Marvel Vs. Capcom 2 FAQ
How to be an Expert Jin Player
First Version: 1/6/01
Last Revised: 1/7/01
Authored by: John Kyle Ildefonzo a.k.a. J to the K 
(blazinwriter87@yahoo.com)

If you want to IM me, its RaGiNgDraGoN87.  I dont have ICQ.

If this document or any part of it is copied or used without my consent, I 
will feel free to sue you for plagiarism or copyright infringement.  If you 
would like to use any part of my FAQ,
E-mail me what you want to do with it and Ill reply.  Thank you for your 
consideration.

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TABLE OF CONTENTS

I.     Introduction
II.    Character History
III.   Why Play Jin?
IV.    Legend
V.     Revision History
VI.    General Moves
VII.   Basic Attacks
VIII.  Throws
IX.    Special Attacks
X.     Hyper Combos
XI.    Super Armor Jin
XII.   Assist Types
XIII.  Combos
XIV.   Strategies
XV.    Special Thanks


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I.     INTRODUCTION

I am J to the K and this is my first FAQ.  If you were wondering, I am a 
teenage Filipino (AP, baby!) from Las Vegas.  The arcade that I most 
frequently visit is the Time-out arcade at the Orleans Hotel/Casino.  If you 
have any suggestions or comments pertaining to my writing, please e-mail me. 
  I know Im not the best FAQ writer on this site, but Ive been playing 
fighting games since Street Fighter II and Mortal Kombat; Ive gotten to 
like the madness that is the Crossover Series and I wanted to share some of 
my ludicrously powerful Jin combos.  Im not yet an expert, but Im pretty 
close when it comes to Jin.  I can play with 53 characters, but the only 
characters Im not above average in skill with are Dhalsim, Spiral, 
Anakaris, and Servbot (hes just too weak).  I consider my skill with them 
to be just about average.  Also, if you want to read my poetry, please visit 
http://hometown.aol.com/ragingdragon87/myhomepage/poetry.html.  Thank you.

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II.    CHARACTER HISTORY

>From what I can gather, Jin Saotome comes from the Capcom mech fighting 
game, Cyber Bots.  He was the pilot of the Blodia.  In the Crossover 
Universe, Jin fights outside of the Blodia, but not without its aid.  He has 
appeared in the first Marvel Vs. Capcom, where he was my favorite character. 
  Thats all I know of Jin.

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III.   WHY PLAY JIN?

Bored of those Shotokans and their clones?  Looking for an original 
character bearing no resemblances to that of the attacks of any other 
character?  Are you looking for a good laugh while you fight?  Looking for 
unexpected, powerful combos?  If you have answered, yes, to any of these, 
you are looking for and have found Jin Saotome.  Each and every character 
has their pros and cons (some more than others :P), so lets do a run-down 
on Jin, shall we?

Pros

-He inflicts above average damage.
-He receives below average damage.
-He has powerful supers that can be comboed
-He has short, powerful combos.
-Powerful without the risk of being a big target.
-Desperation mode increases power, vitality, and gives him super armor.
-Most of his basic attacks do chip damage.
-High priority thanks to those flames.
-Has a throw that can be mashed.
-Powerful OTG possibilities in the corner and out.
-People who cant use him tend to think he sucks, so your skill will be 
unexpected. (Against humans only.)
-Can cross up super jumpers two ways.
-Two good anti-air attacks.
-Can play offensive or defensive
-Can switch from offense to defense in the blink of an eye just like Guile.
-Crazy Expert Combos that do 80+ points of damage.

Cons

-He has lag before and/or after some moves.
-His walking and dash speeds are a bit on the slow side.
-Lack in air combos affects his offensive game a _little_ bit.
-No real projectiles except Blodia Vulcan.
-Hes a charge character.

Of course, since hes one of my favorite characters, I may be overlooking a 
few cons, but still, his pros outnumber his cons.

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IV.    LEGEND

D-down
U-up
F-forward
B-backward
Lk-light kick
LP-light punch
Mk-medium kick
Mp-medium punch
Hk-hard kick
Hp-hard punch
A1-assist 1
A2-assist 2
Qcf-quarter circle forward
Qcb-quarter circle backward
Charge-hold for one and a half seconds
S-standing
C-crouching
J-jumping
Sj-super jumping
D-dash
XX-hyper cancel (special move into hyper combo)
OTG-off the ground (your opponent has been knocked down and you hit them 
while their lying there)

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V.     REVISION HISTORY

*1/6/01* Version 1.0: First release, everything is new.

*1/7/01* Version 1.1: Second release, added combos to Intermediate Combos 
and to Crazy Expert Combos, and fixed some damage readings.

*1/8/01* Version 1.2: Fixed some typos and other errors.  Added boss 
strategies, added even more combos.

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VI.    GENERAL MOVES

Here I will explain moves that all characters share.  Damage readings taken 
against Cable in training mode.  He takes normal damage and 143 points of 
life equal a whole bar.  Computer opponents take less damage than human 
opponents.

