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The King of Fighters XIV/Chin Gentsai

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hougeki- close / +  

Gyaku Ashi Nage - close / +

Command Normals

Uron Kouchuu - +

Special Moves

Suiho - parry move, + / (*)

Getsuga Chougeki - + / (*)

Nikikyaku - + (*)

Nikikyaku (Follow Up) [Nikikyaku]

Kaitenteki Kuutotsu Ken - + / (*)

Drinking - + / (*)

Super Special Moves

Toukuu Hiten Hou - + / (!)

Tetsuzankou - + / (!)

Climax Super Special Moves

Gouran Ennhou - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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

Hougeki - (b/f+C) close

  • Chin double palm thrusts the opponents torso. The opponent lands 3/4th screen distance away from Chin.
  • Soft knockdown

Gyaku Ashi Nage - (b/f+D) close

  • Chin grabs the opponent around the waist using his legs then throws the opponent towards the corner of the screen.
  • Soft knockdown

Command Moves

Uron Kouchuu - (df+D)

  • Overhead command normal; Chin does a forward somersault coming down with a kick
  • Retains overhead property even if cancelled into
  • Is fast enough to combo off of close C and close D.
  • Causes hard knockdown, giving Chin lots of time to set up an ambiguous crossover
  • Very punishable on block
  • Can be “faked” if D is held (Chin will somersault without hitting with the overhead)

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

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina