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The King of Fighters XIII/Chin Gentsai: Difference between revisions

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-Strong HD combos
-Strong HD combos


-Good Option selects / mind games
-Good option selects / mind games


-Overhead that leads to damaging combos
-Overhead that leads to damaging combos

Revision as of 10:56, 9 November 2010


Gameplay Overview

Gameplay Notes

First of all, why Chin?  He's the only small character in XIII yet he doesn't have the typical advantages of being small which is annoying (In XII, he was small enough to duck certain moves without doing anything, such as Robert's forward A which now hits a standing Chin in XIII).  The purpose, is to annoy the hell out of people with the limited, but well thought-out moveset he has.  Although he mainly has one combo with many variations to it, he has many combo starters as mentioned in the combo section (Overhead, d.B combos, hcf+K, df.B as an anti air, counter and so forth). Master him and people will stop underestimating "just the gimmicky old guy".

Pros

-Great against mid-projectilers (or similar) like Andy, Ash, Ryo, Robert, Takuma, Mature, Elisabeth, King, Mai, Yuri, K', Athena, Kensou and Leona.

-Amazing Ex counter

-Strong HD combos

-Good option selects / mind games

-Overhead that leads to damaging combos

Cons

-Significantly weaker without drive cancels and stocks

-Hard to get in

-Even if you do, normals have short reach

-Floaty jump (which makes crossups easy to read / react to as well)

-Specials are mostly unsafe

-Neo Max not that effective at all

-Overhead cannot activate HD

-Overhead can be punished if blocked

-Lacks anti-air if you don't want to risk his counters

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.B / j.C / j.D / crossup C, s.C,

b) d.C / far C,

c) d.B, d.A / s.A,

d) (s.A), d.B, Quickie Punches (dwn x2+P.P),

e) df.D, into Quickie Punches x1~3,

f) df.D, Quickie Punches, Ex Quickie Punch, s.C,

g) hcf+K (for mid projectiles),

h) Ex hcf+K for ground projectiles and low hits (Ex hcf+K has invincibility), (not cancelled) hcf+B,

i) D Counter,

j) B counter, hcf B

k) df.B as an anti air


Middle

a~j) df.B, qcb+A, [DC] hcf+K, {df.BD, hcf B,} df.B x n


k) qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n


-After the first df.B, just goto neutral and press B)

-{df.BD, hcf+B,} can be repeated as many times as you have stocks


Corner/Finisher

-s.A

  • Great reset option, usually best ender unless you're going for the kill


-qcb+A/df.B.B

  • Both do the same damage


-qcb~hcf+A (must drink first)

  • Only worthwhile way to spend one stock for a DM


-Ex qcf x2+P DM

  • Good damage if you're not doing a long combo otherwise it suffers from damage scaling


Note: Doing most of the combos mentioned, will replenish approximately 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, hcf, df.BD, hcf B, df.B x n, s.A /qcb A / df.B.B / (Ex) DM


Drink DM combos

-(drink) df.D, Quickie Punches, qcb~hcf+C (wires), qcb~hcf+A (has to be the opposite direction)

-(drink) df+D, Quickie Punches, qcb~hcf+C (wires), qcb+A, [DC] hcf+B, Ex df+BD, hcf+B, df+B, qcb~hcf+A 64% damage (3 stocks, 1 drive, 1 drink)


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


HD

-Chin's overhead does not cancel into BC for some annoying reason, so you're stuck with s.C, HD, s.C... -->

  • Remember in XIII, if you press the BC activation slightly delayed (as the hit is about to retract) then it'll perform a s.C, otherwise if you press BC early (as the hit connects), it'll do an auto-dash which you can cancel yourself into a s.C

Starters

-s.C, HD, s.C-->

-d.B, d.A / s.A, (slight delay) BC--> will perform d.B, d.A / s.A, (HD) 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: Quickie Punches x1~3, Far D, HD, s.C-->

-Quickie Punches, Kick Stance, s.A x2, HD, s.C

-df.D, Quickie Punches, Ex Quickie Punches, s.C, HD, s.C

-You can do s.C, qcb+BC and it'll do his qcb C+HD.  


Varitations

-->qcb A, [HDC] hcf B, qcb A, [HDC] hcf D, (df.B, qcb C, hcf D) x3, df.B x5, qcf x2+AC DM (785dmg, 35hits) http://www.youtube.com/watch?v=zJZ-1UF_qWg

-->(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 (929dmg, 5 stocks, if you drink it'll go over 1000).


3 stock+HD+drink 100%

-j.D, s.C, qcb~hcf+BC, (qcb A, [HDC] hcf D) x2, (df.B, qcb C, hcf D) x3, df.B x5, qcf x2+AC DM (http://www.youtube.com/watch?v=GPrA1SboKgk)


Double Ex HD

-s.C, HD, s.C, Ex hcf K, Ex qcb P, (hcf B, qcb C, [HDC] hcf D, df.B) x4, hcf B, df.B x4, s.A ~816dmg

Tips

Miscellaneous

Character Sprite

File:Chin.gif

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

http://www.youtube.com/watch?v=5H73NEY7sfQ#t=5m3s