NOTE: In the arcade, the button labels are incorrect. The buttons that are 
labeled jab and short really are jab and short, but the buttons labeled 
strong and forward are really fierce and roundhouse.  The buttons that 
read as fierce and roundhouse are really assist 1 and assist 2.  While 
the medium buttons are not implemented, pressing one of the light attack 
buttons twice will result in a medium attack.

Switch Out (10): lp+lk for first partner; hp+hk for second partner

This is how to change your main character.  When your character is weak or 
you just want to play as someone else, you push the command for the 
corresponding partner.  Your current main character will taunt (invincible 
at this point) and your partner will jump in attacking at the same time, 
then taunt also.  The second taunt leaves you open, but if the initial 
attack connects, you can proceed with an OTG combo, providing they dont 
roll.

Snapback (10): qcf+A1 or A2

This attack, when not blocked, will knock your opponents current point man 
out of the match and bring in the partner of your choice.  Pushing the A1 
button will result in the first assistant becoming point man and A2 will 
make the second assistant come in.  This takes one hyper combo gauge, does 
chip damage, can be blocked anywhere, and Jins snapback is his c. hp 
animation.

Dash (none): f, f for forward dash, b, b for backward dash

This can be a speedy advance or a hasty retreat.

Hyper Combos (varies): varies

A hyper combo, or super, takes one hyper combo gauge to initiate.  Every 
character has at least one super and they are usually the most powerful 
attacks in their arsenal, or a power-up.

Delayed Hyper Combos (varies): varies

A DHC is when your current character does performs a hyper combo, but in the 
middle of it, you enter the command for a super that your next character 
has.  Example:  Jin is performing a Blodia Vulcan, but during his firing, 
you enter the command qcf+two punches while Cyclops is your second 
character.  Then the screen freezes, Cyclops jumps in, the screen unfreezes, 
and Cyclops does a Mega Optic Blast, while Jin and his mech retreat off 
screen.  Sounds cool, doesnt it?  This has replaced the Team Up Mode as the 
quickest way top inflict huge damage.

Team Hyper Combos (varies): A1+A2

THCs are when your character calls out his team and they all do supers 
corresponding to their assist types.  If you have one character or one hyper 
combo gauge, then only one person will do a super.  If you have two people 
left and/or two hyper combos charged, then only two supers will occur.  But 
if you have all three people still able to fight and have at least three 
gauges charged, ALL THREE characters will perform a super.

Super Jump (none): d, u

This is a super jump.  Your character will jump to almost to the highest 
point of the second screen.

Taunt

Arcade taunt (no damage): Start
Dreamcast taunt (no damage): lk+start
When Jin taunts, his armor disappears in a flash of light and hes got a 
towel and hes rubbing his back.  Whenever Jins armor disappears, hes down 
to his drawers and Ryu-style bandana.

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VII.   BASIC ATTACKS

The numbers in parentheses are the amount of damage Jin inflicts.  All 
damage readings were performed against Cable whom takes normal damage in 
training mode.  The computer takes less damage than a human player.  143 
damage points make up a full life bar.

JAB (LP)

Standing (2): Jin sticks his fist out and attacks.  It is slower and weaker 
than most jabs in the game, but faster than his short.  Jins standing jab 
is almost as weak as Servbots weak attacks.  If youre going to jab on the 
ground, use the crouching jab for more damage.  Can be blocked high or low.

Crouching (6): Just like the standing jab, but stronger and can hit 
crouching opponents, except Servbot.  Does more damage than the standing jab 
and can be blocked high or low.

Jumping (4): A downward punch, not a good jump-in.  Must be blocked high.

SHORT (LK)

Standing (6): A slow, straight sidekick to the midsection of most characters 
in the game.  Can combo into several highly damaging attacks (see Combos 
section).  Can be used for poking, I guess.  Can be blocked high or low.

Crouching (6): A slower, lower, more awkward looking kick to the legs.  Jin 
supports himself on one hand and his feet then kicks forward.  Could also 
probably be used for poking and can combo into the same things that the 
standing one can.  Must be blocked low.

Jumping (4): A stereotypical flying sidekick where one leg is bent under him 
while the other kicks forward.  It is, again, not a good jump in.  Must be 
blocked high.

STRONG (MP)

Standing (9): This is Jins launcher.  Everyone in the game has a launcher 
and they all can be followed by aerial raves.  Jin does a little uppercut 
with his fist enveloped in flames and sends his opponent high into the sky.  
This can be used as an unreliable anti-air attack and misses some crouching 
characters and Servbot.  Does chip damage.  Can be blocked high or low.*

Crouching (9): This is Jins all-purpose combo filler.  Combos into more 
than the standing short, but both are equally useful in combo starting.  
This is a flaming punch; Jin smacks the ground with his fist as if he were 
angry at it.  It does chip damage.  Can be blocked high or low.*

Jumping (7): A flaming punch on the same horizontal line his face is on.  I 
used to use this punch as an air-to-air attack because its quick and does 
pretty good damage for a medium attack, but the medium buttons arent 
implemented.  This is basically just used as an air combo filler or in a 
two-hit jump-in.  It does chip damage.  Must be blocked high.*

FORWARD (MK)

