The King of Fighters '98 UMFE/Chin Gentsai

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< The King of Fighters '98 UMFE
Revision as of 20:17, 12 October 2021 by Jaunty (talk | contribs) (adeded normals descriptions to Chins page)
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Kyo98umfechin.jpg

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Introduction

Changes from previous versions

98 to 98UM

Normals:

  • far D has 6 frames less startup
  • f+A can be cancelled when done raw
  • second and third hitbox of cr.C has been removed

Specials:

  • hcf+Ks recovery on the standalone and as a followup to his stances got reduced
  • hcf+K can now be canceled on hit or block into his dd+K stance
  • during his dd+K stance if you lie down long enough (about ticks on the timer) Chin will start regaining life until he stops laying down or the opponent hits him

Supers:

  • qcfx2+K added, otg move with long animation, if finished the whole way through the opponent loses 1 bar. Max version makes them lose all bars
  • hcbx2+P added, command grab super, mash to increase damage. Max version will immediately stun the opponent
  • qcf,hcb+P startup decreased, can now combo from lights

98UM to 98UMFE

Specials:

  • hcf+K B version is +3 on block, D version is +1 on block
  • qcb+C First hit doesn't push the opponent back anymore
  • dp+A got faster startup

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: Chainable. Cancelable
  • cl. B: Chainable. Cancelable
  • cl. C: His main heavy normal for combos. Has a lot of active frames so it's good for meatying. Cancelable
  • cl. D: two hitting normal. has long startup so it's hard to combo into. Has a good amount of low invul. Cancelable.

Stand

  • st. A: decent anti hop button and short ranged poke. has nice priority. Cancelable.
  • st. B: Good speed and good priority. Cancelable
  • st. C: decent poke. Cancelable on contact and on whiff.
  • st. D: nice priority. Has low invul while the kick is active.

Crouch

  • cr. A: good for light confirms. Chainable. Cancelable.
  • cr. B: hits low. good for light confirms. not very good on block so chain into cr.A to make it safer. Chainable. Not cancelable.
  • cr. C: decent anti air button. has a ton of recovery so always try and cancel/whiff cancel it. Cancelable on contact and on whiff.
  • cr. D: standard low sweep. Has a lot of recovery.

Jump

  • j. A: nice downwards hitbox. A good jumpin when you want something more reliable than j.C
  • j. B: good air to air normal.
  • j. C: a two hitting jumpin normal that's a core part of Chins mixup game.
  • j. D: good crossup button.

Blowback

  • st. CD: long startup but has a nice hitbox in front and a bit above chin. Cancelable on contact or whiff.
  • j. CD: decent for blockstun pressure and as a crossup.

Throws

Sake Slammer: b/f + C (close)

  • hold throw, not techable. Chin climbs up on the opponent and forces them to drink. Can be mashed out of to reduce the damage. Leaves the opponent lying in front of Chin with a hard knockdown.

Reverse Leg Launcher: b/f + D (close)

  • Regular throw, techable. Chin flings the opponent behind him to the other end of the screen causing a soft knockdown.

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

Strategy & Tips

Videos

King of Fighters 98 UM FE: Chin Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro