Learn Jin's A.Rave Finishers and Juggernaut's special moves in Marvel vs. Capcom 2: New Age of Heroes. Includes combo tips and Super Armor details.
Jin's Special Moves and Techniques:
A.Rave Finishers: HP
Flying S. Ground: Blodia Punch
Ground Throws: When close, back or forward + HP or HK
Mid-Air Throws: When close, any direction but down or up + HP in air
Flying Attack: Standing HP, MK, HK / Crouching MK, HP
Knockdown Attack: Crouching HK
Variable Attack: Jumping LK
Snapback Attack: Crouching HP
Special Notes on Jin's Moves:
- The LP Saotome Tornado hits more times from up close, while the HP version can't get full hits (5 total), unless you do it from far away. If you do get full hits, you can even combo into the Blodia Vulcan. This move is very useful in combos because you can do a combo like c.LP, c. MP, do an LP Saotome Tornado, and right as the third hit connects, hypercancel into the Blodia Punch or Saotome Cyclone for lots of damage.
- Jin has limited invincibility during the Saotome Dynamite.
- The Saotome Dynamite can cancel out of the ending animation of another Saotome Dynamite or the Saotome Cyclone. After doing a Dynamite, you can charge down and press up + P (or just up if you're holding P) once you see Jin's 'getting dressed' flash to immediately do another Dynamite. Or if you've just done the Saotome Cyclone, you can hit someone off the ground by canceling the end animation into a Saotome Dynamite.
- The Saotome Crush is blockable. You can combo into it from a standing or crouching LK. If you try to hit someone on the ground with this (say, after a crouching HK), they will roll backward, which is a useful way to get someone in the corner. Just don't do the c. HK from too close or they'll roll through you when you do the Crush. You can hypercancel out of this move, but you must do it the moment Jin grabs his opponent.
- An opponent can be injured by the Saotome Fire once flame is coming off of Jin's back.
- You can get more hits from the Blodia Punch if Jin is closer to his opponent (since his fist actually hits), and if his back is close to the edge of the screen (since the Blodia's arm will hit while moving).
- Jin's Saotome Diving hits three times, and can even be used in aerial raves now. You can combo off of it upon landing, assuming you don't do it too early.
- Since the screen resets to Jin's location when you use the Blodia Vulcan. Unlike as in MvC, this move can kill a character if their life is low enough. You can actually combo into this move, but only off of the 5th hit of an HP Saotome Typhoon (meaning you must do it from relatively far away), or from a launcher. To do it with a launcher, Jin must have his back near the edge of the screen (even if you're in the middle of the playing field), and his enemy must be fairly close to him.
- Jin can now do full aerial raves, since only his HP causes the 'flying screen' effect now.
- When Jin is the last surviving character and has less than 25% of his total life gauge (this includes recoverable damage), he will pose for a moment at his first opportunity to stand still. Once he poses, he will start glowing. While glowing, he has Super Armor while on the ground. His attack power also increases, just as if he'd gotten a Power Up Orb from Ruby Heart.
- You can pick which color he'll glow, depending on what button you chose him with originally:
- If you selected him with LP, he'll glow yellow
- If you selected him with PA, he'll glow pink
- If you selected him with LK or PB, he'll glow green
- If you selected him with HP or HK, he'll glow blue
- You can tap the buttons and wiggle the joystick during Jin's HK hold to do more damage.
- Jin's Medium and Hard attacks do block damage (this includes his d + HK slide and the Saotome Diving).
- Jin's standing HP, HK, and crouching HP can go through Super Armor (his opponent will go into hit stun).
- The kanji on Jin's back read 'uchuu ichi'. This literally comes out as 'space one', but more likely means "number one in the universe", or something along those lines.
Juggernaut's Special Moves and Techniques:
Juggernaut Punch: half circle forward + P
Juggernaut Body Press: half circle forward + K (air)
Earthquake Punch: HARD f,df,d + P
Cyttorak Power-Up: f,d,df + PP
Double Fist Punch: f + HP
Juggernaut Headcrush: quarter circle forward + PP, tap buttons rapidly
Partner Assists:
- A: LP Earthquake Punch
- B: HP Juggernaut Punch
- Y: HK Juggernaut Body Press
Variable Counters:
- A: HP Earthquake Punch
- B: HP Juggernaut Punch
- Y: HK Juggernaut Body Press
Variable Combinations:
- A: Juggernaut Headcrush
- B: Juggernaut Headcrush
- Y: Juggernaut Headcrush
Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6]
A.Rave Launchers: Crouching HP / df + HP / Standing HP (vs. an airborne opponent)
A.Rave Finishers: HP, HK
Flying S. Ground: Juggernaut Punch
Ground Throws: When close, back or forward + HP or HK
Mid-Air Throws: When close, any direction but down or up + HP in air
Flying Attack: Double Fist Punch
Knockdown Attack: Crouching MK
Variable Attack: Juggernaut Body Press
Snapback Attack: Double Fist Punch
Special Notes on Juggernaut's Moves:
- Juggernaut has Super Armor while on the ground.
- Juggernaut cannot use the dashing jump (uf while dashing).
- The Juggernaut Punch cannot be canceled into the Juggernaut Head Press once it hits, but that's only because it has a Flying Screen effect.
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