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Jin by Isao

Version: 1.0 | Updated: 06/17/00

Marvel Vs Capcom 2: New Age of Heroes

=---Legal Stuff-------------------------------------------------------------=
This FAQ is Copyright 2000 Isao (William Chiang)

Capcom characters are Copyright 2000 Capcom Co., LTD.
Marvel characters TM are Copyright 2000 Marvel Characters, Inc.

United States and International Copyright laws protect this FAQ.

No part of this document may be reproduced without the expressed consent of 
Isao (William Chiang) (Isao4Ever@aol.com)


============TABLE OF CONTENTS===========

I.    Revision History and Introduction

II.   Marvel Vs Capcom 2 Game System

III.  Character Specifics and Move List

IV.   Strategies (Specific and General)

V.    Last Thoughts and Thanks




====Revision History====

V1.0  (6-17-00): First Version of FAQ.  Everything is new.


The Vs series has been Capcom's bread and butter in the arcades these past 
few years, and even between the ludicrous two and a half year wait between 
MvC 1 and MvC 2, mindless drones have been dumping in quarters like no 
tomorrow.  My personal opinion about the Vs series is rather mixed.  It's fun 
and entertaining, but I have to admit that the gameplay isn't too great.  Of 
course Capcom has fixed the horrendous balance problems since X-men Vs Street 
Fighter, Marvel Vs Street Fighter (the absolute low point in the Vs series), 
and Marvel Vs Capcom 1. But in the extraction of some problems, and in the 
quest to make an even more entertaining game, Capcom has allowed some glaring 
problems in Marvel Vs Capcom 2.  Almost every character has a 100% combo, and 
an Infinite.  Personally, I prefer games with more gameplay than flash (Like 
King of Fighters).  However I also prefer playing against a human opponent 
rather than the computer, so I have committed myself to learning and becoming 
a master of Marvel Vs Capcom 2.  
This FAQ about Jin is for the educated reader and player only.  I know it is 
long, but if you take your time to peruse the whole FAQ (including the Legal 
Stuff ^_^), you will learn lots.  I will try to stress fairness in gameplay 
(i.e. stay away from throws), however even I have my cheap inclinations 
sometimes, so I will not deny the reader of SOME cheap info.  But please, 
PLEASE do not play like a scrub.  It just makes you seem like an ass.  In the 
Strategies Section, I will go into more depth about cheapness and cheap 
characters, and how not to be one and how to stop one.  Have fun, and thanks 
for reading.  (Note: An asterisk * beside a title means that there are 
current plans to update that section.)


II. Marvel Vs Capcom 2 Game System

====Control Abbreviations and Symbols====

Do not, I repeat, DO NOT pay attention to the button labels on the Arcade 
Board.  They are wrong, and are labeled for MvC 1.  Do not get confused when 
I say Roundhouse (HK) and press the button labeled Roundhouse, which is 
actually the Assist 2 (A2) button!

     ==Button Abbreviations==

     LP:  Light Punch   (Jab)
     MP:  Medium Punch  (Strong)
     HP:  Hard Punch    (Fierce)
     P:   Any Punch
     2P:  Two Punches   (LP + HP)
     LK:  Light Kick    (Short)
     MK:  Medium Kick   (Forward)
     HK:  Hard Kick     (Roundhouse)
     K:   Any Kick
     2K:  Two Kicks     (LK + HK)

     A1:  Assist 1
     A2:  Assist 2

     ==Joystick Abbreviations==     

     F:   Forward
     D:   Down
     B:   Back
     U:   Up
     DF:  Down-Forward
     DB:  Down-Back
     UB:  Up-Back
     UF:  Up-Forward
     QCF: Quarter Circle Forward 
     QCB: Quarter Circle Back         
     HCF: Half Circle Forward    
     HCB: Half Circle Back
     270: Rotate Joystick 270 Degrees
     360: Rotate Joystick 360 Degrees

     +:  Denotes button or joystick movement that must be performed in
         conjunction with another button or joystick movement.
         (i.e. D + LP = Down and Light Punch at the same time)

     ,:  Denotes button or joystick movement that must be performed 
         immediately one after the previous button or joystick movement.      
         (i.e. D, DF, F = Down, then Down-Forward, and then Forward)

====Basic or Universal Moves====

For more info, please refer to other FAQs.

     Jump:        Simply tap up on the joystick.

     Super Jump:  Quickly tap Down, and then up.  Or you may just press up 
     from a crouching (down) position.  Or you may press two kicks (LK + HK)
     for most characters (excluding Zangeif).

