-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters 2002 UM/Chin Gentsai: Difference between revisions
Line 108: | Line 108: | ||
* Can evade attacks and projectiles that have high horizontal ranges, including characters crouching light punches, and jumping attacks. It can not evade projectiles that skim across the ground, crouching light kicks, sweeps, and throws (normal and command throws). | * Can evade attacks and projectiles that have high horizontal ranges, including characters crouching light punches, and jumping attacks. It can not evade projectiles that skim across the ground, crouching light kicks, sweeps, and throws (normal and command throws). | ||
:: '''Serpent Adversary''' - (up + B) | :: '''Serpent Adversary''' - (up + B) | ||
Line 139: | Line 138: | ||
::* The light kick version travels half-screen distance towards the opponent, while the heavy kick version travels 3/4th screen distance | ::* The light kick version travels half-screen distance towards the opponent, while the heavy kick version travels 3/4th screen distance | ||
::* Unsafe if blocked but Chin is pushed back away from the opponent which makes the punch hard to punish. | |||
::* Can combo into his '''Eight Hermit Blast''' in the corner | |||
::* Super Cancel-able | |||
:: '''Back Warp Kick''' - (A+B+C+D) | |||
::* Chin wakes up to kick the opponent. He stays stationary and doesn't move when he kicks the opponent. | |||
::* Very fast start up, and very hard to punish if blocked. | |||
::* Good to use as anti-air or as a reversal to use immediately after evading an opponent's attack up close | |||
::* Good to use if you want to get up immediately if you want to exit the stance quickly | |||
Revision as of 20:45, 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
- Chin will automatically use his "Back Warp Kick" & stand up after 2-3 real-time seconds
- Chin can move left and right while laying on the ground
- 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, and jumping attacks. It can not evade projectiles that skim across the ground, crouching light kicks, sweeps, and throws (normal and command throws).
- Serpent Adversary - (up + B)
- Chin springs up quickly then flies towards the opponent in mid-air kicking them then lands back on his back
- Serpent Adversary - (up + B)
- Chin travels around 3/4ths screen distance. Depending on distance when performed, this attack may fly over crouching opponents.
- Can hit the opponent twice depending on distance
- Can be used as an anticipatory anti-air or as a reversal (but doesn't have any invincibility)
- Very unsafe if blocked or whiffed
- Hits mid, not an overhead
- Soft knockdown
- Carp Can Can - (up + D)
- Chin wakes up performing a cartwheel traveling away from the opponent around 1/2 screen distance
- Can be used as an anticipatory anti-air
- Shouldn't be used while Chin is in the corner, if blocked, he can be attacked while rolling away
- Rolling Punch 1 - (f + B/D) requires 1 stock Gulp Sake
- Chin rolls towards the opponent then punches them. The roll can evade mid-screen projectiles and some standing attacks
- The light kick version travels half-screen distance towards the opponent, while the heavy kick version travels 3/4th screen distance
- Unsafe if blocked but Chin is pushed back away from the opponent which makes the punch hard to punish.
- Can combo into his Eight Hermit Blast in the corner
- Super Cancel-able
- Back Warp Kick - (A+B+C+D)
- Chin wakes up to kick the opponent. He stays stationary and doesn't move when he kicks the opponent.
- Very fast start up, and very hard to punish if blocked.
- Good to use as anti-air or as a reversal to use immediately after evading an opponent's attack up close
- Good to use if you want to get up immediately if you want to exit the stance quickly
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