Standing (6, first hit, 3, second hit, and 9 combined): This is a flaming 
two-kick attack.  It can only be used as a combo ender because he leaps into 
the air when he performs this kick.  It does chip damage.  Can be blocked 
high or low.*

Crouching (6, first hit, 3, second hit, and 9 combined): This is a flaming 
two-kick attack.  It can only be used as a combo ender because he leaps into 
the air when he performs this kick.  Can only be comboed from either of the 
two ground punches because the kicks push the opponent too far away.  I used 
to use this as a fancy anti-air attack, but  It does chip damage.  Can be 
blocked high or low.*

Jumping (7): This kick can be used in a two-hit jump-in and as an air combo 
filler, but sometimes misses in air combos.  It does chip damage and has to 
be blocked high.*

FIERCE (HP)

Standing (16): Wow! Do Jins hard attacks do a lot of damage, or what?  
Well, Jin gives a mighty swing of his fist and dashes forward at the same 
time (without moving his feet?) to give this punch great range and priority. 
  This makes a great counter and combos off of a standing or crouching kick, 
but it has some lag.  Be careful when its blocked. This breaks through 
super armor.  Does chip damage.  Can be blocked high or low.*

Crouching (16): This punch is also a great counter, combos from the same 
attacks as the standing version, but has less range.  Be careful when its 
blocked because Jin will be sitting there with his arm and body shaking, 
Bruce Lee style. This breaks through super armor and is his snapback 
animation.  Can be blocked low or high and does chip damage.*

Jumping (15): Jin takes that mighty flaming hand of his (is it just me, or 
does Jin cover his hands in flame more than Ken?) and slams it downward.  
This is his best jump-in, in my opinion, and is a good air combo finisher.  
This breaks through super armor.  You know the drill, chip damage, blocked 
high only.*

ROUNDHOUSE (HK)

Standing (16): Jin jumps straight into the air like a normal jump, but then 
his legs become a cyclone and he dives forward at a downward angle reaching 
from one end of the screen to the other.  Unlike in the previous game, this 
can be comboed from a ground-based short kick.  This has some lag at the end 
and beginning.  Careful when trying to nail someone from across the screen, 
though I dont recommend it. This breaks through super armor.  Chip damage, 
blocked high or low.*

Crouching (16): Jin will slide across the floor in the same animation that 
is used during the attack frames and uses the same skidding animation.  Be 
careful when its blocked, it has some lag at the end.  This is an even 
better counter than the fierce punches because you can link attacks after 
this one.  This sweep comes out pretty quickly. This breaks through super 
armor, does chip damage, and must be blocked low.*

Jumping (8, first hit, 6, second hit, 14 combined): I only use this or the 
Diving Cyclone as jump-ins when I want the combo counter to go a little 
higher.  This two-hit kick is a little weaker than the jumping fierce, and 
its an okay air combo finisher even though it doesnt create the flying 
screen effect. This breaks through super armor.  It causes chip damage and 
must be blocked high.*

Jumping d+hk (5 for each hit, 15 all together): This move makes Jin stops in 
mid-air, does the same animation for his two ground-based roundhouses, and 
dives down at a 45 angle in a three hit drilling attack.  This move serves 
as an average jump-in and a dangerous air combo finisher because after the 
three hits connect, Jin will keep descending at his slow steady pace, not 
able to attack while the opponent lands and recovers before Jins feet touch 
the ground. This breaks through super armor.  It can easily be countered 
after ending an air combo with it, it does chip damage, and it must be 
blocked high.*

*All of Jin Saotomes flaming basic attacks do chip damage, even on Iceman.

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VIII.  THROWS

All damage readings were performed against Cable whom takes normal damage in 
training mode.  The computer takes less damage than a human player.  143 
points of damage make up a full life bar.

Hp throw (16): Jin grabs the opposition and slams them into Blodias 
oncoming fist from the side of the screen to which Jin has his back.

Hk throw (16+): Jin trips the opponent onto his/her back and then gets on 
top grappling, then proceeds pound his/her face.  This can be mashed for 
extra hits and damage.

Air throw-The same as the hp throw, but in the air.

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IX.    SPEACIAL ATTACKS

This is a list of Jins special attacks.  I will provide a description and 
some uses.  Again, all damage readings were performed against Cable whom 
takes normal damage in training mode.  The computer takes less damage than a 
human player.
143 points make up a full life bar.

Saotome Typhoon (6-31): charge back, forward+any punch

The lp version goes about 1/3 of the screens distance and the hp version 
goes the whole screens length.  This attack inflicts 1-5 hits and 
automatically goes into the recovery frames when he runs into a corner in 
the middle of the attack.  I find this move less useful than the Saotome 
Dynamite because it does less damage.  When you connect with at least three 
hits of the typhoon, you can tack on a Blodia Punch via hyper cancellation.  
Has a lot of lag after he stops spinning, but has almost no lag in the 
beginning, so you can use this when youre to far away to connect with a 
fierce or dont have a hyper combo gauge charged up.  Can be comboed fairly 
easily.   This move does about 8 points of damage for each hit with hp and 
about 6 points of damage for each hit with lp.  (See Combo section.)  
NOTE: When you use this move, yell out Typhoon! along with Jin.

