Jin, being one of the oddest characters on the MvC2 roster, is a lot of little tricks and just all around weird playstyle.
I’m sure, the 3 Jin users out there have a few tricks, and tips. And I’m also sure that us three Jin users, don’t play him the same. Higher-Jin talks about all these crazy combos and stuff that I never really thought of, besides his few BnBs.
I want to throw out all the stops and try to give an insight on this semi-nude-loving, mech fighter.
I’m a little pressed for time right now, so I won’t try to find other posts that would be helpful to the Jin gameplay. Though, I’ll try to post them here in a little bit.
Jump Ins -
Personally, I only use Down Roundhouse for air-to-ground. The angled down kick cyclone thing. It chips like crazy, and keeps pressure. I would use: Jump, assist [Trone Y, Juggs Y, Doom B are nice] Down Roundhouse.
If it connects:
Jab, Jab into anything.
Down Jab, Roundhouse into anything.
If it doesn’t connect:
I’ll just do it again.
It pushes them back so you can put them into a corner and keep up corner pressure. One of the biggest down side to this is, your Bloodia Punch will come out slower, the farther you are from your side of the wall. So you’ll need to add an extra hit into your combo for it to connect. C. Roundhouse xx Bloodia doesn’t work from this far away from the wall. You’d have to modify it to C. Roundhouse xx Dynomite [first hit, for the pop-up] Bloodia Punch. Jin’s had should hit the person, so they’ll be sucked in for the Bloodia.
For air-to-air: I’ll use Back Roundhouse. That Double kick thing. Comes out pretty fast, and hits real hard. Though you’ll have trouble with Sent’s unfly tactics so be careful. I’ll talk about that later.
Bloodia Punch - it’s usefulness and usage.
Bloodia punch is by far his best super. Though the great cyclone is crazy damage, it’s kinda hard to set up and doesn’t have a useful glitch/trick to it that the Bloodia does.
What I’ve learned from the Bloodia is, that you can trap assists in its hit on either side of you. If your oppenent calls sent, and jumps behind you; you can bloodia and catch sent.
But here’s the neat little trick about the Bloodia. I’ve seen it time and again, so I can say with almost no doubt that it works. If you catch the assist, even if the main is blocking, the last hit will still hit.
A guy’s storm called his Sent to cover, I C. Roundhouse xx Dynomite xx Bloodia. The roundhouse hit sent, which killed his drones. Storm blocked low so didn’t get hit. I quickly canceled the Roundhouse to a Dynomite, which again caught Sent. Once he popped up just a little, I canceled to Bloodia. Like I said above, I hit sent with Jin’s actual hand then the Bloodia hit. Right after that, the last hit of the Bloodia connect with Storm and she went flying. The guy yelled a big “WTF” and I just smiled.
Of course there are soooo many drawbacks to the Bloodia. Slow start-up, massive down time. It’s not safe to just throw out, without Typhoon, C. Roundhouse, or dynomite first. And it’s COMPLETELY punishable by the top 4 that can and WILL lead to Jin’s death. So it is only and ONLY safe and close range. You *might *be able to throw it out safely at mid range, with an assist; but I don’t really try it too much.
Positioning and Playstyle - A weird kind of rushdown
I play Jin with great frustration, wavedashing, and angry, slow rushdown. I put him on point, though as a center he has decent DHC’s. I take as much advantage on his flaming moves, since all of them chip like no one’s business. The Down Roundhouse I talked about earlier chips like crazy. On Sent, I just sit there and Jump, Down Roundhouse all day since he’s so massive. If you get the timing down, you don’t even need an assist to keep pressure.
Against Mags and a rushdown Storm, you just need to block A LOT. Be on the look out for crossups; and remember, Dynomite is a wonderful thing. It snuffs most normals and launchers. Just be careful of using your dynomite on MSP. Psylocke is a trouble and needs to be dealt with. >=/ Her assist, whatever it’s called, can stop a dynomite; even while he’s doing it.
But the good thing about fighting against mags and storm is the fact that they can’t take as many hits as they can dish out. One nice, Jump-in down roundhouse, Crouching Jab xx Tyhpoon xx Bloodia is well over 50% damage on either.
Really I’m scared of Cable and Sent more than the other two. Cable, just because he’s cable. Make a mistake, AHVB. Whiff a normal, AHVB. Whiff anything, AHVB. You get the idea. Same with Sent, his unfly/ air dominance make his crazy good. Jin doesn’t have much when it comes to air-to-air game.
So what do you do with these two? I’ll tell you.
Sent - As much as possible, keep him on the ground. Though is still a huge threat on the ground, Jin is too. Pelt him with Roundhouses, and well timed fierces. Dynomite all day and try to trap him with assists.
If and when he gets to the air, and there’s no real stopping him; you need to just play smart. Most people like to chase him in the air, which is a no-no. He moves way to fast for you to catch. Best thing, and what works well with good cover, is Fierce Typhoon xx Bloodia Vulcan. Use the Typhoon to screw with his unfly and Bloodia Vulcan. If you have CapCom or Blackheart, or any other awesome AA then by all means, bring him down.
Cable - Since he keeps you at a distance, you’re limited to what you can do vs him. Your Down Roundhouse becomes unsafe, since he can just AHVB if you whiff. Typhoon is unsafe. Dynomite and Bloodia Punch HAVE TO CONNECT, or they’re unsafe. With so many tools, now completely unsafe, what I like to do is just jump around. Seriously. Superjump to get out of Viperbeam / Grenade traps and to get closer. Superjumping also can get a nice assist cross up, with the right assist. But of course it’s at the risk of your assist, so be careful.
Magneto - Mags is a clangorous mofo. Really one wrong move, one whiffed move, or anything not blocked can lead to an auto death. You just need to watch out for his angry, fast paced rushdown. Block as much as you can, and try to guess if he’ll attack high or low. If you’re fighting MSP, which you’ll most likely face if you’re fighting mags, you really need to watch out for Pyslocke. Her assist, can go through your assist, your Typhoon, and Dynomite.
The best way to handle him is just to play it safe, play it smart and look for an opening. I try to make opening by crossing him up with Jumping back roundhouse or down fierce. Normally, I’ll call Tron, Jump, cross up fierce. If it connects, I’ll either jab or Crouching Roundhouse depending on how far I am from him. If the fierce is blocked, then I just block or dynomite. If Tron is still out, I’ll dynomite; If she’s gone I’ll block.
Storm - Honestly my favorite fight out of the top 4. On start up, you have frame advantage, if either or neither of you did the switch glitch. Since Jin’s standing/crouching jab are 2 frames, and Storm’s fastest is 3 frames, you’re set. Just start the match by walking up to her, and spam jab. It should hit clean and you’ll be able to get a damaging combo on her. If not, you’ll trade which is fine too. Establish ground dominace early on and try to keep her on the ground. Assists, Fierce Typhoons, jabs and J. down roundhouses are safe since she can’t punish as fast and mags or cable. watch out of psylocke, sent, or capcom/cyke’s assists.
If she decides that she doesn’t want to head up against you, she’ll go to the air and start screaming. Like sent, Fierce Typhoon xx Bloodia Vulcan to glitch it out. But unlike sent, you can go into the air and chase her. Just watch out for a lighting attack xx lighting strom xx DHC, as usual. If done right, you can put the fear in storm and just rape her.
Combos and Near 100% -
Jab, Jab, Jab, Short, Jab, Short, Firece = simply Air BnB. Does decent damage and show cases’s Jin one and only air combo. Use it to build meter and on the way down, Firece. It has a chance to cross up and do it again.
Jab, Crouching Jab, Dynomite xx Bloodia Punch = Pretty easy, good damage [does more damage the closer your back is to the wall] The Dynomite xx is real tricky and needs spot on timing. The minute you see the flash of the dynomite you need to xx
C. Roundhouse xx Dynomite = simple and keeps them out. If you can’t get into rhythm or just too hardcore rush down, stick with this.
C. Roundhouse xx Dynomite xx Bloodia Punch = Same as above, just way more damage.
Jab, Jab xx Great Cyclone = To mix up with the air combo. Does MASSIVE damage. Just see mags health go from full to half in three hits.
Combos with assists. I use Tron, every time I play Jin. Tron does so much damage, Keeps them in place to setup for anything, and they have interesting cross ups together.
Tron, J. Roundhouse, Jab, Jab xx Great Cyclone = Huge damage. If you use the Jumping D. Roundhouse, it won’t cross up, just chip which can be good too.
Here are some of the most damaging near death combos on Storm and Mags that I have done. They are a little dificult, but still way easier than most combos by other chars.
Jab, Tron, Firece, Fierce Tyhphoon xx Bloodia Punch.
Jab, C. Jab, Tron, C. Roundhouse, Dynomite xx Bloodia Punch.
Jab, Tron [pause] Jab, Jab xx Great Cyclone.
If anyone has any questions, I can answer as many as I can. I know for a fact that I don’t have all the info I should here, and I’ll post more as I can remember them.
Like Higher-Jin said, “A higher Jin can be achieved” I hope this little snippet helps the other 2 Jin players out there, lol.
I sure hope it’s more than 3 of us out there.