ForwardArrow
Smash Ace
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- Aug 17, 2011
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Jin-Gitaxias, Core Augur
Jin-Gitaxias is the second of the five Praetors of Phyrexia, the leader of the blue faction. He is something of a mad scientist and a perfectionist, his objective being the perfection of all life. He intends to convert all lifeforms to the Phyrexian view of perfection, by means of experimenting on them. As expected of Phyrexia, he's a rather terrifying sort of abomination, with his ribs and spinal cord flexing and pulsing in disturbing ways. In game, his card is the most powerful of the Praetors, basically destroying the opponent's entire hand and preventing them from ever recovering while giving you access to obscene card draw. Unfortunately, he's so expensive he is rather impractical to play without some sort of trick.
Stats
Size: 14
Fall Speed: 10
Weight: 9
Traction: 9
Aerial Movement: 2
Movement Speed: 2
Fall Speed: 10
Weight: 9
Traction: 9
Aerial Movement: 2
Movement Speed: 2
Jin-Gitaxias is absolutely huge, being slightly taller than Bowser and 1.5X his width, though unfortunately he's not any heavier than Bowser. He also has rather terrible movement speed in both the air and on the ground, as he lumbers around. Fortunately, he's not very likely to trip as a rule. He also falls extremely fast, he cannot stay in the air for an extended period of time. Combined with his jumps he has an absolutely atrocious recovery, not taking his Up Special into account. That said, at least he doesn't trip or slip much, and his weight is not that miserable.
Specials
Side Special
Jin-Gitaxias pulls out a small syringe before injecting himself with it, taking a small amount of lag. This does not initially do anything of note... until 2 seconds pass, at which point two additional arms will grow out of Jin and crash down in front of him. These arms further increase your body size to a whopping 17/10, and are not actually covered by your shield. This makes your shield close to useless except against opponent's attacking from above or behind, as the arms will hang out and just get struck whether or not you shield.
So now that we've talked about the downsides of extra arms, let's talk about the benefits. With an extra set of arms, Jin can carry 2 items at once, him using the first one he grabbed or produced first. Pressing Side Special with two items on on hand will switch which item he is currently holding with minimal lag. In addition, when Jin-Gitaxias dashes with an additional pair of arms, he uses them to move himself forwards, doubling his dash speed. In addition, they serve as constant hitboxes during a dash that deal 7% and small horizontal knockback. That said, the problems may outweigh the benefits here, it depends on the situation.
Up Special
Jin-Gitaxias takes out the same syringe as before, injecting himself in the spine. After another 2 seconds, his spine bloats in size, forming a huge air pouch in the middle of his body. This might sound a bit whimsical, but the pouch is made of his flesh, having black corroded splotches while the rest is red pulsating tissue. This decreases your weight to 7/10 and your fall speed to a slow 2.5/10. To compensate, you're aerial movement is increased to 8/10 and you gain an additional 4 jumps in a similar manner to Kirby. This also increases the size of your hitbox, in combination with the Side Special it makes you into hilariously easy combo food, though at least now you are actually fairly mobile.
Down Special
Jin-Gitaxias takes out a small vial of a purple liquid, which he proceeds to pour down his throat. If you look you can actually see it leak out of his spine at a couple points as it goes through his digestive system. After a brief bit of lag his body begins to appear a bit more... unstable, with purple ooze coming out of various cracks. This causes Jin to take 1.2X damage for the remainder of the stock, as well as increased hitstun. Because clearly Jin needs to be even worse combo food than he already is.
This obviously has a positive side as well, in that when the opponent hits Jin it causes a purple liquid to squirt out of him in an incredibly low priority hitbox that deals 4% and a flinch. This can actually make him into less of combo food as well... so long as the foe is within the short range of this or doesn't have a hitbox out that overpowers it, which is almost any of them. So how good this particular transformation is will depend on who you are fighting.
