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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 + A/C (adds a drink)
'''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

Discuss at Dream Cancel


Videos

Chin Master Class part 1

Chin Master Class part 2

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