The King of Fighters XIII/Chin: Difference between revisions

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*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - Chin's main Heavy Attack combo starter. Doesn't have any utility outside of close blockstrings and combos.
*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - Chin's main Heavy Attack combo starter. Doesn't have any utility outside of close blockstrings and combos.


*'''Standing Heavy Kick ([[File:snkd.gif]])''' - Chin's drunken side kick and longest-reaching normal. Has a solid mid hitbox that reaches much further than most of Chin's other normals.
*'''Standing Heavy Kick ([[File:snkd.gif]])''' - Chin's drunken side kick and longest-reaching normal. Has a solid mid hitbox and quick recovery.
**'''Stance (Standing Heavy Kick, then hold [[File:snkd.gif]])''' - Chin cancels his kick and enters his Choukarou stance ([[File:down.gif]][[File:down.gif]] + [[File:kick.gif]]).
**'''Stance (Standing Heavy Kick, then hold [[File:snkd.gif]])''' - Chin cancels his kick and enters his Choukarou stance ([[File:down.gif]][[File:down.gif]] + [[File:kick.gif]]).



Revision as of 16:34, 29 October 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Chin Gentsai

KOFXIII-Chin Face.png

In a nutshell

Fill this in with a general overview of the character.


Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
low cancel
Standing Heavy Punch
kof.sp
80
cancel
Close Heavy Punch
Close kof.sp
70
cancel
Standing Heavy Kick
kof.sk
80
Stance
Standing Heavy Kick, then hold kof.sk
Enters Choukarou stance
Close Heavy Kick
Close kof.sk
80
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel (to kof.lp normals) cancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 60
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Uronkouchuu
df + kof.sk
(Hold kof.sk to feint)
45
high
Getsuga Soushu
Uronkouchuu, then p
p : 30+35
ex : 45×3
chipdamage cancel
Choukarou
d d + k
Move with f and b
Cannot block during stance
Jumping or using special moves ends stance
Standing Light Punch
During Choukarou, kof.lp
25
chaincancel cancel
Nikikyaku
During Choukarou, kof.lk , kof.lk
20+60
softknockdown
1st hit: Re-enters Choukarou stance
Getsuga Soushu
During Choukarou, kof.sp
ex : During Choukarou,
kof.lp + kof.sp
kof.sp : 30+35
ex : 45×3
chipdamage cancel
Standing Heavy Kick ~ Stance
During Choukarou, kof.sk
85
Re-enters Choukarou stance
Zabantetsu
During Choukarou, d
upperbodyinv
Enters Zabantetsu stance
Choukarou (Stance release)
During Choukarou, kof.lk + kof.sk
Cancels Choukarou stance
Zabantetsu
d d + p
upperbodyinv
Bangeki
Zabantetsu, then f or b + kof.sp
100
throw softknockdown
Getsuga Soushu
Zabantetsu, then p
p : 30+35
ex : 45×3
chipdamage cancel

Throw

Name
Command
Damage
Special Properties (glossary)
Bangeki
f or b + kof.sp or kof.sk (While Close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Nikikyaku
df + kof.lk , kof.lk
ex : df + kof.lk + kof.sk
kof.lk : 20+60
ex : 40×2
softknockdown
kof.lk 1st hit: Enters Choukarou stance
Getsuga Chougeki
qcb + p
p : 60
ex : 120
softknockdown drivecancel
Suiho
qcb + k
kof.lk : 80
kof.sk : 40
ex : 40+70×2+80
specialcancel
kof.lk : counter (High and Mid)
kof.sk : counter (Low and Mid) softknockdown
ex : counter crumple
Inshu
rdp + p
1 Drink: 110% damage dealt; 105% damage taken
2 Drinks: 120% damage dealt; 111% damage taken
3 Drinks: 130% damage dealt; 117% damage taken
4 Drinks: 140% damage dealt; 125% damage taken
5 Drinks: 150% damage dealt; 133% damage taken
Kaitenteki Kuutotsuken
hcf + k
kof.lk : 70
kof.sk : 90
ex : 120
softknockdown specialcancel

