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The King of Fighters XIV/Chin Gentsai
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
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
Suiho (high) - (qcb + B)
- Counterattacks all attacks and projectiles that can be blocked with a standing guard (not projectiles or throws)
- Long recovery, but can special/super cancel the counterattack
- Moves back very quickly so opponent may not make contact with this move.
- Whiff cancelling into this from cr.A, st.A, or st.C may help rig positioning and/or timing to increase the likelihood that the opponent procs the counterattack.
- qcb+B counterattacks all mid and high attacks (not projectiles or throws)
- Long recovery, but can special/super cancel the counterattack
- Should be cancelled to Nikikyaku (df+B) whenever it connects.
- If the opponent is high in the air or somewhat far away, Nikikyaku’s followup B should be used.
- If the opponent is close enough after Nikikyaku, use Getsuga Chougeki (qcb+A)
- If the opponent is far, use a hyper hop attack or Tetsuzankou (qcb,qcf+P/PP)
Suiho (low) - (qcb + D)
- Counterattacks all attacks and projectiles that can be blocked low
- If the opponent is close when Suiho (low) connects, Chin can follow up with Nikikyaku with follow-up (df+B~B); both hits will connect, and Chin will be able to juggle to Getsuga Chougeki (A ver.) as well.
- If the opponent is a bit far away when Suiho (low) connects, it should be cancelled into Getsuga Chougeki (A ver.).
- At a distance away, Nikikyaku will whiff when cancelled into from Suiho and Chin will eat a full punish as the opponent recovers from the counter.
Note: Safer approach is always cancel Suiho (low) into Getsuga Chougeki (A ver.) to remove the risk of whiffing Nikikyaku, not much damage loss.
EX: qcb+BD counters all physical attacks (not projectiles or throws)
Getsuga Chougeki - (qcb + A/C)
- A ver. Is faster
- Both versions deal the same amount of damage
- Super cancellable
- Drinking cancellable
- The longer startup of C ver. enables super cancels to Toukuu Hiten Hou (qcfqcf + P/PP)
EX:
Nikikyaku - (df + B)
- ∟ Nikikyaku (Follow Up) - [ df + B ] + B
- Short-range low-priority anti-air attack
- Will beat empty jumps intended to beat counters.
- Full punishable on block
- Second hit whiffs crouchers
EX: Faster startup, can be followed up with regular Nikikyaku (with followup), then Getsuga Chougeki or reset. Combo filler, can be used after EX Kaitenteki Kuutotsu Ken or corner EX Getsuga Chougeki
Kaitenteki Kuutotsu Ken - (hcf + B/D)
- (description here)
- (description here)
- (description here)
EX: Crosses opponent up at close range. Juggles into other special moves. Has no invincibility.
Drinking - (rdp + A/C)
- Both A & C versions are the same
- Drinking raises Chin’s drink counter by 1 (+5% damage), to a maximum of 10 (+50% damage)
- If Chin is knocked down, Chin’s drink counter is reduced by 2 (resets do not trigger this)
- Drink counter returns to 0 whenever a round ends.
- Chin can special cancel Getsuga Chougeki (qcb+P) and Kaitenteki Kuutotsu Ken (hcf+K) into Drinking.
- Be cautious using this when the opponent is in a neutral/ready state, as faster characters can hit Chin before he recovers.
- Builds a bit of meter.
EX: (v.2.00) Raises Chin’s drink counter by 3 (+15% damage). The total recovery for this move is longer than for regular Drinking. Easier for opponents to punish than regular Drinking, so use this only when ending combos, or when you have a lot of distance between you and a slow opponent.
Super Special Moves
Toukuu Hiten Hou - (qcf, qcf + A/C)
- Antiair hitbox (but no invincibility)
- Goes over grounded fireballs
- Easier to time super cancels for this than with Tetsuzankou (super), but the damage is lower.
Max:Has startup invincibility, anti-air hitbox, Higher damage
Tetsuzankou - (qcb, hcf + A/C)
- (description here)
- (description here)
- (description here)
Max:
Climax Super Special Moves
Gouran Ennhou - (qcf, qcf + BD)
- (v.2.0) Startup invincible
- Projectile super, so it does not trigger special counters that only work on physical moves.
- roughly half-screen range, making it useful for stuffing moves and ranged whiff punishing.
- 396 damage
- Deals 80 chip damage
Combos
0 meter
- cr.B st.A cr.B st.A xx qcb+A = 157dmg
Low confirm (close range)
- cr.B st.A xx qcb+A = 116dmg
Low confirm (far range)
- cr.B st.A xx df+B~B, qcb+A = 178dmg
- cl.C xx df+B~B, qcb+A = 202dmg
Punish
1 meter
(1st position)
- cr.B st.A (confirm to <BC> Quick Max)
- cl.C xx qcb+AC (initial followup)
- df+BD, df+B~B, qcb+A (wall followup)
- qcb+AC (⅓ screen from wall)
- or qcb+A xx rdp+AC (⅓ screen from wall)
- Reduced damage and frame advantage, but +3 drink counter
- C (whiff) xx qcb+AC (½ screen from wall)
- C (whiff) or qcb+A xx rdp+AC (½ screen from wall)
- Reduced damage and frame advantage, but +3 drink counter
- hcf+B xx rdp+AC (¾ screen from wall)
- hcf+BD, qcb+A (anywhere further than ¾ screen from wall)
- hcf+D xx rdp+AC (anywhere further than ¾ screen from wall)
- Reduced damage and frame advantage, but +3 drink counter
- cl.C or far D
- Punish (or confirm) to <BC> Quick Max:
- Same followups as above.
(2nd/3rd position)
- Same confirm/punish starter and initial followup:
- hcf+BD, qcb+AC (anywhere further than ¾ screen from wall)
- hcf+BD, qcb+A xx rdp+BD (anywhere further than ¾ screen from wall)
- Reduced damage and frame advantage, but +3 drink counter
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
Frame Data
Videos
Chin Slow Motion Hitboxes
External Links
Discussion Threads
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