Difference between revisions of "The King of Fighters '94/Chin Gentsai"
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{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* Is small: a lot of things will whiff on crouching Chin | |||
| cons= | | cons= | ||
* Unbelievably slow movement - terrible walk speed, dashes so slow they're easily reactable, and a floaty jump | |||
* Stubby normals and no good way to close the gap | |||
* Struggles to anti-air, especially if someone's landing right on top of him | |||
* Easily the worst fireball in the game | |||
* Can't make hits count (no infinite, no stun potential) | |||
* Can't combo out of lights at all from outside of cl.C range | |||
* Only combo enders reset you to neutral, where Chin is weakest | |||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_cla | | moveId = Chin_cla | ||
| description = | | description = Bog standard cl.A. Doesn't naturally lead to much, but by charge cancelling into cl.C, you can continue the combo into 214A. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_clb | | moveId = Chin_clb | ||
| description = | | description = An actual standing low! As cool as that is, you can't chain out of it or combo into any specials, so it is regrettably very unrewarding. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_clc | | moveId = Chin_clc | ||
| description = | | description = Pretty fast and advantageous cl.C. Combos into 214A, but none of his other specials. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_cld | | moveId = Chin_cld | ||
| description = | | description = The second hit has a nasty tendency to whiff sometimes. Slower and less reliable than cl.C for no real upside. | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_fa | | moveId = Chin_fa | ||
| description = | | description = Sure is a jab. Chin doesn't get any reward from this range. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_fb | | moveId = Chin_fb | ||
| description = | | description = Slightly worse f.A. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_fc | | moveId = Chin_fc | ||
| description = | | description = Actually really fast and advantageous for an f.C, if a bit stubby. Can be used as a poke. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_fd | | moveId = Chin_fd | ||
| description = | | description = Slower, but slightly less tiny than all his other normals. Another usable poke. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_2a | | moveId = Chin_2a | ||
| description = | | description = Standard 2A. Same deal as cl.A with needing to charge cancel for a combo. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_2b | | moveId = Chin_2b | ||
| description = | | description = No combos out of this move. Stick to 2A. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_2c | | moveId = Chin_2c | ||
| description = | | description = Really unreliable anti-air with a deadzone above Chin. Good for punishing jumps that'd land in front of you. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_2d | | moveId = Chin_2d | ||
| description = | | description = Small, fast, plus sweep. Another existent neutral option from the same range as all of Chin's other buttons. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_ja | | moveId = Chin_ja | ||
| description = | | description = Generic j.A. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_njb | | moveId = Chin_njb | ||
| description = | | description = Pretty good rising air-to-air hitbox. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_jb | | moveId = Chin_jb | ||
| description = | | description = Slower as an air-to-air than other options and can't cross up as a jump-in. Not worth it. | ||
}} | |||
{{FrameDataCargo-KOF94 | |||
| moveId = Chin_njc | |||
| description = Way slower than the angled jump version for worse damage. Don't bother. | |||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_jc | | moveId = Chin_jc | ||
| description = | | description = Really fast and really damaging if you get both hits to connect. Can cross up, but this seems unreliable. | ||
Also has a bizarre property where, if only the second hit connects, the second hit will do the damage that the first hit would have. This means the jump-in always hits at least as hard as a heavy normal should. | |||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_njd | | moveId = Chin_njd | ||
| description = | | description = Another air-to-air. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_jd | | moveId = Chin_jd | ||
| description = | | description = Chin's main jump-in. Big and can cross up. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_cd | | moveId = Chin_cd | ||
| description = | | description = Slow and tiny and bad. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_jcd, Chin_njcd | | moveId = Chin_jcd, Chin_njcd | ||
| description2 = | | description2 = j.D is a pretty good normal, and this lets it knock down as an air-to-air which is pretty cool. | ||
}} | }} | ||
== | ==Universal Mechanics== | ||
===Gou Inshu=== | ===Gou Inshu=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_cthrow | | moveId = Chin_cthrow | ||
| description = | | description = Has no back throw. | ||
A mashable hold that's vulnerable to team attack. Even if you get away with it, you're sent very far away with no time to close the distance. Stick to the other throw. | |||
}} | }} | ||
===Gyaku Ashi Nage=== | ===Gyaku Ashi Nage=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_dthrow | | moveId = Chin_dthrow | ||
| description = | | description = Throw directions are reversed: 6D throws them backwards, 4D throws them forwards. | ||
Launches them fullscreen, which, in conjunction with Chin's awful mobility, means the knockdown off this is not workable midscreen. At least you can't be team attacked. | |||
}} | |||
===Defensive Attack=== | |||
{{FrameDataCargo-KOF94 | |||
| moveId = chin_defensiveattack | |||
| description = It's a defensive attack. | |||
}} | }} | ||
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|moveId=Chin_214a,Chin_214c | |moveId=Chin_214a,Chin_214c | ||
|input = 214A/C | |input = 214A/C | ||
|description2= | |description2= Crummy fireball. Very slow, covers space for a very brief period of time, and plenty of recovery. Doesn't even go fullscreen: A version goes halfscreen, C version goes ever so slightly farther. You'll have to get used to it, though, since it's one of Chin's only ways to threaten from outside kissing distance. | ||
}} | }} | ||
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|moveId= Chin_421a, Chin_421c | |moveId= Chin_421a, Chin_421c | ||
|input = 421A/C | |input = 421A/C | ||
|description2= | |description2= Very slow with no combos into it. The angle and disjointed hitbox would suggest it's usable as an anti-air, but it's too slow to try that on reaction. Also whiffs on crouchers. | ||
Massively plus on both hit and block. It's so plus that it can link into any normal you want on hit. Unfortunately, there's no way to combo it, so you can't make much use of this. | |||
}} | }} | ||
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|moveId=Chin_41236b,Chin_41236d | |moveId=Chin_41236b,Chin_41236d | ||
|input = 41236B/D | |input = 41236B/D | ||
|description2= | |description2= Funny low profile roll move. Also too slow to combo into. B version might catch some people off guard and is safe on block, making it an ok yolo move. D version is a lot easier to react to, but still generally not getting punished on block. Just don't miss. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Chin_236236c | | moveId = Chin_236236c | ||
| description = | | description = Bad super. Very slow, no evasive properties, death on block, can't be comboed into, and landing it just gets you an unworkable knockdown. No point. | ||
| phases = | | phases = | ||
}} | }} |
Latest revision as of 15:15, 30 September 2023
The King of Fighters '94 | |
Introduction
Chin is a weird, gimmicky character, but lacking a lot of the potency his gimmicks have in later games. He's mostly just bad.
Strengths | Weaknesses |
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Movelist
Throws
Special Moves
Desperation Move
Normals
Close Standing Normals
Close A
cl.A
cl.A |
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Close B
cl.B
cl.B |
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Close C
cl.C
cl.C |
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Close D
cl.D
cl.D |
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Far Standing Normals
Far A
f.A
f.A |
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Far B
f.B
f.B |
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Far C
f.C
f.C |
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Far D
f.D
f.D |
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Crouch Normals
Crouching A
2A
2A |
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Crouching B
2B
2B |
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Crouching C
2C
2C |
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Crouching D
2D
2D |
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Jump Normals
Jumping A
j.A
j.A |
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Neutral Jump B
nj.B
nj.B |
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Jumping B
j.B
j.B |
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Neutral Jump C
nj.C
nj.C |
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Jumping C
j.C
j.C |
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Neutral Jump D
nj.D
nj.D |
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Jumping D
j.D
j.D |
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Blowback Normals
Standing CD
5CD
5CD |
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Jumping CD
j.CD
j.CD |
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Universal Mechanics
Gou Inshu
Gou Inshu
4/6 C when close
4/6 C when close |
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Gyaku Ashi Nage
Gyaku Ashi Nage
4/6 D when close
4/6 D when close |
|
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Defensive Attack
Defensive Attack
6A/B while blocking
6A/B while blocking |
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Special Moves
Hyoutan Geki
Hyoutan Geki
214A/C
214A/C |
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Ryuu Rin Hou Rai
Ryuu Rin Hou Rai
421A/C
421A/C |
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Kaitenteki Kutotsuken
Kaitenkeki Kutotsuken
41236B/D
41236B/D |
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Desperation Moves
Gouran Enpou
Gouran Enpou
236236C
236236C |
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Navigation
The King of Fighters '94 | |
System | |
Characters |
|