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Abandoning her spell cards in favour of a completely different set of skills, Orin can now summon cyclones, create shockwaves by meowing and punch the opponent really, really hard. Likely as a result of her living below ground, Orin isn't particularly great in the air, with her aerial Normals being notably weaker than her grounded ones and the impact of gravity having a greater effect on her.

Orin (Orin)
OrinprojectOrinport
Character portrait

Creator

orin_project

Download

MediaFire

Resolution

Low

Gameplay[]

OrinprojectOrinidle

Orin is a simple three-button character that uses A, B and C, which correspond to the light, medium and heavy variants of her attacks; as a general rule, the light variants are safer to use but aren't as damaging, while the heavy variants are less safe but deal more damage, though there are some exceptions to this, such as ダッシュアッパー (C) outputting less damage than ダッシュストレート (B).

Orin is primarily a charge character, requiring for a directional button to be held down for a set duration as part of the activation for her Specials and Hypers, though she does have Specials that are activated using more traditional motions such as Down, Down-Left, Left and Down Down; unlike most charge characters where their charge moves often have advantages over similar attacks that use regular motions, Orin's are often easy to punish and have very low priority, and while the A variant of ハリケーンアッパー subverts this slightly with its quick startup and the projectile's fast movement velocity, the C variant of 霊ショット is just as fast, slightly more damaging and doesn't require a charge. Orin's combo system allows for cancelling of A Normals into themselves and B Normals, as well as A and B Normals into Specials and Hypers, though Specials cannot be cancelled into Hypers, nor can anything be comboed into or out of C; the cancel windows are incredibly restrictive in that Normals can only cancel into other Normals after 8 ticks of the attack's animation, while Specials can only be cancelled into during the first 4 ticks of an attack making contact, and Hypers during the first 7 ticks. Although Orin doesn't have any notable gameplay mechanics, her Powerbar will max out at the start of the match, giving her immediate access to her Hypers, but this can be prevented by skipping the intro.

Orin is a character that doesn't seem to excel in any particular department, with the majority of her attacks being somewhat slow with low priority and lacking the range, damage or utility to make up for it; her lack of a grab coupled with all but one of her attacks being crouch-blockable give her no real way to deal with turtling, especially when considering that all but her A Normals are relatively unsafe on block and thus easy to punish. While Orin is fully capable of pulling off combo strings through a combination of cancels and juggles, the prominent damage dampener nullifies the effectiveness of this as a result of the sharp decrease in overall damage from just a few hits, with the raw damage output from some of her individual attacks further discouraging the execution of combos; repeated frame-perfect executions of B 竜巻テール can result in an infinite against a cornered opponent, though the aforementioned damage dampener very quickly reduces the damage output to negligible amounts.

Orin features a custom A.I. with a fixed difficulty setting; it is highly aggressively in that it relentlessly attacks the opponent when close with a variety of combos, but it often fails to react to what the opponent is doing and will carelessly run into attacks as a result. If the opponent is unable to play keepaway, the unsafeness of Orin's attacks when blocked allow the opponent to play defensively until an opening presents itself, typically after Orin has comboed into one of her Specials, though quicker opponents can simply counterattack during the gaps in her combos.

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.

Some or all of this character's movelist is in a language other than English. English translations for attack names can be viewed by hovering the mouse cursor over the non-English text.

Specials[]

ダッシュグランドストレート
Command Input Properties
[ Left ]
Right A
Move must be blocked while crouchingMove knocks down opponent on hit
Cannot hit airborne opponents
OrinprojectOrinS1
ダッシュストレート
Command Input Properties
[ Left ]
Right B
Move knocks down opponent on hit*
OrinprojectOrinS2
ダッシュアッパー
Command Input Properties
[ Left ]
Right C
Move knocks down opponent on hit*
OrinprojectOrinS3
ハリケーンアッパー
Command Input Properties
[ Down ]
Up A, B, or C
Move is attributed as a projectileMove knocks down opponent on hit
Projectile distance varies with button pressed
A
OrinprojectOrinS4 1
B
OrinprojectOrinS4 2
C
OrinprojectOrinS4 3
霊ショット
Command Input Properties
Down Down A, B, or C Move is attributed as a projectile
Projectile velocity varies with button pressed
A
OrinprojectOrinS5 1
B
OrinprojectOrinS5 2
C
OrinprojectOrinS5 3
クラッシュボイス
Command Input Properties
Down Down Down A, B, or C Move is attributed as a projectileMove traps the opponent for a set duration
OrinprojectOrinS6
竜巻テール
Command Input Properties
Down, Down-Left, Left A, B, or C Move can be used while grounded or airborne
Distance and number of hits vary with button pressed
A
OrinprojectOrinS7 1 OrinprojectOrinS7 4
Ground Aerial
B
OrinprojectOrinS7 2 OrinprojectOrinS7 5
Ground Aerial
C
OrinprojectOrinS7 3 OrinprojectOrinS7 6
Ground Aerial

Hypers[]

ハイスピードラッシュ
Command Input Properties
[ Left ]
Right Left Right A, B, or C
Move knocks down opponent on hit*
A version: uses 1000 Power
B version: uses 2000 Power
C version: uses 3000 Power
A
OrinprojectOrinH1 1
B
OrinprojectOrinH1 2
C
OrinprojectOrinH1 3
ギガトンブロー
Command Input Properties
[ Down-Left ]
Down-Right, Down-Left, Up-Right A, B, or C
Move knocks down opponent on hit*
Uses 3000 Power
OrinprojectOrinH2

Palette Gallery[]

OrinprojectOrinpal1
Button-a
OrinprojectOrinpal2
Button-b
OrinprojectOrinpal3
Button-c
pal0 pal1 pal2
OrinprojectOrinpal4
Button-x
OrinprojectOrinpal1
Button-y
OrinprojectOrinpal2
Button-z
pal3 pal0 pal1
OrinprojectOrinpal3
Button-s+Button-a
OrinprojectOrinpal4
Button-s+Button-b
OrinprojectOrinpal1
Button-s+Button-c
pal2 pal3 pal0
OrinprojectOrinpal2
Button-s+Button-x
OrinprojectOrinpal3
Button-s+Button-y
OrinprojectOrinpal4
Button-s+Button-z
pal1 pal2 pal3

Victory quotes[]

This character does not have any victory quotes, meaning it uses the screenpack's default.

Videos[]

Trivia[]

OrinprojectOrinU1

The C version of the unused ラピッドビート attack.

  • The A.I. can be manually activated by pressing X+Y+Z, but cannot be turned off again.
  • Orin features an unused Hyper with three versions named ラピッドビート, which essentially functions like a Hyper Combo; while it isn't known why the Hyper went unused, re-enabling the move's ChangeStates in the command file shows that all versions miss at point-blank range and certain parts of the A and C versions fail to make contact with the opponent.

Edits[]

This character has not been edited.
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