MARVEL VS CAPCOM 2 JIN SAOTOME FAQ Version 2.0 Created 4/3/2000 Submitted 4/4/2000 Resubmitted 4/29/2000 Revision made 4/9/2000 (sp corrections, etc.) 2nd revision made 4/17/00 Combos added; Strategies extended; etc. 3rd revision made 4/20/00 More Combos/Strats BY: Bantam13 Jason Unpublished work Copyright 2000 Bantam13 This FAQ can be found at: www.gamefaqs.com The Street Fighter Grand Archive www.geocities.com/liquidfists The Universal Marvel vs. Capcom 2 FAQ by Ug the Caveman www.fighters.net Jin Saotome, Princess Devilotte, Gawaine Murdock, and Blodia (BX-02) are Copyright 2000 Capcom Japan This FAQ was written by myself, for all the Capcom game fanatics out there who are enthralled by the vs. series and their ilk. This FAQ shall not be copied, reproduced, or borrowed from without express written permission from me. This also includes all the "Expert Gaming Magazines" out there (and in some cases, I use the term loosely) or any website or any other medium, for that matter. This includes ANY excerpt or piece of information contained herein. Plagarism is ILLEGAL, people!!! Give credit where it's due, and I will have no beef with you. ======================================================================= CONTENTS ======================================================================= 1. LEGEND 2. GAME SYSTEM CHANGES 3. CHARACTER INFO/OPENING--CLOSING ANIMATION/TAUNT 4. COSTUME/COLORS 5. ASSISTS 6. HYPER COMBO ASSISTS 7. THROWS 8. LAUNCHER/SNAPBACK/VARIABLE COUNTER 9. NORMAL ATTACKS 10. EXTRA MOVES 11. COMBO SERIES 12. AIR COMBO FINISHERS 13. SPECIAL MOVES 14. HYPER COMBOS 15. NOTES 16. STRATEGIES 17. COMBOS 18. VS ABYSS 19. ACKNOWLEDGEMENTS/CREDITS 20. OTHER ======================================================================= 1. LEGEND ======================================================================= B----Back F----Forward DF---(down-forward) QCF--(down, down-forward, forward) QCB--(down, down-back, back) HCB--(forward, down-forward, down, down-back, back) P----Punch K----Kick PP---2Punch KK---2Kick A1---Assist 1 A2---Assist 2 ======================================================================= 2. GAME SYSTEM CHANGES ======================================================================= The new button setup allows Strong and Forward commands by first pressing Jab and Short, respectively. You can only obtain medium attacks by connecting with either weak attack command. However, for some medium strength launchers, the command is DF + P or K depending on the character. Also, you can now call in both of your partners to assist you in battle by pressing Assist 1 or Assist 2. The call-in character performs a specific move, taunts, then leaves. Be careful not to overuse your Assists or you'll end up eating a Hyper Combo or two. ======================================================================= 3. CHARACTER INFORMATION/OPENING--ENDING ANIMATION/TAUNT ======================================================================= CHARACTER NAME: Jin Saotome MECH NAME: Variant Armor Suit Blodia (BX-02)(Fighting Type) HISTORY: In a future where machines take up the fight in man's eternal struggle for survival, Jin Saotome is on a mission to find Shade, the man who killed his father. He met and fought many strange foes along the way, including the wacky Princess Devilotte and Gawaine Murdock, the mech driving heroic knight. After the completion of his quest, he has now taken up the fight on Capcom's side in order to stop the evil Abyss and his dark designs. OPENING ANIMATION: Jin appears atop his mech Blodia's hand; he shouts "Ikuze!" while jumping off the hand and the battle begins. ENDING ANIMATION #1: Jin walks over to the opponent and places his foot on top of his fallen foe. He then crosses his arms and glances skyward in triumph. ENDING ANIMATION #2: Jin looks at his opponent with disdain, then proceeds to draw his katana. A sadistic smile appears on his face, and Jin jumps at his opponent, katana high in the air as if he's about to deliver the final strike. ENDING ANIMATION #3: Jin adopts a casual stance, holds his fingers in the air, and speaks a quote while making a peace sign. JIN's TAUNT: Jin suddenly appears sans clothing, save his jockstrap and headband. He then takes a towel and proceeds to scrub his back, taunting his opponent while doing so. ======================================================================= 4. COSTUME AND COLORS ======================================================================= Read Across as such: X---Y---A1 (X=Jab Y=Fierce A1=Assist 1) A---B---A2 (A=Short B=Roundhouse A2=Assist 2) X--White Jumpsuit//Red Blodia Y--Red Jumpsuit w/Blue Trim//Black Blodia A1--Pink Jumpsuit w/White Trim//Pink Blodia A--Black Jumpsuit w/Gold Trim//Blue Blodia B--Green Jumpsuit w/Grey Trim//Green Blodia A2--Blue Jumpsuit w/Gold Trim//Gold Blodia ======================================================================= 5. ASSISTS ======================================================================= Alpha: Saotome Typhoon Beta: Saotome Dynamite Gamma: Standing Strong (launcher) ======================================================================= 6. HYPER COMBO ASSISTS ======================================================================= Alpha: Saotome Cyclone Beta: Blodia Punch Gamma: Blodia Punch ======================================================================= 7. THROWS ======================================================================= BLODIA SMASH---F + Fierce (can be performed in mid-air) Jin grabs the opponent by the head and smashes them into Blodia's fist. SAOTOME PUMMEL---F + Roundhouse Jin grabs and knocks down the opponent, then proceeds to deliver several blows to the gut. (tap button for more hits) SAOTOME CRUSH---(see SPECIAL MOVES section) ======================================================================= 8. LAUNCHER/SNAPBACK/VARIABLE COUNTER ======================================================================= Standing Strong ---Jab to Strong ---DF + Fierce Snapback ---QCF + A1 or A2 ---(crouching Fierce animation) Variable Counter ---Start by blocking opponent's attack/then quickly perform command ---Utilized by first character to counter opp. w/2nd or 3rd character ---B, BD, D + A1 or A2 depending on char. order ---Uses 1 Hyper Combo Bar VC Alpha---Saotome Typhoon VC Beta----Saotome Dynamite VC Gamma---Standing Strong (launcher) ======================================================================= 9. NORMAL ATTACKS ======================================================================= Standing Jab-----Normal Straight Jab Crouching Jab----Normal Crouching Jab Jumping Jab------Normal Jumping Jab Standing Strong---Flaming Skyward Fist Crouching Strong--Flaming Slamming Fist Jumping Strong----Flaming Fist Strike Standing Fierce---Quick Flaming Straight Lunge Crouching Fierce--Quick Flaming Backfist Jumping Fierce----Crashing Slam Punch Standing Short----Lunging Straight Kick Crouching Short---Lunging Low Kick Jumping Short-----Piercing Sky Kick Standing Forward---Flaming Double Kick Crouching Forward--Double Upwards Flaming Kick Jumping Forward----Single Upwards Flaming Kick Standing Roundhouse---Single Piercing Lunging Drill Crouching Roundhouse--Single Piercing Ground Drill Jumping Roundhouse----Flying Double Flaming Arc Kick ======================================================================= 10. EXTRA MOVES ======================================================================= (in air) Down + Roundhouse--Triple Piercing Drill ======================================================================= 11. COMBO SERIES ======================================================================= Jin can go from Weak attacks to Stronger attacks, but he cannot chain all 3 punches or kicks in a row. E.G.---Jab to Strong -------Jab to Forward -------Short to Fierce -------Short to Roundhouse However, Jin CAN chain all of his attacks in an air combo, save the Fierce or Roundhouse attacks. (see below) ======================================================================= 12. AIR COMBO FINISHERS ======================================================================= Jumping Fierce Jumping Roundhouse Jumping Down + Roundhouse (Air Piercing Drill) BLODIA SMASH (Air Throw) ======================================================================= 13. SPECIAL MOVES ======================================================================= SPECIAL TAUNT/SAOTOME FIRE----Shameless Flaming Taunt Hold Short + Start then vigorously scrub atk. buttons Jin takes his taunt to the extreme by scrubbing himself so hard, he catches fire!!!! This move will cause considerable damage if the opponent lands on you while you perform it!! However, the start up and lag time the move takes is not worth the effort unless you are winning the match, otherwise you may end up eating a Triple-Delay Hyper Combo. SAOTOME DYNAMITE----Flaming Naked Energy Burst Charge DOWN 2 sec. then UP + P Jin crouches down on the ground, then in a burst of flashing light, Jin's jumpsuit explodes off his body causing the enemy to be knocked skyward while shouting "DY-NA-MI-TO!!" Usually used as a defensive manuever, it can also be comboed. Can interrupt most incoming combos and even some Hyper Combos!!! NOTE: Additionally, you can continue using the Dynamite if you hold down the punch button while whipping the joystick up and down quickly. Using this method gives you a half-second delay between each Dynamite, thereby giving you safe haven if the first one misses and your opponent gets eager to attack. Trust in the Dynamite....it is your friend. SAOTOME TYPHOON----Advancing Whirlwind Of Fury Charge BACK 2 sec. then FORWARD + P Jin rears back, then suddenly dashes across the screen twisting his body in a whirlwind of energy yelling "TYPHOON" as he finishes his assault. Use this as a counter to an opponent's missed or blocked air combo. Proceed with caution as this move has an ending delay that most your opponents WILL capitalize on if you miss. Can also be used in a combo. SAOTOME CRUSH----Rolling Scrub Throw HCB + K Jin lunges forward, trying to grab your legs. If successful, Jin will proceed to "scrub" the opponent across all sides of the screen while yelling and setting them aflame. Damage, as well as recovery time from a miss have dramatically improved since the first Marvel vs. Capcom. Use with caution, as a smart opponent WILL counter aggressively if you miss. ======================================================================= 14. HYPER COMBOS ======================================================================= BLODIA PUNCH---Blodia Fist Punching Thrust QCF + 2P Jin calls in his mech, Blodia to assist with a ground running punch equal to the force of a battering ram or runaway freight train!! Does considerable damage if it fully connects. Use it as a wake-up move as it seems to combo slower in this game. BLODIA VULCAN--Blodia Gatling Artillery Burst QCB + 2P Once again, Jin calls for Blodia, only this attack causes a surgical strike starting with Blodia's surpressing fire, then finishing with Jin climbing into the mech and rattling off the last few rounds himself in the cockpit!! Also use as a wake-up or in a Triple-Delay Hyper Combo. SAOTOME CYCLONE--Disastrous Raging Whirlwind QCF + 2K Jin summons up his rage and creates a giant cyclone of power using his body. It travels a short distance but has great height and power and enemies should steer clear lest they find themselves with half a life bar evaporated like so much air...... This is Jin's most damaging super, now with better recovery time if you miss. Use on jumping and superjumping opponents or in a Triple Delay. Now you can combo this Hyper Combo off of his launcher!! ======================================================================= 15. NOTES ======================================================================= When both of his partners have been knocked out, and his own life bar is at about 20%, Jin will activate a "rage mode". In this mode, he gains a significant increase in power and he cannot be launched unless the launch is started with a combo first. Jin's medium and hard punches and kicks add fire to the attack, while giving a momentary stun to the enemy. The fire does extra damage if not comboed, and the stun adds to the combo possibilities Jin can inflict. Also, unlike the original Marvel vs. Capcom, Jin's medium aerial attacks no longer throw the enemy to the curb like they used to. So now he can utilize a full air combo w/out having to restrict his options to corner tactics!!! ^_^ ======================================================================= 16. STRATEGIES ======================================================================= Jin is not a dialer character by any means. Your best strategy should be a hit and run or you can opt for a counterstriking method. One of Jin's quickest attacks is his Standing Fierce, believe it or not. When an opponent whiffs a special or super, it's up to you to counter with this, the S. Typhoon, or a Hyper Combo. His Jumping Roundhouse and Jumping Down + Roundhouse both have insane priority and you can combo many things off them both when you land. You can also use his now "classic" down + Roundhouse, then Dynamite to keep the enemy on their toes. At close range, Jin's standing Roundhouse will travel over some projectiles, while hitting his opponent. His different Jab attacks are great for your poking game; He can rifle off several crouching Jab + Strong combinations in a row fairly quickly!! You can use Saotome Dynamite as a counter against opponents who jump in too frequently. The following combos take advantage of what little attacking options Jin can muster. Remember though, the lower the combo meter, the higher the damage!!! Since Jin has thankfully been sped up since his previous incarnation, you can now get in the opponents face, get your combos, and get out of there with plenty of time to spare! Experiment w/him to find your best strategy!! Jin is one the more enjoyable characters to come out the CAPCOM fighting scene in a long time!!! Most importantly.......HAVE FUN!!! ======================================================================= 17. COMBOS ======================================================================= ALL of these combos were tested out multiple times against the practice, arcade, and versus modes, so they ALL will work. Don't email me saying they will not, because I'll know you haven't tried your best and just gave up. -_- Remember that pressing Jab twice yields Jab then Strong and pressing Short twice gives you Short then Forward!!! I use the old school method because the whole "jab, short, jab, short" thing just confuses the hell out of me. ^_^ Key: st---standing ji---jumping in cr---crouching sj---super jump XX---cancel 1) ji Fierce, cr Jab, cr Fierce (3 hits) 2) ji Short, ji Strong, (dash) st Short XX (quickly) into Saotome Crush (4 hits) 3) ji Roundhouse(2 hits), cr Jab, cr Strong XX Saotome Dynamite (6-7 hits) 4) cr Jab, cr Strong XX (very quickly) Blodia Punch (11 hits) 5) ji Jab, ji Strong, st Short, st Forward (5 hits) 6) ji Jab, ji Forward,(dash) cr Jab, cr Forward (5 hits) 7) ji Jab, ji Forward, st Short, st Fierce (4 hits) 8) ji Short, ji Forward, st Short, st Roundhouse (4 hits) 9) (holding back) ji Short, Strong, (land) XX Jab Saotome Typhoon (5 hits) 10) ji Short, ji Down + Roundhouse, cr Short, cr Roundhouse XX Saotome Dynamite (7-11 hits) 11) ji Short, ji Down + Roundhouse, cr Short, cr Roundhouse XX (quickly) Blodia Punch (7-11 hits) 12) ji Short, ji Strong,(dash) st Short, st Strong, (launch) sj Jab, sj Short, sj Strong, sj Forward, Roundhouse (9-10 hits) 13) ji D + Roundhouse, st Jab, st Strong, sj Jab, Short, Strong, Forward, Blodia Smash (F + Fierce) 14) ji Jab, ji Strong, st Jab, st Strong, XX (quickly) Saotome Cyclone, hold down (opp. lands) XX Saotome Dynamite (5 hits w/o Dynamite, 11-12 w/Dynamite) ----Large Character Variation Combo---- 15) ji Short, ji Roundhouse(2 hits),(dash) st Short, st Strong,(launch) sj Jab, sj Short, sj Strong, sj Forward, Down + Roundhouse (12 hits) ----Opponent in Corner Combos---- 16) ji Short, ji Strong, cr Jab, cr Fierce XX Saotome Typhoon (1 hit) XX (quickly) into Blodia Punch, OTG Down + Roundhouse XX Saotome Dynamite (11-13 hits) 17) ji Short, ji Strong, cr Jab, cr Fierce XX Saotome Typhoon (1 hit) XX (quickly) into Saotome Cyclone, hold down (opp. lands) XX Saotome Dynamite (6 hits w/o Dynamite, 11-12 w/Dynamite) --VERY DIFFICULT-- HINT: To cancel the Saotome Cyclone into the Blodia Punch or Saotome Typhoon, you MUST cancel when you hear Jin say "TY..."....anytime after that, then it will NOT connect unless you are hitting a BIG character. ----Jin's Triple Option----MASTER COMBOS---- The opponent MUST be in the corner for Jin's triple option to work. Timing is crucial for ALL 3 combos, otherwise it will not register as a full combo on the meter. 18) dash ji Jab, ji Strong, (quick dash) cr Jab, cr Strong XX Blodia Punch.....OTG cr Roundhouse XX Jab Typhoon (11 hits) 19) dash ji Jab, ji Strong, (quick dash) cr Jab, cr Strong XX Blodia Punch.....OTG cr Roundhouse XX Jab Typhoon (for 2 hits) XX Blodia Punch (11 hits) 20) dash ji Jab, ji Strong, (quick dash) cr Jab, cr Strong XX Blodia Punch.....OTG cr Roundhouse XX Jab Typhoon (for 2 hits) XX Saotome Cyclone (11 hits) These combos deal MAJOR damage, but the timing is so tricky that it only seems fair to balance the combo out. If you can consistently pull off Jin's Triple Options, consider yourself a Jin master and pat yourself on the back.....you deserve it!!! ^_^ ----Old School MvsC1 Jin Combos---- 21) ji Short, ji Strong, cr Jab, cr Fierce XX Blodia Punch (6-9hits) 22) ji Short, ji Forward, cr Fierce XX Blodia Vulcan (25-27 hits) Unfortunately, these two combos are no longer effective, since Capcom Japan decided that Jin apparently didn't need his two coolest Hyper Combo links from the first game. They increased the difficulty in landing the BP in a combo, plus comboing the BV is next to impossible now.... If I find a link, I'll update this section. Until then, I can only dream of what once was..... Hey, I found a link to his Saotome Crush.....maybe it IS possible!!! ======================================================================= 18. VS ABYSS ======================================================================= 1ST FORM: This is the form where Jin's attacks truly shine!! Crouch next to Abyss and use Jab, Strong over and over. When Abyss breaks into a lengthy animation, a super is headed your way!! Block and counter with Blodia Punch when safe. Use air downward drills, Saotome Dynamite and Typhoon sparingly, as they all have lag time that Abyss can capitalize upon. Super jump over him when he telegraphs his charges and his beam super, and then work him over with jumping Roundhouse w/cr Jab, Strong, XX Dynamite combos. 2ND FORM: Uh Oh. Jin has trouble with this one. Best advice I can give is to use Blodia Punch when available. For some reason, Abyss will advance on you during the animation and take more hits from the punch. He just has a death wish, I guess. Otherwise, wait until his flame animation cycle ends and hit him with an aerial piercing drill (Down + Roundhouse) followed up by as many crouch Jabs as he'll let you get away with. Dynamite also works reasonably well here. Also, try to get over him with a super jump when he's in his flame animation. You can strike him many times if successful. 3RD FORM: What a cowardly SOB he turns out to be!! This form will be constantly avoiding your attacks and countering too far away for you to do anything about it!! My advice here is to wait for a clear shot, get underneath him, and use jumping Roundhouse or Fierce. You can also jump just above him and use the downward piercing drill (Down + Roundhouse) to inflict considerable damage. Use the Saotome Dynamite next to the back of the creature's neck. Be cautious of the flames rising out of the lava. They can and WILL juggle you right out of the fight if you make too many mistakes. Blodia Punch works wonders if used in the mid-section or back of this form. ======================================================================= 19. ACKNOWLEDGEMENTS/CREDITS ======================================================================= Well, that's about it!! I would like to thank the good people on the Fighters. Net forums for encouraging me to write this FAQ!! I will be submitting this FAQ to the FN boards as part of a universal MvsC2 FAQ put together by Ug the Caveman. My thanks also go to CJayC at GameFaqs.com for letting me speak my piece, and for the wonderful VMU save. Thanks to Ken from the Street Fighter Grand Archive for his support in my FAQs. Additionally, thanks go to Kao Megura, the master of fighting game FAQs, in my honest opinion. ^_^ ======================================================================= 20. OTHER ======================================================================= As a long time Street Fighter fan, I've grown accustomed to playing the underdog characters or the "throwaways" as they're oft called, and I'd like to think this FAQ will encourage people to try out a character that strays from the normal dial-a-combo or fireball/uppercut mold. So, ENJOY!!! BLODIA!!! ======================================================================= ======================================================================= Unpublished Work Copyrighted 4/4/2000 By Bantam13 First Major Revision On 4/9/2000 Second Major Revision On 4/17/2000 Third Major Revision On 4/20/2000