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


'''Throws'''
'''Throws'''
Line 23: Line 26:
:'''┗'''Nikikyaku (Follow Up) [Nikikyaku] [[image:b.gif]]
:'''┗'''Nikikyaku (Follow Up) [Nikikyaku] [[image:b.gif]]


Kaitenteki Kuutotsu Ken - [[image:hc.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
Kaitenteki Kuutotsu Ken - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')


Drinking - [[image:rdp.gif]] + [[image:a.gif]] / [[image:c.gif]] ('''*''')
Drinking - [[image:rdp.gif]] + [[image:a.gif]] / [[image:c.gif]] ('''*''')
'''Super Special Moves'''
Toukuu Hiten Hou - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] ('''!''')
Tetsuzankou - [[image:qcb.gif]] [[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] ('''!''')
'''Climax Super Special Moves'''
Gouran Ennhou - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]]


=Quick Combo Reference=
=Quick Combo Reference=
Line 69: Line 82:
'''Standing'''
'''Standing'''


Far A
* st. A: 5F/-1 Anti-hop, with short range and low hitbox. Cancellable. Whiff cancellable.


Far B
* st. B: 5F/+0 Anti-hop, hits higher than st.A (plainly better than st.A


Far C
* st. C: 6F/-2 Average range.Cancellable. Whiff Cancellable, which enables Chin to move his Suiho (counter special) hitbox forward.
 
* st. D: 9F/-7 Long range poke. Chin's ideal poke for Quick Max activation to attempt a one-bar confirm or start pressure. Can be super cancelled to qcf,qcf+P/PP/KK but using Quick Max is better. Does 80 damage instead of standard heavy 70 damage


Far D


'''Close'''
'''Close'''


Close A
* cl. A: 4F/+3 Cancellable. Chains to any light attack. Lots of frame advantage so starts pressure if this is the last hit of a confirm.


Close B
* cl. B: 4F/+1 Hits low. Cancellable.


Close C
* cl. C: 5F/-3 Cancellable heavy, good speed and average range. Can be used as pre-emptive anti-hop.
 
* cl. D: 5F/-8 Same as cl. C, but is more minus on block. May come out by accident when attempting far D or when whiffing a back throw.


Close D


'''Crouching'''
'''Crouching'''


Crouching A
* cr. A: 4F/-1 Cancellable. Whiff cancellable. Chains to any light attack.


Crouching B
* cr. B: 5F/-1 Low. Chains to any other light attack.


Crouching C
* cr. C: 6F/-3 Good anti-hop and anti-jump. Makes crouching opponents stand.
 
* cr. D: 10F/-14 Sweep, hits low. Cancellable. Does 80 damage instead of standard heavy 70 damage


Crouching D


'''Jumping'''
'''Jumping'''


Jump A
* j. A: 4F Fastest close range air to air.


Jump B
* j. B: 6F Fast, long reaching for air to air, and downward-pointed air to ground hitbox. Crosses up.


Jump C
* j. C: 6F Fast, short range air to air, and has good air to ground hitbox. Also crosses up well with wider backward hitbox than j. B.
 
* j. D: 8F Moderately fast, with more range than j. C.


Jump D


'''Blowback'''
'''Blowback'''


Stand CD
* st. CD: 13F/-3 Average range, and can hit some hops. Can be followed up well with hcf+D midscreen. If Chin's back is to the wall, hcf+D won't reach. Also, if opponent is cornered, the required follow-up should be progressively shorter-range and faster, such as hcf+B, qcb hcf+AC, qcb+A, and df+B~B. Can whiff cancel stand C to extend range as needed.


Jumping CD
* j. CD: 12F Great air to air hitbox, good air to ground hitbox, and good speed for what it does.


=Throws=
=Throws=


* (Throw description)
'''Hougeki''' - (b/f+C) close
 
* Chin double palm thrusts the opponents torso. The opponent lands 3/4th screen distance away from Chin.


* Soft knockdown


* (Throw description)
'''Gyaku Ashi Nage''' - (b/f+D) close
 
* Chin grabs the opponent around the waist using his legs then throws the opponent towards the corner of the screen.
 