Neutral Special
Jin-Gitaxias pulls out a small, empty beaker which he puts up to his mouth. This has incredibly little lag to start-up, but to actually get an effect out of this move you are going to need a little bit of time to yourself. You see, when you use this, all the mutations Jin-Gitaxias currently have will glow slightly, with a red dot on the most recently created one. You can press back on the control stick to move the red dot to the next most recently created one or forwards to go to a more recent one(if you have the dot on the most recent one, this goes to the oldest mutation).
After holding down the input for 0.5 seconds, Jin-Gitaxias. will spit a small amount of a strange fluid into the jar, and the mutation will disappear. Then you will switch to another mutation, the next most recent from the one you currently removed. You can continue to do this to remove all of your mutations, or you can press B to cancel out if you want to keep a few or get back to fighting the foe. This will also leave you with a beaker in your hand which you can press A to drink, regaining all the various mutations you put in there. Yes, using Side Special allows you to carry 2 Beakers at once, in case you would want to keep on hand two different sets of mutations. That said, if an opponent deals you knockback equivalent to Mario's Forward Smash at 50%, the attack will knock the potion all over you, giving you the mutations of the held potion. Potions held by your extra arms cannot be spilled, though they will spill on the person holding them automatically if they lose the extra arms somehow.
Of course that's not all you can do with these potions, however. You can throw them as throwing items, which on contact with a foe will deal them 5% for each mutation put into the potion. After that the opponent will shriek out in pain, as the same mutations that Jin put into the potion are given to them. Arms will sprout out of their shoulders if you gave them the Side Special mutation, they will develop a large fleshy air bladder on their stomach if you gave the Up Special and the Down Special causes them to develop acid spewing gashes on their skin. It is indeed very gruesome on a whole, though the foe can still take advantage of the various benefits the mutations give them. The mutations you give to the foe will last for 15 seconds. That said, certain mutations have major advantages over the others. For example, the Side Special arms are a constant hitbox that will ignore the Down Special acid when you dash at a foe. Aside from that, Jin is perfectly capable of chaining several hits on the foe, comboing them if you will, and pretty much all of the mutations make that easier.
If the potion does not hit the foe but rather the floor, it will create a puddle the width of Bowser that will deal the same effect to the foe that they would have suffered from had the beaker hit them if they come into contact with it. Unfortunately, the puddle will only last for 5 seconds before evaporating, though throwing a couple of them around the stage can make it fairly easy to force mutations on the foe if several puddles with different mutations the foe doesn't want are littered about.
Grab Game
Grab
Jin reaches forwards with both arms in a surprisingly fast grab with good range. It's not quite Dedede's grab, especially considering he has no real ability to chain grab.
Pummel
Jin-Gitaxias drags one of his fingers across the foes neck, dealing them 3% in a relatively slow pummel. The overall damage output ends up being pretty good though.
If you are holding a potion at this time(and not in your extra arms), Jin-Gitaxias will put it to the foes mouth and attempt to force them to drink it. This pummels at the same rate and only deals 2%, but if you can get off 3 or more pummels they will be forced to drink the potion and transform.
Forward Throw
Jin sinks his claws into the opponents face as he begins using his powers of mental manipulation on the victim. He forces his views of perfection on the foe, kind of like a certain SOMEONE in Make Your Move. This also tosses them away with huge knockback and 12% damage. The knockback grows really slowly though, so it will only KO at 180%.
So what does this "forcing his ideas of perfection on the foe thing" actually do? Well, foes will now want to be hit by Jin's mutations, and if they hit the foe with a non-projectile attack that will knock the potion out of Jin's hand, they instead knock it on themselves, transforming them instead of you.
Back Throw
This attack will depend a bit on whether or not the foe has a mutation or not. If they don't, he will merely bite into the foe, digging into them with the various points on his face. He will then release them, dealing 12% and causing them to stagger backwards a battlefield platform length. They will appear to be heavily bleeding from several gashes, but this is merely an appearance change that lasts for 5 seconds. The real use for this is forcing opponents to stagger into a mutation puddle...
