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 <khaotika@earthlink.net>

Unpublished work Copyright 2000 Bantam13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