Saotome Dynamite (5-23): charge d, u+any punch

Jin stands up, puts his arms out (one to each side), his armor blows up to 
create shrapnel, and then puts one hand on the ground as his armor reforms.  
Sounds long, but its pretty quick except the recovery time.  Both versions 
do the same amount of hits/damage.  The amount of hits varies (1-5) from 
distance and the situations circumstances (Is the opponent on the floor, is 
he standing, crouching, or in the air?).  Tack this move on after crouching 
rk, no matter what to ward off any retaliation your opponent attempts.  This 
is a great move to end combos with, and those combos can be extended with 
supers.  (See Combos section.)  Also, this move can nullify normal 
projectiles because his armor is not connected to his body when he creates 
the shrapnel.  This is generally weaker than the Typhoon.  NOTE: only normal 
projectiles, not beams, and not super projectiles.

Saotome Crush (24): hcb+any kick

Jin ducks, leans forward, grabs his opponent, rockets himself around the 
perimeter of the whole screen using flames from his posterior, lets go, and 
then the opponent slams into the wall opposite Jin.  Both versions are 
exactly the same.  This can be comboed from a standing or crouching lk, 
other than that it has no real uses.  It is a block-able special throw, but 
the damage is pretty good.  It has lag before the lunge forward, and Jin 
does not go very far.  There is also lag after it misses or is blocked.  No 
chip damage to my notice.  Not too useful.

Saotome Fire (unknown I cant get the opponent hit with this in training 
mode): (Arcade) Start, then mash, (Dreamcast) lk+start, and then mash.

With this move, it starts out like his normal taunt: He gets semi-naked, and 
rubs his back slowly.  When you start mashing, he rubs faster and faster 
until finally his body turns red.  Jin starts screaming in agony as his 
back becomes aflame.  If the opponent jumps on you or hits you with a direct 
contact move (non-projectile), you will hit them a couple of times, and if 
they attacked, youll probably get hit, too.  It probably would do chip 
damage if someone jumped in and blocked it because its flame, but Ive 
never seen it.
True story: I was playing someone, and we were both down to our last 
characters, but his Cammy had what looked like 2 points of damage left, 
while I had about half of Jins life bar left.  I went to the opposite wall 
of the screen and did the Saotome Fire.  He said out loud, Killer Bee 
Assault time! and dashed in to start that damaging air combo that would 
have killed me, but by the time he got to me, I was flaming, and I guess 
hes never seen the move before.  Maybe he thought it was like Cables taunt 
and mash: harmless, but it isnt.  Well, he decided to do the reliable dash 
in lk, hk, air combo into hk Cannon Drill XX Killer Bee Assault combo, but 
as soon as the first lk connected, he was k.o.d.  It was hilarious to watch 
and then see his face.  Even some people around the machine laughed.  Well, 
completely useless except to humiliate, so thats it.

Diving Cyclone (15, 5 per hit): d+hk in mid-air

This is in the basic and special attacks because I didnt know whether to 
put it in the Basic Moves section or this one.  Not many uses, most of the 
time, treat it like a normal jumping hard attack.  Never end an air combo 
with it, doing so is VERY dangerous.

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X.     HYPER COMBOS

Here are Jins super combos and their damage readings.  Jins hyper combos 
seem impossible to combo afterwards but this is not true.  I know several 
ways to combo two hyper combos in one combo relatively short combo.  Oh 
yeah, the damage readings were taken from training mode against Cable whom 
takes normal damage and one full life bar equals 143 points of damage.  The 
computer takes less damage than a human.

Blodia Punch (30-55): qcf+both punches

This attack is the reason why I started using Jin back in the days of the 
classic Marvel Vs. Capcom.  Jin rears back as if he is going to perform a 
standing fierce while the screen pauses for a second.  Then, he finishes the 
punch animation without the dash, but the gigantic fist of the noble Blodia 
mimics Jins motions and does colossal damage.  The closer Jins back is to 
the wall of the screen, the more damage it does.  When its done from across 
the screen and actually connects with the last hit, it does 30 points of 
damage, while if done while the opponent is landing from a Dragon Punch or 
an attack with a similarly long lag and ends up right in front of Jin with 
his back completely in the corner, it will inflict 55 points of damage.  
This is Jins most combo-able Hyper Combo because of its quick start up.  
(See Combos Section)  After the super gets blocked, Jin is safe except for 
people with fast reflexes and characters with extremely fast dashes (Cammy, 
Servbot, the Wolverines, Magneto, etc), quick rushing supers (Juggernaut, 
the Wolverines, Hayato, etc.), and quick beam supers (Ryu, Cyclops, Ryu, 
Cable, Ryu, etc.)  This super has quite a few invincibility frames during 
the start-up.  NOTE: Remember to yell out Blodia! and try to impersonate 
Jins voice as best you can.

