-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIV/Chin Gentsai: Difference between revisions
Line 92: | Line 92: | ||
'''Close''' | '''Close''' | ||
* cl. A: 4F/+3 Cancellable. | * cl. A: 4F/+3 Cancellable. Chains to any light attack. | ||
* cl. B: 4F/+1 Cancellable. | * cl. B: 4F/+1 Cancellable. Chains to any light attack. | ||
* cl. C: 5F/-3 Standard cancellable heavy button, decent speed. Whiff cancellable, useful for cancelling into Suiho because Chin actually moves forward with the whiff cancelled cl.C. | * cl. C: 5F/-3 Standard cancellable heavy button, decent speed. Whiff cancellable, useful for cancelling into Suiho (counter) because Chin actually moves forward with the whiff cancelled cl. C. | ||
* cl. D: 5F/-8 Same as cl. C, but is more minus on block. May come out when you misgauge spacing to use far D. | * cl. D: 5F/-8 Same as cl. C, but is more minus on block. May come out when you misgauge spacing to use far D. | ||
Line 102: | Line 102: | ||
'''Crouching''' | '''Crouching''' | ||
* cr. A: 4F/-1 | * cr. A: 4F/-1 Cancellable. Chains to any light attack. | ||
* cr. B: 5F/-1 | * cr. B: 5F/-1 Low. Chains to any other light attack. | ||
* cr. C: 6F/-3 Decent priority for anti-hop and anti-jump. Makes crouching opponents stand. | * cr. C: 6F/-3 Decent priority for anti-hop and anti-jump. Makes crouching opponents stand. | ||
* cr. D: 10F/-14 | * cr. D: 10F/-14 Average sweep, hits low. Cancellable. | ||
'''Jumping''' | '''Jumping''' | ||
* j. A | * j. A: 4F Fastest close range air to air. | ||
* j. B: Fast, long reaching for air to air, and pointed | * j. B: 6F Fast, long reaching for air to air, and downward-pointed air to ground hitbox. Crosses up. | ||
* j. 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 | * j. D: 8F Moderately fast, with more range than j. C. | ||
'''Blowback''' | '''Blowback''' | ||
* st. CD: Average range, and can hit some hops. | * 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, qcbqcf+AC, qcb+A, and df+B~B. Can whiff cancel stand C to extend range as needed. | ||
* j. CD: Great air to air hitbox, | * j. CD: 12F Great air to air hitbox, good air to ground hitbox, and good speed for what it does. | ||
=Throws= | =Throws= |
Revision as of 13:25, 21 July 2017
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Kaitenteki Kuutotsu Ken - + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A 5F/+1 Anti-hop. Cancellable.
- st. B 5F/+0
- st. C 6F/-2 Average range. Cancellable.
- st. D 9F/-7 Long range poke. Chin's ideal poke for attempting a Quick Max confirm or starting pressure.
Close
- cl. A: 4F/+3 Cancellable. Chains to any light attack.
- cl. B: 4F/+1 Cancellable. Chains to any light attack.
- cl. C: 5F/-3 Standard cancellable heavy button, decent speed. Whiff cancellable, useful for cancelling into Suiho (counter) because Chin actually moves forward with the whiff cancelled cl. C.
- cl. D: 5F/-8 Same as cl. C, but is more minus on block. May come out when you misgauge spacing to use far D.
Crouching
- cr. A: 4F/-1 Cancellable. Chains to any light attack.
- cr. B: 5F/-1 Low. Chains to any other light attack.
- cr. C: 6F/-3 Decent priority for anti-hop and anti-jump. Makes crouching opponents stand.
- cr. D: 10F/-14 Average sweep, hits low. Cancellable.
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, qcbqcf+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
- (Throw description)
- (Throw description)
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
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
Videos
External Links
Discussion Threads
Discuss at Dream Cancel