The King of Fighters 2002/Chin

From SuperCombo Wiki
Chin02 stance.gif

General Info

Crouch height: Low
Jump: 4/36/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/26/3
Wakeup: 29 frames
Recovery roll: 24 frames

Stand Crouch Jump Grab Run
Chin02 stand.png Chin02 crouch.png Chin02 jump.png Chin02 grab.png Chin02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Chin02 colorA.png Chin02 colorB.png Chin02 colorC.png Chin02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 5/5/5 +2/0 R,C,S,Su HL
Chin02 clA.png
Snkb.gif 3/5/5 +2/0 HL
Chin02 clB.png
Snkc.gif 3/6/18 -4/-6 C,S,Su HL
Chin02 clC.png
Snkd.gif 9/4(4)5/15 0/-2 C,S,Su HL,H
Chin02 clD1.png
Chin02 clD2.png
Standing Far
Snka.gif 4/4/4 +4/+2 R,S,Su HL
Chin02 stA.png
Snkb.gif 3/5/5 +2/0 R,C,S,Su HL
Chin02 stB.png
Snkc.gif 5/5/16 -1/-3 C,S,Su HL
Chin02 stC.png
Snkd.gif 11/6/7 +7/+5 S,Su HL
Chin02 stD.png
Snkc.gif + Snkd.gif 13/7/19 KD/-4 S,Su HL
Chin02 stCD.png
Crouching
Snka.gif 5/5/5 +2/0 R,C,S,Su HL
Chin02 crA.png
Snkb.gif 3/5/10 -3/-5 R L
Chin02 crB.png
Snkc.gif 5/3/35 -18/-20 C,S,Su HL
Chin02 crC.png
Snkd.gif 8/4/21 KD/-7 L
Chin02 crD.png
Jumping
Snka.gif 4/7/- /- H
Chin02 jA.png
Snkb.gif 3/6/- -/- H
Chin02 jB.png
Snkc.gif 3/2(3)8/- -/- H
Chin02 jC1.png
Chin02 jC2.png
Snkd.gif 7/5/- -/- H
Chin02 jD.png
Snkc.gif + Snkd.gif 10/3/- -/- HL
Chin02 jCD.png
Neutral Jump
Snka.gif 4/7/- -/- H
Chin02 jA.png
Snkb.gif 3/6/- -/- H
Chin02 juB.png
Snkc.gif 3/2(3)8/- -/- H
Chin02 juC1.png
Chin02 juC2.png
Snkd.gif 7/5/- -/- H
Chin02 jD.png
Hop
Snka.gif 4/3+4/- -/- H
Chin02 hA1.png
Chin02 hA2.png
Snkb.gif 5/6/- -/-
Chin02 hB.png
Snkc.gif 3/2(3)8/- -/- H
Chin02 jC1.png
Chin02 jC2.png
Snkd.gif 7/5/- -/- H
Chin02 hD.png
Snkc.gif + Snkd.gif 10/6/- -/- HL
Chin02 jCD.png
Command Normals

f + Snka.gif

22/3+3/32 -21/-23 S,Su H
Chin02 fA1.png
Chin02 fA2.png
f + Snka.gif
(cancel)
22/3+3/32 -21/-23 S,Su HL
Special Moves
qcb + Snka.gif (12, 2+2+2+3, 31) HL
Chin02 qcbA1.png
Chin02 qcbA2.png
Hyoutan Geki - qcb + P
  • Chin takes out his bottle and uses it as a yo-yo. qcb + A does one hit going half screen distance, while qcb + C does two hits, the second hit going further than the first
  • qcb + A does not knock the opponent over. qcb + C knocks the opponent over on the second hit only
  • negates normal projectiles
qcb + Snkc.gif (14, 2+2+3, 25, 2+2+2+3, 44) HL
Chin02 qcbA1.png
Chin02 qcbC2.png
Chin02 qcbC3.png
Chin02 qcbC4.png
rdp + Snka.gif (5[全身M] + 3, 11[胸上M], 14[腰上M] + 3) -
Chin02 rdpA.png
Suihai Kou - rdp + P
  • Chin takes a drink. This increases his drink count by one
  • A version is upper body invincible, C version is lower body invincible
rdp + Snkc.gif (5[全身M] + 3, 11[腰下M], 14[腰下M] + 3) -
Chin02 rdpC.png
qcf + Snka.gif (9, 2+2+5, 28) HL
Chin02 qcfA1.png
Chin02 qcfA2.png
Fun'en Kou - qcf + P
  • fire comes out from Chin's mouth, about diagonally upwards 45 degrees
  • qcf + A spits out only one flame doing good damage. qcf + C will spit out one flame, then Chin will pause and spit out a bigger flame
  • the first flame of qcf + C does less damage than qcf + A. If the first flame of of qcf + C hits the opponent, the next flame whiffs
  • it's easy to punish Chin's qcf + C by rolling behind him after the first flame. qcf + C takes longer for the first flame to come out, than qcf + A. There is little reason to use qcf + C over qcf + A
  • requires atleast one drink to use
qcf + Snkc.gif (15, 2+2+5, [1]{0, 2+2+5}, [2]{6, 2+2+5}, [3]{12, 2+2+5}, 19) HL
Chin02 qcfC1.png
Chin02 qcfC2.png