Blodia Vulcan (47-58): qcb+both punches

Super jumpers beware!  This move can really mess up your life bar if youre 
not careful.  When someone attempts to super jump over to your other side, 
initiate the super so that the bullets start to fly as they pass over you.  
When you do it this way, its almost impossible to block.  I remember one 
time I really ticked this guy off, did it 3 times in one match: once against 
each character.  If you are facing Jin, never, ever, EVER, push block the 
Blodia Vulcan during a normal jump because it will end up making a guard 
break and you WILL take full damage from the following bullets.  This can no 
longer be comboed from a crouching fierce punch because the opponent doesnt 
stay in the air long enough for the Vulcan to start up and fire.  No combos 
for this super, though it is pretty useful.  (See strategies section.)  
Number of hits varies between 18 and 24.  The closer the enemy is to the 
mech, the more damage each bullet does.  This is Jins infinite range super. 
  It can connect on anyone; form anywhere; to anywhere.  NOTE: Dont yell 
with Jin on this one because its more of a grunt than a word.

Saotome Cyclone (50): qcf+both kicks

This is the hardest Hyper Combo Jin has to connect.  It connects for only 
one hit, but you have more than one chance to catch your opponent (i.e. if 
your opponent blocks the first hit, push blocks, then dashes in while 
Jins still spinning, they will be sucked into the storm).  The amount of 
distance that Jin moves forward while performing this attack has been cut 
down from Marvel Vs. Capcom, making it even more difficult.  Despite what I 
have read in another FAQ, the Saotome Cyclone does not reach the top of the 
second screen, instead, it only goes about half way up the second screen.  
It can be avoided at the peak of most characters super jumps if they are 
lucky, a double/triple jump, and also by anyone with an air dash.  This move 
is the base of all of Jins extreme combos.  (See Combos section.)  NOTE: 
Yell with Jin when he says Saotome Cyclone!

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XI.    SUPER ARMOR JIN

Want to know what happens when a mech pilot gets ticked off?  Well, knock 
out his two partners and whittle his life down to about 1/3 and find out!  
When the previous scenario is set, and Jins life bar is that low, the first 
chance he gets to stand on the ground, he will power up and glow a certain 
color, depending on the costume you chose.  When Jin enters his desperation 
mode, his attacks do more damage, he takes less damage, he gains super 
armor, and he loses nothing in his other stats.  If you have the skill, Jin 
can take out whatever opposition remains.  When you enter this mode, go into 
complete offense mode.  Keep pounding your enemy with jumping fierce punches 
and attempting combos.  You have super armor and can interrupt your enemys 
combo with the correct timing.  Just remember to block and make sure you 
know what youre doing, instead of mashing.  Many people like to try and 
chip Jin to death, instead of going toe-to-toe with Super Armor Jin, so 
watch out for that.

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XII.   ASSIST TYPES

Type Alpha:
Using this assist type, Jin will perform a Saotome Typhoon when called out 
to aid his partner, a very useful assist.  It can be used to set up an off 
the ground combo, a beam super, a rushing super, a vertical super, used as 
bait or cover, an anti-air, and other things I havent listed.
When you have a really good assist, you have to sacrifice something, right?  
Well, in Jins case, its a good Team Hyper Combo because when you push 
A1+A2 while Jin is using this type, he will perform a Saotome Cyclone.  
Either the Saotome Cyclone will pick up the enemy and nothing else will 
connect, or the Cyclone will completely miss while the rest of the Team 
Hyper Combo connects or gets blocked.
Its a good assist, but the THC sucks.  I like this type since I dont use 
THCs very much.

Type Beta:
When Jin is using this type, he will jump in and do Saotome Dynamite.  Its 
an extremely effective anti-air assist, but wont lead to much else unless 
you are using Captain Commando and whip out a Captain Sword as it connects.
The THC on this type is much better.  Instead of performing the Saotome 
Cyclone, Jin does Blodia Punch.
A more effective THC for a less useful assist, you make the choice between 
Alpha and Beta types.  I usually alternate the two depending on my partners, 
their anti-air attacks, and their hyper combos during THCs.  Either one 
will aid you well.

Type Gamma:
Jin will perform his standard launcher after jumping on screen.  Use this 
only if your characters launcher is not very good.
The THC hyper combo in this type is also Blodia Punch.
This assist type stinks, in my opinion, but if you use it, remember to tap 
down before up after it connects.

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XIII.  COMBOS

Finally, the main course has arrived.  I know this is what you wanted to see 
this whole time.  This is my amazing combo section.  I will start with the 
basic stuff until I get down to the most difficult combos.  Jins combo 
series on the ground and in a normal jump is stronger.  During a super jump, 
his series is a hunter series.  A combo series is one characters ability to 
chain normal attacks together.  Stronger is the shortest series.  A 
character with a stronger series may perform two normal attacks 
consecutively, a weak attack and then either a medium or hard attack.  The 
hunter a.k.a. magic a.k.a. zigzag series allows a character to perform any 
combination of attacks starting from wp ending at hk, without going 
backwards.  Some characters can connect the whole six-button chain, though 
most can only connect with one of the hard attacks.  I will not list every 
variation, in other words, Im not going to list a combo, where both attacks 
are standing, and then list the same exact combo, except the first hit was 
crouching, though I will list the combos that are completely different when 
one is crouching instead of standing.  Here goes.

Jins basic air combo is s.j. lp, s.j. lk, s.j. mp, s.j. mk, air combo 
finisher.  His finishers are hp, hk, and Diving Cyclone.

A jump-in may be added to these combos, though you may need to dash once you 
land to get the whole combo to connect.  Jump-ins: hp, hk, Diving Cyclone, 
and light attack, medium attack.

All s. lks may be replaced by c. lks, and all s. lps may be replaced by 
c. lp.

All damage readings have been performed against Cable whom takes normal 
damage.  A computer opponent takes less damage than a human opponent.  143 
points of damage are a whole life bar.  All of these combos have been tested 
and figured out by me, J to the K and they all work, including my crazy 
expert combos.

BASIC COMBOS

s. lp, c. mp (2 hits) (11-15).

s. lp, s. mp, followed by air combo, followed by a.c. finisher
(7-9 hits) (40-48)

s. lp, c. mk (3 hits) (11-15)

s. lk, c. mp (2 hits) (15)

s. lk, s. mp, followed by air combo, followed by a.c. finisher (7-9 hits) 
(44-48)

s. lk, s. mk (3 hits) (15)

s. lk, s. hp or c. hp (2 hits) (22)

s. lk, s. hk (2 hits) (22)

s. lk, c. hk (2 hits) (22)

INTERMEDIATE COMBOS

(From about half the screen away from the opponent) s. hk, OTG Saotome 
Dynamite (2-6 hits) (21-38)

s. lk, Saotome Crush (2 hits) (30)

c. hk, OTG Saotome Dynamite (2-6 hits) (21-38)

c. hk, OTG Blodia Punch (5-9 hits) (53-63)

s. lk, Blodia Punch (4-10 hits) (45-56)

s. lp, c. mp, Blodia Punch (5-11 hits) (48-58)

s. lk, c. hk, OTG Saotome Dynamite (3-7 hits) (27-44)

s. lk, c. hk, OTG Blodia Punch (5-10 hits) (56-66)

c. lp, c. mp, Saotome Dynamite (5-6 hits) (28-32)

c. lp, c. mp, hp Saotome Typhoon (4-5 hits) (30-37)

s. lp, c. mp, Saotome Typhoon (at least 3 hits)XX Blodia Punch (12-15 hits) 
(70-77)

s. lp, s. mp, Saotome Cyclone (3 hits) (61-65)

c. lk, s. mp, Saotome Cyclone (3 hits) (65)

Saotome Typhoon (4 hits) XX Saotome Cyclone (5 hits) (73)

MY CRAZY EXPERT COMBOS

NOTE: These make you look really good.  Use with caution, may be swamped 
with questions about how to perform these once pulled off in public, I know 
I was.

(From about half the screen away from the opponent whom is in the corner) s. 
hk, OTG Saotome dynamite (1-4 hits) XX Saotome Cyclone (3-6 hits) (71-81)

(Opponent in corner) c. hk, OTG Saotome dynamite (1-4 hits) XX
Saotome Cyclone (3-6 hits) (71-81)

(Opponent in corner) s. lk, c. hk, OTG Saotome Dynamite (1-4 hits) XX 
Saotome Cyclone (4-7 hits) (75-85)

s. lp, s. mp, Saotome Cyclone, OTG Saotome Dynamite (8 hits) (80-84)

s. lp, s. mp, Saotome Cyclone, OTG Saotome Dynamite (one hit) XX Blodia 
Punch (9-13 hits) (105-112)

(Opponent in corner) s. lp, s. mp, Saotome Cyclone, OTG Saotome Dynamite 
(1-4 hits) XX Saotome Cyclone (5-8 hits) (117-126)

(Opponent in corner) s. lk, Blodia Punch, OTG c. hk, Blodia Punch (10 hits) 
(95)

(Opponent in corner) s. lp, c. mp, Blodia Punch, OTG c. hk, Blodia Punch (11 
hits) (95-99)

(Opponent in corner) s. lp, c. mp, Blodia Punch, OTG c. hk, Saotome Cyclone 
(7 hits) (105-109)

(Opponent in corner) s. lk, Blodia Punch, OTG c. hk, Saotome Cyclone (6 
hits) (108)

(Opponent in corner) s. lk, Blodia Punch, OTG c. hk, Saotome Dynamite (7-9 
hits) (66-70)

(Opponent in corner) s. lp, c. mp, Blodia Punch, OTG c. hk, Saotome Dynamite 
(8-10 hits) (66-73)

(Opponent in corner) s. lk, Blodia Punch, OTG c. hk, Typhoon (7-8 hits) 
(67-71)

(Opponent in corner) s. lp, c. mp, Blodia Punch, OTG c. hk, Typhoon (8-9 
hits) (68-75)

(Opponent in corner) s. lk, Blodia Punch, OTG c. hk, lp Typhoon (3 hits) XX 
Saotome Cyclone (9 hits) (114)

(Opponent in corner) s. lp, c. mp, Blodia Punch, OTG c. hk, lp Typhoon (3 
hits) XX Saotome Cyclone (10 hits) (111-115)

(Opponent in corner) c. lp, c. mp, lp Saotome Typhoon (4 hits) XX Saotome 
Cyclone (7 hits) (82)

NOTE: If you find yourself connecting with a Blodia Punch in a corner, no 
matter how you did, you can continue into the c. hk and then another super.  
The same goes for the Saotome Cyclone, except you can connect another super 
to it outside of the corner.

Those are all my insane and not-so-insane combos.  Now, on to the next 
section....

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XIV.   Strategies

OFFENSE

Heres a tip for when you attempt an air combo with the mech pilot.  The 
four commands before the finisher should all be done in the same rhythm.  
Make sure that when you push the lp button the first time, you dont go too 
far up before you begin the air comb.  If you reach the peak of your jump 
before you begin, you will surely miss after the s.j. mp.  If you begin just 
before the peak of your super jump, you will miss with the s.j. mk, if the 
button presses are done too fast, it will go right over your opponents head. 
  Also, dont air combo with Jin too much, they arent worth the trouble.  
Its a bit difficult to learn the timing of the s.j. mk, so I usually only 
air combo with Jin once or twice in one battle.

Although Jin isnt really a crazy 20+ hits combo freak, he has a mean 
offense.  He can easily pin a person in the corner by repeatedly pressuring 
them by pounding them with a jumping fierce, and if its blocked, jump up 
and do it again.  He does chip damage with his flaming attacks, so if you 
keep doing this, your opponent will take chip damage, sometimes, without 
them noticing.  Jins combos are short and sweet; take advantage of that.  
Just because he is a smaller Hulk doesnt mean that he cant keep the 
pressure on just as well as Strider and Captain Commando, because he can.  
So when your on the offensive, keep up that pressure with jumping fierce 
punches and throw in a few c.hk, Saotome Dynamite against turtles, because 
they want to counter it.  If you get this combo blocked against a 
non-turtle, and they pull something, perform the Punch super and the 
invincibility frames will take good care of you, but will treat your 
opponent horribly.  Remember to be polite and apologize about the damage :). 
  Also remember to continue into one of the Crazy Expert Combos if they 
dont roll, you can perform them without too much trouble, and if they are 
in the corner at the time.  Do Jins sweep right after the recovery frames 
finish then perform either another Blodia Punch or a Saotome Cyclone.

DEFENSE

Jins defensive game is very good; he can knock out his opponent by just 
waiting for an opening or for a projectile and other things that leave the 
opposition open.  The fierces make great counters for any lagging attack and 
the Blodia Vulcan is perfect for dodging projectiles, beams, super versions 
of them, and rushing attacks while inflicting pretty good damage.  Once Jin 
snaps his fingers, or the screen pauses, he is invincible, so that means 
anything coming your way will miss and the Blodia will bust a cap in the 
enemy.  Also, do this when your opponent is super jumping over you and it is 
almost guaranteed to hit.

The Saotome Cyclone is also a pretty good defensive tool.  Its a powerful 
anti-air, and can cross up enemies like the Blodia Vulcan, but they have to 
be a little lower due to its vertical range.  A great thing about catching 
someone with a Saotome Cyclone while they are jumping in at or jumping over 
you, is that when the Cyclone drops them, you can continue to pummel them 
(provided they dont roll) with a Saotome Dynamite which can stretch to a 
Blodia Punch or Saotome Cyclone.  Its beautiful, really.

For his anti-airs, you may use a Saotome Typhoon (not recommended), a 
Saotome Cyclone (not bad), or Saotome Dynamite (now thats what Im talking 
about!).  Jin can stop any jump-in, anytime, anywhere, with his Dynamite 
attack.  If your opponent blocks it and tries to dash in on you to 
retaliate, pull out the Blodia Punch and take advantage of those 
invincibility frames.  Remember to continue into one of the Crazy Expert 
Combos if they dont roll, you can perform them without too much trouble, 
and if they are in the corner at the time.  Do Jins sweep right after the 
recovery frames finish then perform either another Blodia Punch or a Saotome 
Cyclone.

THE FIERCE PUNCHES

These are good for counters, tacking on at the end of a combo, or for chip 
damage.  Use these punches freely, but use common sense.  Dont do a 
standing fierce against a blocking opponent when you can use the safer 
jumping fierce.

THE DASHING SWEEP

Jins sweep moves him about half way across the screen.  This is very 
useful.  Its a better counter than the fierces because it has just as much 
range as the standing fierce, comes out quickly, and can link into a Saotome 
Dynamite or Blodia Punch.  When you see anyone doing a Hurricane Kick out in 
the open without comboing, punish him dearly.

SAOTOME DYNAMITE

This is all-around Jins best special.  Its good for offense, defense, and 
anything in between.  Leads to difficult and damaging combos, and its 
pretty damaging all by itself because it hits more than one time.

AGAINST CERTAIN TYPES OF PLAYERS

BEAMERS/KEEP-AWAYERS

As with any character without a projectile against a beamer/keep-awayer, 
never let them get too far away from you.  If they play keep-away, they will 
most likely be turtles, so treat them as such.  They will easily back into a 
corner without you even having to lay a finger on them as they try to keep 
away.  If when they are in the corner and they try to escape by _super 
jumping_, you know what to do: Blodia Vulcan and teach them a lesson about 
fighting a Jin expert!