* Soft knockdown


=Command Moves=
=Command Moves=


'''Uron Kouchuu''' -  (df+D)
* Overhead command normal; Chin does a forward somersault coming down with a kick
* Retains overhead property even if cancelled into
* Is fast enough to combo off of close C and close D.
* Causes hard knockdown, giving Chin lots of time to set up an ambiguous crossover
* Very punishable on block
* Can be “faked” if D is held (Chin will somersault without hitting with the overhead)


=Special Moves=
=Special Moves=


'''Notation Key'''
'''Suiho''' (high) - (qcb + B)
(*) = EX OK
 
* Counterattacks all attacks and projectiles that can be blocked with a standing guard (not projectiles or throws)
 
* Long recovery, but can special/super cancel the counterattack
 
* Moves back very quickly so opponent may not make contact with this move.
 
* Whiff cancelling into this from cr.A, st.A, or st.C may help rig positioning and/or timing to increase the likelihood that the opponent procs the counterattack.
 
* qcb+B counterattacks all mid and high attacks (not projectiles or throws)
 
* Long recovery, but can special/super cancel the counterattack
 
* Should be cancelled to Nikikyaku (df+B) whenever it connects.
 
:* If the opponent is high in the air or somewhat far away, Nikikyaku’s followup B should be used.
 
:* If the opponent is close enough after Nikikyaku, use Getsuga Chougeki (qcb+A)
 
:* If the opponent is far, use a hyper hop attack or Tetsuzankou (qcb,qcf+P/PP)
 
'''Suiho''' (low) - (qcb + D)
 
* Counterattacks all attacks and projectiles that can be blocked low
 
* If the opponent is close when Suiho (low) connects, Chin can follow up with Nikikyaku with follow-up (df+B~B); both hits will connect, and Chin will be able to juggle to Getsuga Chougeki (A ver.) as well.
 
* If the opponent is a bit far away when Suiho (low) connects, it should be cancelled into Getsuga Chougeki (A ver.).
 
* At a distance away, Nikikyaku will whiff when cancelled into from Suiho and Chin will eat a full punish as the opponent recovers from the counter.
 
Note: Safer approach is always cancel Suiho (low) into Getsuga Chougeki (A ver.) to remove the risk of whiffing Nikikyaku, not much damage loss.
 
'''EX:''' qcb+BD counters all physical attacks (not projectiles or throws)
 
'''Getsuga Chougeki''' - (qcb + A/C)
* A ver. Is faster
 
* Both versions deal the same amount of damage
 
* Super cancellable
 
* Drinking cancellable
 
* The longer startup of C ver. enables super cancels to Toukuu Hiten Hou (qcfqcf + P/PP)
 
'''EX:'''
 
'''Nikikyaku''' - (df + B)
:∟ Nikikyaku (Follow Up) - [ df + B ] + B
   
* Short-range low-priority anti-air attack
 
* Will beat empty jumps intended to beat counters.
 
* Full punishable on block
 
* Second hit whiffs crouchers
 
'''EX:''' Faster startup, can be followed up with regular Nikikyaku (with followup), then Getsuga Chougeki or reset. Combo filler, can be used after EX Kaitenteki Kuutotsu Ken or corner EX Getsuga Chougeki
 
Kaitenteki Kuutotsu Ken - (hcf + B/D)
* (description here)
* (description here)
* (description here)
 
'''EX:''' Crosses opponent up at close range. Juggles into other special moves. Has no invincibility.
 
'''Drinking''' - (rdp + A/C)
* Both A & C versions are the same
 
* Drinking raises Chin’s drink counter by 1 (+5% damage), to a maximum of 10 (+50% damage)
 
* If Chin is knocked down, Chin’s drink counter is reduced by 2 (resets do not trigger this)
 
* Drink counter returns to 0 whenever a round ends.
 
* Chin can special cancel Getsuga Chougeki (qcb+P) and Kaitenteki Kuutotsu Ken (hcf+K) into Drinking.
 
* Be cautious using this when the opponent is in a neutral/ready state, as faster characters can hit Chin before he recovers.


(!) = MAX OK
* Builds a bit of meter.


'''EX:''' (v.2.00) Raises Chin’s drink counter by 3 (+15% damage). The total recovery for this move is longer than for regular Drinking. Easier for opponents to punish than regular Drinking, so use this only when ending combos, or when you have a lot of distance between you and a slow opponent.


=Super Special Moves=
=Super Special Moves=


'''Toukuu Hiten Hou''' - (qcf, qcf + A/C)
* Antiair hitbox (but no invincibility)
* Goes over grounded fireballs
* Easier to time super cancels for this than with Tetsuzankou (super), but the damage is lower.
'''Max:'''Has startup invincibility, anti-air hitbox, Higher damage
'''Tetsuzankou''' - (qcb, hcf + A/C)
* (description here)
* (description here)
* (description here)
'''Max:'''


=Climax Super Special Moves=
=Climax Super Special Moves=


'''Gouran Ennhou''' - (qcf, qcf + BD) 
* (v.2.0) Startup invincible
* Projectile super, so it does not trigger special counters that only work on physical moves.
* roughly half-screen range, making it useful for stuffing moves and ranged whiff punishing.
* 396 damage
* Deals 80 chip damage


=Combos=
=Combos=
Line 141: Line 289:
==0 meter==
==0 meter==


* (place combo here) = (place damage amount here)
 
(place combo description here)
* cr.B st.A cr.B st.A xx qcb+A = 157dmg
Low confirm (close range)
 
* cr.B st.A xx qcb+A = 116dmg
Low confirm (far range)  
 
* cr.B st.A xx df+B~B, qcb+A = 178dmg
 
* cl.C xx df+B~B, qcb+A = 202dmg
Punish


==1 meter==
==1 meter==


* (place combo here) = (place damage amount here)
(1st position)
(place combo description here)
* cr.B st.A (confirm to <BC> Quick Max)
:* cl.C xx qcb+AC (initial followup)
::* df+BD, df+B~B, qcb+A (wall followup)
::* qcb+AC (⅓ screen from wall)
::* or qcb+A xx rdp+AC (⅓ screen from wall)
:::* Reduced damage and frame advantage, but +3 drink counter
::* C (whiff) xx qcb+AC (½ screen from wall)
::* C (whiff) or qcb+A xx rdp+AC (½ screen from wall)
:::* Reduced damage and frame advantage, but +3 drink counter
::* hcf+B xx rdp+AC (¾ screen from wall)
::* hcf+BD, qcb+A (anywhere further than ¾ screen from wall)
::* hcf+D xx rdp+AC (anywhere further than ¾ screen from wall)
:::* Reduced damage and frame advantage, but +3 drink counter
* cl.C or far D
:* Punish (or confirm) to <BC> Quick Max:
:* Same followups as above.
 
(2nd/3rd position)
* Same confirm/punish starter and initial followup:
::* hcf+BD, qcb+AC (anywhere further than ¾ screen from wall)
::* hcf+BD, qcb+A xx rdp+BD (anywhere further than ¾ screen from wall)
:::* Reduced damage and frame advantage, but +3 drink counter


==2 meters==
==2 meters==
Line 170: Line 348:


=Misc=
=Misc=
==Frame Data==
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=437357418 Chin KOFXIV Frama Data Link]


=Videos=
=Videos=
'''Chin Slow Motion Hitboxes'''
{{#ev:youtube|8WAnEt_y3rw}}


=External Links=
=External Links=


=Discussion Threads=


Discuss at [http://dreamcancel.com/forum/index.php?board=136.0 Dream Cancel]


{{Navbox XIV}}
{{Navbox XIV}}
[[Category:The King of Fighters XIV]]
[[Category:The King of Fighters XIV]]
[[Category:Chin Gentsai]]

Latest revision as of 19:39, 17 December 2019

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hougeki- close / +  

Gyaku Ashi Nage - close / +

Command Normals

Uron Kouchuu - +

Special Moves

Suiho - parry move, + / (*)

Getsuga Chougeki - + / (*)

Nikikyaku - + (*)

Nikikyaku (Follow Up) [Nikikyaku]

Kaitenteki Kuutotsu Ken - + / (*)

Drinking - + / (*)

Super Special Moves

Toukuu Hiten Hou - + / (!)

Tetsuzankou - + / (!)

Climax Super Special Moves

Gouran Ennhou - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: 5F/-1 Anti-hop, with short range and low hitbox. Cancellable. Whiff cancellable.
  • st. B: 5F/+0 Anti-hop, hits higher than st.A (plainly better than st.A
  • st. C: 6F/-2 Average range.Cancellable. Whiff Cancellable, which enables Chin to move his Suiho (counter special) hitbox forward.
  • st. D: 9F/-7 Long range poke. Chin's ideal poke for Quick Max activation to attempt a one-bar confirm or start pressure. Can be super cancelled to qcf,qcf+P/PP/KK but using Quick Max is better. Does 80 damage instead of standard heavy 70 damage


Close

  • cl. A: 4F/+3 Cancellable. Chains to any light attack. Lots of frame advantage so starts pressure if this is the last hit of a confirm.
  • cl. B: 4F/+1 Hits low. Cancellable.
  • cl. C: 5F/-3 Cancellable heavy, good speed and average range. Can be used as pre-emptive anti-hop.
  • cl. D: 5F/-8 Same as cl. C, but is more minus on block. May come out by accident when attempting far D or when whiffing a back throw.


Crouching

  • cr. A: 4F/-1 Cancellable. Whiff cancellable. Chains to any light attack.
  • cr. B: 5F/-1 Low. Chains to any other light attack.
  • cr. C: 6F/-3 Good anti-hop and anti-jump. Makes crouching opponents stand.
  • cr. D: 10F/-14 Sweep, hits low. Cancellable. Does 80 damage instead of standard heavy 70 damage


Jumping

  • j. A: 4F Fastest close range air to air.
  • j. B: 6F Fast, long reaching for air to air, and downward-pointed air to ground hitbox. Crosses up.
  • j. C: 6F Fast, short range air to air, and has good air to ground hitbox. Also crosses up well with wider backward hitbox than j. B.
  • j. D: 8F Moderately fast, with more range than j. C.


Blowback

  • st. CD: 13F/-3 Average range, and can hit some hops. Can be followed up well with hcf+D midscreen. If Chin's back is to the wall, hcf+D won't reach. Also, if opponent is cornered, the required follow-up should be progressively shorter-range and faster, such as hcf+B, qcb hcf+AC, qcb+A, and df+B~B. Can whiff cancel stand C to extend range as needed.
  • j. CD: 12F Great air to air hitbox, good air to ground hitbox, and good speed for what it does.

Throws

Hougeki - (b/f+C) close

  • Chin double palm thrusts the opponents torso. The opponent lands 3/4th screen distance away from Chin.
  • Soft knockdown

Gyaku Ashi Nage - (b/f+D) close

  • Chin grabs the opponent around the waist using his legs then throws the opponent towards the corner of the screen.
  • Soft knockdown

Command Moves

Uron Kouchuu - (df+D)

  • Overhead command normal; Chin does a forward somersault coming down with a kick
  • Retains overhead property even if cancelled into
  • Is fast enough to combo off of close C and close D.
  • Causes hard knockdown, giving Chin lots of time to set up an ambiguous crossover
  • Very punishable on block
  • Can be “faked” if D is held (Chin will somersault without hitting with the overhead)

Special Moves

Suiho (high) - (qcb + B)

  • Counterattacks all attacks and projectiles that can be blocked with a standing guard (not projectiles or throws)
  • Long recovery, but can special/super cancel the counterattack
  • Moves back very quickly so opponent may not make contact with this move.
  • Whiff cancelling into this from cr.A, st.A, or st.C may help rig positioning and/or timing to increase the likelihood that the opponent procs the counterattack.
  • qcb+B counterattacks all mid and high attacks (not projectiles or throws)
  • Long recovery, but can special/super cancel the counterattack
  • Should be cancelled to Nikikyaku (df+B) whenever it connects.
  • If the opponent is high in the air or somewhat far away, Nikikyaku’s followup B should be used.
  • If the opponent is close enough after Nikikyaku, use Getsuga Chougeki (qcb+A)
  • If the opponent is far, use a hyper hop attack or Tetsuzankou (qcb,qcf+P/PP)

Suiho (low) - (qcb + D)

  • Counterattacks all attacks and projectiles that can be blocked low
  • If the opponent is close when Suiho (low) connects, Chin can follow up with Nikikyaku with follow-up (df+B~B); both hits will connect, and Chin will be able to juggle to Getsuga Chougeki (A ver.) as well.
  • If the opponent is a bit far away when Suiho (low) connects, it should be cancelled into Getsuga Chougeki (A ver.).
  • At a distance away, Nikikyaku will whiff when cancelled into from Suiho and Chin will eat a full punish as the opponent recovers from the counter.

Note: Safer approach is always cancel Suiho (low) into Getsuga Chougeki (A ver.) to remove the risk of whiffing Nikikyaku, not much damage loss.