hcf + Snkb.gif

(5[全身M] + 4+16+6, 4, 23) HL
Chin02 hcfK.png
Kaiten-teki Kuutotsu Ken - hcf + K
  • hcf + B goes half screen and does slightly less damage than hcf + D, which goes about 3/4 screen distance
  • can easily go under air projectiles, including DM fireballs
  • cancellable into any special move, including itself
  • requires atleast one drink to use
  • supercancellable, although it is only recommended to supercancel into his Gouran Enpou qcfx2+P, since only the first hit of his Gou'en Shourai qcf hcb + P will connect
  • free cancellable into
hcf + Snkd.gif (7[全身M] + 5+16+6, 7, 27) HL
dp + Snka.gif (3[全身M], 3[腰上M], 4[腰上M], 3, 0, 4, 0, 4, 0, 4, 0, 11, 20) HL
Chin02 dpA1.png
Chin02 dpA2.png
Ryuurin Hourai - dp + P
  • Chin spins around, jumping into the air. dp + A leaves the ground immediately, while dp + C makes him stay on the ground doing a few more hits, before jumping
  • C version has autoguard while Chin is on the ground<
  • requires atleast one drink to use
  • free cancellable into
  • free cancellable out of on the first hit
  • supercancellable on the first hit
Chin02 dpA3.png
Chin02 dpA4.png
dp + Snkc.gif (29[G][全身M] + 4, 4, 5, 3, 0, 4, 0, 4, 0, 4, 0, 11, 23) HL
Chin02 dpC1.png
Chin02 dpC2.png
Chin02 dpA2.png
Chin02 dpA3.png
Chin02 dpA4.png
dp + Snkb.gif (4, 2, 4+2, 3, 3, 3, 3, 3, 3, 3, 11, 5, 25) HL
Chin02 dpB1.png
Chin02 dpB2.png
Chin02 dpB3.png
Gou'en Shourai: Kai - dp + K
  • dp + B causes guard crush on the last hit
  • dp + B is a hard knockdown on the last hit
  • requires three drinks
  • dp + B is supercancellable on the last hit but all supers whiff if dp + B hit, unless only the last hit counterhit
dp + Snkd.gif (6, 3, 4, 3, 3, 3, 3, 3, 3+3, 3, 4, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2+5, 11+9+[DOWN]) HL
Chin02 dpD1.png
Chin02 dpD2.png
Chin02 dpD3.png
Chin02 dpD4.png
Chin02 dpD5.png
d,d + Kick.gif 9+ 9 + 0~120/240 + 7, 4, 17 -
Chin02 ddK.png
Bougetsu Sui - d,d + K
  • Chin lies down and takes a nap. He can move left and right while in this stance
  • while Chin is on the floor, he is invincible to mid and high attacks, but can still be hit by low attacks and thrown
  • if Chin does not perform a followup move during this stance after about five seconds, he will automatically perform his Kousentai ABCD
  • free cancellable into
> Snka.gif + Snkb.gif + Snkc.gif + Snkd.gif HL
Chin02 ddKcancel.png
Kousentai - ABCD
  • Chin gets up off the floor. If the opponent is nearby, this move can actually damage them
  • free cancellable out of, although all special moves whiff anyway
> u + Snkb.gif 12+5, 6, 9, 6, 33 HL
Chin02 uB1.png
Chin02 uB2.png
Rouja Hanhou - u + B
> u + Snkd.gif 5, 5+3+4+4, 27 HL
Chin02 uD1.png
Chin02 uD2.png
Rigyo Hanhou - u + D
Chin02 uD3.png
Chin02 uD4.png

> f + Snkb.gif

HL
Chin02 hcfK.png
Kaiten-teki Kuutotsu Ken - f + K
  • same as his hcf + K, also requires one drink
> f + Snkd.gif HL
DMs

qcf,hcb + Snka.gif

( {6}, {[1](0, 34), [2](6, 34), [3](12, 34), [4](18, 34), [5](24, 34), [6](30, 34), [7](36, 34), [8](42, 34)}, 20) HL
Chin02 qcfhcbP1.png
Chin02 qcfhcbP2.png
Chin02 qcfhcbP3.png
Gou'en Shourai - qcf hcb + P
  • qcf hcb + A goes about 3/4 screen length and does less damage and hits than qcf hcb + C, which goes full screen
  • supercancellable
qcf,hcb + Snkc.gif ( {6, 4, 5}[+ 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 6, 3, 3, 3, 16, 5, 5+32+13) HL
qcfx2+Snka.gif ( {6, 4, 7}[ + 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 6, 3, 3, 3, 11, 3, 3, 3, 3, 3, 3, 3, 10, 5, 5+35+13) HL
Chin02 qcfx2A1.png
Chin02 qcfx2A2.png
Gouran Enpou - qcfx2+P
qcfx2+Snkc.gif ( {8}[], {[1](0, 34), [2](6, 34), [3](12, 34), [4](18, 34), [5](24, 34), [6](30, 34), [7](36, 34), [8](42, 34)}, 23) HL
Chin02 qcfx2C1.png
Chin02 qcfx2C2.png
SDM
qcfx2+Snka.gif + Snkc.gif ( {6}], {[1](0, 32), [2](4, 32), [3](8, 32), [4](12, 32), [5](16, 32), [6](20, 32), [7](24, 32), [8](29, 32), [9](34, 32), [10](40, 32), [11](48, 32), [12](56, 32)}, 21) HL
Chin02 qcfx2AC1.png
Chin02 qcfx2AC2.png
Gouran Enpou - qcfx2+AC
HSDM
qcfx2+Snkb.gif + Snkd.gif 6}[全身M], 334, 52)、(ヒット時硬直)( 2 + 52 )、(ヒット時飛び道具持続)( 2 + 64 ) HL/L
Chin02 qcfx2C1.png
Chin02 qcfx2BD2.png
Suisou Enbu - qcfx2+BD
  • Chin spits out a small ball of flame. This flame can be controlled using the directional pad/joystick. There is no way to control Chin while the flame is on screen
  • it is possible to make this move hit low, if you move the flame towards the opponent such that it hits the bottom of their legs. It is not possible to make this move an overhead
  • if the flame makes contact with the opponent, it explodes. The flames caused by the explosion can also do damage. If the flame does not make contact with the opponent after about 10 seconds, then it disappears

Short Movelist

  • f + A (Overhead if not cancelled into.)


  • rdp + P (Give 1 drink.)


  • dp + P (Spend 1 drink.)


  • hcf + K (Spend 1 drink.)
    • Any special.


  • dp + K (Spend 3 drinks.)


  • d d + K (Use b / f to move.)
    • ABCD (Activated automatically after a few seconds if no followup is used.)
    • u + B
    • u + D
    • f + K (Same move as hcf + K.)


  • DM qcf qcf + P


  • DM qcf hcb + P


  • SDM qcf qcf + AC


  • HSDM qcf qcf + BD (You may control the projectile. Low if hit below knee.)

Notes

Cancellable moves

  • Close: A, B, C, D (2; Special moves and DMs.)
  • Far: A (Into rdp + P.), B, C (Special moves and DMs.), D (Special moves and DMs.)
  • Crouch: A, B (Into rdp + P.), C, D (Into rdp + P.)


  • CD is cancellable into specials and DMs


  • CD counter is cancellable to rdp + P.


  • f + A is cancellable.

Super cancellable moves

  • hcf + K
  • dp + P (1)
  • d d + K > u + D
  • dp + B (Last hit.)
  • DM qcf hcb + C (Last hit, but nothing will combo, even on counterhit.)

Free cancellable into moves

  • hcf + K
  • dp + P
  • dp + K
  • d d + K

Free cancellable out-of moves

  • dp + P (1)
  • d d + K > ABCD
  • d d + K > u + D

Moves with Invincibility

  • rdp + A (Upper: startup & active & recovery.)
  • rdp + C (Lower: startup & active & recovery.)

Moves with autoguard

  • dp + C (startup (??).)

Other Notes

  • cl.D (2) is overhead.


  • C throw is mashable.


  • You keep the drinks from one round to the next :)

Combos

Basic Combos

  • cl.A / cl.B >
    • dp + B [27%] {3 drinks}
    • dp + A [17%] {1 drink}
    • DM qcf hcb + P (Point blank.) [45-47%] {1 stock}
    • DM qcf qcf + C [29%] {1 stock}


  • cr.B, cl.B
    • dp + A {1 drink}
    • DM qcf qcf + C {1 stock}


  • cl.C / cl.D (2) / f + A >
    • qcf + A (Standing and close.) [28%] {1 drink}
    • qcb + C (Close to corner.) [26%]
    • qcb + A [22%]
    • dp + A [23%] {1 drink}
    • DM qcf qcf + C (Close.) [38%] {1 stock}
    • SDM qcf qcf + AC (Close.) {??} {Max Mode + 1 stock}


  • hcf + K > {1 drink}
    • qcf + A [33%] {+1 drink}
    • dp + A [30%] {+1 drink}
    • d d + K >
      • ABCD (Corner.) {30%}
      • u + D (Corner.)
    • >> DM qcf qcf + C [43%] {+2 stocks}


  • st.C >
    • qcf + A (Standing and close.) {1 drink}
    • qcb + C (Close to corner.)
    • qcb + A
    • dp + A {1 drink}

Strategies

DRINK DRINK DRINK...keep away your opponent and after 3 to 5 drinks use your Drunken Rolling Attack at far distance or Flame Drunken Dragon Punch to cheap block or a Drunken Pose to surprise it and repeat.

Start your round with a Drink or a crouch C for an anti air, and the try to knock down your opponent or grab it at close combat and drinking


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