MUGEN Database
Advertisement

This Tintin, who is both visually and functionally derived from Tintin: Prisoners of the Sun, features the unusual ability to briefly switch between three planes along a faux Z axis, allowing him to travel to either the background or foreground and charge towards opponents before returning to the main stage. If Tintin finds himself in a spot of bother, he can always rely on his trusty pal Snowy and even the Noble Prince of the Sun to give him a hand.

Tintin (Tintin)
TintinHMPortrait
Character portrait

Creator

Hannah Montana

Download

Google Drive

Resolution

Low

Gameplay[]

TintinHMStanding

Tintin is a small-sized six-button character. His damage output is so conservative that it is hard to effectively reduce the opponent's lifebar. His attacks usually don't have a lot of reach and leaves the player very close to the opponent and thus easily at risk of counterattacks. His small size however gives him a good chance of being too short for being hit by certain attacks that could be used against him in those occasions. He can also shoot projectiles using his gun in exchange of some power.

Tintin's most unique mechanic is coming from his charge attacks where, like the original Infogrames games, he can briefly run towards the foreground or the background. This gives him an advantage over any opponent as when he's doing these attacks, he is effectively outside the 2D stage and anything that could be thrown at him. That makes him challenging to block during those moments as the only possible moment to block him is during a short moment when he is passing by the 2D fighting stage. Since they result in an soft knockdown, it's easy to spam them along with other moves to totally prevent the opponent from doing anything. He can also summon an assist (Snowy) who will damage the opponent if they touch it when it runs across the stage. Using some power, he can summon a box which only he can carry, attack with and throw around the stage (the throw attack being particularly powerful in contrast of his other attacks). His most notable hyper move, the summoning of the Prince of the Sun, doesn't make any damage and cannot be used twice as the Prince of Sun assist stays on the stage as long as the round isn't over. That assist however have the property of allowing certain moves for Tintin that he can't pull off without the Prince's presence on the stage. One of those is a projectile shooting move that doesn't use power unlike his gun attacks and the other one is a counter with a short range.

Tintin's A.I. is a mixed bag in terms of difficulty as Tintin will offer somewhat of a challenge with the speed at which he'll be attacking without being too smart with his move choices at the same time, preventing it from being too cheap by leaving plenty of chance for counterattacking. It will often resort to spamming the charge attacks with some other moves in order to prevent the adversary from attacking but breaking this spam combo chain will leave him quite vulnerable enough to turn the tide against him.

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 [ Down ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials[]

Light Infogrammes charge
Command Input Properties
Down, Down-Right, Right X Move causes opponent to bounce off the ground
Cannot be hit while in the foreground
TintinHMLightInfogrammesCharge
Heavy Infogrammes charge
Command Input Properties
Down, Down-Right, Right Y Move causes opponent to bounce off the ground
Cannot be hit while in the foreground or background
TintinHMHeavyInfogrammesCharge
Desert oasis
Command Input Properties
Right, Down, Down-Right A / B
TintinHMDesertOasis
Sun dance
Command Input Properties
Down, Down-Right, Right A Move knocks down opponent on hit
TintinHMSunDance
Grab
Command Input Properties
Right Y Move traps the opponent for a set duration
TintinHMGrab
Rope Hanging
Command Input Properties
Down, Down-Right, Right X+Y
TintinHMRopeHangingKick
Snowy Assist
Command Input Properties
Down, Down-Left, Left A
TintinHMCallSnowy TintinHMSnowy
Piedra
Command Input Properties
Down, Down-Left, Left Y Move is attributed as a projectile
Requires prior use of Monje Maldito
TintinHMThrowStone TintinHMStone
Shadows
Command Input Properties
Down, Down-Left, Left X Move counterattacks if struck by an opposing attack
Requires prior use of Monje Maldito
TintinHMCounterSet TintinHMCounterTriggered TintinHMShadowTintin
Counter set Shadow counterattack

Others[]

Esquiva
Command Input Properties
A+X Move grants full invincibility
TintinHMDodge
Crawling
Command Input Properties
Right+A+X or
Left+A+X
Move grants full invincibility
TintinHMCrawling
Monje Maldito
Command Input Properties
C Enables use of Piedra and Shadows
Can only be summoned once by round
Persists until the end of the round
Uses 1000 Power
TintinHMSunPrince

Palette Gallery[]

TintinHM1
Button-a
TintinHM2
Button-b
TintinHM3
Button-c
1 2 3
TintinHM4
Button-x
TintinHM5
Button-y
TintinHM6
Button-z
4 5 6
TintinHM7
Button-s+Button-a
TintinHM8
Button-s+Button-b
TintinHM9
Button-s+Button-c
7 8 9

Victory quotes[]

General[]

We can't go back, not now!... Not now.
Great, snakes!
We must be on something, Snowy, people don't try to kill you just for sightseeing.
Somebody's still trying to get us out of the way, Snowy, and I really don't want to find out WHO.
I don't know who you are, but you have gone too far. Please leave us.

Videos[]

Edits[]

This character has not been edited.
Advertisement