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Chin Gentsai / Re: Chin Gentsai
« on: August 14, 2010, 02:39:43 AM »
Time for a mini write up for Chin that I'm been pushing back (some impressions have been written already but I'm going to write with a blank slate) and is a work in progress:
Normals(dmg):
Far A(25): Standing forward poke, average range (in Chin terms lol), fast, chains into s.A/d.B and is cancelable. 4/5
Far B(30): Standing low kick to the shin, must be blocked low, is cancelable but does not link to any normal. Great for his high low game since it needs to be blocked low --> df.B. 3/5
Far C(80): New horizontal with a slight upwards swing with both arms (very drunken fist like), has deceivingly good range (in Chin terms) and it cancels as well (great to cancel into df.D, but not a true combo). If anticipated early enough, use this for anti-hops into df.B. 4/5
Far D(80): Longest range move for Chin, solid kick to the gut, button can be held to go into his kick stance. Also used for HD activations explained later. 3/5
Close A&B: Same as their far versions.
Standing close C(70): His combo starter of choice, double palm to the chest--comes out fast, cancelable, good priority, feels meaty. 5/5
Standing close D(70): Leans back drunkenly while kicking forward (very drunken fist like). Comes out slower, still cancels, I personally never use it. 2/5
Standing CD(75): Leans forward and hits with one arm, good speed, cancelable, good range for Chin. It should be noted that due to the strange crossup mix up of XIII, avoid using his GCCD on jump-ins since it tends to miss a lot. Use his counter qcb+B/BD instead. (4/5)
Down A(25): Quick low hit, can still be blocked high, pretty standard, used in his BnB combos. Chains into d.A, d.B, s.A, fast and is cancelable. 5/5
Down B(30): Front sweep, slightly slower than his down A, about the same range, is cancelable and chains into d.B, d.A, s.A. Since it can be canceled, play around with his d.B into df.D overhead. 5/5
Down C(70): Slight diagonal upward elbow, not that good for anti air, and the new far C does a better job for that role. Nevertheless, it's cancelable so it's somewhat useful. 2/5
Down D(80): Real low sweep as Chin basically lies on his back and does a double thrust with his feet. Good range, good recovery but is not cancelable. 3/5
Jump A(45/40 on hops): Horizontal punch with a slight upward angle, fast and is a great choice for air-to-air. Use this instead of j.CD if they are already above you or started jumping before you. 4/5
Jump B(45/40): Standard martial arts fly kick, comes out slower but stays out longer than any of his jump attacks. Decent range. (3/5)
Jump C(72/70): Chin lies horzontally in the air, good solid j.C, great priority and crosses up well. 5/5
Jump D(70/68): Jumps and faces backwards while kicking backwards (forward) himself drinking at the same time; it's actually a really funny animation. Good horizontal reach, decent air to air, good priority, good move for a vertical jump too. More difficult to use as a crossup but still good. 5/5
Jump CD(90/80): Real quick horizontal swing of the foot, good horizontal range, extremely good j.CD overall (I would put it in the top 5 due to it's speed an amazing priority). One of his key tools in zoning. 5/5
Command Attacks (weak/strong/Ex):
Far D (hold): Goes into kick stance. 3/5
df.D(45): Overhead flipkick. Comboable by itself, too slow to combo into unless maybe off a counter (in XII it was possible off a counter) to count as a combo. If you press and hold the D it cancels, or if you tap D again it cancels. You can be thrown during this animation strangely, but it's all worth the risk coz this is one of his key combo starters. Automatically puts you into his kick stance if you don't do anything, but most of the time press punch and it'll do his quickie punches, dx2+P.P, right after (can do 2-3 sets and canceled out of it). 5/5
Special Attacks(Posses Ex version):
qcb+K(80/40/40.70x2.80)(Ex): Chin walks backwards 2-3 steps (last for about 2 second) in a seemingly drunken state with his head down awaiting for an attack; this move is a counter. If he is attacked he'll do on cancelable s.D (note, if you don't cancel the s.D the opponent will have frame advantage) for the B counter. The B counter counters all specials, and air attacks. The B counter even counters projectiles, it'll trigger the kick however neither party takes damage and the projectile passes thru. The D counter counters normals including low hits, it will do the same only he'll flip backwards immediately so a df.B might work, or a well timed hcf+K. Ex Counter counters everything, he'll do a series of four hits that end in a qcb+P that can be free-cancelled into hcf+K. If it's the D version hcf+K you can only connect it with df.BD midscreen (otherwise df.B in the corner), and the B version you can do df.B into qcb+A [DC], hcf+K...). The Ex counter does 26% alone without considering the combos it leads to or additional damage that comes with drinking. 5/5