     Dash:        Simply tap forward twice.  Or you may press two punches
     (LP + HP) for most characters (excluding Zangeif.)

     Roll:        When falling from a knock down attack, quickly roll the 
     Joystick Back, Down-Back, and then Down plus any punch button.

     Force Block: When blocking a multi-hit attack, such as a beam super,
     Press two punches (LP + HP).

     Switch Characters: To switch out to Character 1, simply press Jab and
     Short buttons (LP + LK) at the same time.  To switch out to Character 2,
     press Fierce and Roundhouse (HP + HK) at the same time.  Switching out
     causes the character jumping in to lose all RED LIFE (The red life bar
     behind the main life bar).  So use smarts, and don't switch out every 
     three seconds, like some idiots do.

     Assist: To call out an Assist, simply press the Assist 1 (A1) for the
     second character, and Assist 2 button (A2) for the third character in 
     the team.

     Snapback: Move the joystick Down, Down-Forward, and then Forward (QCF)
     and press either Assist button (A1 or A2).  The opponent will be knocked
     out of the screen, forcing another opponent team member to jump in.
     Uses 1 Hyper Combo Level.

     Team Counter:  To counter an attack by the opponent, simply press the 
     Assist 1 or Assist 2 (A1 or A2) button whilst blocking the attack made.
     Either the second or third character will jump out accordingly and 
     attack the opponent.  The characters will switch out at this point.
     Uses 1 Hyper Combo Level.

     Triple Delay Hyper Combo: Simply ram on both Assist buttons at the same
     time (A1 + A2) and all three characters will appear on screen to perform
     their according HC.  Rather worthless if you ask me.  Uses 3 Hyper
     Combo Levels.


III. Character Specifics and Move List

Jin is a character who has high priority attacks, which are damaging, but 
have execution and lag time.  Jin's Hyper Combos are EXTREMELY useful and can 
be abused most of the time.  He is definitely not a scrub character.  
Overall, Jin is an excellent character in the hands of a master.  (My rating 
system goes from 1: Really Crappy or worst to 10: Totally Overpowered or 
best.  5 is the median rating, duh.)    

====Character Rating====

Strength: 9.0.    He dishes out damage in loads.  For every hit that 
connects, the opponent will regret it.  Even his Weak attacks have decent 
damage.  One of Jin's forte.

Vitality: 5.0.  He takes damage at an average pace.  Since 5 is the average 
score, it should explain everything.

Speed:    4.5.  Most times, his attacks are extremely slow in both execution 
and lag. Even his Weak attacks have some start-up.  His walking and dashing 
pace are average though.  You'll have to rely on his other attributes to 

Attack:   6.5.  The difference between Attack and Strength is the character's 
ability to go on the offensive.  Someone may be powerful, but his or her 
offense can completely suck (i.e. Hulk). Jin goes on the offensive rather 
well.  You can't rely on his speed (or lack thereof) to be an offensive 
machine, but his priority and range will get the job done.

Defense:  8.0.  The difference between Defense and Vitality is the 
character's ability to sit back and go on the defensive.  Someone may have 
high Vitality, but their defense can totally suck (i.e. Silver Samurai). Jin 
has plenty of defensive weapons like Saotome Dynamite, crouching Medium Kick, 
Saotome Cyclone, and even Saotome Typhoon.  But you have to anticipate in 
order for Jin to play defense well.

Overall:  8.0.  The overall score is independent from the rest of the scores.  
It depends on the overall effectiveness of the character when played at 
maximum ability.  Which explains the 8.0.  While Jin doesn't really excel at 
many attributes, his overall effectiveness is strangely high.  His Hyper 
Combos are some of the most useful in the whole game, making him a force to 
be reckoned with.  To play Jin effectively, one has to play a smart game, 
where you don't make any rash moves.

==------------Assist Options------------==

Every character has three variations of assists.  Your choice is extremely 
important, as it decides whether you lose or win.  All of Jin's assists are 
better than average, Beta being the very best.

