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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. Cancellable.
  • st. B 5F/+0
  • st. C 6F/-2 Average range. Cancellable.
  • st. D 9F/-7 Long range poke. Chin's ideal poke for attempting a Quick Max confirm or starting pressure.

Close

  • cl. A: 4F/+3 Cancellable.
  • cl. B: 4F/+1 Cancellable.
  • cl. C: 5F/-3 Standard cancellable heavy button, decent speed. Whiff cancellable, useful for cancelling into Suiho because Chin actually moves forward with the whiff cancelled cl.C.
  • cl. D: 5F/-8 Same as cl. C, but is more minus on block. May come out when you misgauge spacing to use far D.

Crouching

  • cr. A: 4F/-1
  • cr. B: 5F/-1
  • cr. C: 6F/-3 Decent priority for anti-hop and anti-jump. Makes crouching opponents stand.
  • cr. D: 10F/-14 Decent reaching sweep, and special cancellable.

Jumping

  • j. A
  • j. B: Fast, long reaching for air to air, and pointed downward for air to ground. Crosses up.
  • j. C: Average speed, short range. Crosses up with wider backward hitbox than j.B.
  • j. D

Blowback

  • st. CD: Average range, and can hit some hops. One-hit confirms to hcf+D at long range. At progressively closer ranges, confirms to hcf+B, qcbqcf+AC, qcb+A, and df+B~B. Can whiff cancel stand C to extend range as needed.
  • j. CD: Great air to air hitbox, and good air to ground hitbox, but somewhat slow.

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

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