Have you ever wanted a 3D version of M.U.G.E.N? A way of creating your own fighting game in the style of something like Tekken or Virtua Fighter? Well, this char will probably be the closest you'll ever get to that. With sprites by CVSNB, this is a rather unorthodox character, with some Street Fighter X Tekken elements but ultimately replicating Jin's home appearance in the Tekken series.
Jin Kazama is a six-button character that uses for punches and for kicks, with each button denoting different values of strength - Ⓧ and Ⓐ are his light attacks, Ⓨ and Ⓑ are his medium attacks, and Ⓩ and Ⓒ are his heavy attacks. He can dash forward with , run by holding the second input, and do a backdash with . While Jin's gameplay style mostly takes from that of his Street Fighter X Tekken incarnation, he also has The King of Fighters style jumps; in addition to his normal jump, he can also perform short hops by lightly tapping the jump button. Also, by inputting and then jumping, he can perform a super jump that covers much more range. This can be done out of a run as well.
Jin is a very versatile character that excels at pressure and mix-ups, and his specials reflect this. One of his most important specials is Mental Alertness/Zenshin, purely for the amount of follow-ups they grant him. Not only do certain strings lead into it by inputting , but it also shifts his hurtbox lower to the ground, giving it some slight evasion, and grants him Armor for one move, similar to the focus attack in Street Fighter IV. From here, he can use one of its many follow-ups for a variety of situations; Swaying Willow, for example, is its fastest follow-up, and combined with the one-hit invincibility Zenshin grants him, it can be used as a hard callout for the opponent in close range, especially since it grants extra hitstun on counter hit. Even better, he can also use Special Step (which can also be done standalone) out of it, which itself has a wide variety of follow-ups, such as Lunging Low Roundhouse Kick, a relatively fast low that can also lead into either Spinning Flare Kick or Wind Hook Fist - both of which also being Special Step follow-ups. Several of his other Special Step follow-ups also enable the Cross Cancel; by inputting Ⓨ and Ⓑ on contact, he cancels all recovery and immediately goes back to neutral, allowing him to further pressure the opponent. It's most similar to the Roman Cancel in Guilty Gear.
For as versatile as Jin is, however, he's far from perfect; while he does have a projectile in the form of Penetrating Fist, this move has some startup, and it doesn't function like a normal projectile. Instead of moving across the stage at a constant speed, it creates an orb of lightning at a specific spot along the ground and stays there for a bit, its spawn point depending on which button is pressed. Because of this, it's not as good at keepaway as most other projectiles, and characters who also have a good pressure game can use this to their advantage. In addition, because Jin relies so much on pressure and close-range mixups, his biggest weakness is keepaway. Any character with a somewhat decent keepaway game is at an inherent advantage against Jin, because outside of Penetrating Fist, he doesn't have a good answer against this playstyle, especially with its startup. While moves such as Leaping Slash Kick help with closing the distance, it takes some setup to execute, and won't account for everything.
Jin sports custom-made A.I. that can prove to be quite challenging. It makes extensive use of his pressure and mix-ups to disorient the opponent and whittle them down. At full screen, he'll make use of Penetrating Fist to close the gap between him and his opponent. Once in, he'll trick the opponent with his various feints and cancels to confuse them, where he then harasses them with his extensive combos. If it gets in, it'll be very difficult to get him off. However, as stated before, he's weak towards keepaway and pressure, which extends to the A.I., so the best way to counter him is by beating him at his own game; using any possible long-range attacks to keep him away, and then relentlessly harass him if you can get in. Overall, while Jin's A.I. is tough, it's still very fair, and completely manageable through exploiting its weaknesses to the fullest.
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[]
Mental Alertness/Zenshin
Command Input
Properties
/Ⓧ or after certain strings
*
Left Drill Punch
Command Input
Properties
Ⓧ during Zenshin
Spine Cracker
Command Input
Properties
Ⓨ or Ⓩ during Left Drill Punch
Swaying Willow
Command Input
Properties
Ⓨ during Zenshin
Leaping Side Kick
Command Input
Properties
Ⓐ during Zenshin
*
Right Sweep
Command Input
Properties
Ⓑ during Zenshin
Stinger
Command Input
Properties
Ⓒ during Zenshin
*
Special Step
Command Input
Properties
or or during standalone Zenshin
Can be canceled into a backhop
Thunder Hook Fist
Command Input
Properties
Ⓧ during Special Step
Can be cross canceled for 500 power
Wind Hook Fist
Command Input
Properties
Ⓨ during Special Step or during Lunging Low Roundhouse Kick
Can be cross canceled for 500 power
Thrusting Uppercut
Command Input
Properties
Ⓩ or during Special Step
Can be cross canceled for 500 power version: , uses 500 power
Ⓩ
Spinning Flare Kick
Command Input
Properties
Ⓐ during Special Step or during Lunging Low Roundhouse Kick
Lunging Low Roundhouse Kick
Command Input
Properties
Ⓑ during Special Step
Leaping Slash Kick
Command Input
Properties
Ⓒ during Special Step
Penetrating Fist
Command Input
Properties
or /[ ]
Horizontal distance varies with button pressed /[ ] versions: uses 500 power
Ⓧ
Ⓨ
Ⓩ
Ⓧ+Ⓨ/[ Ⓧ ]
Ⓨ+Ⓩ/[ Ⓨ ]
Ⓧ+Ⓩ/[ Ⓩ ]
Median Line Destruction
Command Input
Properties
or
Number of hits varies with button pressed version: , uses 500 power
Ⓧ
Ⓨ
Ⓩ
Power Stance
Command Input
Properties
or
* version: grants counter hit property for next attack, uses 500 power
Ⓐ
Ⓑ
Ⓒ
Double Lift Kick
Command Input
Properties
or
Vertical distance varies with button pressed Can be cross canceled for 500 power Ⓑ and Ⓒ versions: version: , , uses 500 power
Ⓐ
Ⓑ
Ⓒ
Shun Ren Dan
Command Input
Properties
Hypers[]
Tenstring
Command Input
Properties
+Ⓧ+Ⓐ
* Uses 1000 power
Omen Fury
Command Input
Properties
+Ⓨ+Ⓑ
Uses 1000 power
Devil Spark
Command Input
Properties
+Ⓧ+Ⓐ or [ ]/[ ]
Uses 1000 power
Evil Eye
Command Input
Properties
+Ⓨ+Ⓑ
** Uses 2000 power
Infernal Destruction
Command Input
Properties
+Ⓩ+Ⓒ
* Uses 3000 power
Others[]
Cross Counter
Command Input
Properties
Ⓨ+Ⓑ during blockstun while standing or crouching
Uses 500 power
Cross Cancel
Command Input
Properties
Ⓨ+Ⓑ when certain moves make contact
Cancels remainder of attack animation into crouching stance Uses 500 power