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The King of Fighters '98 UMFE/Chin Gentsai
Introduction
Normal Moves
Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN
Close
- cl. A:
- cl. B:
- cl. C:
- cl. D:
Stand
- st. A:
- st. B:
- st. C:
- st. D:
Crouch
- cr. A:
- cr. B:
- cr. C:
- cr. D:
Jump
- j. A:
- j. B:
- j. C:
- j. D:
Blowback
- st. CD:
- j. CD:
Throws
Sake Slammer: b/f + C (close)
Reverse Leg Launcher: b/f + D (close)
Command Moves
Staggering Sake Gourd Attack : f + A
Went from being the worst command normal in Vanilla 98 to an amazing one. It moves him forward, hits overhead if done raw, it combos from heavy normals, and it's cancelable both if chained from and raw. Combine this with Chin's ability to stance cancel and it can be a crucial part of his pressure
Special Moves
Gourd Attack: qcb + A/C
To my knowledge, the A version is unchanged from how it was in Vanilla. A far reaching attack that deletes fireballs, good to cancel far C into just as a poke string. Not very safe to use against a cornered opponent though. The C version, however, was significantly buffed as a combo tool compared to Vanilla. The first hit keeps the opponent in place, and the second hit knocks down. Keep in mind that because the first hit of the C version has less reach than the A version, the first hit of the C version won't connect when you cancel far C into it at further ranges.
Fire Blast: qcf + A/C
A slow-ish upward sake spit. Deletes fireballs, knocks down, and can be crouched under. C version lasts longer than the A version. It's best use is as an anti air, but it's not the best for it on the account of the speed. Chin has better anti airs.
Burning Sake Belch: dp + A/C
Chin flails around like the old drunken geezer he is and smacks the opponent around as he travels in an arc. The A version works well as a reversal and as an anti air, while the C version gives Chin the ability to get really good damage and corner carry off of light normals without spending any meter. It combos from heavy normals up close too, but it may fall out at some ranges. Both versions are really unsafe, so don't just throw it out at random.
Rolling Punch: hcf + B/D
Chin rolls forward and then does a punch at the end of the roll, knocking the opponent down. The B version rolls a shorter distance than the D version, but it comes out faster. Neither version can be comboed into. During the forward roll, Chin will low profile attacks, meaning he can basically only be hit with lows and things that touch the ground, like Iori's fireball. A pretty great move for going under things like Daimon far C and Takuma's fireball. This move was also significantly improved in comparison to Vanilla 98, as the punch itself has significantly less recovery on block, and it can be canceled into Mochizuki Intoxicator (d, d + B/D) on block or hit.
Drunken Twister: d, d + A/C, (cancel with A+B+C+D)
>Butterfly Fishing: f + A/C
>Rolling Punch: f + B/D
Mochizuki Intoxicator: d, d + B/D, (move forward or backward), (cancel with A+B+C+D)
>Serpent Adversary: u + B
>Carp Can Can: u + D
>Rolling Punch: f + B/D
Special Moves
Invitation to the Furance: qcf, hcb + A/C
Thunder Blast: qcf, qcf + A/C
Super Sake Slammer: hcb, hcb + A/C (close, and press A or C repeatedly)
Stumbling Hermit Bombast: qcf, qcf + B/D
Combos
0 Stock
Low
- cr.B, st.B, dp+C
Anywhere
- (jump-in), cl.C, f+A, qcb+C
Very Close
- (jump-in), cl.C, f+A, dp+C
1 Stock
Low
- cr.B, st.B, qcfx2+C
- -Note: you can do this as cr.B, qcf+B, qcf+C for an easier cancel
Anywhere
- (jump-in), cl.C/cr.C, qcfx2+C
Corner
- (jump-in), cl.C, f+A, qcfx2+C
3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode
- In any 1 stock combo, replace qcfx2+C with qcfx2+AC
Cross-up
- (j.C cross-up), cl.C, f+A, qcf,hcb+AC