Had a quick look, here's some little stuff (sorry if its in there and I missed/misread it) you may or may not want to add/edit/consider:
- The move description for the drinking at the top of the page still has the arcade info (mentions decrease in defense for every drink taken).
- The Non-Drive combo section has a DC combo under 1 bar.
- May want to stress ducking as a very viable anti-air and defense tool. Its not even funny how many things you can duck under and punish, from normals to jumpins and specials. Even if they start jumping in deep or whatever you are still at an advantage since you can just go straight into a counter, or escape via HCF+K.
- HCF+D should be pointed to as the anti-mid fireball one. The B version isn't consistent, haven't tried it against all characters but it doesn't go under Athena's fireballs for sure.
- Wouldn't say low fireballs are a big problem for him, thanks to B counter and kick stance hopping. With kick stance hopping you don't even have to give up position to avoid fireballs since you can just hop into the corner and still avoid the fireball.
- Df+B is anti-low mashers. I noticed this during a match by mistake and went into practice to test. Set Iori to mash cr.Bs and Df+B beat them clean every time.
- Mention the respectable amount of invincibility on EX QCB+P and it being Chin's best, and very safe, "get-off me" move. It also leaves the opponent in a free juggle state if done in the corner.
- B counter being free cancleable into anything after a fireball counter.
- The crazy amount of invincibility on QCB HCF+C super.
- In your analysis you mention Chin as having average damage output at best, I would have to disagree. His combos do too much damage for that to be true, especially for the amount of meter they use.
Thanks for the frame data, yeah I think I'm gonna start/stop abusing certain moves lol.
This is precisely the type of list I needed, I'll go fix the changes
-First one I can't fix, I think Nilcam or Des point it up there so they have to fix it.
-Removed the drive cancel combo, thanks!
-I actually do use that d x2+P as an anti air but the timing of it is pretty strict, the opponent has to land a non-deep hit--Don't forget low hits (certain jump attacks) still can hit him when he's in the crouching stance. Usually, I just cancel into B counter unless I'm 100% certain I can duck it. I'll add it in.
-I just tested it out. I can't believe after 22 months of playing Chin, I never realized I've been using the hcf D everytime I go under fireballs, it must be a distance kinda thing and I never try for it when I'm close. I cannot recall getting hit by it ever (doing hcf B) under a fireball--but you're right, for Athena's Psycho Ball at least, only the D version goes thru (and Ex of course). Strange.
-It's true, df.B is invulnerable to lows but you're pretty vulnerable if they do block it and most ppl's d.Bs don't stay out there forever--have to be spamming it forever to get hit. Also the df.B is now -3 vs -2 like console (meaning, Ryo's d.C, Andy's s.C, Iori's s.C, and Kyo's s.C can punish you. Not to mention you can be normal thrown at that distance by everyone.
-Same holds true for his kick stance, d x2+K, it's invulnerable to low fireballs but maybe because Reynald's just Reynald but once I hop over one or even ground fireballs, he'll dash in for some sort of punish and that's when I have to start guessing. Also, just being in that state is kinda vulnerable for obvious reason. I can't count how many times I wanted to cancel into hcf K from that stance I back step instead when I'm doing the back motion and thus eat a fireball or worse, a DM. Just use it cautiously.
-Agreed, I cannot overstate how good his Ex qcb+P is. Full invincibility, can be drivecanceled for a longer combo, and it's -1 on block. Just don't get too spam happy otherwise a vertical jump can punish it easily as well.
-What do you mean about the B counter, it's been free cancelable into anything even if it's not a fireball. So is the D counter. The only thing that's changed it seems like you cannot keep canceling your cancel into qcb B--in the arcade you could deal with Joe's Ex hcf+P but just canceling qcb B into another qcb B etc.
-qcb~hcf C has a lot of invincibility but it's also super slow with 18 frames of startup minus the freeze time. I have yet to successfully use it as a reversal on wake up but I guess I'll keep trying.
-Regarding the damage output, I wrote it a long time ago. Since then, I'll revise it and say he does above average.
I'll make the changes in a bit.