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Chin Gentsai

Started by solidshark, August 02, 2016, 07:59:31 AM

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solidshark

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Hougeki - (Close) ;bk / ;fd +  ;c

Gyaku Ashi Nage - (Close) ;bk / ;fd + ;d

Command Normals
Uron Kouchuu - ;df + ;d

Special Moves
Suiho - (Counter) ;qcb + ;b / ;d (*)

Getsuga Chougeki - ;qcb + ;a / ;c  (*)

Nikikyaku - ;df + ;b (*)
 ∟ Nikikyaku (Follow Up) - [;df + ;b (*)] + ;b

Kaitenteki Kuutotsu Ken - ;hcf + ;b / ;d (*)

Drinking - ;rdp + ;a / ;c (*)

Super Special Moves
Toukuu Hiten Hou - ;qcf ;qcf + ;a / ;c (!)

Tetsuzankou - ;qcb ;hcf  + ;a / ;c (!)

Climax Desperation Move
Gouran Ennhou - ;qcf ;qcf + ;b ;d
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995

KrsJin

Do any of Chin's properties change as he drinks or is it strictly the damage increase?

Diavle

#2
Quote from: KrsJin on September 13, 2016, 07:13:53 PM
Do any of Chin's properties change as he drinks or is it strictly the damage increase?

Just a damage increase.

In XIII they also gave him access to the shoulder super but in XIV the super is available with or without drinks.

Kane317

Also, XIII you could drink a max of 5 drinks @ 10% damage increase a pop.  XIV is 10 drinks @ 5% a pop.  Same overall max output, but you also have to factor you lose two drinks per hard knockdown.

karn

Yep, the drink nerf is pretty rough in combination with the toolset that Chin has lost.
The shoulder super is a lot better now though since you get the wall bounce even if the opponent is airborne, other options are weaker, and it is far easier to time the follow-ups than in KOF XIII.

For the record, Chin received two decent buffs in KOF XIV ver.2.00:

1. Chin's Gouran Ennhou (Fire Breath Climax) gained invincibility. It's 13F startup and nearly half screen range so it's great for moderate distance whiff punishing/countering in an emergency. Many other ranged supers either run out of invincibility before reaching half screen or don't have any invincibility.

2. EX Drink now fills the drink counter by 3 (+15% damage), allowing him to power up quickly and discourage the opponent from running away too much from Max Mode Chin. With Chin's drink counter at 3, he deals over 1000 damage off his standard qcb.AC combo starter if he lands two qcb,qcf.AC EXDMs in the combo.
To be more specific, I normally use qcb.AC, hcf.BD, qcb.A xx qcb,qcf.AC, run forward df.B~B, qcb.A xx qcb,qcf.AC, hyper hop CD to deal 1000+ damage with 3 drinks starting from 4 bars.
The Art of Fighting.... without fighting?
PSN/XBL/Steam: TofuriousWolf

karn

#5
As long as the opponent isn't too close to the wall when Chin's wall bounce EXDM (;dn ;db ;bk ;dn ;fd ;a ;c) hits, Chin can do a hyper hop A reset and run forward for an ambiguous cross-under  ;dn ;b.

Does anyone know if Chin has a good option select that will catch the opponent's rolls to either side from this setup?
I tried  ;dn ;b~ ;a ;c ;d and ;dn ;b~ ;a ;d
In both cases, it seems that Chin gets ;dn ;b~ ;a  whether or not there's hitstop.
The Art of Fighting.... without fighting?
PSN/XBL/Steam: TofuriousWolf

desmond_kof

9/20/2017
Massive Update to Chin's #KOFXIV wiki page: http://bit.ly/2ydyYLa
Written by @karntact http://bit.ly/2xjJwcg
"Do not place so much importance on winning. The fight itself has value."