Jin Saotome for UMvC3!
Stamina - 1,050,000 (Over Average)
Walk Speed - On par with Dante
Jin Saotome is, for the most part, a sort of speedy heavy hitter. His comboability isn’t the best but his high damage output out of his small combos are enough to make up for it. Compared to other characters of his size, he is quite slow and the recovery frames on most of his heavy normals last long.
He is meant to be played as a slow rushdown character. He barely has a mixup game (he has a command grab) but his major advantage is his special-special cancel abilities. Basically, he can cancel a special into another special to make a blockstring safe / to catch an opponent off-guard.
He has trouble dealing with keepaway in general.
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Normal attacks
s.L - Standard jab, nothing too special. It is now self-cancelable, which will make it not utterly suck.
s.M - Standard side kick. It has decent reach and is a decent poke.
s.H - Flaming front/upward punch. Originally his cr.H attack, I believe that he cannot be handled the way he was in MvC1&2. Decent for punishing far jump-ins, hurtbox is lowered. Has a tiny vacuum effect, making the opponent fly a little upward and towards Jin.
F+M - Upward aerial flame kick, hits twice, good hitbox, great AA.
F+H - Flaming dash punch. It has good reach, decent speed, but bad recovery. On block, it does chipdamage and is essentially unpunishable by normals if push-blocked. On hit, it wallbounces.
c.L - Standard low jab, self-cancelable.
c.M - Flaming ground pound. Hitbox is on the whole flame, making it a situational AA. On hit, it groundbounces. Its reach is on the shorter end.
c.H - Standard sweep. Long reach, kind of slow, knocks down.
j.L - Standard air jab.
j.M - Flaming air kick, pressing it twice follows itself up. Good air-to-air, combos well.
j.H - Flaming air punch. Lots of hitstun, does good damage, somewhat decent for jump-ins.
j.S - Flaming overhead aerial punch. Great air-to-ground attack, huge flame hitbox, knocks down. Amazing cross up!
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Launcher (S) - Flaming uppercut. It’s a pretty standard launcher. Hitbox is on the whole flame. Very punishable on block.
Drill kick (S+A) - Depending on which direction the player presses, Jin will do his drill kick from different angles. Decent dive kick. Startup and recovery are similar to Wolverine’s drillclaw. Multi-hit attack, usually safe on block.
Low Drill kick (d+SA) - Standard drill kick that OTGs / knocksdown, special cancelable.
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*** Special moves***
Saotome Dynamite (hold d -> U+A or DP motion) - Jin throws out his armor/clothes in flames in a very manly way. Dynamite has a lot of invincibility frames but lots of recovery frames. Amazing reversal move.
Saotome Typhoon (hold b -> ) - Jin spins on himself, advancing in what seems to be a man-made typhoon. Beats small projectiles (like tatsumaki), huge hitbox, decent startup and quick recovery. Unlike its MvC1/2 counterpart, this move is now useful for more than running away.
Saotome Crush (hcb + A) - Command grab. This move is an invaluable tool for Jin’s mixup game. Jin grabs his opponent, throws them around and ends with a groundbounce. Comboable afterward in the corner. Startup is somewhat slow but the move itself is already VERY powerful.
Saotome Flame (taunt) - Jin rubs his back very quickly and turns himself into fire.
*** Hyper combos ***
Blodia Punch (Lvl 1) - The startup is fast (and invincible) but Blodia’s PAWNCH comes in a little bit afterward. Amazing super move, very strong and versatile, easily combo’d into. It makes the opponent fly up in the air like Spencer’s hyper punch does.
Blodia Vulcan (Lvl 1) - Jin snaps his finger and Blodia comes out, shooting the whole place. It mostly works like ‘Maximum Wesker / Vergil’, except that it’s avoidable by super jumping. Great OTG hyper combo.
Saotome Mode (Lvl 1) - Jin focuses and starts glowing. During this mode, he is constantly protected by super armor and deals more damage.
Saotome Cyclone (Lvl 3) - Jin does a GIANT CYCLONE! Very fast invincible startup, great anti-air, OTGs if close to the opponent and has a vacuum effect if close enough. Hard knock down.
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*** Assists ***
Saotome Typhoon - This move is very good for controlling ground horizontal space. And since it has a big hitbox (and animation), it helps on getting inside.
Saotome Dynamite - Great vertical space. It’s great for characters that lack decent reversals and anti-air. It can also be useful in corner combos.
Low drill kick - Jin quickly comes in and does a drill kick that hits low and OTGs if the opponent is down. This assist can also be very useful for mixup purposes.