/3 hits) xx Saotome Cyclone.

Ajil
01-16-2003, 12:22 AM
jin is da bidomb. As far as I know, you can decide what side you want to land on after doing the air combo by holding that direction. But you gotta end it with FP not roundhouse. I always use the expansion assist, his aaa is very good, but has virtually no comboability. Jin pretty much has to be used only for his assist, and I have two main teams I use with him. Cable/Sentinel/jin (exp). The strategy is simple. If they get hit with jin, proceed to ahvb or hsf them until they die. of course you could snapback or launch them if you like, but the supers hurt so much. And my new team, MSJ. jin's expansion assist can be otg'd into magneto's c lk, c rh just like psylocke. Or you can just start up the normal jumping or superjumping infinite right off of jin. Or you can let em fall and then tri jump em with mags. Also magnetos c lk, c mk combos into jin as well so you don't have to stick out risky launchers. with jin on point, I like to pyschic blodia vulcan or cyclones, especially against offensive characters like mags and storm. The cyclone is great against stompdown sentinel. Or you could sucker em with the blodia punch and dhc to hailstorm or shockwave when they try to jump at you. Oh yeah storms standard launch into super combo dhc's into the cyclone or the vulcan, for nice damage. Try em out, jin rocks the house; just ask chaos.

dsfh
01-16-2003, 11:15 AM
Originally posted by Dasrik
The most damaging corner combo is BP (hold down-back), C.Roundhouse xx jab Typhoon (2/3 hits) xx Saotome Cyclone.

Actually I think the most damaging corner combo IIRC is j.fierce, s.short, s.fierce, typhoon xx super cyclone. I remember doing over 100 damage on Cable in training mode. I'm not sure if the j.roundhouse does more or not because the extra hits scale down the damage of the super cyclone. Anyway, you only need 1 super for this and it looks nice.

My strategy is to chip. j.roundhouse does 3 points of damage blocked, and combined with Doom, adds up to a lot of damage. If they accidentally get hit by Doom cuz they were stupid, cancel into super typhoon for some good damage, or do all those crossup things mentioned before.

Dr.Spr0cter
02-06-2003, 05:09 PM
Whats up my fellow jin fans!! I have also been using jin since mvc2 first came out. I,ve already established the perfect Jin team wich (if you would refer to my avatar) consists of Mag,Jin,Doom in that order. The team has just about everything you could ask for (except for an anti air) but hey it works hella good.

Well it seems that everyone has already posted everything a person should know about jin ( except for a few of my personal combos and lockdowns) so I just wanted to say, play with jin he is good!!

Ive actualy been dying to play a half decent Jin. Everyone I have faced so far that claims to be a "Jin master" has fallen before the might of my flame taunt. I am willing to say that I have the best Jin in all pac south,Anyone who thinks their Jin can beat mine, 100$ says you wont come close!!!

I f you think I sound conceded, your absolutly right im just trying to get someone to prove me wrong:(

CAN NO ONE STOP ME!!!!!!!!! BLODIA!!!!!!!!!!!!!

02-09-2003, 09:27 PM
Originally posted by Dr.Spr0cter
Whats up my fellow jin fans!! I have also been using jin since mvc2 first came out. I,ve already established the perfect Jin team wich (if you would refer to my avatar) consists of Mag,Jin,Doom in that order. The team has just about everything you could ask for (except for an anti air) but hey it works hella good.

Well it seems that everyone has already posted everything a person should know about jin ( except for a few of my personal combos and lockdowns) so I just wanted to say, play with jin he is good!!

Ive actualy been dying to play a half decent Jin. Everyone I have faced so far that claims to be a "Jin master" has fallen before the might of my flame taunt. I am willing to say that I have the best Jin in all pac south,Anyone who thinks their Jin can beat mine, 100$ says you wont come close!!!

I f you think I sound conceded, your absolutly right im just trying to get someone to prove me wrong:(

CAN NO ONE STOP ME!!!!!!!!! BLODIA!!!!!!!!!!!!!

I'm a HUGE Jin fan. I played him religiously before exploring other characters and let me say that you are, by far, the most confident and courageous Jin player I have ever heard from. My Jin is decent. I've frustrated the hell out of people with his AAA, insane chip damage from his normals, Typhoon XX Blodia Punch combos, and launch into Great Cyclone. I don't know if my Jin could take yours though. I haven't played Jin in a while because my pussy friend Ibow2no1(:p if you're reading this) almost always resorts to Cable, BH, and runaway Storm. Not saying that those characters are bad, but does he really need those characters when I choose to go with Jin/Amingo/Dan??

Anywho, Jin is great. I have this weird connection with the way he plays (50% offense and 50% defense). I just feel so comfortable with him because if you EVER decide to start him, you have to play smart and learn to be patient with him. Yeah, I wouldn't call myself an expert cause that's just too much, but I can throw some shit down with him for sure. Jin/Tron works really well for me. Just call Tron to punish a blocked or missed assist and proceed to do Typhoon XX Blodia Punch. When the assist gets hit a certain number of times <<<!!!PRESTO!!!>>> your opponent's point character just stops blocking. I get plenty of :wtf: looks when that happens.

Old School team right here: Jin<B>/Venom<A>/Ken<Y> aka Team Berzerk

*I know my team isn't shit btw so don't bother telling me:lol: