ASDJFIOAS;DF;IOASFSDJFOASJFIOASJOFSDIFJSAI
VOUCH VOUCH VOUCH VOUCH VOUCH
You are a hero to the world.
ASDJFIOAS;DF;IOASFSDJFOASJFIOASJOFSDIFJSAI
VOUCH VOUCH VOUCH VOUCH VOUCH
You are a hero to the world.
^ the TRUTH!!!
Look i’m not trying doubt you guys
but if he’s so good i’d really like to see some tactics or at least SOMETHING to go on.
It would be nice to increase the Jin knowledge which is few and far in between.
So far we’ve had dr. spr0c and soul requiem go ahead and say jin is good without really saying anything, it’s nice that people are vouching for you guys and that makes me anxious to see what you have to offer to all of us low tier users (which have a hard enough time finding information.)
I’m not doubting you guys but it would be nice to have some Jinformation as dr. spr0c put it to me a long long time ago.
A doom + jin trap?.. A decent jin combo that’s half-way practical? anything???
TS and Kai have shown me some potential in ryu so if you guys can please tell the rest of us why you think Jin isn’t on the brink of being servbot tier I at least would appreciate it.
IMO you can make any character good as long as you have a good assist backing you up.
You don’t necesarilly need to have any of the top 4 backing you up.
Like people underestimate Justin K, that guy is a beast with Gambit/Morrigan/Sonson. But the reason is that he is good with his team it’s because he has a pretty good assist backing him up.
Dr. Spr0c is good too his Jin is really good and his assist is good. Ive seen him play 1on1 jin vs any of he top 4 it goes like 50/50. Fucken bastard be busting some BS to win lol. Ill beat you some day.
But yeah Jin is good as long as u grab all day and call Doom at the same time it’s GGPO.
He’s not online. :sad:
I am currently awaiting his return so I can inform him of this.
plz dont talk shit to me it hurts my feelings
Might aswell anwser this too.
Yea i’d say he is solid.
He has long range pokes and a decent bnb (plasma string bnbs, and c. lp, c. mp, lp shiden (1 hit) xxx super) and his command grab (b, f + pp) is good (it causes alot of dead weight although you might get qcf + pp super if you are sloppy with the command).
All his supers have uses and he has a decent air combo : launch magic series lp or hp uppercut 1-2 hits xxx energy sphere
He has access to his lvl 3 super for free while he’s in energy mode and he has a decent chance of landing it since he has his command grab, and if that weren’t enough i’m pretty sure he can use his lp to otg instead of his c. lk… it’s important cuz you can use it to buffer his level 3.
I think he can keep up pressure with his plasma strings, when you get push blocked you can call a asisst and then do a fierce shiden to get back in their face coupled with something like sent g so you’ll have them in block stun long enough to set up another plasma string block string to keep up pressure.
Personally i use as a plasma string: b+ hp, b+ lp, b+ hp, b+lk, shiden as my bnb, it’s fast and i can cancel the last hit to a lp shiden (2 hits) into the wave super.
I haven’t tried it but i think he can avoid sent’s unblockable with his j. d+ hk since it delays when he lands on the beam and then he drops really fast before a rp connects, if the rp hits you and this doesn’t work you can even try do a desperation sphere super which will hopefully trade which would also put you in energy mode… if that’s not enough he can also use lp air uppercut to try to mess up the timing… hey it’s more than what some other character’s got.
His super’s are all dhc friendly aswell, you can even dhc out of the rushing super after all the hits are done connecting (even the last hit that does the most damage)which is kind of rare.
BTW the reason that you can’t really do c. lp, c. mp shiden (2 hits) wave super is because you are too far back while his plasma strings give him alot of foward momentem even from max range which let’s him land it much more reliably.
Also the wave super dhc’s great into either hail or HSF.
Even his crouching lk, crouching mk string is pretty long range (especially his c. mk) and he seems to be a overall solid character his real flaw is he can’t chip you too well at all.
Zaza used to use him but he never got much success with him from what i saw but i still think he’s good.
here are some comboes i use/think are good:
recommended plasma string xxx lp shiden (1 hit)xxx energy sphere
recommended plasma string xxx lp shiden (1 hit) xxx level 3 black hayato (use the lp in the shiden as a buffer)
(in the corner)
recommended plasma string xxx lp shiden (2 hits)xxx energy sphere , otg lp xxx level 3.
(near the corner)
recommended plasma string xxx HP uppercut xxx energy sphere , dash, otg lp xxx level 3. (this shoots them way high into the air)
Here’s one someone told me about:
Recommended plasma string xxx snap out kinda obvious but it connects at max range on crouching opponents which is good (only tried it on cable though).
one last thing is that you can try to “abuse” his diving sword (j. d rh) + assist, you need the right assists to cover you should you miss but solo you can use it as a risky overhead and do something like j. d rh xxx energy sphere… i know it’s basic but Shrug
here’s a old school hayato combo that’s a tad impractical (not mine):
b+ lp x 3 b+ hk , b+ lp xx tag out.
=P
Oh and here is a REALLY useful little trick
command grab , tag out. (works better the closer you are to where your partner will tag in)
=P
well hope you found some use in this.
I used to be a Hayato beleiver myself, but now I don’t think he belongs any higher than the next-to-bottom teir along with Thanos and Chun and the like. His mobility is nearly as bad as Jin’s (at least hayato has an air super so he can DHC out if he’s gonna fall into something-- but aside from that… :sad:), which really makes it hard for him to use pretty much anything he has to offer-- and unlike Jin he’s not even very usefull as an assist
That would be me, the Amingo player that you’re referring too. I’m getting better with Amingo all the time and constantly finding out new tricks with him. My current team is Amingo/Storm/Sonson, lookout for more match vids, hopefully in the near future :).
Ditto. I tried for the longest time to find good stuff
me:“He’s got range!..”
*plays some more
me:"…and he’s got range. D:"
Same goes for Chun, Christ not practical at all. I can somehow sneak Sakura/Tron/Ruby/BBH and the like into the times I play vs. but Chun-chan (lol)…just no. Ask Dasrik said before, she’ll make your hair gray in MvC2. All that work for piddly damage; you want your Chun Li fix go to 3s or A3 or something. :B
I think chun li is pretty okay at least.
She has a theoritecally unblockable mix up game… you have to guess and guess rather fast. (instant overhead, cross up overhead, fast low attack, throw which sets up another mix up)
Instant overhead stomp + cyclops b , anti air super DHC into sent
and she builds alot of meter with her stomp, try it out it might suprise you.
Hayato is pretty good from what i see, and his expansion assist is his most widely used… I personally think he isn’t too bad at all.
He not only has range but a command throw , yea it’s hard to get it in but it’s more than what other character’s have.
His supers all have utility and i think it’s a pretty good variety.
Yea none of them are really safe on block but that’s okay, 2 of them chip rather well.
You can even do wave super + doom for safe chip. something like recommend plasma string, hp shiden (1 hit) + doom xxx wave super.
and where is doctor spr0c and soul requiem?
C’mon you guys post up some good jin strats or something.
don’t leave us hangin
I’ll post up the low tier soon.
Notes on Hayato:
His Engetsu (wave super) is unrollable for its entire length against any character if it’s DHC’d. Even if it’s started after the Shiden’s second hit. Doesn’t matter what it’s DHC’d into… as long as it’s after the first column and before the second, it’ll hold 'em, do a ton of damage (it stays on screen). And when I say Hold 'em, I mean hold ‘em… I connect Sonson’s POW offa’ it, which has to travel more than half the screen to get there.
Hayato’s HP Plasma combo is godly. It connects from the sword-down for the entire combo (try at max-length on a crouching servbot), and is nearly unpunishable. Its startup is short, and its cool-down is almost invisible. It’s almost silent, and can be hidden by an assist, to catch on landing. Additionally, he moves forward during the entire thing, making it good for punishing assists that land near the main, or just pressure. It’s a normal combo, so it cancels into any move, even his command grab, although that’s impractical.
Rasetsu Zan (slashing super) is good for starting a DHC run, and if you catch both an assist and main in the Plasma combo, will connect fully and push them into the corner. DHC into Hail, HSF… or even Lunch Rush and it’ll connect, for very significant damage.
His aerial HK has almost as much horizontal range as Sentinel’s pan. It also comes out fast. His aerial HP beats Doom’s Molecular Shield if it lands before the rocks fly.
Engetsu goes through HSF. If HSF is connected without setup on an assist (or the RP hits the assist only), you can call it as a reaction, to keep the assist from dying. Engetsu trades with AHVB, if Cable tries to punish its startup. It’s lag-tastic, though, so it’s by no means safe to whiff.
Hayato has a normal air combo which lands two fierces. He can, in the corner, potentially land a third, in the same way Sentinel or Magneto can. He can follow it quickly with pressure.
Hayato’s air grab doesn’t lead to combo continuations, but he can follow it quickly, so it doesn’t cause a major break in pressure.
Hayato’s got long combos after every opening he can take advantage of, almost. His most major difficulties are: Dealing with a Sentinel directly above him, or dealing with runaway storm. But who doesn’t have trouble with that?
… bottom rung? Yeah, right.
Hayato has almost half-damage solo combos that don’t involve the Black Hayato, as much mobility as most of the characters in the game, and range to die for. Yeah, he’s not on the top of the ladder… his mobility lacks a lot, and in ground to air, he kinda sucks. He relies too much on assists for openings, or damage boosts, or DHCs. No infinite, no truly broken abilities, but everything’s good all around, once you learn not to die to his lag. I’ve played him in tournaments, against decent-to-good, SRK ranked players, and won (never placed first, though. Sad). These are infinite-monkeys and Sentinel-drones, Storm-hos and Cable-fiends. If tournaments are the testing ground for characters, then he’s solidly mid-tier. Even with my imperfect play-style.
Yea, sorry, I have very limited access to internet at college, since my cpu is busted. And sorry again if I repeat anything, I’ll just explain how I play.
Having Tron as an assist helps me a lot, as would any decent assist. Most people say either Tron or Doom would be best because their chip accentuates Jin’s natural chip damage. When starting the round off against Magneto, Iron Man, or against anybody that has done the assist switch trick for advantage, you can usually be safe if you block low in the beginning, and call your assist. Size is one of Jin’s advantage, and when he’s crouching, he is one of the smaller characters. Use this with charging for his Jin Dynamite, to defend against a triangle jump. Obviously it is partially risky, but if done right, you can protect yourself in the beginning. Jin also has high priority, but obviously nerfed from MvC1, where he had the fastest start round attack. You can beat a non-triangle jumping Storm as well as most characters. You can’t beat Magneto, Iron Man, Dhalsim, and Mega Man, to name a few.
His J.RK is really good in normal jump only. It’s already been mentioned how it sucks that he has to recover by landing when he does that as a SJ attack. However, keeping Tron grounded with those big ass ring assist with Jin’s J.RK keeps most rush down characters at bay. The priority and the fact it hits twice minimizes the vulnerablity he has from doing it. When you are a good distance away from a character, you can jump around and slightly abuse this. Whenever you can, you should to J.d+RK for chipping/pressuring.
Jin actually has decent damage, for his normal combos. His standard air combo would be J.FP/RK, S.JPx2, JP, SK, FK, FP. Against characters like Storm and those who aren’t big (Magneto and Cable are considered big in this instance), after the FP finisher, you can come down on either side of the opponent, ala SpiderMan in MvC1. You can either hit them while in the air, or simply cross them up on either side. Since nobody plays against Jin, this almost always hits. You can mix this up by landing then doing his RK throw, and mashing it for miniscule extra damage. You can’t really cross up big characters, so just do the average 5 button air combo, w/ FP finisher. I only use FP because of the tactical advantage it gives you afterwards.
On the ground he’s about average. Wavedashing is normal, and he has no real pressure game besides jab, rush, jab, which you should use maybe one time or less during a match. A lot of my tactics revolve around Tron though. Like S.RK -> assist. You can use one of his worst moves to bait the opponent, then call out an assist. You can also buffer an accidental S.RK into his HCB+K, because even if it’s blocked, it’s decently safe. S.RK comes more often than I’d like, because I pressure often w/ jumping into immediate d+RK.
You should not fear Doctor Doom or CapCom assists…well, not that much anyways. They don’t have good invincibility frames like Psylocke or Cyclops, which are more deadly to Jin. Your J.d+RK should keep them away. Take advantage of people w/ bad assists, like MSS, by d+RK, and void the push blocks w/ your assist, meaning even if you are push blocked, your assist stays on them. Jump towards them again and either RK, FP, or d+RK for pressure. J.RK is the distance jump attack, j.FP is the crossup jump attack, and d+RK is almost always for chip damage, though if they get hit, whoopee.
I strictly use Jin for battery. I almost never use his supers, because they simply aren’t worth it. Blodia Punch sometimes has the same effect as Magneto’s shockwave, as if you get an assist w/ it, it becomes unblockable, or something like that. Or I use it to kill assists, or when they sometimes pop-up behind me, as thats where the punch starts. I really wouldn’t advise using Blodia Vulcan for crossups, as the recovery time nor the damage is really worth it…though it’s worth trying every now and then. Against Doom players who shoot pink shit on the screen all the time, you can use C.RK -> Tornado -> Blodia Cyclone. It depends on your distance. C.RK makes Jin really low to the ground, which you can cancel into his sonicboom + P move, which you can cancel into the Cyclone. DHC if need be.
Assist-wise, I like AAA/B, though you could use his Expansion/A for combos. I just like using the AAA for positioning and if I get pressured. When you break it down, I think AAA wins though.
Against scrubbier Cable users, you can sorta abuse C.RK. It goes under Cable’s S.FP perfectly, so you can do a Dynamite to punish it. Also, if they do the AHVP too high, Jin can duck it, do a C.RK, then do Cyclone or whatever. Again, most good Cable players won’t get jacked by this, but sometimes they will do an AHVP too high.
Again, sorry if I’ve repeated junk, and if my typing is weird at any point. I’m really tired, and hopefully will have more explanations at a future date. Just ask about what I wrote or what I would do in situation X. Personally, I would place Jin high in the mid-tiers. You really shouldn’t have problems against Ryu, Iceman, Guile, brahbrahbrah. Though, it’s totally dependant on the person who is playing.
HAYATO, on the other hand, is also high in the mid-tiers (which is totally different from High-Mid Tier…ugh). J.FP is one of the best moves in the game, and sometimes totally outright beats Sentinel’s frying pan. One C.SK and you can get a decent damaging combo from it, either his 40% (?) air combo or his C.SKx2, S.RK (for 1 hit) QCF+HP (for 1 hit), into QCF+2P. That combo DHC’s really well. My Hayato team is Hayato/CapAm./IronMan(projectile assist). It revolves around an easy 100% DHC (except Sentinel) and Hayato not dying. His command grab, which I friggin’ was oblivious to for a long ass time, though lacking in range, can be followed up with his QCF+2K super. It does like 45% damage or so. Not bad.
Ugh, done for now. I’ll hopefully will be able to reply more later.
re:last two posts
Ah, thanks for the info guys. This somehow compensates for the barrenness of the individual char. strat sections now.
TJ- that’s glad to hear, never mind the “didn’t get first” thing, for me, hearing such a character getting a good showing is good enough.
This will be the hard part though. Not saying that I doubt that Plasma Boy has potential, but if it’s really worth it then I will invest practice time on him (again, and after a long ass time). It will be good enough to have added a ‘sleeper’ character on my reprtoire for either casual or tourney (more of the former for now, admittedly- studies in the way. :() I’ll have to find out for myself though, and get my ass to cabs with the normal damage settings.
I now await the MvC2 Chun expert*. :razzy:
P.S. Anyone wanna make a tier list for this again? Be it solo or with (specific)assists, your call.
*P.P.S. Or Zangief for that matter. On point, since I’ve seen and done ill shit with that air throw assist. Share the wealth! :B
Well it seems to me like your Jin might die to alot of psylocke’s if used correctly.
What do you do when you play against someone with psylocke aaa?
Seems to me that just about any Jin offense dies to psylocke, even his slide and c. lk get hit by it since they are so high off the ground, and if you try to do a cross up hp you get hit by psy , the risk and reward is totally messed up, if jin baits out psylocke and does his chipping strings he gets minimal block damage, if he gets hit by psylocke which is pretty likely… he dies or comes close to dying.
His slide into dynamite is always rollable which is pretty sad since that’s one of his main bnbs.
Thanks for your advice dude.
Hope you can give us more.
