The King of Fighters XIII/Chin: Difference between revisions

From SuperCombo Wiki
Line 155: Line 155:
**'''[[File:Ex.png]] Nikikyaku ([[File:downright.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Automatically kicks twice and launches the opponent much higher, allowing more followup hits.
**'''[[File:Ex.png]] Nikikyaku ([[File:downright.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Automatically kicks twice and launches the opponent much higher, allowing more followup hits.
*'''Getsuga Chougeki ([[File:qcb.gif]] + [[File:punch.gif]])''' - Chin quickly moves forward and attacks with a  bent arm. Has a solid reach and strong hitbox which can catch the opponent off guard, but players should take caution to space this attack from maximum range to avoid being punished. This is Chin's main tools for Super and Drive Cancels, but it cannot be followed up on hit otherwise.
*'''Getsuga Chougeki ([[File:qcb.gif]] + [[File:punch.gif]])''' - Chin quickly moves forward and attacks with a  bent arm. Has a solid reach and strong hitbox which can catch the opponent off guard, but players should take caution to space this attack from maximum range to avoid being punished. This is Chin's main tools for Super and Drive Cancels, but it cannot be followed up on hit otherwise.
**'''[[File:Ex.png]] Getsuga Chougeki ([[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Invulnerable on startup.
**[[File:snka.gif]] version is faster and connects after [[File:downright.gif]] + [[File:snkb.gif]] while the [[File:snkc.gif]] version comes out much slower.
**'''[[File:Ex.png]] Getsuga Chougeki ([[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Invulnerable on startup, though slightly slower than the [[File:snka.gif]] version.
*'''Suiho ([[File:qcb.gif]] + [[File:kick.gif]])''' - A counter move that's active while Chin's tip-toeing backward, but vulnerable afterward when he falls back. The [[File:snkb.gif]] counter works against all specials (including projectiles) and jump-ins and will counter with a cancelable Close Heavy Kick. His [[File:snkd.gif]] registers against grounded normal attacks and triggers a cancelable backflip.
*'''Suiho ([[File:qcb.gif]] + [[File:kick.gif]])''' - A counter move that's active while Chin's tip-toeing backward, but vulnerable afterward when he falls back. The [[File:snkb.gif]] counter works against all specials (including projectiles) and jump-ins and will counter with a cancelable Close Heavy Kick. His [[File:snkd.gif]] registers against grounded normal attacks and triggers a cancelable backflip.
**'''[[File:Ex.png]] Suiho ([[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Counters all attacks and follows up with a multi-hitting series that finishes with a freely cancelable [[File:qcb.gif]] + [[File:punch.gif]]. The active counter window is shorter than with the standard versions.
**'''[[File:Ex.png]] Suiho ([[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Counters all attacks and follows up with a multi-hitting series that finishes with a freely cancelable [[File:qcb.gif]] + [[File:punch.gif]]. The active counter window is shorter than with the standard versions.
*'''Inshu ([[File:rdp.gif]] + [[File:punch.gif]])''' - Chin takes a swig from his gourd, which powers him up and changes his skin tone. Up to five drinks can be stacked, though they do not carry over into the next round. While drinking, Chin is open to attack.
*'''Inshu ([[File:rdp.gif]] + [[File:punch.gif]])''' - Chin takes a swig from his gourd, which powers him up and changes his skin tone. Up to five drinks can be stacked, though they do not carry over into the next round. While drinking, Chin is open to attack.
*'''Kaitenteki Kuutotsuken ([[File:hcf.gif]] + [[File:kick.gif]])''' - Chin rolls forward with a low hitbox and attacks with an upward punch that can be freely canceled into a special move. This can be used as a counter to non-grounded projectiles and can always be canceled into [[File:qcb.gif]] + [[File:punch.gif]] on block to make the player safe on block. The downside to this special is that the startup length is too slow to combo directly from any of Chin's normal attacks, so it works best in combos or off an educated read as an approach.
*'''Kaitenteki Kuutotsuken ([[File:hcf.gif]] + [[File:kick.gif]])''' - Chin rolls forward with a low hitbox and attacks with an upward punch that can be freely canceled into a special move. This can be used as a counter to non-grounded projectiles and can always be canceled into [[File:qcb.gif]] + [[File:punch.gif]] on block to make the player safe on block. The downside to this special is that the startup length is too slow to combo directly from any of Chin's normal attacks, so it works best in combos or off an educated read as an approach.
**'''[[File:Ex.png]] Kaitenteki Kuutotsuken ([[File:hcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Travels fast enough to combo off of Chin's heavy normals and launches the opponent higher on hit.
**'''[[File:Ex.png]] Kaitenteki Kuutotsuken ([[File:hcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Travels fast enough to combo off of Chin's heavy normals and launches the opponent higher on hit. This attack is also fully attack invulnerable.


====Desperation Moves====
====Desperation Moves====

Revision as of 13:27, 30 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]) - A great overhead kick that can be comboed off on hit or feint canceled into a low or throw attempt. Although this attack is too slow to combo into, it can easily catch the opponent off guard and can be canceled into to reduce the vulnerability window. By holding or retapping Snkd.gif Chin will stop his downward kick and return to neutral which can keep the player safer while allowing for a high/low/throw mixup off the overhead.
    • Despite Chin being airborne, he is still throwable at all times while performing this attack.
    • This move can be punished on block, especially so against characters with command grabs.
    • Getsuga Soushu (Uronkouchuu, then Punch.gif) - Chin's combo starter after his overhead. The recovery of Uronkouchuu can be canceled into the special cancelable punch series of Getsuga Soushu.
      • Ex.png Getsuga Soushu (Uronkouchuu, then Snka.gif + Snkc.gif) - Hits three times and pulls the opponent in deeper, which can be followed by linking a Close Heavy Punch.
  • Choukarou (Down.gifDown.gif + Kick.gif) - Chin enters his kick stance that causes him to stand on one foot and pogo back or forth instead of walking. Chin is completely vulnerable while hopping around and cannot immediately block, but the player can cancel this stance into any of Chin's special moves or special followups. Canceling into Suiho (Qcb.gif + Kick.gif) can effectively counter the opponent's attempts to knock the player out of Chin's stance.
    • Standing Light Punch (During Choukarou, Snka.gif) - Chin's basic jab.
    • Bangeki (Choukarou, then Right.gif or Left.gif + Snkc.gif) - Chin attempts to grab the opponent with his normal throw. This command version of the grab has a whiff animation.
    • Nikikyaku (During Choukarou, Snkb.gif, Snkb.gif) - Cancels the stance into Chin's upkick (Downright.gif + Snkb.gif).
    • Getsuga Soushu (During Choukarou, Snkc.gif) - Two-hit punch attack that can be canceled into special attacks. Identical to the followup done after Chin's overhead kick.
      • Ex.png Getsuga Soushu (During Choukarou, Snka.gif + Snkc.gif) - Hits thrice and sucks the opponent in closer. Can be canceled on the third hit, although the player can link a Close Heavy Punch afterward instead.
    • Standing Heavy Kick ~ Stance (During Choukarou, Snkd.gif) - Causes Chin to attack with his Standing Heavy Kick and return to Choukarou stance.
    • Zabantetsu (During Choukarou, Down.gif) - Chin moves into his ducking punch stance.
    • Chou Karou (Kaijou) (During Choukarou, Snkb.gif + Snkd.gif) - Cancels Chin's kick stance, returning him to neutral.
  • Zabantetsu (Down.gifDown.gif + Punch.gif) - A low, 'coward crouch' stance that shrinks Chin's vulnerable hitbox beyond crouching. This allows the player to duck underneath most non-grounded projectiles as well as many normal attacks. This stance can be canceled into any special attack, followup, or be ended by pressing Up.gif.
    • Bangeki (Zabantetsu, then Right.gif or Left.gif + Snkc.gif) - Chin attempts his normal throw, only this command version of his throw can whiff.
    • Getsuga Soushu (Zabantetsu, then Punch.gif) - The quick punch followup that can be canceled into specials.
      • Ex.png Getsuga Soushu (Zabantetsu, then Snka.gif + Snkc.gif) - Cancels on the third hit, and allows a Close Heavy Punch link afterward.

Throw

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

Special Moves

  • Nikikyaku (Downright.gif + Snkb.gif, Snkb.gif) - Two-part upkick similar to Kyo's 75 Shiki: Kai (Qcf.gif + Kick.gif) from older KOF games. The first kick recovers faster which allows additional juggle hits while being safer on block, while the second kick is difficult to follow up on hit.
    • Chin will enter his Choukarou stance after landing from these kicks.
    • Ex.png Nikikyaku (Downright.gif + Snkb.gif + Snkd.gif) - Automatically kicks twice and launches the opponent much higher, allowing more followup hits.
  • Getsuga Chougeki (Qcb.gif + Punch.gif) - Chin quickly moves forward and attacks with a bent arm. Has a solid reach and strong hitbox which can catch the opponent off guard, but players should take caution to space this attack from maximum range to avoid being punished. This is Chin's main tools for Super and Drive Cancels, but it cannot be followed up on hit otherwise.
    • Snka.gif version is faster and connects after Downright.gif + Snkb.gif while the Snkc.gif version comes out much slower.
    • Ex.png Getsuga Chougeki (Qcb.gif + Snka.gif + Snkc.gif) - Invulnerable on startup, though slightly slower than the Snka.gif version.
  • Suiho (Qcb.gif + Kick.gif) - A counter move that's active while Chin's tip-toeing backward, but vulnerable afterward when he falls back. The Snkb.gif counter works against all specials (including projectiles) and jump-ins and will counter with a cancelable Close Heavy Kick. His Snkd.gif registers against grounded normal attacks and triggers a cancelable backflip.
    • Ex.png Suiho (Qcb.gif + Snkb.gif + Snkd.gif) - Counters all attacks and follows up with a multi-hitting series that finishes with a freely cancelable Qcb.gif + Punch.gif. The active counter window is shorter than with the standard versions.
  • Inshu (Rdp.gif + Punch.gif) - Chin takes a swig from his gourd, which powers him up and changes his skin tone. Up to five drinks can be stacked, though they do not carry over into the next round. While drinking, Chin is open to attack.
  • Kaitenteki Kuutotsuken (Hcf.gif + Kick.gif) - Chin rolls forward with a low hitbox and attacks with an upward punch that can be freely canceled into a special move. This can be used as a counter to non-grounded projectiles and can always be canceled into Qcb.gif + Punch.gif on block to make the player safe on block. The downside to this special is that the startup length is too slow to combo directly from any of Chin's normal attacks, so it works best in combos or off an educated read as an approach.
    • Ex.png Kaitenteki Kuutotsuken (Hcf.gif + Snkb.gif + Snkd.gif) - Travels fast enough to combo off of Chin's heavy normals and launches the opponent higher on hit. This attack is also fully attack invulnerable.

Desperation Moves

  • Toukuuhitenhou (Qcf.gifQcf.gif + Punch.gif) - Not too useful in and of itself. Difficult to incorporate into combos due to its slow startup, and really not much damaging.
    • Ex.png Toukuuhitenhou (Qcf.gifQcf.gif + Snka.gif + Snkc.gif) - Starts quicker while being invulnerable. Connects in more instances and causes more hits, though Chin can consume meter in other fashions for better damage.
  • Tetsuzankou (After 1 or more Drinks, Down.gifDownleft.gifHcf.gif + Punch.gif) - Tackle DM that deals better damage than Toukuuhitenhou though it requires at least one drink to be stacked. At 5 drinks this DM does huge damage for being a 1-meter move. The Snka.gif version comes out faster, while the Snkc.gif alternate has an invulnerable, delayed start and will cause a wallbounce on hit that can link into the Snka.gif version for easy damage.
  • Suisou: Gouran Enbou (Qcf.gifQcf.gif + Snkb.gif + Snkd.gif) - Chin's staple fire-breathing DM that can be aimed in eight directions. Getting the full amount of damage requires quick aiming and somewhat close spacing. Invulnerable on startup.
  • Air Suisou: Gouran Enbou (Air Qcf.gifQcf.gif + Snkb.gif + Snkd.gif) - Identical to the grounded version. Works in aerial MAX Cancels.

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