Alpha Assist/Variable Type: Saotome Typhoon. This is a pretty good assist 
type to choose if you wish to be able to combo after an assist and to keep 
opponents at bay.  Jin has quite an amount of lag time after this, so the 
overall usefulness is lessened.  Make sure you cover Jin's ass when he 
taunts.  Damage is pretty good.  Rating: 7.0

Beta Assist/Anti-Air Type: Saotome Dynamite.  This is an excellent assist 
type to chose.  Period.  Jin jumps in and performs his Saotome Dynamite.  The 
overall range is pretty much 1/3 of the whole screen. What makes this assist 
so great is the priority of the Saotome Dynamite.  Pull Jin out whenever an 
opponent jumps in or dashes in, and they will be sorry they ever tried to get 
near you.  It does excellent damage too.  The only real downside to this 
assist would be the inability to combo after it.  You can totally abuse this.  
Rating: 9.5

Gamma Assist/Launch Type: Standing Strong.  Jin jumps in with standing 
strong.  I see no real reason to use this assist since his Beta assist is a 
better Anti-air and has higher priority and damage.  If you want to be able 
to combo your opponent after an assist, this is pretty good.  However, I just 
see that Jin sacrifices too much execution and lag time and priority to 
choose this assist.  It's only good if you have a character with great Aerial 
Rave abilities.  Rating: 5.5 

Recommended Assist: Definitely Beta. There is no better Anti-Air assist.

==------------Normal Moves-----------==

====Light Punch====

To perform a Light Punch, press the "Jab" button once.

Standing:  Jin simply sticks his arm out for a good ranged Jab.  The priority 
and damage is pretty good too.  It's just too bad that this comes our very 
slow compared to other Jabs.  It seems almost so slow, that other people's 
Medium Punches are faster.  It's good for careful poking and combo starting.  
Rating: 6.0

Crouching: Jin does the same animation, just crouching this time. Execution I 
think may be a bit slower, I don't know.  Same properties as the Standing 
Jab.  It has the same uses too.  I'd prefer his crouching Light Kick instead.  
Rating: 6.0

Jumping:   Jin does a straight punch that is almost totally horizontal.  Use 
only for Air to Air battles and for air poking.  Execution is alright, I 
guess, but the vertical range is pretty terrible.  Use it to start Aerial 
Raves with.  Rating: 4.5

====Medium Punch====

To perform a Medium Punch, press the "Jab" button a second time.

Standing: Jin's launcher.  Jin performs a large uppercut motion with his arm, 
causing a small wave to fire to travel upwards.  The priority is actually 
good, but the execution time is terrible.  The lag time isn't too hot either.  
The vertical range is very good, but again, like most launchers, the 
horizontal range kind of sucks.  You'll have to combo into it to get it to 
connect most of the time.  Do not pull this move out if your opponent is 
nowhere near you.  There is an alternate way of doing this move.  Read below 
in Command Moves "Other."  Rating: 6.5

Crouching:  Jin punches downward from a crouching position (obviously).  The 
priority is okay for this move, but the range is pretty terrible.  Both 
Vertical and Horizontal ranges are small.  Execution time isn't bad, but the 
lag isn't good.  Since Jin can only chain a Weak hit into a Hard hit, you'll 
be better off sticking with the Crouching Fierce.  Rating: 3.0

*Jumping:    I'm not too sure about this one.  I think it is an upward punch 
in the air not unlike his Standing strong.  I'll have to check back on this.  
It's mainly an Aerial Rave filler.  More to come.  Rating: 2.0

====Hard Punch====

To perform a Hard Punch, press the button that is labeled "Strong" on the 
arcade board.  This is incorrect, due to the new button setup that MvC 2 has 
introduced.  Pressing the "Strong" button will result in a Hard Punch 
(Fierce) to come out.

Standing:   Jin rears back for about half a second, and then lunges forward a 
short distance with his arm outstretched and his fist aflame.  Very good 
range and priority, but execution and lag are pretty bad.  His standing Hard 
Punch is very strong.  The enemy gets knocked back a bit, but you can combo 
after this by canceling it quickly.  Use it as a careful punisher or in 
combos.  Rating: 7.5

Crouching:  Jin rears back for a second, and then punches forward with an 
extended arm on fire.  The range and priority are good once again.  The lag 
and execution time is not as bad as the standing version.  Good damage, but 
hard to combo after since it makes the opponent fly to the end of the screen.  
Rating: 7.5

Jumping:   Jin punches downward like his Crouching Medium Punch.  It actually 
has good priority and execution time.  The lag is pretty small.  The damage 
is very good on this.  My preferred jump-in combo starter.   Rating: 8.5

====Light Kick====

To perform a Light Kick, simply press the "Short" button once.

Standing: Jin does a simple kick with his leg.  The range is very good for a 
Light Kick, but the execution time is pretty bad.  It's slow to come out, but 
the priority makes it a pretty good poking move.  Use it to start combos with 
too.  Rating: 5.5

Crouching:  Jin props himself up with his hands and kicks forward with his 
whole body.  Excellent range for a short once again.  But, the execution time 
is once again very bad.  Use it to poke and to start ground combos with.  His 
bread and butter combo can start with this.  Rating: 6.0

*Jumping:   I think it's the same as his crouching version.  I'm not sure.  
I'll check back once I get more info.  Rating: 2.0

====Medium Kick====

To perform a Medium Kick, press the "Short" button as second time.