If the opponent already has a mutation, then in the same way as with the neutral special a red dot will appear over the most recently given one (if they were given in a group, the one Jin-Gitaxias gave himself first). You can then cycle through them the same way you do with the neutral special, along with the foe's throat, which if you release on he will merely perform the same attack as usual. If you select any of the mutations with this, Jin will bite down on that particular mutation, tearing it off in a rather gory manner that deals 16% and causes the foe to stagger in the same manner as before. If you're wondering how he removes the Down Special mutation, he tears the opponent's skin off, though since this is Brawl and they can survive stuff like this they will just have another layer of skin underneath.
You are given about 3/4 a second to make a choice with this move, after which Jin will automatically tear off the mutation of choice. You can press A, B, Grab, or Shield to have him bite down early, which comes in handy if you've made your selection and your in a Free For All or the opponent has minions or something of that nature. Either way, this is basically for when the foe has a mutation that you no longer want them to have.
Up Throw
Jin-Gitaxias takes out a small vial full of Phyrexian oil, and pours it onto the opponent. This will deal the foe 10%, but they will attempt to shake some of the oil off, getting it on Jin as well and dealing him 5%. Afterwards, both players will be covered in Phyrexian oil, dealing 2% per second to the foe while Jin will not take damage or ill effects due to largely being used to the stuff. The oil will stick around for 5 seconds before disappearing.
However, there is a way to prolong the opponent's exposure to the oil. If the liquid from the Down Special gets onto an opponent covered in oil, it will increase the time the oil sticks around for 1 second. This will also occur if the foe suffers from the mutation and is hit, making this excellent if both you or the foe have that particular mutation. Keep in mind that if the acid is outprioritized this won't be refreshed.
Down Throw
Jin-Gitaxias reaches down and plucks from the ground the bug like thing shown above before placing it on the foes head. It's actually rather tiny, being as thick as a Pikmin and the 2/3rds Bowser's length. It will attach to the foe for 4 seconds, and once every second it will poke the foe for 2% and a flinch. The foe can also shake it off by idling for 0.5 seconds. You can only attach one of these things to a foe at a time, though if there are multiple foes you can attach one to each. This can allow you to set up longer combos or ones that deal more damage, taking advantage of the brief flinch the insect like creature will provide.
Standards
Jab
Jin-Gitaxias pokes forward with one finger, dealing 2% and no hitstun, though it is ridiculously fast. That said, you might want to use this during periods where the opponent is flinching/stunned if you still have time to perform another combo move. This also has great range due to the length of Jin's arms.
Dash Attack
Jin swipes forwards out of his dash, slowing to a halt and dealing 8% and mild horizontal knockback. This is actually reasonably fast to start up and has shockingly low cool-down lag for a dash attack. It's the one redeeming grace to Jin's otherwise mediocre dash.
With a pair of extra arms, this attack becomes a bit different. Instead, before the attack starts he will rear up the extra set of arms, giving it some additional start-up. He will then slash as usual, and follow up by slamming down the arms on the foe, dealing 13% and upwards knockback that KOs at 190%. While this does not increase the end lag of the move, it does increase the duration, which still means it's far more punishable. There are certainly times when you would prefer to have the other dash attack, at any rate.
Forward Tilt
Jin-Gitaxias swipes forwards with one of his hands, clawing the foe. This deals 7% and flinching knockback at lower percents, but has rapidly growing knockback that will eventually KO at 160%. At lower percents this is your bread and butter combo move, but eventually it becomes rather impractical for this, despite being fairly fast. It's also not exactly very good against foes with the Down Special afflicting them, since you'll just get squirted afterward and won't be able to follow through.
Up Tilt
Jin-Gitaxias takes out a small syringe from his robe/lab coat/pants/whatever and stabs into his back, in a process that takes surprisingly little time. The spikes on Jin's back will then stand up and grow to a Kirby height each while Jin is forced to hunch even lower to the ground. This increases your weight slightly and your fall speed by a considerable amount in addition to creating the spikes, and decreases your movement speed on the ground and in the air by quite a bit. It also creates a constant hitbox on your back that deals 6% and light upwards knockback to foes that land on top of it.
You can also mix this into a mutation potion, which when it hits a foe will cause them to shriek out in pain as usual as their spine forms into spikes that protrude out of their back. This will as usual give them the same effect. The spikes are quite good against the hands from the Side Special as a rule as they will just land on the spikes when they try to run you over. However, it's rather terrible against the Down Special because after you hit the foe with the spikes you will get hit in return, which can get rather annoying. On the other hand, if someone with the Up Special afflicting them comes into contact with the spikes, it will pop the air sack for 3 seconds, removing the status effect during that time and dealing an additional 10%.
Using Up Tilt with spikes already out will have Jin-Gitaxias strike out upwards with his back, dealing 10% and average knockback. This isn't necessarily the best at comboing but it's a nice way to get aerial foes off you. It will also pop air sacs in the same way the static hitbox will, albeit for twice as long.
Down Tilt
Jin-Gitaxias swipes one hand low to the ground in a rather fast motion that deals 4% and a flinch. Disappointingly, this has a fair bit of landing lag, so it's not exactly easy to follow up with another move.
Unless of course, you hit the button again, which will have Jin swipe at the ground again in a follow up that deals 6% and pushes the foe half a Bowser length away. This is also a bit difficult to follow up since it will often push the foe out of reach, but with the arms from the Side Special attached to the foe, this can chain 2 hits in a row. Or of course the Probe could flinch them as well, among various other things.
Smashes
Forward Smash
Jin takes out another syringe, and injects himself at the base of his spine. After another second, a large blue tentacle the length of Bowser will burst out of Jin-Gitaxias' chest, wrapping around the nearest foe and constricting them. This prevents them from moving or attacking while they try to escape with grab difficulty, though they can still shield or dodge. This has a bit of lag to execute and then a fair bit of delay as the tentacle lashes out, plus additional lag if it whiffs.
Once a tentacle has a foe grabbed, you can continue to use your regular attacks on them, and they will still be dealt knockback. However, they will take less due to the knockback being required to pull your weight and theirs at the same time. This also means that it will dragged along after the foe if they are dealt knockback. On the surface, this seems like a rather bad thing, but this will allow you to chase the foe into the air more easily and follow up with various aerials, because as they are sent flying Jin will be dragged with them, ready to hit them again.
While this attack is obviously very powerful, if you whiff or they get free you are stuck with the tentacle as a mutation, which is something of a blessing but has major downsides. You can use the attack again to attempt to grab with the tentacle as it would normally grab, but this has a rather large amount of lag on both ends, though the results can be quite impressive if you do land it. Unfortunately, the tentacle also deals you 3% per second as long as the mutation is around. That, and the tentacle is an extension of your hurtbox, that while difficult to damage due to hanging low on the ground, is still something the foe can easily hit with a down tilt most of the time. That and it drags behind you and may end up landing in puddles...
Now, if you use this on the foe you can give them the tentacle as well, which can serve as a massive damage racking source and also a way to increase the foes chances of ending up in a puddle. Also, keep in mind the Down Tilt will in fact hit the tentacle, and that's one of your better moves for comboing the foe with. That said the tentacle is a bit smaller on foes that are smaller, being proportional to their body size.
Up Smash
Jin-Gitaxias pulls out two small needles from his coat and injects them into his arms, taking a fair bit of time to do so and making this attack rather risky. Afterwards, huge claw like protrusions will come out of Jin-Gitaxias' hands, extending far beyond the length of his fingers. He then slices overhead with them, dealing 14%-19% and upwards knockback that KOs at 140%-95%. Sadly, this is Jin-Gitaxias' absolute strongest KO move and the lag is rather frustrating, but it does leave behind a permanent mutation.
This gives Jin a set of claws on his hands, which serve as extensions to his claw based attacks. Regardless of the attack they will deal 9% and knockback that KOs at 180%. Unfortunately, the claws suffer the problem of being fragile, being easy to break off. The claws will have 20-45 stamina, and once broken Jin-Gitaxias is dealt 1.5 seconds of solid stun. The good news is at least this particular attack is no longer laggy, actually coming out rather fast, but it ends up being rather risky move on a whole. That said with an ideal set up it can serve as an excellent combo finisher or KO move.
You can also give this to an opponent by adding this mutation to a potion like any other. This will give them a huge set of claws that function as they would if you did not charge this move, meaning that they are rather easy to break off, after which you can potentially set up for and land a huge combo. While it may be the most negative status affliction in Jin-Gitaxias' batch, it is somewhat effective against the spikes due to giving you or the foe a range advantage and is only a more temporary affliction than the others.
Down Smash
Jin-Gitaxias takes out yet another syringe, this one full of a red liquid... and for once does not inject himself with it. Instead, he carries it around like a throwing item. It actually takes a fair bit of time to use this, taking 0.7 seconds total. You can in fact carry a syringe in each hand, and while they cannot be used as Melee weapons you can throw them as a projectile.
So what do they do when thrown? Well, the first time they will dig into the foes flesh and release the red liquid into them, dealing 7%-24% based on charge and some nasty stun. This is impossible to infinite with, but with syringes do allow for some rather impressive combos. In particular, throwing one one up into the air will allow you to entirely restart the combo once it lands, and can serve as a quick way of extending one if thrown in the middle. Certainly allows for plenty more complex tricks if you know how to use them, but pulling out one is laggy. That said, this gives a more important use to the extra arms from the Side Special, allowing you to hold two at once for even more cruelty.
Aerials
Neutral Aerial
Jin-Gitaxias slices forwards twice with his claws, doing 2 hits of 3%. The last hit knocks foes away a short distance, which Jin can follow up on with another aerial at lower percents. That said, for every attack that has been landed on Jin for the last 4 seconds, he loses his composure in this attack more, appearing more frenzied and striking out an additional time. This is the one real way you have of discouraging foes from comboing you, since it makes this attack far more powerful. That said after using this attack it resets the count, Jin regaining his composure after getting out his anger on the foe.
Forward Aerial
Jin-Gitaxias slams his head into the foe, biting into them and dealing 11% and average horizontal knockback. This isn't nearly as good at comboing as your ground moves, though it will still do it's job in combination with the Forward Smash and at earlier percents. It's a fairly fast move, but the range is not exactly exceptional.
Back Aerial
Jin-Gitaxias strikes out behind him with one of his claws, dealing 7% and mild knockback that actually pulls foes towards him. While this might seem like a move that could combo into itself really easily and make for some frustrating situations, it's not quite fast enough to repeatedly chain into itself. However, if you have the spikes on your back from the Up Tilt, since Jin turns his back on the foe after the move is over they will be hit by the spikes as well.
Up Aerial
Jin-Gitaxias stretches both arms upwards and slams them together above him, dealing 11% and upwards knockback that while fixed is pretty darn high. At very high percents, you chain some hits with this after a Forward Smash to repeatedly launch the foe upwards until they go off the top blast zone.
If the foe has the Down Special mutation applied to them, Jin will sink his claws deep into the foe, dealing them 22% and creating a large spray of acid around them. This will deal anyone in range 10% and average knockback, including yourself. While this may seem dangerous, you actually do have a way to escape it, by hitting the foe with another attack before the explosion. The Up Aerial is not fast enough to pull this off... perhaps you could throw an item upwards to interrupt them out of this.
Down Aerial
Jin-Gitaxias swipes towards the ground with a single claw, dealing 8% and a relatively weak spike to foes. This attack starts up pretty fast but has some moderate end lag attached, though it can be useful for positioning the foe downwards in the air after a Forward Smash. It also has some pretty nice range due to the huge length of Jin-Gitaxias' arms.
If this hits the ground, it will cause Jin to scrape off some fragments of the stage, forming into a powder in his hand. He can use this as a throwing item like the beakers or the Down Smash syringes. When thrown, it creates a cloud of dust 1.5x larger than you are, which deal flinching hits that add up to 6% that gives you just enough time to follow up with another fast attack. The cloud of dust will also make the area it was thrown at impossible to see for the next 4 seconds. Obviously you can stand in it for some-pseudo invisibility as the foe won't be able to tell what attack you are about to use. Lastly, this is an item you can obviously carry it around alongside a beaker or a syringe, or perhaps even another pile of dust. Just something to keep in mind.
Final Smash
Jin-Gitaxias laughs maniacally as various large cutting implements rise out of the ground. If a foe is standing in the area which they rise up, which is about twice the width of Bowser, this will trigger a brief cinematic of the blades beginning to cut into them, before the screen blacks out and screaming is heard for about 3 seconds. This will only hit one foe, and whichever one happens to be the closest to Jin-Gitaxias when he uses this.
After the 3 seconds are up, the screen becomes visible again. Blood is all over the area of the stage where the attack occured, with some bits of gore spotted here and there. Jin-Gitaxias now has some new parts attached to his body, which appear to be bits and pieces of the foe. This allows him to use all of the foes attacks by double tapping the selected input, giving him access to both characters movesets for the remainder of the stock. The foe... was not nearly as lucky. They are still alive, but appear as a shambling bloody mess that barely resembles their former self. They move and attack at a fraction of their normal speed, are pathetic lightweight, and lose access to all moves besides their jab, neutral aerial, and tilts. To top it off they have an additional 50%. This is definently going to be the end of that particular foes stocks bar a complete miracle, whereas you are now far more versatile than ever before.
Playstyle
So if it wasn't obvious to you, Jin-Gitaxias' basic gameplan is to combo the foe. He largely does this using his tilts and aerials, which are fast enough to capitalize on the ending lag of his attacks until you start reaching higher percentages, where the foe is knocked out of reach. That said, your combo game is not merely that basic. You can create more complex combos with the various throwing items in the set, such as the Down Smash syringes and the Dair sand. Throwing these at the foe can effectively restart a combo, and since they are throwing items you can use them both quickly and from a distance, making comboing at higher percentages easier. Aside from that, grabbing the foe and attaching a probe to them allows for some rather nifty tricks as well, especially if you can get the timing right, though mostly likely the foe won't let you get the optimal combos that the probe allows.
That said, if you really want to play Jin-Gitaxias well you are going to want to take advantage of his mutations. These things allow you a significant leg up on foes in some ways, though at the same time they come with their share of drawbacks, mostly in making you more and more of combo food with each one you attach to yourself. That said, they do have impressive utility, the Side Special allowing you to carry multiple throwing items for even more elaborate combos and the Up Special allowing you to pursue foes high into the air. The Side Smash in particular is incredibly powerful if you can land it, basically turning the foe into a total punching bag for you to wail on, though your gonna have to work to hit with that thing as it's very predictable and horribly punishable if you whiff with it.
This is all without getting into giving mutations to the foes, which has immense benefits in it's own right. With mutations stacked on, the foes have a much larger hurtbox that is easier to chain hits on. Along with that, it often neuters the foes defenses, and some mutations have built in advantages over the others. For example, the Up Smash's increased range allows you to completely ignore the acid from the Down Special... until the stamina of the nails runs out. Which mutations you give the foe will often depend on which ones you are taking advantage of yourself, as well as what the foe wants to do. Weighing down an aerial foe with Up Tilt spikes certainly can ruin their game-plan, or giving a foe that wants to stick to the ground an air bladder.
On a whole, Jin is an incredibly versatile character, with tons of ways to build damage on and afflict the foe. That said, he's not without his share of weaknesses, between the fact that he's a rather lacking in terms of KO potential and ways to KO and that his own mutations can very easily be turned on him. That said, if you manage to outsmart your foe, Jin has nigh endless ways to keep himself at an advantage over those poor saps who try to interfere with his experiments. Not to mention, he can be quite a bit of fun in a Free for All. Giving various foes legs up over one another can make for some interesting little political fights, perhaps kind of the hill for a puddle of a particularly ideal combination could be fun. Or perhaps you could use the Forward Smash as a goofy means of transportation to chase foes around in the air by bludgeoning another one of them, that is always fun.