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The King of Fighters 2002 UM/Chin Gentsai: Difference between revisions
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* Can combo after his '''Rolling Punch''' hcf+K in the corner | * Can combo after his '''Rolling Punch''' hcf+K in the corner | ||
Mochizuki Intoxicator - d, d + | '''Mochizuki Intoxicator''' - (d, d + B/D) | ||
* Chin lays down as if passed out | * Chin lays down as if passed out | ||
* Shrinks Chin's hurtbox VERY low, very quickly when inputted. | |||
* Can evade attacks and projectiles that have high horizontal ranges, including characters crouching light punches | |||
> Serpent Adversary - u + B | > Serpent Adversary - u + B |
Revision as of 19:32, 29 December 2015
Movelist
Normals
Close
- cl.A/B/C/D are cancel-able.
- cl.A/B are chain-able
- cl.B hits mid.
- cl.C is good to use in combos to cancel into special moves or his f+A command norma.
- cl.D hits twice. The first hit is a mid, but the second hit is an overhead and is special cancel-able. Both hits push Chin back a bit which can make certain cancelled special moves
Stand
- Far A is a non-cancel-able jab that can be used as a close range poke
- Far B is cancel-able
- Far C has great range, and can easily cancel into his special moves and supers
- Far D is a special cancel-able sobat kick that has lower body invincibility when active that can evade characters cr. B, slides and very low sweeps that graze the ground
Crouch
- cr.A and cr.C are cancel-able. Crouching C is whiff cancel-able
- Crouch A can be chained from cl.B.
- Crouch B hits low, can chain into cl.B, and cr.A and is not cancel-able
- Crouch C can be used as an anti-air because of it's vertical hitbox but lacks horizontal space
- Crouch D knocks the opponent down, it is only cancel-able (if hit/blocked or whiff) into his rdp+K drink special move. It can also low profile evade mid-screen projectiles.
Jump
- Jump B/C/D all cross up
- Jump A can be used as an instant overhead on some crouching characters
- Jump B as a hop can be used as an air-to-air to stop incoming hops. Can be low profiled if used as a jump or superjump.
- Jump C hits twice and can be used as an instant overhead, and to start combos
- Jump D has around the same horizontal range has jump B
Blowback Attack
- Stand CD is whiff cancel-able
- Jump CD is a short ranged kick that can be used from ground to air, or to apply pressure to a cornered opponent
Throws
Sake Slammer - (b/f + C)
- Chin climbs on the opponent's neck, then squeezes the opponent. Chin lands near the opponent
- Can be mashed out of
- Hard knockdown
Reverse Leg Launcher - (b/f + D)
- Chin throws the opponent towards the corner of the screen
- Soft knockdown
Command Moves
Staggering Sake Gourd Attack - (f + A)
- Chin turns around then falls on the ground
- Hits overhead by itself, loses overhead property when cancelled into
- Special cancel-able
Combo Advice: Can be cancelled from his standing strong punch normals as cl.C, f+A or crouching C, f+A into a special move.
Special Moves
Gourd Attack - (qcb + A/C)
- Chin flings his gourd towards the opponent.
- The light punch version (A) hits mid and doesn't knock down. The heavy punch version (C) has less horizontal distance than the light punch version but hits low and is a tech-able knockdown
- Both versions can be easily combo Chin's standing and crouching heavy normals, except crouching heavy kick (D), and combo from his F+A command normal.
- Poor recovery if whiff or Guard Cancel Rolled (GCAB) at the end of a combo
- Both version inflict the same damage
Eight Hermit Blast - (qcb + B/D)
- Chin swings his gourd around in front of him.
- Has very slow start-up, no invincibility and bad recovery if whiffed or blocked
- Does not push Chin back if blocked
- Can reflect fireballs/projectiles
- Can be used as an anticipatory anti-air
- Can combo after his Rolling Punch hcf+K in the corner
Mochizuki Intoxicator - (d, d + B/D)
- Chin lays down as if passed out
- Shrinks Chin's hurtbox VERY low, very quickly when inputted.
- Can evade attacks and projectiles that have high horizontal ranges, including characters crouching light punches
> Serpent Adversary - u + B
> Carp Can Can - u + D
> Rolling Punch 1 - f + A/C (requires 1 stock Gulp Sake)
> Back Warp Kick - ABCD
Gulp Sake - rdp + A/C
> Rolling Punch 2 - hcf + B/D with more than 1 stock Gulp Sake
> Burning Sake Belch - dp + A/C with more than 1 stock Gulp Sake
- Super cancellable
> Sake Fire Breath - qcf + A/C with more than 1 stock Gulp Sake
Customized Invitation to the Furnace - dp + B/D with more than 3 stocks Gulp Sake
- B version is super cancellable and causes wire damage on counter hit
Desperation Moves
Sake Hermit Gulping - qcb x 2 + B/D
Thunder Blast - qcf x 2 + A/C
Invitation to the Furnace - qcf, hcb + A/C
Super Desperation Moves
Thunder Blast - qcf x 2 + AC
Hidden Super Desperation Move
Manipulate Flame Dance - qcf x 2 + BD
Discussion Threads
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