*Standing: Jin hops forward and kicks the opponent twice with flame being 
emitted from his feet.  The range and priority is good for a Medium Kick.  
Use this to punish mistakes and to counter low attacks.  Rating: 6.5

Crouching: Jin hops up with two flaming kicks aimed upward.  The Vertical 
range and priority on this is amazing.  The Horizontal range isn't too good 
though.  Use this as a defense from jump-ins, as it does very good damage.  
Don't abuse this though, because it has quite a star-up and lag.  Rating: 7.0

*Jumping: Same animation as the Crouching Version.  Aerial Rave filler.  Not 
much to say about it.  It's not very effective in most situations.  I 
sometimes skip this in an Aerial Rave because its Horizontal range is sort of 
limited.  Decent for Air to Air battles.  Rating: 3.5

====Hard Kick====

To perform a Hard Kick, press the button that is labeled "Forward" on the 
arcade board.  This is incorrect, due to the new button setup that MvC 2 has 
introduced.  Pressing the "Forward" button will result in a Hard Kick 
(Roundhouse) to come out.

Standing: Jin hops up again and lunges at his opponent feet first with a 
swirling maelstrom of fire surrounding his legs.  The execution time is 
decent (relatively) and the lag is okay at best.  The priority and damage is 
awesome though.  Since Jin hops up a bit, he can avoid low ground attacks 
with this.  It knocks opponents away after it connects.  Rating: 7.5

Crouching:  Jin slides forward with the same spiral of fire surrounding his 
legs.  Once again, this has very good priority and damage.  The range isn't 
half-bad either.  You MUST ALWAYS cancel this into Saotome Dynamite.  ALWAYS.  
It's his bread and butter combo.   Rating: 9.0

Jumping:    Jin kicks forward twice with flames coming from his feet.  It's 
like his Standing Medium Kick, but this time it is in the air.  The Priority 
and Damage is insane on this move.  It doesn't have that much lag or 
execution time either.  Use this for Air to Air battles and to finish off an 
Aerial Rave.  Rating: 8.5

==------------Command Moves------------==


F + HP (Air or Ground):  Jin grabs the opponent and dashes to the opposite 
side of the screen, smashing the enemy into the outstretched fist of Brodia.  
This does decent damage, but as I have said before, you should always refrain 
from using Non-Special throws.  I only perform throws on accident most of the 
time.  Throws are cheap, and escapable.  Don't abuse them.  Rating: 6.5

F + HK:  Jin knocks down the opponent, sits on their chest and begins to 
punch the hell out of them.  If you ram on the kick buttons, then you will 
hit them more times, resulting in more damage.  Stay away from throws please.  
Rating: 8.0


DF + HP: Second way to do his launcher (Standing MP).  Do this only for 
defensive purposes outside of a combo.  Treat it the same way as you would 
his normal Standing Medium Punch.  Rating: 5.0

D + HK (In Air Only): Jin spins downward at a steep 25-degree angle towards 
the enemy.  Hits three times and has high priority.  It's hard to combo after 
it though.  The execution and lag time is minimal at most.  Use this to get 
deep into a character's weak defense or to finish off an Aerial Rave.  
Rating: 7.5

==------------Special Moves------------==

====Saotome Typhoon====

Hold B, F + P:  
Jin rears back for a moment, then spins towards the enemy covered completely 
by a rather large tornado.  This does not negate fireballs.  The Jab version 
travels only about 3/5 of a screen while the Fierce Version travels a full 
screen length.  Both have some start-up and lots of lag time.  Do not abuse 
this move, because it is easy to counter.  I use this move to counter, as an 
Anti-Air, and as combo filler.  You really shouldn't pull this out of 
nowhere.  The only other time when I use this is in conjunction with a 
"Variable" or "Dash" assist (like Captain America).  While Captain America 
negates projectiles, Jin flies forward and knocks the opponent silly.  It's a 
good combination.  Use with care and brains, and you should never get 
punished for a Saotome Typhoon.  Jab Version Rating: 6.5.  Fierce Version 
Rating: 7.0

====Saotome Dynamite====

Hold D, U + P:
Jin stands up and his clothes immediately blow off his body, creating an 
explosion with some range.  This can actually negate projectiles.  The 
priority and damage for this is just way too awesome.  There is no execution 
time, but there is some lag afterwards that very few opponents can take 
advantage of.  Some hefty combos can be whipped out after or before this.  
His bread and butter combo uses Saotome Dynamite.  You can use this in almost 
any occasion; as an Anti-Air, as a punisher, or even as a keep away.  You can 
easily abuse both versions.  Just don't get careless against people who have 
Beam Hyper Combos.  Jab Version Rating: 9.0.  Fierce Version Rating: 9.5

====Saotome Crush====

HCB + K:
Jin crouches down for about 1/2 a second, then dashes forward a short 
distance rather slowly.  This is considered a "Blockable Throw."  The 
execution and lag time is pretty horrendous.  There will hardly be time when 
you'll connect with this.  Never, I repeat, NEVER pull this move out if your 
opponent isn't recovering form a missed attack or a combo.  The range isn't 
that pleasing, and the priority is above average at best.  The real 
attraction to using Saotome Grab is the damage and style points.  Most people 
have never seen this throw before, and once it connects, it's one of the 
coolest moves in the game.  The Light Kick version has less start-up and lag, 
but the distance he dashes is shorter.  The Hard Kick version goes farther 
but has quite some start-up and lag.  I sometimes use this close to the end 
of a match just for fun.  You'll have to combo into this (it's VERY hard) or 
counter with this for any success.  Short Version Rating: 6.5.  Roundhouse 
Version Rating: 5.5


Hold START and alternate pressing both P Buttons (START + LP, + HP, + LP, + 
One of the most hilarious moves in the whole game is also very deadly if done 
correctly.  If you hold the START button down and begin to ram on the punch 
buttons, Jin begins to scrub his naked back with a towel until he catches on 
fire.  You can use this to defend against Jump-ins if you're fast enough.  
Not only does it humiliate the opponent, but it can also take off a decent 
amount of damage.  If the opponent is going for a cross up, and you have no 
Hyper Combo Levels, pull this out, and they'll be sorry.  It is one of Jin's 
Infinite Combos if done in the corner.  Use this if you're confident (I 
always do ^_^).  Rating: 6.0

==------------Hyper Combos------------==

====Brodia Punch====

QCF + 2P:
Jin punches forward in the same animation as his Standing Hard Punch, but 
without the small dash forward, and the gigantic arm or Brodia reaches across 
the screen and bashes the opponent in the face.  This is considered as Jin's 
"Beam" Hyper Combo, but I think his Brodia Vulcan is more reminiscent of a 
"Beam" super.  There is quite some start up on this (all of Jin's Hyper 
Combos have start up though).  I tend not to use this Hyper Combo that much, 
even though it seems to be the most popular with other players.  The reason 
is, although it's his most combo friendly Hyper Combo, I find that it doesn't 
connect as much as his other Hyper Combos.  The block damage is decent, but 
I'd suggest going all out if you're going to pull this out.  To get the 
maximum damage, you have to connect with this close up.  It is totally safe 
from counters.  Use this as a punisher, a combo ender, or as a keep-away 
tactic.  Rating: 7.0

====Brodia Vulcan====

QCB + 2P:
Jin turns his back to the player and snaps his fingers while the arm of 
Brodia floats in and pummels the screen full of bullets.  I think this is his 
best Hyper Combo.  In fact, I think this is one of the best Hyper Combos in 
the whole game!  Although there is some start-up, it is totally safe from 
counters.  The chipping damage is respectable too.  There are so many 
occasions to pull Brodia Vulcan out.  If you're stuck with a cheesy 
projectile opponent, execute a Brodia Vulcan and they will get at least 20 
caps in their ass.  If an opponent is jumping in, then pull this out.  This 
Hyper Combo has a strange blocking detection where Jin, although off screen, 
is considered to be in the same location as where he began the Hyper Combo.  
So the opponent often finds himself blocking the wrong way when they land 
from a Super Jump.  You can pull this out anytime, even just to play keep 
away.  The reason why I consider this his "Beam" Hyper Combo is that you 
don't need to connect with it close up for maximum damage like you do for his 
Brodia Punch.  One of the few downsides though is the difficulty at which it 
takes to combo into Brodia Vulcan.  It's extremely difficult if not 
impossible in most cases.  Abuse this Hyper Combo if you like.  It's that 
good.  Ram on the buttons to increase the damage.  I use this Hyper Combo the 
most.  And you should too.  Rating: 9.0

====Saotome Cyclone====

QCF + 2K:
One of the most damaging Level 1 Hyper Combos in the whole game.  Jin rears 
back for a second (he does that a lot) like his Saotome Typhoon and then 
spins forward a VERY SHORT distance.  The result is a huge tornado that 
reaches to the very top of the whole fighting arena.  The Vertical priority 
is unmatched, while the Horizontal range and priority isn't too good.  As you 
can tell, this is an Anti-Air Hyper Combo.  And you should only use it in 
Anti-Air situations.  The lag time isn't too great, se never ever execute a 
Saotome Cyclone against an opponent who is not in the air.  The perfect time 
to pull out a Saotome Cyclone is when the opponent is jumping over you to 
cross over.  They often block the wrong way, and I think that it may be 
unblockable in some situations!  Not only is it the ultimate in air defense, 
it is the absolute best in damage.  You can even combo into Saotome Cyclone 
from a standing Medium Punch!  If you use this carefully, then you should be 
able to permanently ground the enemy.  You can't abuse it, but you can play 
smart with it.  Use you brain, and it's one of the best Hyper Combos in the 
game.  Rating: 8.5

==------------Special Ability------------==

====Beserker Mode====

You can't really control this, so I don't really know where to put it.  If 
Jin is the last character on a team, and he has only 30 percent (I think) or 
less life left, he stands straight and begins to flash.  While he is 
flashing, he has Hyper Armor (Weak and single hit attacks cannot phase him), 
he takes damage better, and he cannot be knocked over easily.  Basically, 
it's an extra that gives Jin a major bonus when he's the lone survivor.  It's 
crunch time when this activates, so you better play smart.  There is no 
downside to this, but then again, you can't control it either.  Rating: 10.0


IV. Strategies (Specific and General)

==------------General Strategies------------==

To truly become a masterful Jin player, you must pay attention to several 

His strengths:

+  He dishes damage out like a freakin' beast.
+  He has a Beserker Mode once certain criteria are met (read "Beserker Mode" 
for more info).
+  His combos, although short, do very good damage.
+  His moves have high priority.
+  His Hyper Combos are some of the best in the game, giving him a big 
advantage once the Hyper Combo bar is filled.

His weaknesses:

-  He's rather slow in execution and lag time and can be easily punished for 
-  He's at sort of at a disadvantage to "beam" characters, but not much.
-  It's hard to get used to some of his moves since they're so unique.
-  He's not a mashing character (bad for some of you, good for me).
-  Since he is a charge character, there will have times when he's just 
sitting there idle.

Basically, Jin is a precision character that requires patience and smarts.  
Unlike Joe Blow who plays Wolverine, or Strider, or Ice Man, you can't just 
go wild and expect decent results.  It's either you're kicking ass with Jin 
or you're getting your ass kicked.  Play it smart and know when you need to 
sit back and play defense and when you need to charge in.  You'll usually 
have to play an offensive game against projectile-based characters.  Sit back 
and play Defense against pixies.  Play a mixed game against power characters 
like the Hulk.  And make sure you liberally use your Assists.  Team Jin up 
with people who have Projectile or Dashing Assists.  And once he's resting, 
always use his Beta Assist.

*More stuff later.


Jin works well with certain characters Assisting him.  Here are some teams 
that I have found very effective.  Most of these teams have earned me 15 or 
more win streaks.

1.  Jin, Magneto, Captain America:
The trick to winning in MvC 2 is constant assisting.  Never should there be a 
second in the match when there is no partner assist coming out.  Pick Beta 
Assist for Jin (Anti-Air), either Alpha or Gamma Assist for Magneto 
(Projectile or Launch), and Gamma Assist for Captain America (Dashing). 
Whenever you face an opponent who just sits back or is a cheap Fireball/Beam 
character (I.e. Ice Man), whip either Magneto (Alpha Assist) or Captain 
America out.  Magneto will stop the projectile in most cases, while Captain 
America's Charging Star negates all normal Fireball/Beam attacks.  I suggest 
always pulling out a Saotome Typhoon whenever you call Captain America out.  
You will travel with Captain America, with him covering Jin's ass against 
projectiles and Jin covering Captain America's ass while he's taunting.  Jin 
can't really protect his Assist Partners as well as others, so you'll have to 
use a bit more caution. If you choose the Gamma Magneto Assist (Launch), just 
use it to replace your own Standing Medium Punch.  It's mainly an Anti-Air or 
a combo starter.  The range for it isn't too good though, so beware.  His 
Crouching Fierce is just as good, if not better, than your own Launcher. 
People tend to get pissed when you play this team (for several reasons) 
because it is so effective Assist wise.  Many consider this style of play 
cheap, but it's not like it's unstoppable.  In fact, with this team, comboing 
after the assists is almost impossible, so the overall strength is weakened a 
little.  Go for powerful, calculated hits instead.  Magneto can hold is own 
against anyone, and Captain America can take on whole teams by himself.  This 
team is amazing.  The Delayed Triple Hyper Combo for this team is hard to 
connect, so don't use it.  In fact, never use Delayed Triple Hyper Combos.  
They all suck anyhow.  Team Rating: 9.0

2.  Jin, Ryu, Iron Man:
The trick to winning in MvC 2 is constant assisting.  Never should there be a 
second in the match when there is no partner assist coming out. Pick Beta 
Assist for Jin (Anti-Air), either Alpha or Gamma assist for Ryu (Anti-Air or 
Variable), and Alpha (Projectile) assist for Iron Man.  Use Alpha Ryu to 
knock back incoming opponents and people who constantly jump in.  Use Gamma 
Ryu to knock back pixies trying to dash in and to play a keep away game.  
Iron Man is just thrown in there so you can combat projectile scrubs with 
their own medicine.  The best character in the team is probably Ryu, so it's 
best if you fight the match most of the time with him in the lead.  Once you 
build up your Hyper Combo bar, bring Jin in to finish the team off.  Iron Man 
isn't that bad of a character, but he's certainly the third best.  Use him if 
your other characters need a break.  The Triple Delayed Hyper Combo actually 
works tremendously well with this team, but I still recommend abstaining from 
using it.  Team Rating: 7.5

3.  Jin, Ryu, Captain America:
The trick to winning in MvC 2 is constant assisting.  Never should there be a 
second in the match when there is no partner assist coming out. Pick Beta 
Assist for Jin (Anti-Air), Alpha or Gamma assist for Ryu (Anti-air or 
Variable), and of course, Gamma assist for Captain America (Dash).  This team 
is just like the first team I mentioned, only with Ryu instead of Magneto.  
Basically played the same way.  Ryu's Alpha assist is very reliable, but 
still lacks the punch of Jin's.  Ryu's Gamma assist is used similarly as 
Captain America's assist to a certain extent.  His Tatsu Maki Senpuu Kyaku 
doesn't negate projectiles though, so you'll have to be more careful with it.  
Ryu as a character can take on teams by himself.  He takes damage decently 
only, however he can play both offensive and defensive games incredibly.  
This team, as individual fighters, is very strong.  The assists aren't too 
bad either.  The only character whose assists are questionable are Ryu's, and 
they really don't suck at all.  The Triple Delayed Hyper Combo of this team 
works to a certain extent, but I still suggest staying away from it.  This 
team has its weaknesses (no overly offensive characters), but they are still 
a force to be dealt with.  If Ryu had better assists, than this team would be 
truly unstoppable. Team Rating: 8.5

4.  Jin, Ryu, Dr. Doom:
The trick to winning in MvC 2 is constant assisting.  Never should there be a 
second in the match when there is no partner assist coming out. Pick Beta 
Assist for Jin (Anti-Air), Alpha or Gamma assists for Ryu (Anti-air or 
Variable), and Alpha or Beta assist for Dr. Doom.  Like the team mentioned 
above, except Dr. Doom adds a little twist to it. Instead of having an all 
around character like Captain America, you have a keep away and poking 
character in Dr. Doom.  Dr. Doom's assists are both excellent.  His Alpha 
assist, Photon Beam, goes in all directions; perfect to keep the scrubby 
Strider away.  His Molecular Shield Beta Assist is good for keeping people on 
their own side.  The assists are pretty good with this team, but Dr. Doom, as 
an individual fighter is hard to master.  The Triple Delay Hyper Combo for 
this team is decent, but I still rather not use it.  Team Rating: 7.5

*More Teams to come soon!  I need to play a little more and experiment.

====Cheap Characters====

These are characters you shouldn't be playing for many reasons.  Either 
they're just cheesy, overrated, or just stupid.  This is good advice to 
follow if you want to become a respected player, not a loser scrub.  This 
section is bound to piss off lots of gamers out there, because so many call 
themselves "Masters" at these cheese characters.  People will argue that 
these characters are good, but in truth, do you ever see the best players 
using them without being cheesy?  Character Ratings are based on how most 
people play them, NOT how a master plays them.  That is why their ratings are 
so low.  I'm not claiming to be a "Master" at these characters either, so 
please do not e-mail me about being conceited or something.

1.  Ice Man:
Grrr... the only people who play him are complete scrubs and worthless 
idiots.  His no blocking damage for "energy" attacks is an unfair advantage.  
People just sick back and shoot Ice Beams all day.  He's a scrubby character 
that can't stand on his own.  He takes Damage poorly, and without that cheap 
ability to take no block damage, he'd be totally worthless.  Stay away from 
playing him.  It only takes about two minutes to master his style of play.  
If you rely on him, you're a scrub.  Nothing brings me as much pleasure as 
beating the living crap of an Ice Man player.  If you play him, you might as 
well label yourself as a no-skilled, worthless scrub.  Enough said.  
Character Rating: 4.0.

2.  Wolverine (Both Versions):
It doesn't matter whether or not Capcom weakened him; he's still a masher's 
dream.  He almost totally sucks now, and is mostly flash.  There's almost no 
reason to play him at all.  It's boring to play him too.  He's old and tired 
out.  Capcom, please just let him age gracefully far, far away from the video 
game spotlight.  Most people who play him are beginners or people who haven't 
realized how crappy he is.  Character Rating: 3.0.

3.  Strider:
Overrated, overrated, overrated!  Sure, he has the speed and sometimes the 
priority, but he's pretty much just a one trick pony.  All people ever try to 
do is jump in, Aerial Rave, and then Uroburos or Legion.  Sigh... he's so 
predictable, and so boring to play.  Masher's dream too.  His assists are 
totally worthless.  Only idiots will keep on choosing him.  Please, just let 
off, because he sucks.  Most people that use Strider are beginners, cheap 
asses, or people who are not skilled enough to play a concentrated game.  
Character Rating: 5.0

4.  Cable:
So many people do not know how to play Cable correctly.  They just use his 
Viper Beam over and over again.  It's as if they don't know the meaning of 
Execution and Lag time.  He's actually pretty good if played correctly; but 
then again, he's almost never used correctly.  Basically a second scrub 
version of Ice Man.  If you wish to play him, please read up on some nice 
FAQs first, or practice hard.  Because if you don't then you just look 
stupid.  Character Rating: 4.5

5.  Spider Man:
Sigh... like a second version of Strider.  Jump-in, ground combo, Aerial 
Rave, Web Ball, crap poking game, and sweep into a Crawler Assault.  Spider 
Man players are very predictable also.  Spider man can not play a varied 
game.  He is limited to the same moves and same combos over and over again.  
If played even at maximum ability, he is far from the best.  He's a semi-
masher for semi-experienced characters.  Most people who use Spider Man are 
decently skilled, however they like to use predictable and characters with an 
easy game to learn.  Character Rating: 5.5

6.  Jill:
Geez, she seems to be the most favorite, new character.  She is used in about 
3/5 of all the matches I have played.  She really isn't that great of a 
character either.  And most people are very predictable when they play Jill 
too.  All they do is dash in for a ground combo, Aerial Rave ending in her 
Hyper Combo, call countless undead helpers onto the screen, and try to do 
chip damage with her Rocket Launcher hyper Combo.  And they're not very 
successful with it either.  I have never really met someone who could play 
her at her maximum ability.  She has potential to be a very good Pixie 
character, but no one seems to bother to learn how to use her correctly.  Use 
Jill only after practicing and reading up on her.  But you'll still won't get 
much respect for playing her because Jill players are a dime a dozen.  
Masters are very rare.  Character Rating: 4.5 

*People to be added/removed to the list as time goes on.

==------------Specific Strategies------------==

Assist, Brodia Vulcan, Assist, Saotome Cyclone, repeat.  ^_^  Just kidding.

*Coming Soon!


V.  Final Thoughts and Thanks

Sorry for the missing sections, but they will be coming soon!  I think that 
this FAQ is a respectable size already ^_^.  Anyway, just remember, the most 
important part of playing a game is to HAVE FUN!  Don't let the lust for 
winning totally ruin your enjoyment of the game.  Don't be an ass.  Have 
manners.  Nothing's worse than a loser who takes the game too seriously.  
There was once this guy who called me a derogatory name for African Americans 
while playing me >_<.  Even though I am Taiwanese, that's a no-no.  Please 
don't be like that.  It's not cool.  Oh yeah, and don't bring your boy/girl 
friend to the arcade!  It sucks for them!

Thanks to:

All the scrubs who have forced me to learn to play fair and still kick ass.
My best friend who's Importing habits have given me lots of time to play.
All the people who write FAQs.
The owner of www.Gamefaqs.com.

Please e-mail me at Isao4ever@aol.com if I have violated any Copyright Laws 
or have insulted you in some way.  Or just e-mail me if you have comments or 
opinions or suggestions.  Please limit your bitching to 1 e-mail only please.  
Replies will take some time so please wait.

That's it for now!  Look for more FAQs on other characters and updates! 
Laters people!

Copyright Isao (William Chiang) 2000.

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