Marvel vs Capcom 2/Jin
Jin Saotome and his giant robot Blodia are from the giant robot fighting game Cyberbots. In the Marvel vs. Capcom games, Jin fights on foot, utilizing fiery punches and kicks, some disturbing clothes-exploding action, and several supers that call in Blodia from the sidelines.
First row: LP, HP, A1. Second row: LK, HK, A2.
LP: Weak nothing punch.
MP: Jin's launcher, decent damage, short range.
FP: A strong flaming punch with really good range.
LK: A quick kick that does okay damage and moves Jin slightly forward.
MK: A spinning kick that does two hits and knocks your opponent away.
FK: Jin jumps forward and does a drill kick. It can hit from all the way across the screen, and knocks the opponent down.
LP: Stronger than a standing jab.
MP: Jin smashes downwards with a flaming fist. Quick and the damage is about right.
FP: Decent damage and speed, knocks the opponent over and will push you back a ways.
LK: Has some nice range for a short, and will knock you back a bit.
MK: Jin kicks upwards. If you do this after a crouching short you'll be knocked back too far for it to connect, unless you're fighting some huge guys or your opponent's moving forward or something.
FK: Ground drill kick. Doesn't have the range of the standing roundhouse, but comes out faster and does the same damage.
LP: Weak as ever.
MP: A regular forward flaming punch. Seems like it'd be good in a combo.
FP: A downwards smash. Pretty good for catching someone in the air, I think.
LK: I think Jin's scream is funny. Not much else to say about this one.
MK: Jin kicks upwards. The damage on this move doesn't seem quite up to par.
FK: A jumping spinning kick that hits twice. Does a little bit more than the standing forward.
d+FK: A Dhalsim-style, downwards drill kick. This one can hit three times and makes a good way to top off an air combo.
Jin is a slow character, but he has a lot of reach, and a decent arial command normal (j. 2hp). This move has three hits, and is one of his most important moves. If it is done too high or at a bad angle, if it hits you won't be able to combo off of it, and it will leave you somewhat vunerable. With correct spacing, or simply a quick sj 2hp, this can be combo'd into lp then either launcher XX typhoon, sweep xx blodia punch, or sweep xx dynamite.
Jin's sweep/slide is really long and can catch a lot of people off guard. It is cancellable into dynamite(36 dmg) or blodia punch(damage varies, usually high 50s). You can use it simply to move closer while crouching against a lot of characters, but if you do it too frequently, most characters can capitalize easily off it with things like AHVB, rocket punch, or hailstorm.
Jin's expansion assist is probably his best one. A player can pick up a player from the ground after it, like psylocke's assist, which is great for a sentinel in melee range (c.lk xx rocket punch xx deploy), or a sentinel that is far away can simply hp xx rocket punch xx deploy while jin is picking him up. Another use is while flying, sentinel can call the assist, lk, hk, unfly, then launcher or c.lk xx rocket punch xx deploy. Also, this assist can be used to start the ROM infinite, get storm's launcher off, or iron man's infinite (usually, the infinite has to start with lk mk 8hp, then the normal lp mp mk 8hp starts working). Also, this assist is extremely useful in block strings due to it's four hit potential.
Jin works well with storm, as her lightning attack xx lightning storm combo goes extremely well into saotome cyclone (or blodia vulcan if for some reason the opponent is too far away for cyclone), usually for a kill.