Introduction
Chin is an aging alcoholic who, through a combination of brainwashing and pure drunken belligerence, has managed to bring a pair of talented teenage martial artists firmly under his thumb. We can only speculate as to what bizarre and degrading goings-on he forces his mini-cult to engage in behind closed doors.
Although multiple efforts to rescue the unfortunate teens have been attempted, they have proved fruitless as, according to an ATF spokesman, "we won't fuck with anybody who can shoot fire farther than we can."
Colors
Gameplay Overview
Chin is a cheap ass motherfucker, the cheapest character in KOF98. He is low tier (so 'they' say), but don't let it fool you. His cr.C beats virtually everything in the game. He is the only character that can beat Kyo's j.B clean with a normal attack. Fuck this cheap ass motherfucker.
I'm just joking, but really he is a lot more effective because of that single move then people realize. His j.C has a ton of priority as well, and is an instant overhead. His flame super is one of the best high-priority supers in the game, and a Chin with meter can be scarier than any of the top tiers.
Movelist
Special Moves
- qcf + P
Chin splits in an uppard direction. Short range stationary projectile. Very punishable. Don't use it. It may anti-air, but dp + A is way better. And on ground will only hit if opponent is very close and standing.
- dp + P
The A version has high autoguard and is a good anti-air/reversal. The C version is for combos and is your best meterless combo move.
- qcb + P
Chin throw his bottle. Nullify normal projectiles. The A version is good to cancel from a far hard hit (st.C or cr.C out of close range) or punish slow moves from distance, does good damage and good stun (but does not knock down). The C version have him throw bottle twice, where the second throw knock down but have short range and will miss if you not close or in the conner. Use the A version in most cases.
- d d + P
He enter in a "drunk stance". He has upper body invincibility during C version, and lower body invincibility during the A version.
- f + P
- f + K - identical to hcf + K
- ABCD (Cancel.)
- hcf + K
Roll close to the ground (B version almost half screen, D version almost full screen) and then punch uppards. Slow (cannot combo) but not very punishable and the punch has some priority. The roll has a very short hurtbox and will dodge almost all high/mid attacks. Use sometimes to punish slow moves (specially projectiles).
- d d + K
He lies on the floor. He has a very short hurtbox during this move and dodge almost every attack that do not touch the ground.
- u + B
- u + D
- f + K - identical to hcf + K
- b / f to move
- ABCD (Cancel.)
Desperation Moves
- qcf qcf + P
Super fire breath. Great super. Very fast (combos from weak attacks), has startup invincibility and nullify projectiles. Very good as reversal, punish or anti-air - if opponent is close. The flames take some time to reach max range, so the super will only combo if you are close. Single hit super, but on block deals many "hits". On DM the C version aims forward and the A version aims diagonal upwards (works as an anti-air); people can walk below the flames and punish you before the super ends if you miss the A version; some moves, like Iori's qcf hcb + P super and similar moves, can slide under the C version. On SDM the flames cover a huge area and it has more vertical and horizontal range than both DM versions and flames reach close to the ground (so opponent cannot slide under). The SDM deals no extra damage on counter, but DM version may do two hits on counter (as long as the initial hit was not the "tip"), and in this case will do double of the damage (around 50%, more than the SDM or a bnb combo with DM).
- qcf hcb + P
Chin does a super dp + C with flames around him. Crap super. Very short range (will not combo even from a point blank weak attack), punishable and only do full hits on grounded opponent. Use the other super instead.
Fastest Attacks
- 0F: C throw; D throw
- 1F: -
- 2F: -
- 3F: cl.B; cl.C; st.B; cr.B
- 4F: -
- 5F: cl.A, st.A; cr.A; cr.C
- 6F: -
- 7F: st.C
- 8F: cr.D
- 9F: cl.D
- 10F: -
Combos
- Best jump-ins:
- j.C
- cl.C / cr.C / cl.D (2 hits) >
- d d + P > ABCD (cancel), run, any combo not starting with cl.D.
- (S)DM qcf qcf + C (Very close or corner.)
- dp + C
- qcb + C (Very close or corner.)
- qcb + A
- d d + P > f + P
- dp + A
- st.C / cl.C (out of close range) >
- qcb + C (Corner and close.)
- qcb + A
- Close: cr.B, cl.B / st.B / cr.A / cl.A / st.A >
- (S)DM qcf qcf + C (If not too far, or in the corner.)
- dp + C
- Simple buffers:
- cl.B / st.B > (S)DM qcf qcf + C
- qcf + B > qcf + C
- cr.B, st.A / cl.A > (S)DM qcf qcf + C
- cr.B, qcf + A > qcf + C (As cr.B is not cancelable, qcf + A will chain into a normal attack.)
- cl.B / st.B > (S)DM qcf qcf + C
Strategy Corner
- MAX: cl.C > + C
deals ??? than
- cl.C > + C
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.