EX: qcb+BD counters all physical attacks (not projectiles or throws)

Getsuga Chougeki - (qcb + A/C)

  • A ver. Is faster
  • Both versions deal the same amount of damage
  • Super cancellable
  • Drinking cancellable
  • The longer startup of C ver. enables super cancels to Toukuu Hiten Hou (qcfqcf + P/PP)

EX:

Nikikyaku - (df + B)

∟ Nikikyaku (Follow Up) - [ df + B ] + B
  • Short-range low-priority anti-air attack
  • Will beat empty jumps intended to beat counters.
  • Full punishable on block
  • Second hit whiffs crouchers

EX: Faster startup, can be followed up with regular Nikikyaku (with followup), then Getsuga Chougeki or reset. Combo filler, can be used after EX Kaitenteki Kuutotsu Ken or corner EX Getsuga Chougeki

Kaitenteki Kuutotsu Ken - (hcf + B/D)

  • (description here)
  • (description here)
  • (description here)

EX: Crosses opponent up at close range. Juggles into other special moves. Has no invincibility.

Drinking - (rdp + A/C)

  • Both A & C versions are the same
  • Drinking raises Chin’s drink counter by 1 (+5% damage), to a maximum of 10 (+50% damage)
  • If Chin is knocked down, Chin’s drink counter is reduced by 2 (resets do not trigger this)
  • Drink counter returns to 0 whenever a round ends.
  • Chin can special cancel Getsuga Chougeki (qcb+P) and Kaitenteki Kuutotsu Ken (hcf+K) into Drinking.
  • Be cautious using this when the opponent is in a neutral/ready state, as faster characters can hit Chin before he recovers.
  • Builds a bit of meter.

EX: (v.2.00) Raises Chin’s drink counter by 3 (+15% damage). The total recovery for this move is longer than for regular Drinking. Easier for opponents to punish than regular Drinking, so use this only when ending combos, or when you have a lot of distance between you and a slow opponent.

Super Special Moves

Toukuu Hiten Hou - (qcf, qcf + A/C)

  • Antiair hitbox (but no invincibility)
  • Goes over grounded fireballs
  • Easier to time super cancels for this than with Tetsuzankou (super), but the damage is lower.

Max:Has startup invincibility, anti-air hitbox, Higher damage

Tetsuzankou - (qcb, hcf + A/C)

  • (description here)
  • (description here)
  • (description here)

Max:

Climax Super Special Moves

Gouran Ennhou - (qcf, qcf + BD)

  • (v.2.0) Startup invincible
  • Projectile super, so it does not trigger special counters that only work on physical moves.
  • roughly half-screen range, making it useful for stuffing moves and ranged whiff punishing.
  • 396 damage
  • Deals 80 chip damage

Combos

0 meter

  • cr.B st.A cr.B st.A xx qcb+A = 157dmg

Low confirm (close range)

  • cr.B st.A xx qcb+A = 116dmg

Low confirm (far range)

  • cr.B st.A xx df+B~B, qcb+A = 178dmg
  • cl.C xx df+B~B, qcb+A = 202dmg

Punish

1 meter

(1st position)

  • cr.B st.A (confirm to <BC> Quick Max)
  • cl.C xx qcb+AC (initial followup)
  • df+BD, df+B~B, qcb+A (wall followup)
  • qcb+AC (⅓ screen from wall)
  • or qcb+A xx rdp+AC (⅓ screen from wall)
  • Reduced damage and frame advantage, but +3 drink counter
  • C (whiff) xx qcb+AC (½ screen from wall)
  • C (whiff) or qcb+A xx rdp+AC (½ screen from wall)
  • Reduced damage and frame advantage, but +3 drink counter
  • hcf+B xx rdp+AC (¾ screen from wall)
  • hcf+BD, qcb+A (anywhere further than ¾ screen from wall)
  • hcf+D xx rdp+AC (anywhere further than ¾ screen from wall)
  • Reduced damage and frame advantage, but +3 drink counter
  • cl.C or far D
  • Punish (or confirm) to <BC> Quick Max:
  • Same followups as above.

(2nd/3rd position)

  • Same confirm/punish starter and initial followup:
  • hcf+BD, qcb+AC (anywhere further than ¾ screen from wall)
  • hcf+BD, qcb+A xx rdp+BD (anywhere further than ¾ screen from wall)
  • Reduced damage and frame advantage, but +3 drink counter

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Frame Data

Chin KOFXIV Frama Data Link

Videos

Chin Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina