-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIII/Chin Gentsai: Difference between revisions
Line 422: | Line 422: | ||
h) hcf+B, df+B, qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n | h) hcf+B, df+B, qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n | ||
-After the first df.B, just goto neutral and press B | -After the first df.B, just goto neutral and press B |
Revision as of 09:48, 9 November 2010
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A: Standing forward poke, average range, fast, chains into s.A/d.B and is cancelable.
- Chain/Cancelable
- Hit Detection: High
- Damage: 25
st. B: 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.
- Cancelable
- Hit Detection: Low
- Damage: 30
far C: 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.
- Cancelable
- Hit Detection: High
- Damage: 80
far D: 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.
- Hit Detection: High
- Damage: 80
s.A/B: Same as their far versions.
cl. C: His combo starter of choice, double palm to the chest--comes out fast, cancelable, good priority, feels meaty.
- Cancelable
- Hit Detection: High
- Damage: 70
cl. D: Leans back drunkenly while kicking forward (very drunken fist like). Comes out slower, still cancels.
- Cancelable
- Hit Detection: High
- Damage: 80
Crouching
cr. A: Quick low hit, can still be blocked high, pretty standard, used in his BnB combos. Chains into d A, d B, st A, fast and is cancelable.
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B: Front sweep, slightly slower than his d 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.
- Chain/Cancelable
- Hit Detection: Low
- Damage: 30
cr. C: 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.
- Cancelable
- Hit Detection: High
- Damage: 70
cr. D: 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.
- Hit Detection: Low
- Damage: 80
Jumping
j. A: 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.
- Hit Detection: Mid
- Damage: 45(40)
j. B: Standard martial arts fly kick, comes out slower but stays out longer than any of his jump attacks. Decent range.
- Hit Detection: Mid
- Damage: 45(40)
j. C: Chin lies horizontally in the air, good solid j. C, great priority and crosses up well.
- Hit Detection: Mid
- Damage: 72(70)
j. D: Jumps and kicks backwards while facing backwards 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.
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
st. CD: 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 as much since it tends to miss a lot. Use his counter qcb + B/BD instead.
- Cancel-able
- Hit Detection: High
- Damage: 75
j.CD: 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.
- Cancelable
- Hit Detection: High
- Damage: 90(80)
Throw
Bangeki = b/f+C/D
- Chin grabs the opponent and does a double palm to the chest.
- Hit Detection: Close
- Damage: 100
Command Moves
Uronkochu = df+D
- Overhead flipkick. Comboable by itself, to 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 throw during this animation strangely, but it's all worth it because 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, d, dx + punch, punch , right after (can do 2-3 sets and canceled out of).
- Hit Detection: Mid
- Damage: 45
Kamae = far.D (hold)
- Goes into kick stance.
Nikiyaku = df + B. B
(EX) = df.BD
- Kyo-like kick 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.
- Cancelable
- Hit Detection: High
- Damage: 20+60/40x2
Special Moves
Chokaroh = d,d+K
- Chin hops into one foot. Pressing f and b makes him hop rapidly in that direction. You can hop or jump out of it (the jump is new to XIII) but you can not block. Can be free canceled into any special. Has multiple follow ups.
∟ Standing A (Press A during Chokaroh)
- Chain/Cancelable
- Hit Detection: High
- Damage: 25
∟ Nikiyaku (Press B during Chokaroh)
(EX) = df.BD
- Cancelable
- Hit Detection: High
- Damage: 20+60/40x2
∟ Getsugasosho aka Quickie Punch (Press C during Chokaroh)
- The follow up is two a quick hits with both hands. It can be free canceled into any special. EX version does 3 hits and draws the opponent near him and you can follow that up with a s.C (Perfect for HD activation)
(EX) = AC (after doing d x2+P)
- Cancelable
- Hit Detection: High
- Damage: 30+35/45x3
∟ Far D (Press D during Chokaroh)
∟ Chou Karou (Kaijou) = BD
- Cancels his stance (Press BD during Chokaroh)
Zanbantetsu = d,d+P
- Chin crosses his feet and squats down real low. Apparently, he has total upper body invincibility, even d As and jump attacks miss him. New to XIII, he can now throw an opponent by pushing forward C, but this does 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.
∟ Getsugasosho (Press A/C during Zanbantetsu)
(EX) = AC (after doing d x2+P)
- Cancelable
- Hit Detection: High
- Damage: 30+35/45x3
Suiho = qcb+P
- A quick hit to the face with the back of his fist. A version is quick, C version might be a little slower and used only for specific juggles. Deceivingly good range and recovery but not safe especially if done close. You can drive/super/Ex cancel out of it.
(EX) = qcb+AC
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/120
Ryu Sogeki = qcb+K
- 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. For the B counter, he'll do one cancelable s.D (note, if you don't cancel the s.D the opponent will have frame advantage) . The B counter counters all specials, and air attacks and even counters projectiles, it'll trigger the kick however neither party takes damage and the projectile passes thru. The D counter counters normals, 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 + A or C that can be free-cancelled into hcf + B or D. Follow ups for the D version counter AFAIK, is only df.B; the B version I believe you can do whatever you want (hcf B into df.B is recommended). The EX counter does 26% alone (not factoring canceling out of it and extra damage from drinking).
(EX) = qcb+BD
- Cancelable
- Hit Detection: Hit (High), Hit (High), Hit (Guard)
- Damage: 80/40/40+70x2+80
Drink = rdp+P
- Drink. Chin takes a swig from his gourd and he gets darker in color as his drink counter increases; the max you can drink is 5 drinks. Every drink Chin increases his offense damage by 10% however he also take more damage per drink. The damage increase opponents can do TO him is as follows: 105%->111%->117%->125%->to a final 133% more damage to Chin (vs Chin doing 150% to his opponents)
Kaitenteki Kutotsuken = hcf+K
- Chin rolls across the ground and ends in a backfast to the chest area. B doesn't go as far although D seems to startup quicker. This move radicalized Chin's gameplay from XII (which one 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 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.
- Cancelable
- Hit Detection: High
- Damage: 70/90/120
Desperation Moves
Tohkuhitenhoh = qcfx2+P
- 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 + B or C.
(EX) = qcfx2+AC -
- Max Cancel-able
- Hit Detection: High
- Damage: 30x8/20x16
Tetsuzankou = (Drunk) qcb hcf+P
- Chin turns around and slams his back into the opponent a la Xiang Fei. A version is quicker and combos off 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 Getsugasosho.
- Max Cancel-able
- Hit Detection: High
- Damage: 220/180
Neomax
Suisou Gouran Enbu = qcfx2+BD (also in air)
- Chin breathes fire out like 2k2UM. The player can control the direction of the flames. This move can be performed in the air.
- Hit Detection: High
- Damage: 14x27(14x24)
Combos
Chin has mainly one combo that has many different variations to it. They all revolve around his df.B and hcf+K. The key is to learn all of his combo starters and you'll see the pattern soon enough:
Starters
a) j.C/D / crossup C
b) s.C / far C
c) d.B, d.A/s.A
d) df.D overhead into Quickie Punch loops x1~3 (d x2+P.P)
e) Counters
f) df.B as an anti air
g) hcf+K for mid projectiles
h) Ex hcf+K for ground projectiles and low hits (Ex hcf+K has invincibility).
Middle
a) s.C, (Quickie Punch x1~2), df.B, qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n
b) df.B, qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n
c) df.B, qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n
d) df.B, qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n
e) (If B or Ex version then) hcf+B, df.B, qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n
f) qcb+A,[DC] hcf+K, df.BD, hcf B, df.B x n
g) df.B, qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n
h) hcf+B, df+B, qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n
-After the first df.B, just goto neutral and press B
Corner/Finisher
s.A/qcb+A/qcb~hcf+A (must drink first)/ Ex qcf x2+P DM
Note: Doing most of the combos mentioned, will yield you 80% of his stock guage!
If you're near the corner you can do a special variation:
-s.C, df.B, qcb A, [DC], hcf B, (earliest cancel as possible) df.BD, (hcf+B, df.B) x2, df.B, qcb A/DM
-(drink) df.D, Quickie Punch x1~3, qcb~hcf+C, (wire) qcb~hcf+A
-df+D, dx2+P.P, qcb~hcf+C, qcb+A, [DC] hcf+B, Ex df+BD, hcf+B, df+B, qcb~hcf+A 64% damage (3 stocks, 1 drive, 1 drink)
===HD===: -Chin's overhead does not cancel into BC for some annoying reason, so you're stuck with s.C, HD, s.C... -->
-Although I haven't tried, I suppose you can do d.B, d.A/d.B, d.BC (does s.C)... -->
-A little more challenging is s.C, Kick Stance.Far D, HD, s.C... --> The trick is to hold down, neutral C, down D (goes into Kick Stance), Neutral D. If done correctly he's s.C then far D for a 2 hit combo.
-You can also tack on the Far D after the Quickie Punches: df.D, Quickie Punches x1~3, Far D, HD, s.C... -->
-[b](EDIT)[/b]: You can do s.C, qcb+BC and it'll do his qcb C+HD. I suppose, but not confirmed, you can do qcb+BC off the Quickie Punches as well.
-Last one I know of, and I can't seem to do it at all is allegedly --> df.BD, dash roll cancel into HD (does s.C), empty cancel the "s.C" into qcb A...(done real fast as the s.C whiffs completely) -->
Double Ex starter
Thanks to the good ole Japanese BBS (http://jbbs.livedoor.jp/bbs/read.cgi/game/50324/1270390677/l50) a new set of Chin "starters" that setups Chin for some good juggles.
Starter a) s.C, HD, s.C, hcf BD, qcb AC, (hcf B, qcb C, [HDC] hcf D, df.B) x4, hcf B ~
1 - df.B ×2, qcb A [815]
2 - df.B, qcf x2 A [904]
3 - df.B ×3, qcf x2+AC [967]
4 - df.BD, hcf B, df.B ×4, qcf x2+AC [1001]
Starter b) df.D, d x2+P.P, hcf BD, qcb AC, (hcf B, qcb C, [DC] hcf D, df.B) ×2, hcf B ~
1 - [626]
2 - [717]
3 - [807]
4 - [818]
Starter c) qcb BD, hcf BD, qcb AC, (hcf B, qcb C, [DC] hcf D, df.B) ×2, hcf B ~
1, [723]
2, [812]
3, [875]
Here's a quick video of hcf BD, qcb AC, (hcf B, qcb C, [DC] hcf D, df.B) ×2, hcf B, df.BD, hcf B, df.B ×4, qcf x2+AC: http://www.youtube.com/watch?v=E-lg5g9bUhQ
So here's a HD combo:
-s.C, HD, s.C, qcb A, [HDC] hcf B, qcb A, [HDC] hcf D, (df.B, qcb C, hcf D) x2, df.B x2, qcb C, [HDC] hcf D, df.B x2, s.A, qcf x2+AC DM (without the DM is about 600, with the DM is about 800)
-[b](EDIT)[/b]: s.C, HD, s.C, qcb A, [HDC] hcf B, qcb A, [HDC] hcf D, (df.B, qcb C, hcf D) x3, df.B x5, qcf x2+AC DM ([b]789[/b]dmg, 36hits)
-[b](EDIT)[/b]: s.C, HD, s.C, (qcb A, [HDC] hcf D) x2, (df.B, qcb C, [HDC] hcf D) x2, df.B, qcf x2+P DM [6hits], [MC] qcf x2+BD, df.B, qcfx2+P DM ([b]929[/b]dmg, 5 stocks, if you drink it'll go over 1000).
Tips
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference