Author Topic: KOF 98UM - Chin Gentsai  (Read 4089 times)


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KOF 98UM - Chin Gentsai
« on: October 07, 2011, 03:31:33 AM »
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick


Gou Inshu: ;bk / ;fd+ ;c       
Gyaku Ashi Nage: ;bk / ;fd + ;d

Command Atacks

Suiho Hyotan Geki;  ;fd + ;a                             
Special Moves

Kisui Shuu: ;qcf + ;a / ;c                         
Hyotan Geki: ;qcb + ;a / ;c                                         
Ryuurin Hourai: ;dp + ;a / ;c                         
Kaiten-teki Kuutotsu Ken; ;hcf + ;b / ;d                         
Suikan Kanou:  ;dn ;dn + ;a / ;C                         
;fd Choushuu Rikugyo: f+P                       
;fd Kaiten-teki Kuutotsu Ken: ;fd + ;b / ;d                     
;fd Cancel: ;a ;b ;c ;d             
Bogetsu Sui: ;dn dn + ;b / ;d (move ;bk / ;fd)             
;fd Ryuda Hanyo: ;up + ;b                     
;fd Rigyo Hanyo: ;up + ;d                     
;fd Kaiten-teki Kuutotsu Ken: ;fd + ;b / ;d                     
;fd Cancel; ;a ;b ;c ;d

Desperation Moves                                   
Goen Shorai: ;qcf ;hcb + ;a / ;c   
Goen Enpo: ;qcf x2
Daikyuu Inshuu: ;hcb x2 + ;a / ;c (near)                       
Sentori Suiho: ;qcf x2 ;b / ;d                           

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Re: KOF 98UM - Chin Gentsai
« Reply #1 on: October 07, 2011, 03:32:54 AM »
Imo chin is maybe the worst character in the whole game

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Re: KOF 98UM - Chin Gentsai
« Reply #2 on: October 07, 2011, 04:16:06 AM »
Nah man, no one is bad in KOF, it's only how you use them!

Chin is good man, has a solid anti-air (qcf+ P), a good double instant overhead with hop C, he can roll and lay under a lot of characters fireballs, his gourd move isn't bad at all (qcb + A/C) etc.

The only thing I think that holds him back is probably is the reach of his normals, his floaty jump, and some of his moves have poor recovery, so you gotta think before you act.
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Re: KOF 98UM - Chin Gentsai
« Reply #3 on: October 07, 2011, 10:26:32 AM »
Well, at least he has funny moves. Me and my friend laugh a lot when either of us picks him.
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Re: KOF 98UM - Chin Gentsai
« Reply #4 on: November 08, 2011, 10:34:37 PM »
I actually like chin alot.

His Butterfly Fishing to Drunken Twister ( ;dn ;dn+ ;a then  ;fd+ ;a) beats ALOT of the cast's special moves

His Kisui Shuu ( ;dn ;df ;fd+ ;a) is a GREAT AA. And can be used as a close range special.

He has a Desperation Command Grab thats very good and to me it sorta makes up for his short limbs.

His Desperation Thunder Blast the Super Kisui Shuu basically ( ;dn ;df ;fd x 2 + ;a) is scary. You always have to pay strict attention on him when he has meter. Furthermore, when you do the Max version he blows flames Forward, Down, & Up and it does great damage.

His ( ;bk ;db ;dn ;df ;fd+ ;b) Goes under fireballs.

His ( ;dn ;db ;bk+ ;a) Version is a great projectile type move and can collide with projectiles.

Then his ( ;dn ;db ;bk+ ;c) Version looks just the same but he throws out the Gourd once more lower after the first throw. Which can trick your opponent and they"ll try to short hop in after the first throw of the gourd...only to get hit by the seconded throw of it.

ALSO, note that he roll's back a tad bit after the ;c Gourd throw. Creating a tad bit more space.

His jump in combo (Jump ;c, St. ;c, to  ;fd ;dn ;df + ;c) Does a really good amount of damage for how simple it is.

And hell his Crouching  ;c is a good AA its self.

To me he is a great character but not to superior to the rest of the cast, just a little strange to play when you get started.
« Last Edit: November 08, 2011, 11:36:28 PM by biggdaddycane »


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Re: KOF 98UM - Chin Gentsai
« Reply #5 on: January 08, 2016, 04:19:06 AM »
I've been messing around on 98um a bit recently and I realized chin's fwd + A overhead is cancelable even when not canceled into. Just a bit of info I haven't seen elsewhere but felt it helps his game a bit and should be noted.

I also found some gimmicky stuff to do with his d,d + p, ABCD cancel. If you perform a move while in the false stun animation it does nothing, however if you perform a motion with ABCD, it cancels the false stun and performs an A version of whatever move, or burn through meter to do an SDM depending on your motion. Here's a fun setup if you've been eating hits for a bit, d,d + p on wakeup, let them close in, then HCB, HCB + ABCD to surprise Drink SDM for the dizzy and hit'em with a comeback combo. The look on your opponents face should be worth it even if you lose the match afterwards.