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The King of Fighters XIV/Chin Gentsai: Difference between revisions
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* j. D: 8F Moderately fast, with more range than j. C. | * j. D: 8F Moderately fast, with more range than j. C. | ||
'''Blowback''' | '''Blowback''' |
Revision as of 02:23, 21 September 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, with short range and low hitbox. Cancellable. Whiff cancellable.
- st. B: 5F/+0 Anti-hop, hits higher than st.A (plainly better than st.A
- st. C: 6F/-2 Average range.Cancellable. Whiff Cancellable, which enables Chin to move his Suiho (counter special) hitbox forward.
- st. D: 9F/-7 Long range poke. Chin's ideal poke for Quick Max activation to attempt a one-bar confirm or start pressure. Can be super cancelled to qcf,qcf+P/PP/KK but using Quick Max is better. Does 80 damage instead of standard heavy 70 damage
Close
- cl. A: 4F/+3 Cancellable. Chains to any light attack. Lots of frame advantage so starts pressure if this is the last hit of a confirm.
- cl. B: 4F/+1 Hits low. Cancellable.
- cl. C: 5F/-3 Cancellable heavy, good speed and average range. Can be used as pre-emptive anti-hop.
- cl. D: 5F/-8 Same as cl. C, but is more minus on block. May come out by accident when attempting far D or when whiffing a back throw.
Crouching
- cr. A: 4F/-1 Cancellable. Whiff cancellable. Chains to any light attack.
- cr. B: 5F/-1 Low. Chains to any other light attack.
- cr. C: 6F/-3 Good anti-hop and anti-jump. Makes crouching opponents stand.
- cr. D: 10F/-14 Sweep, hits low. Cancellable. Does 80 damage instead of standard heavy 70 damage
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, qcb hcf+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
Chin Slow Motion Hitboxes
External Links
Discussion Threads
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