Using sprites created by CVSNB for a commission, this version of Jin was made for SeanAltly's Capcom vs. The World game; as such, he has a control scheme very unlike most others. Not only that, he differs in appearance too; rather than using his iconic black gi pants with a red flame design, he dons a blue sweatshirt with a yellow flame design, reminiscient of his look in Tekken 4.
Jin Kazama is a seven-button character that uses Ⓧ and Ⓨ for punches, Ⓐ and Ⓑ for kicks, Ⓒ for grabs, Ⓢ for his Power Stance, and his Ⓩ is a unique attack where he unleashes his Double Chamber Punch. This button is also reserved for hypers. This is the general control scheme for Capcom vs. The World, a M.U.G.E.N game created by SeanAltly, and all the other characters in that game share similar controls. He can spotdodge by pressing Ⓧ and Ⓨ at the same time, and act out of it with an attack by pressing either or . He can run by pressing twice and holding on the second input, or back dash by pressing twice. He also has an assortment of command normals that act as good poking tools - a farcry from his original Tekken incarnation, where he has a below-average poking game.
This version of Jin was created before the release of Street Fighter X Tekken - as such, he has a moveset much different than what one would expect. For starters, he has no zoning capabilities, opting instead for a more footsie-based gameplan, relying on pokes to inflict damage - again, very unlike his source game appearance. Surprisingly, he also has a command grab, in the form of Tidal Wave - performed with a half-circle motion. Another surprising thing about him is that he lacks his crouch dash and mental alertness, tools that made him a consistently good character, and what made his mix-up game so potent - rather, most of his special moves focus on rushdown, closing in on the opponent. The closest he ever gets to having his crouch dash lies in his Roundhouse Punch and Electric Wind Hook Fist, which also happen to be fully invincible on startup. Nevertheless, his moveset is quite bland compared to other characters in Capcom vs. The World, with it mostly consisting of basic punches and kicks that have nothing much going for them; the creator himself even admitted as much.[1] It's not all bad though; Demon's Paw is a fast move with low startup and recovery that covers a lot of horizontal distance, making it good for rushdown. He has a great anti-air in the form of Lift Kicks. His EWHF is definitely his best tool here; it covers an okay amount of distance, and also acts as a launcher. Not only that, but it can also combo into itself, and sends the opponent down with a hard knockdown, furthering its uses. Some of his special moves also have EX versions that take up 500 power, though there aren't any crazy new effects here aside from virtually no startup.
While Jin's movelist may be rather tame, he makes up for it with his above-average combo game. His combo system is similar to that of an MvC character, with chain and air combos. While he's unable to chain both light attacks and heavy attacks together, he can chain together both punches and kicks. He has a very lax combo system, able to cancel his normals into his command normals, and his command normals into his specials. He also has a launcher in the form of crouching Ⓨ, where he can immediately pursue his opponent upon contact. All the rules about chain comboing also applies to his air combos, and the damage scaling is quite low, making for some rather devastating combos.
Jin has a custom-made A.I. that is brutal, aggressive, and deadly. It focuses mostly on getting in and closing the distance between it and its opponent, usually through his Demon's Paw. Once it's in, it stays locked in place with a barrage of plus frames and fast moves that are hard to react against. Also, because of the low damage scaling, Jin can make quick work of you before you can even figure out what's going on. It is entirely possible to beat it, but doing so will take a lot of patience. It's best to space it out, as it doesn't have many tools at its disposal that can help with zoners and keepaway characters.
Stats[]
Life
1000
Power
3000
Attack
100
Defence
100
Movelist[]
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Specials[]
Roundhouse Punch
Command Input
Properties
Ⓧ
*
Electric God Wind Hook
Command Input
Properties
Ⓨ or Ⓧ+Ⓨ
* Ⓧ+Ⓨ version: uses 500 power
Ⓨ
Ⓧ+Ⓨ
Spinning Flare Kick
Command Input
Properties
Ⓐ/Ⓑ
Horizontal distance varies with button pressed
Ⓐ
Ⓑ
Lift Kick
Command Input
Properties
Ⓐ/Ⓑ or Ⓐ+Ⓑ
Vertical distance varies with button pressed Ⓐ+Ⓑ version: uses 500 power
Ⓐ
Ⓑ
Ⓐ+Ⓑ
Demon's Paw
Command Input
Properties
Ⓧ/Ⓨ or Ⓧ+Ⓨ
Horizontal distance varies with button pressed Ⓧ+Ⓨ version: uses 500 power
Ⓧ
Ⓨ
Ⓧ+Ⓨ
Tidal Wave
Command Input
Properties
Ⓧ/Ⓨ
Ⓧ
Ⓨ
Savage Sword
Command Input
Properties
Ⓧ/Ⓨ or Ⓧ+Ⓨ
Number of hits varies with button pressed Ⓨ version: Ⓧ+Ⓨ version: , uses 500 power
Ⓧ
Ⓨ
Ⓧ+Ⓨ
Hypers[]
Evil Intent
Command Input
Properties
Ⓩ
Uses 1000 power
Avenger
Command Input
Properties
Ⓩ
Uses 2000 power
10-Hit Combo
Command Input
Properties
Ⓩ
Uses 3000 power
Others[]
Sidestep
Command Input
Properties
Ⓧ+Ⓐ
* Last frame can be cancelled into standing normals