Well, I don’t think Jin is really penalized by Psylocke AAA more than any other character, besides the fact he must stay on the opponent to be effective. You just do what most people do to AAAs, empty jump/pressure baits, followed by punishment. Or, you can snapback, though Jin’s isn’t that great. Nothing really Jin specific, since none of his supers are really safe to punish an AAA w/, unless aa DHC is involved, or unless you know Blodia Punch will trigger the unblockable effect. Just remember the hits on the Blodia Punch will act like a beam, as in constant hits as long as the robots hand is there, but will get stuffed by other beam projectiles. Also, Jin’s initial punch on the Blodia Punch will hit the opponent only once, if there is an assist clogging the hits, if the assist is behind Jin.
Otherwise, no harm in being patient, just be careful not to get trapped in the corner and whatnot, normal jump w/ RK should keep most characters away. The worst thing you can do in most fighting games is become impatient, especially when you are against top tier characters that can end your game in one combo.
Again, note that my Tron usually works assists if I call mine second, especially weaker ones like Psylocke. This also affects the BnB combo you mentioned w/ Jin, slide into Dynamite. However, I dropped this as my BnB combo because of the rolling aspects. I think c.RK is faster and more practical than c.SK, and you usually can get one Dynamite combo before the opponent starts rolling. What you can also do after a c.RK is backwards wave dash 2-3 times, and start a 50/50 game when the opponent gets up.
As for c.SK, I almost never use it. One of the things I forgot to mention about Jin is his lack of high/low game. C.SK just seems to slow on both start up and recovery, and the lack of reward, as you mentioned, isn’t worth it. I try to incorporate it w/ Tron assist or with my SJ air combo mix-up game, but it seems too risky, as it can get stuffed by assists, or even triangle jumping. I think the only time I use SK not in an air combo is J.FP/J.d+RK -> s.LK -> HCB+SK, because it looks cool, hehe.
My BnB with Jin are simply his standard air combos into his mix-up game…or I simply battery w/ him. He’s not a good battery in the sense he can build super meter fast w/o landing a combo, he just shouldn’t use supers unless it’s in a certain circumstance. If you want to use characters like Jin as something other than an assist, and I know I’m repeating myself, you must play patiently. Just think of it this way, if you and your opponent traded your top combo w/ your respective character, it would most often be Jin’s 35% against their 100% combo. I use Jin because I think it’s fun, I like confusing top-tier whores who suck at most games, and everything I do with all my characters I found out by myself, which is more than most people can claim.
Can i ask you some questions?
What do you think jin’s best/worst match ups are?
What team do you play and why do you play them over other jin teams?
When do you use j. HP?
when’s the best time to use j. drill kick?
I’m not going to lie to you and say Jin is better than any of the top-tier or even most high-mid tier characters. Like I’m going to probably repeat myself many a time, it’s totally dependant on the person you are playing. Usually you can gauge whether or not a person truly understands the game, or if they just learned quickly off a person or some downloaded movies. Of the top tier, I like to face Storm, Sentinel, Cable, Magneto, in that order. Storm is the only one out of those three which you can beat from the start of the round, switch glitch not included, and you can do the SJ air combo cross-up on. Against every character, you must lock them down somehow on the ground, you do not want to face any of those characters airborne. J.RK will only get you so far. Against Sentinel, you must take advantage of his size. Lock him down with J.RK and J.d+RK w/ your assist of choice. Actually, against every character, you want to do this. Even if they push block you, you should time it so your assist stays on them, while Jin rushes back in. Against Cable, you should take advantage of your size. Your air mobility is better than Cable’s, because of the crappy triangle jump J.d+RK adds to your game, and your C.RK/Wavedash/Tornado become mobility moves. Against Magneto, J.RK is your best friend…though it’s not so great. Remember, a decent AAA will add an element of patience in your rush down. Most top-tier characters will go at you, because if you screw up, you are most likely dead, and if they screw up, they don’t even lose half their life. Look for an opening, and really really really really learn how to defend against top-tier tactics, especially at the start of the round, and if they use their assists/super bar wisely (this is actually really rare). Also, you must learn to wavedash properly. Your best strategy w/ Jin is that no one is familiar w/ him. I really don’t have any problems with any non-top tier characters, and same with most top-tier teams. I only have real problems with decent players, which is obvious. Theoretically, if both players are at the pinnacle w/ using their character, Jin is obviously outclassed. Eventually, you will get to the point when you can tell a decent player from a top-tier scrub from playing them one round.