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Toukuuhitenhou
qcf qcf + p
p : 30×8
ex : 20×16
softknockdown maxcancel
Tetsuzankou
After 1 or more Drinks,
qcb hcf + p
kof.lp : 220
kof.sp : 180
hardknockdown maxcancel
kof.sp : wallbounce
Suisou: Gouran Enbou
qcf qcf + kof.lk + kof.sk
(Can be directed freely after activation)
Ground: 14×27
Air: 14×24
airok softknockdown

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - Chin is so short that his Standing Light Punch will connect against crouching characters. This move can be chain canceled into any of Chin's Light attacks or canceled on its own.
  • Standing Light Kick (Snkb.gif) - Hits low and can be special cancled, but cannot be chained into any other Light. A decent attack, but doesn't reach as far as Crouching Light Kick nor can it be chained into anything else as a hitconfirm.
  • Standing Heavy Punch (Snkc.gif) - Backfist attack with a slight upward angle that can be used to preemptively anti-air a hop. One of Chin's longest normal attacks, though that isn't saying much.
    • Cancelable on hit or whiff.
  • Close Heavy Punch (Close Snkc.gif) - Chin's main Heavy Attack combo starter. Doesn't have any utility outside of close blockstrings and combos.
  • Standing Heavy Kick (Snkd.gif) - Chin's drunken side kick and longest-reaching normal. Has a solid mid hitbox and quick recovery.
    • Stance (Standing Heavy Kick, then hold Snkd.gif) - Chin cancels his kick and enters his Choukarou stance (Down.gifDown.gif + Kick.gif).
  • Close Heavy Kick (Close Snkd.gif) - Slower than Close Heavy Punch and thus not as useful unless hoping to make Chin appear more drunken.
  • Crouching Light Punch (Down.gif + Snka.gif) - Functions identically to Standing Light Punch. Has a lower hitbox and can be chained into or out of to increase the length of hitconfirms.
  • Crouching Light Kick (Down.gif + Snkb.gif) - A quick sweep that moves Chin forward. This attack can be chain canceled into Standing and Crouching Light Punch to confirm from a low attack, or be canceled on its own (such as canceling into Downright.gif + Snkd.gif or Down.gifDown.gif + Punch.gif).
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - A hollow remainder of Chin's previously great Crouching Heavy Punch, now reduced to a subpar anti-air with short range. Cancelable.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - Sliding sweep that cannot be canceled; punishable if blocked deep. Gains a bit of extra range from Chin sliding forward, although this can increase its risk from up close.
  • Blowback Attack (Snkc.gif + Snkd.gif) - Chin will initially lean forward before attacking which gives this attack good range in respect to his generally short reach. Cancels into specials.
    • Poor as a Guard Cancel Blowback Attack as Chin's forward movement can cause him to whiff the counter against a jump-in, as is the case with Ralf's GCCD.
  • Jumping Light Punch (Air Snka.gif) - Horizontal air-to-air positioned higher than Chin's other jumping normals. Works when approaching the opponent from below as a fast air-to-air.
  • Jumping Light Kick (Air Snkb.gif) - A more standard, shoto-like jump kick. This attack has a long window of active frames but doesn't inflict much hitstun. While this could air-to-air, Jumping Blowback Attack is overall a stronger option.
  • Jumping Heavy Punch (Air Snkc.gif) - Chin's main air-to-ground overhead. Somewhat lacking in range since the hitbox is close to Chin, but causes heavy hitstun.
    • Works as a crossup.
  • Jumping Heavy Kick (Air Snkd.gif) - A silly drunken twist kick that can be used as a horizontal air-to-air or as a late jump-in.
    • Can also crossup, although the spacing is more strict.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Very fast horizontal kick with deceptional range. Functions as an air-to-air, late jump-in, and zoning tool for batting at the opponent from forward, backward, and neutral hops. Plus it can be confirmed on counterhit into a followup.

Unique Attacks

  • Uronkouchuu (Downright.gif + Snkd.gif [Hold Snkd.gif to feint]) -
    • Getsuga Soushu (Uronkouchuu, then Punch.gif) -
      • Ex.png Getsuga Soushu (Uronkouchuu, then Snka.gif + Snkc.gif) -
  • Choukarou (Down.gifDown.gif + Kick.gif) -
    • Standing Light Punch (During Choukarou, Snka.gif) -
    • Nikikyaku (During Choukarou, Snkb.gif, Snkb.gif) -
    • Getsuga Soushu (During Choukarou, Snkc.gif) -
      • Ex.png Getsuga Soushu (During Choukarou, Snka.gif + Snkc.gif) -
    • Standing Heavy Kick ~ Stance (During Choukarou, Snkd.gif) -
    • Zabantetsu (During Choukarou, Down.gif) -
    • Chou Karou (Kaijou) (During Choukarou, Snkb.gif + Snkd.gif) -
  • Zabantetsu (Down.gifDown.gif + Punch.gif) -
    • Bangeki (Zabantetsu, then Right.gif or Left.gif + Snkc.gif) -
    • Getsuga Soushu (Zabantetsu, then Punch.gif) -
      • Ex.png Getsuga Soushu (Zabantetsu, then Snka.gif + Snkc.gif) -

Throw

  • Bangeki (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]) -

Special Moves

  • Nikikyaku (Downright.gif + Snkb.gif, Snkb.gif) -
    • Ex.png Nikikyaku (Downright.gif + Snkb.gif + Snkd.gif) -
  • Getsuga Chougeki (Qcb.gif + Punch.gif) -
    • Ex.png Getsuga Chougeki (Qcb.gif + Snka.gif + Snkc.gif) -
  • Suiho (Qcb.gif + Kick.gif) -
    • Ex.png Suiho (Qcb.gif + Snkb.gif + Snkd.gif) -
  • Inshu (Rdp.gif + Punch.gif) -
  • Kaitenteki Kuutotsuken (Hcf.gif + Kick.gif) -
    • Ex.png Kaitenteki Kuutotsuken (Hcf.gif + Snkb.gif + Snkd.gif) -

Desperation Moves

  • Toukuuhitenhou (Qcf.gifQcf.gif + Punch.gif) -
    • Ex.png Toukuuhitenhou (Qcf.gifQcf.gif + Snka.gif + Snkc.gif) -
  • Tetsuzankou (After 1 or more Drinks, Down.gifDownleft.gifHcf.gif + Punch.gif) -
  • Suisou: Gouran Enbou (Qcf.gifQcf.gif + Snkb.gif + Snkd.gif) -
  • Air Suisou: Gouran Enbou (Air Qcf.gifQcf.gif + Snkb.gif + Snkd.gif) -

Combos

0% Drive

0 Bar

  • cl.C/st.C/cr.C xx df+B, qcb+A - (143/153/143, 17)
  • cr.B cr.A xx df+B, qcb+A - (122, 16)
  • cr.B d d+P > P xx df+B, qcb+A - (154, 17)
  • st.A cr.B d d+P > P xx df+B, qcb+A - (170, 20)
  • df+D > P xx df+B, qcb+A - (169, 20)
  • hcf+B xx df+B, qcb+A - (143, 16)
  • qcb+D (counter), hcf+D xx df+B, B, qcb+A - (248, 30)
  • qcb+B (counter) xx df+B, qcb+A - (113, 18)

1 Bar

  • df+D > P, d d+P > AC, cl.C xx df+B, qcb+A - (309, 27)
  • qcb+BD (counter), hcf+B xx df+B, qcb+A - (350, 16)
    • If this combo is continued with a Drive Cancel, an extra Nikikyaku (1st hit) can be juggled at the end due to the increased launch height caused by the buckle state.

2 Bar

  • (1+ Drinks) df+D > P, qcb hcf+C, qcb hcf+A - (487, 10 [1 Drink])

50% Drive

0+ Bar

  • df+B, qcb+A (DC) hcf+K [xx df+BD, hcf+B] x n, df+B,
    • (corner only) B > B, st.A
    • (corner only) B, B > B, [st.A]
    • (1+ Drinks) B, qcb hcf+A
    • B > B, qcf qcf+AC

3 Bar

  • (1+ Drinks) df+D > P, qcb hcf+C, qcb+A (DC) hcf+B, df+BD, hcf+B, df+B, qcb hcf+A

100% Drive

Basic Strategy

Offense

Defense

Advanced Strategy

Frame Data