qcb+P(60/120)(Ex): A quick hit to the face with the back of his fist. A version is quick, C version might be a little slower and has slightly more reach (I only use A version). Deceivingly good range and recovery but not safe if done real close. You can drive/super/Ex cancel out of it. Ex version has invincibility and is quicker. 5/5
hcf+K(70/90/120)(Ex): Chin rolls across the ground and ends in a backfist to the chest area. B doesn't seem to go as far although D seems to startup quicker. This move alone, radicalized Chin's gameplay from XII (which was strong already) since it allows you to free cancel into any special (no stances/supers). Of course you can chose to deplete a cancel and super cancel into one of his DMs if you like. Mid fireballers have to watch or even stop throwing them completely lest they want to eat a 35%-40%+ combo. Ex version is much faster and is invincible. Most common specials to free cancel into are qcb+A or df.B. If you distance yourself correctly, even if they block hcf D, qcb A, most of the time, you can qcb+A (again) them in time while they try to punish you. Mid screen, use B if you want to do df.B, qcb+A loops, and use D mid screen if you want to use df.BD 5/5
rdp+P: Drink. Chin takes a swig from his gourd and he gets darker in color. XIII makes Chin have an annoying overlap with his qcb+P, make sure you hold the diagonal for a split second before pressing P. Chin increases his offense damage by 10% The max you can drink is 5 drinks. Every drink you also take more damage. The scaling is as follows: 105%->111%->117%->125%->to a final 133% (Takes more damage). The drinking animation has slight lag (Note: Chin's taunt will cause him to drink, it's slow at first and begins to drink faster until finally going into a drunken state. You cannot cancel his taunt so use cautiously). If interrupted, Chin will not gain a drink counter.4/5
df.B(20.60/40x2)(ex): Kyo-like kick, juggles diagonally upwards. You can press B again during the first kick to kick again. Landing automatically puts you into the kick stance, you can cancel the landing frames into anything. Must anticipate early on if you want to use df.B as an anti-air, but do not use if they they are nearly above you. Cancel the landing frames into another df.B or qcb+A. Ex version does the second kick automatically and launches the opponent higher. Another key tool to Chin's offense. 5/5
Stances:
d x2+P: Chin crosses his feet and squats down real low. Apparently, he has total upper body invincibility, even d.As and jump attack misses him. New to XIII, he can now throw an opponent by pushing forward C, he does however have a whiff animation. In trade, he has lost his ability to cancel the stance into a d.B. You can free cancel his stance into any special.
∟ Press P (Ex) The follow up is two a quick hits with both hands and has very high priority. It can be free canceled into any special. Ex version does 3 hits (only the last hit can be cancelled) and the third hit draws the opponent back to him and you can follow that up with a s.C (Perfect for HD activation). The Ex version needs to be done close for the third hit to connect and hence even if you did one d.B before the Ex version the third hit will miss. The only thing that will combo into the Ex version and have all three connect is df.D, QP, Ex QP.
d x2+K: Chin hops into one foot. Pressing forward and backward makes him hop rapidly in that direction. You can hop or jump out of it (the jump is new to XIII) and like most KOF stances, you cannot block. Can be free canceled into any special. Has multiple follow ups.
∟A - Standing A
∟B - df.B
∟C - Quickie Punch
∟D - Far D
∟Down - Goes into his A Stance
∟BD - Cancels stance.
Super moves (DMs):
qcf x2+P(30x8/20x16)(Ex): Chin flies forward with a spinning headbut a la Jackie Chan. Normally does 8 hits if they all connect and the Ex version does 16 hits. The Ex versions combos off a d.B, d.A, and off a df.B but the normal version can only be comboed off a df.BD or super canceled off a hcf+K. Personaly, I stay clear of the normal version and save my stocks for his Ex df.K or Ex counter.
qcb~hcf+P (must have at least 1 drink counter)(220 for A and C does 180): Chin turns around and slams his back into the opponent a la Xiang Fei. A version is quicker and combos off of df.Bs. C version is slower but has wire damage and can be followed up into the A version or into qcb+A juggle combos. C version also combos off his quickie punch.
Neo Max:
qcf x2+BD(14x27{air 14x24}): Chin breathes fire out like 2k2UM, you can control the direction. You can also preform this in the air.
Normals(dmg):
Far A(25): Standing forward poke, average range (in Chin terms lol), fast, chains into s.A/d.B and is cancelable. 4/5
Far B(30): Standing low kick to the shin, must be blocked low, is cancelable but does not link to any normal. Great for his high low game since it needs to be blocked low --> df.B. 3/5
Far C(80): New horizontal with a slight upwards swing with both arms (very drunken fist like), has deceivingly good range (in Chin terms) and it cancels as well (great to cancel into df.D, but not a true combo). If anticipated early enough, use this for anti-hops into df.B. 4/5
Far D(80): Longest range move for Chin, solid kick to the gut, button can be held to go into his kick stance. Also used for HD activations explained later. 3/5
Close A&B: Same as their far versions.
Standing close C(70): His combo starter of choice, double palm to the chest--comes out fast, cancelable, good priority, feels meaty. 5/5
Standing close D(70): Leans back drunkenly while kicking forward (very drunken fist like). Comes out slower, still cancels, I personally never use it. 2/5
Standing CD(75): Leans forward and hits with one arm, good speed, cancelable, good range for Chin. It should be noted that due to the strange crossup mix up of XIII, avoid using his GCCD on jump-ins since it tends to miss a lot. Use his counter qcb+B/BD instead. (4/5)
Down A(25): Quick low hit, can still be blocked high, pretty standard, used in his BnB combos. Chains into d.A, d.B, s.A, fast and is cancelable. 5/5
Down B(30): Front sweep, slightly slower than his down A, about the same range, is cancelable and chains into d.B, d.A, s.A. Since it can be canceled, play around with his d.B into df.D overhead. 5/5
Down C(70): Slight diagonal upward elbow, not that good for anti air, and the new far C does a better job for that role. Nevertheless, it's cancelable so it's somewhat useful. 2/5
Down D(80): Real low sweep as Chin basically lies on his back and does a double thrust with his feet. Good range, good recovery but is not cancelable. 3/5
Jump A(45/40 on hops): Horizontal punch with a slight upward angle, fast and is a great choice for air-to-air. Use this instead of j.CD if they are already above you or started jumping before you. 4/5
Jump B(45/40): Standard martial arts fly kick, comes out slower but stays out longer than any of his jump attacks. Decent range. (3/5)
Jump C(72/70): Chin lies horzontally in the air, good solid j.C, great priority and crosses up well. 5/5
Jump D(70/68): Jumps and faces backwards while kicking backwards (forward) himself drinking at the same time; it's actually a really funny animation. Good horizontal reach, decent air to air, good priority, good move for a vertical jump too. More difficult to use as a crossup but still good. 5/5
Jump CD(90/80): Real quick horizontal swing of the foot, good horizontal range, extremely good j.CD overall (I would put it in the top 5 due to it's speed an amazing priority). One of his key tools in zoning. 5/5
Command Attacks (weak/strong/Ex):
Far D (hold): Goes into kick stance. 3/5
df.D(45): Overhead flipkick. Comboable by itself, too slow to combo into unless maybe off a counter (in XII it was possible off a counter) to count as a combo. If you press and hold the D it cancels, or if you tap D again it cancels. You can be thrown during this animation strangely, but it's all worth the risk coz this is one of his key combo starters. Automatically puts you into his kick stance if you don't do anything, but most of the time press punch and it'll do his quickie punches, dx2+P.P, right after (can do 2-3 sets and canceled out of it). 5/5
Special Attacks(Posses Ex version):
qcb+K(80/40/40.70x2.80)(Ex): Chin walks backwards 2-3 steps (last for about 2 second) in a seemingly drunken state with his head down awaiting for an attack; this move is a counter. If he is attacked he'll do on cancelable s.D (note, if you don't cancel the s.D the opponent will have frame advantage) for the B counter. The B counter counters all specials, and air attacks. The B counter even counters projectiles, it'll trigger the kick however neither party takes damage and the projectile passes thru. The D counter counters normals including low hits, it will do the same only he'll flip backwards immediately so a df.B might work, or a well timed hcf+K. Ex Counter counters everything, he'll do a series of four hits that end in a qcb+P that can be free-cancelled into hcf+K. If it's the D version hcf+K you can only connect it with df.BD midscreen (otherwise df.B in the corner), and the B version you can do df.B into qcb+A [DC], hcf+K...). The Ex counter does 26% alone without considering the combos it leads to or additional damage that comes with drinking. 5/5
qcb+P(60/120)(Ex): A quick hit to the face with the back of his fist. A version is quick, C version might be a little slower and has slightly more reach (I only use A version). Deceivingly good range and recovery but not safe if done real close. You can drive/super/Ex cancel out of it. Ex version has invincibility and is quicker. 5/5
hcf+K(70/90/120)(Ex): Chin rolls across the ground and ends in a backfist to the chest area. B doesn't seem to go as far although D seems to startup quicker. This move alone, radicalized Chin's gameplay from XII (which was strong already) since it allows you to free cancel into any special (no stances/supers). Of course you can chose to deplete a cancel and super cancel into one of his DMs if you like. Mid fireballers have to watch or even stop throwing them completely lest they want to eat a 35%-40%+ combo. Ex version is much faster and is invincible. Most common specials to free cancel into are qcb+A or df.B. If you distance yourself correctly, even if they block hcf D, qcb A, most of the time, you can qcb+A (again) them in time while they try to punish you. Mid screen, use B if you want to do df.B, qcb+A loops, and use D mid screen if you want to use df.BD 5/5
rdp+P: Drink. Chin takes a swig from his gourd and he gets darker in color. XIII makes Chin have an annoying overlap with his qcb+P, make sure you hold the diagonal for a split second before pressing P. Chin increases his offense damage by 10% The max you can drink is 5 drinks. Every drink you also take more damage. The scaling is as follows: 105%->111%->117%->125%->to a final 133% (Takes more damage). The drinking animation has slight lag (Note: Chin's taunt will cause him to drink, it's slow at first and begins to drink faster until finally going into a drunken state. You cannot cancel his taunt so use cautiously). If interrupted, Chin will not gain a drink counter.4/5
df.B(20.60/40x2)(ex): Kyo-like kick, juggles diagonally upwards. You can press B again during the first kick to kick again. Landing automatically puts you into the kick stance, you can cancel the landing frames into anything. Must anticipate early on if you want to use df.B as an anti-air, but do not use if they they are nearly above you. Cancel the landing frames into another df.B or qcb+A. Ex version does the second kick automatically and launches the opponent higher. Another key tool to Chin's offense. 5/5
Stances:
d x2+P: Chin crosses his feet and squats down real low. Apparently, he has total upper body invincibility, even d.As and jump attack misses him. New to XIII, he can now throw an opponent by pushing forward C, he does however have a whiff animation. In trade, he has lost his ability to cancel the stance into a d.B. You can free cancel his stance into any special.
∟ Press P (Ex) The follow up is two a quick hits with both hands and has very high priority. It can be free canceled into any special. Ex version does 3 hits (only the last hit can be cancelled) and the third hit draws the opponent back to him and you can follow that up with a s.C (Perfect for HD activation). The Ex version needs to be done close for the third hit to connect and hence even if you did one d.B before the Ex version the third hit will miss. The only thing that will combo into the Ex version and have all three connect is df.D, QP, Ex QP.
d x2+K: Chin hops into one foot. Pressing forward and backward makes him hop rapidly in that direction. You can hop or jump out of it (the jump is new to XIII) and like most KOF stances, you cannot block. Can be free canceled into any special. Has multiple follow ups.
∟A - Standing A
∟B - df.B
∟C - Quickie Punch
∟D - Far D
∟Down - Goes into his A Stance
∟BD - Cancels stance.
Super moves (DMs):
qcf x2+P(30x8/20x16)(Ex): Chin flies forward with a spinning headbut a la Jackie Chan. Normally does 8 hits if they all connect and the Ex version does 16 hits. The Ex versions combos off a d.B, d.A, and off a df.B but the normal version can only be comboed off a df.BD or super canceled off a hcf+K. Personaly, I stay clear of the normal version and save my stocks for his Ex df.K or Ex counter.
qcb~hcf+P (must have at least 1 drink counter)(220 for A and C does 180): Chin turns around and slams his back into the opponent a la Xiang Fei. A version is quicker and combos off of df.Bs. C version is slower but has wire damage and can be followed up into the A version or into qcb+A juggle combos. C version also combos off his quickie punch.
Neo Max:
qcf x2+BD(14x27{air 14x24}): Chin breathes fire out like 2k2UM, you can control the direction. You can also preform this in the air.