My main team is Jin/(Dark) Sakura/Tron Bonne. Jin is my battery for Sakura, since she needs 3 meters to transform, and her combo into her fireball super does major damage. Tron helps Jin out tremendously when used w/ his ground pressuring game as well as his J.RK. Tron’s rings are much bigger than people think, and stay out for a long time. When used w/ J.RK, it stuffs any triangle jump game. Sakura for me is the most fun to play, especially when I get her teleport game down, with her runaway and damage. Tron is a decent 1-on-1 character, as well as the best ground game assist. I may have used Doom at one point in time, but I felt he was too top-tier for me…I was trying Tron before she got popular in Magneto teams and such, so that’s a bit o’ leeway. Otherwise, my teams utilized Jin as my AAA, including Venom/Silver Samurai/Hulk/Colossus teams. Jin not used primarily as an AAA should be used as a battery. Sakura, Silver Samurai, and Hulk all need supers to add greatly to their game. Also, I kind of limited my team to only Capcom characters, as Marvel was better…like I do in CvS2, using only SNK characters and grooves. Bottom line, use Jin in a team if: a) he’s on point, and is used as a battery, b) can DHC well into your next character(s), and/or c) you simply have fun using the characters. Most people don’t use Jin because they lose with him, which isn’t very fun.
Tron helps me in when I decide to use J.FP and J.d+RK. Optimally, with Jin and Tron, you want to make it so the opponent cannot call an assist because he/she is blocking 100% of the time. To do this you must know that J.FP finishes faster on a grounded blocking opponent than J.d+RK, because it only hits one time instead of three. On the ground, you can make the opponent block as close to 100% as possible by stringing Tron into Jin’s moves (when she finishes ringing) J.d+RK, S.JP, dash, S.JP, S.RK, and hopefully by that time, you can call Tron again while you are recovering from crappy ass S.RK. This is obviously not 100% foolproog, but you utilize how crappy S.RK is by taking advantage of the fact you can call you assist while doing this normal move with long start up and recovery. You use J.FP when you want to recover faster, and J.d+RK when you want to keep the opponent blocking. The opponent will take decent chip damage.
Otherwise, you use J.FP when you want to cross up or start a ground combo, since it stuns for a decent amount of time, and J.d+RK when you have the right spacing for a ground combo, or just want to pressure/chip. Obviously, neither is safe against an AAA with good invincibility frames…i.e. NOT Captain Commando. You can drill kick CapCom all you want, Doom too. Just be careful against bigger characters, since you will only drill kick them, and not the assist, who will subsequently pound you.
Hopefully I answered you questions properly, and if not, just ask some more. I don’t really mind responding, even though I might just give away all my tactics…though, most people shouldn’t really care about them.
P.S. My main teams in order are: Jin/Sakura/Tron, Venom/SilverSamurai/Jin (with Hulk as an alternative to any of the three characters), Colossus/Jin/Tron, and Hayato/CaptainAmerica/IronMan (with projectile assist).
This is funny to me.
You are weighing Jin on the wrong scale. Of course he seems bad if you are rating him on the combo-happy silliness that is Marvel. Jin is designed for BASE FIGHTING!
And I know this for a fact, because my friend is unstoppable in MvC1&2 with Jin.
He’s not “low-tier” at all.
http://home.comcast.net/~jollamolla/AkumaandKen.wmv
What do you think of this one?
I tried adding a few things to the Hurricane Kick glitch.
Akuma’s combo does about 107 with 1 Hyper Combo on Cable.
Without the HC, it would be 85.
Ken’s does about 83 without any HC.
I tried almost everything to connect after
the hurricane kick, but no result. You can do a shoryuken,
but it looks like it’s blockable.
I posted this cuz Ken and Akuma got mentioned in there.
Isn’t that a good damage? Most of all, it’s so simple,
and do a lot of damage.
It goes like this
Akuma : JP.HP , Hurricane Kick HK, C.HP, SJ.LP, SJ.LK,
Hurrican Kick HK, Fire Balls.
Ken : JP.HP, JP.HK, Slide or Dash, C.LK, C.HP, SJ.LP,
SJ.MP, Hurricane Kick HK.
[Edited]
The link doesn’t work now.