CRAZY DIALERS

By crazy dialers, I mean Strider, the Wolverines, Captain Commando, Storm, 
Psylocke, Cyclops, Gambit, and anyone that can keep pressure on you the 
whole match if they felt like it.  What you have to do to defeat them is 
turn that pressure turn against them.  Youve got an insane Spider-man or 
Strider jumping-in every few seconds?  Blow him sky high with Saotome brand 
Dynamite.  Or maybe youd like to trap them in the middle of a Cyclone, and 
then blow them up with some Dynamite.  Then, maybe you feel like Punching 
your enemy, hmm?  What if you have a Wolverine or Cammy Dashing in with no 
remorse?  Do you remember the invincibility frames on the Blodia Punch?  You 
better remember.  How about after they back off, you put pressure on them?  
It should be safe.

POWER CHARACTERS

Theyre just like you except slower, a little stronger, and theyre MUCH 
BIGGER TARGETS.  Since all you hard attacks break through super armor, you 
can keep pressure on them and chip them with your normal attacks just as 
well as they would you.  Jump in with fierce a lot because it breaks their 
super armor (if they have it) while allowing you to continue a combo.

HYPER ARMORED CHARACTERS

I hate these guys.  Mecha-Zangief isnt really too difficult, but Hyper 
Armor Colossus is too good.  Colossus can have hyper armor and will still be 
able to BLOCK which makes it easy for his to block in the middle of most 
hyper combos or Power Tackle or Power Spin you in the middle of a combo.  
Neither can be launched, but thats not big deal for Jin.  Against 
Mecha-Zangief, I usually jump over him and do a fierce in the air and when 
he turns around, jump over him again and hit him.  Also, you can Blodia 
Punch from far away or Blodia Vulcan for about half the damage.  Just 
remember that he has an anti-air super in this form.  When Colossus 
activates his hyper armor, (Ill be the first to admit it) I run like a 
coward and try to turtle.  I block an attack; push block, and super jump.  
When hes standing there roaring like an animal, I put in a fierce or Blodia 
Punch, then run like hell.  Sometimes as I jump, he will Power Tackle so I 
fierce punch him there.  Colossus is very hard if you go on a full offense.  
You can lose A LOT of life VERY QUICKLY.

COMPUTER

The computer isnt too much trouble.  There are some patterns though.  Some 
computer characters will keep-away and try to chip you to death (Iceman, 
Iron Man, War Machine, Ryu, etc.), some will dash and jump-in like crazy 
(Strider, Spider-Man, etc.), others will do something insane like super 
jump, but before they get to the second screen, theyll air dash down at 
you, or do a downward attack (Rouge, Storm, Magneto) and it is extremely 
cheap and frustrating.  Some computers dont have an apparent pattern and 
play *almost* like humans.

ABYSS

FIRST FORM

This form is a pushover.  Hes bigger than Sentinel, he cant block, and he 
takes three hours to get ready for one attack or turn around.  For his horn 
attack, he actually has to reach up and pull the horn out of his head before 
he throws it at you, and by that time, you should already be on the other 
side of the huge armored freak.  Since Jin doesnt jump high enough to leap 
over the Abyss, so you will have to super jump and hit the fierce button 
almost simultaneously to get to the other side, do damage, and decrease the 
height of the jump at the same time.  When he rears back to do that rushing 
attack, either super jump over him or block the attack.  When he puts his 
arm in the sky, get ready to block because the attack will track you and 
rain down on your position.  If he does that beam super and you jump over 
him, pummel him with crouching hks to Saotome Dynamite.  Dont waste any 
supers on him.

SECOND FORM

This form is just funny to fight.  Jump over him and hit him with an hp at 
the same time.  When you land and he starts to turn around, do it again.  
The only things you should look out for are the bubbles and his spray super. 
  Against the bubbles, you can call in an assist, do Saotome Dynamite, or 
use the Blodia Vulcan.  Use a Blodia Punch to make things speed up a bit.

THIRD FORM

If he disappears from the screen, block.  When he reappears after the fire 
columns thing, hit him with a jumping fierce, and then block.  A Blodia 
Punch after he does his Venom Bite imitation is good.  In this match youll 
have to block a lot.  The boss is so easy in this game that its funny.  You 
should be able to take out all three forms without losing Jin or switching 
out, unless you got caught with a super.


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XV.    SPECIAL THANKS

Thanks to my family and God for obvious reasons.

Thanks to JChristopher for posting my suggestion in his Crowd Pleasers 
Guide, it, in a way, inspired me to write this FAQ.

Thanks to anyone Ive ever beaten or lost to on the console, in the Orleans 
Hotel/Casinos Time-Out Arcade, or anywhere else.

Thanks to GameFAQS.com if they post my FAQ.

Thats all, so thank you to anyone who read my How to be an Expert Jin 
Player

COPYRIGHTED John Kyle Ildefonzo 2001

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