MUGEN Database
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This version of Rin features realistically-proportioned sprites in contrast to most other Touhou characters, and carries a more traditional four-button gameplay style to go with them. Some of Rin's spell cards from Subterranean Animism appear as part of her moveset, though instead of filling the screen with projectiles, they've been toned down to fit more inline with her melee-centric playstyle.

Rin (Rin_Kaenbyou)
WaribashiOrinport
Character portrait

Creator

Waribashi

Download

uploader.jp

Resolution

Low

Gameplay[]

WaribashiOrinidle

Rin is a traditional four-button character with two kick buttons and two punch buttons, each denoting the weak and strong variants of her attacks where applicable. Rin can activate a grab by pressing A+X that launches the opponent upwards in an arc, while pressing Left in conjunction with the grab will throw the opponent behind Rin instead of in front. Pressing B+Y activates an attack that causes untechable wallbounce on hit and allows Rin to follow up with an air combo, but the attack itself cannot be comboed into.

Rin's combo system allows for Normals to cancel from weak to strong, as well as into Specials and Hypers, though it is also possible to combo X into A via linking, but not the reverse; Y is exempt from being able to cancel into Specials for an unspecified reason, though it can still cancel into Hypers. Whenever Rin is knocked down, pressing Right or Left before she gets up will cause her to spontaneously leap in that direction, covering a sizeable distance and allowing her to get back into the fray, avoid an opponent's okizeme, or easily escape the corner, all while remaining completely invulnerable. Rin is able to activate two different counterattacks during blockstun that are identical to the attacks キャッツウォーク弱 and キャッツウォーク強 can be cancelled into, with one knocking the opponent over and the other being her B+Y attack, though the latter uses 1000 Power.

Rin is an agile character with quick and relatively strong attacks, though they often exhibit low or negative priority and typically lack range, requiring for her to get in close to the opponent and attack when they aren't attacking, or simply wait for the opportunity to punish. Although Rin's combo system allows for combo strings to consist of several attacks, her damage dampener is highly restrictive and actively discourages longer combos in favour of shorter ones in order to maximise the damage output of her combos, as evident by a combo string of A / XBリトルトラベルA / XB食人怨霊 doing less total damage than one of A / XB / Y食人怨霊; the dampener isn't so restrictive as to make comboing entirely pointless, however, as a small combo that ends in a Hyper will do more damage than a raw Hyper, but there is a clear threshold after which the damage output starts to wane significantly. Despite her short-ranged attacks, Rin does have a few reliable ways to approach the opponent without simply resorting to her dash, which may cover a fair distance at a relatively fast pace, but requires Rin to wait until the dash ends before acting due to being unable to cancel it into anything; her primary approach options are キャッツウォーク弱 and キャッツウォーク強 due to a combination of the invulnerability they grant Rin while active, the distance they cover and the ability to cancel the end frames into an attack specific to each move, with the latter going behind the opponent to allow for a potential cross-up.

Rin features a custom A.I., though her movement is still handled by M.U.G.E.N's built-in A.I., causing her to jump around randomly. As Rin has nothing to hit the opponent with from afar, her A.I. won't use any attacks until the opponent is within range, though it will react differently depending on what the opponent is doing; should the opponent be standing still or guarding, Rin's A.I. will almost always attempt to grab them instead of attacking, but will typically move away from where the opponent is going to fall back down instead of following up with an air combo, though if the opponent is approaching or failed to hit Rin with their attack, her A.I. will attempt to counterattack and then follow through with a combo if the initial hit was successful that either ends with キャットスパイク強 or 食人怨霊. Rin's A.I. doesn't often block oncoming attacks, making it susceptible to characters with lengthy and damaging combos, though it will attempt to counter jump-ins with Rin's crouching strong punch, which serves as an anti-air of sorts.

Stats[]

Life
950

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[]

GC必殺技_炎輪
Command Input Properties
Right, Down, Down-Right during blockstun Move knocks down opponent on hit
Does not K.O.
WaribashiOrinS1
死後鑑定
Command Input Properties
Down Down X Move is attributed as a throw, works against grounded opponentsMove must be blocked while standing
Only hits standing opponents
Does not K.O.
WaribashiOrinS2
キャットスパイク弱
Command Input Properties
Down, Down-Right, Right X Move must be blocked while standingMove must be blocked while in the air
WaribashiOrinS3
キャットスパイク強
Command Input Properties
Down, Down-Right, Right Y
WaribashiOrinS4
ゴーストホイール
Command Input Properties
Left, Down-Left, Down, Down-Right, Right Y Move can only be used while airborneMove is attributed as a projectile
WaribashiOrinS5
リトルトラベル
Command Input Properties
Down Down A Move has invincibility during startup framesMove knocks down opponent on hit
WaribashiOrinS6
炎輪
Command Input Properties
A during キャッツウォーク弱 Move knocks down opponent on hit
Does not K.O.
WaribashiOrinS7
スプリーンイーター
Command Input Properties
Left, Down-Left, Down, Down-Right, Right B Move can be used while grounded or airborneMove is attributed as a projectile
WaribashiOrinS8 1 WaribashiOrinS8 2
Ground Aerial

Hypers[]

食人怨霊
Command Input Properties
Down, Down-Left, Left Down, Down-Right, Right Y Move is attributed as a projectileMove must be blocked while crouchingMove knocks down opponent on hit
Cannot hit airborne opponents
Uses 1000 Power
WaribashiOrinH1
火焔の車輪
Command Input Properties
Down, Down-Left, Left Down, Down-Right, Right B Move knocks down opponent on hit
Uses 1000 Power
WaribashiOrinH2

Others[]

キャッツウォーク弱
Command Input Properties
Down, Down-Right, Right A Move grants full invincibility*Move has invincibility on upper body
A again to activate 炎輪
WaribashiOrinO1
キャッツウォーク強
Command Input Properties
Down, Down-Right, Right B Move has invincibility to enemy projectiles*
B again to attack
WaribashiOrinO2 1 WaribashiOrinO2 2
No input B

Palette Gallery[]

WaribashiOrinpal1
Button-a
WaribashiOrinpal2
Button-b
WaribashiOrinpal3
Button-c
pal1 pal2 (Yamame Kurodani's colours) pal3 (Parsee Mizuhashi's colours)
WaribashiOrinpal4
Button-x
WaribashiOrinpal5
Button-y
WaribashiOrinpal6
Button-z
pal4 (Satori Komeiji's colours) pal5 (Utsuho Reiuji's colours) pal6 (Koishi Komeiji's colours)
WaribashiOrinpal2
Button-s+Button-a
WaribashiOrinpal3
Button-s+Button-b
WaribashiOrinpal4
Button-s+Button-c
pal2 (Yamame Kurodani's colours) pal3 (Parsee Mizuhashi's colours) pal4 (Satori Komeiji's colours)
WaribashiOrinpal10
Button-s+Button-x
WaribashiOrinpal5
Button-s+Button-y
WaribashiOrinpal6
Button-s+Button-z
def (Rin's Subterranean Animism colours) pal5 (Utsuho Reiuji's colours) pal6 (Koishi Komeiji's colours)

Victory quotes[]

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

Videos[]

Edits[]

This character has not been edited.
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