The King of Fighters 2002 UM/Chin Gentsai

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Chin.jpg

Movelist

Kof02ummovelistchin2.png

Normals

Close

  • cl.A/B/C/D are cancel-able.
  • cl.A/B are chain-able
  • cl.B hits mid.
  • cl.C is good to use in combos to cancel into special moves or his f+A command norma.
  • cl.D hits twice. The first hit is a mid, but the second hit is an overhead and is special cancel-able. Both hits push Chin back a bit which can make certain cancelled special moves


Stand

  • Far A is a non-cancel-able jab that can be used as a close range poke
  • Far B is cancel-able
  • Far C has great range, and can easily cancel into his special moves and supers
  • Far D is a special cancel-able sobat kick that has lower body invincibility when active that can evade characters cr. B, slides and very low sweeps that graze the ground

Crouch

  • cr.A and cr.C are cancel-able. Crouching C is whiff cancel-able
  • Crouch A can be chained from cl.B.
  • Crouch B hits low, can chain into cl.B, and cr.A and is not cancel-able
  • Crouch C can be used as an anti-air because of it's vertical hitbox but lacks horizontal space
  • Crouch D knocks the opponent down, it is only cancel-able (if hit/blocked or whiff) into his rdp+K drink special move. It can also low profile evade mid-screen projectiles.


Jump

  • Jump B/C/D all cross up
  • Jump A can be used as an instant overhead on some crouching characters
  • Jump B as a hop can be used as an air-to-air to stop incoming hops. Can be low profiled if used as a jump or superjump.
  • Jump C hits twice and can be used as an instant overhead, and to start combos
  • Jump D has around the same horizontal range has jump B


Blowback Attack

  • Stand CD is whiff cancel-able
  • Jump CD is a short ranged kick that can be used from ground to air, or to apply pressure to a cornered opponent

Throws

Sake Slammer - (b/f + C)

  • Chin climbs on the opponent's neck, then squeezes the opponent. Chin lands near the opponent
  • Can be mashed out of
  • Hard knockdown


Reverse Leg Launcher - (b/f + D)

  • Chin throws the opponent towards the corner of the screen
  • Soft knockdown

Command Moves

Staggering Sake Gourd Attack - (f + A)

  • Chin turns around then falls on the ground
  • Hits overhead by itself, loses overhead property when cancelled into
  • Special cancel-able

Combo Advice: Can be cancelled from his standing strong punch normals as cl.C, f+A or crouching C, f+A into a special move.

Special Moves

Gourd Attack - (qcb + A/C)

  • Chin flings his gourd towards the opponent.
  • The light punch version (A) hits mid and doesn't knock down. The heavy punch version (C) has less horizontal distance than the light punch version but hits low and is a tech-able knockdown
  • Both versions can be easily combo Chin's standing and crouching heavy normals, except crouching heavy kick (D), and combo from his F+A command normal.
  • Poor recovery if whiff or Guard Cancel Rolled (GCAB) at the end of a combo
  • Both version inflict the same damage


Eight Hermit Blast - (qcb + B/D)

  • Chin swings his gourd around in front of him.
  • Has very slow start-up, no invincibility and bad recovery if whiffed or blocked
  • Does not push Chin back if blocked
  • Can reflect fireballs/projectiles
  • Can be used as an anticipatory anti-air
  • Can combo after his Rolling Punch hcf+K in the corner

Mochizuki Intoxicator - (d, d + B/D)

  • Chin lays down as if passed out
  • Chin will automatically use his "Back Warp Kick" & stand up after 2-3 real-time seconds
  • Chin can move left and right while laying on the ground
  • Shrinks Chin's hurtbox VERY low, very quickly when inputted.
  • Can evade attacks and projectiles that have high horizontal ranges, including characters crouching light punches, and jumping attacks. It can not evade projectiles that skim across the ground, crouching light kicks, sweeps, and throws (normal and command throws).


Serpent Adversary - (up + B)
  • Chin springs up quickly then flies towards the opponent in mid-air kicking them then lands back on his back
  • Chin travels around 3/4ths screen distance. Depending on distance when performed, this attack may fly over crouching opponents.
  • Can hit the opponent twice depending on distance
  • Can be used as an anticipatory anti-air or as a reversal (but doesn't have any invincibility)
  • Very unsafe if blocked or whiffed
  • Hits mid, not an overhead
  • Soft knockdown
Carp Can Can - (up + D)
  • Chin wakes up performing a cartwheel traveling away from the opponent around 1/2 screen distance
  • Can be used as an anticipatory anti-air
  • Shouldn't be used while Chin is in the corner, if blocked, he can be attacked while rolling away
Rolling Punch 1 - (f + B/D) requires 1 stock Gulp Sake
  • Chin rolls towards the opponent then punches them. The roll can evade mid-screen projectiles and some standing attacks
  • The light kick version travels half-screen distance towards the opponent, while the heavy kick version travels 3/4th screen distance

> Back Warp Kick - ABCD


Gulp Sake - rdp + A/C

> Rolling Punch 2 - hcf + B/D with more than 1 stock Gulp Sake

> Burning Sake Belch - dp + A/C with more than 1 stock Gulp Sake

  • Super cancellable

> Sake Fire Breath - qcf + A/C with more than 1 stock Gulp Sake

Customized Invitation to the Furnace - dp + B/D with more than 3 stocks Gulp Sake

  • B version is super cancellable and causes wire damage on counter hit

Desperation Moves

Sake Hermit Gulping - qcb x 2 + B/D

Thunder Blast - qcf x 2 + A/C

Invitation to the Furnace - qcf, hcb + A/C


Super Desperation Moves

Thunder Blast - qcf x 2 + AC


Hidden Super Desperation Move

Manipulate Flame Dance - qcf x 2 + BD


Discussion Threads

Discuss at Dream Cancel


Videos

Chin Master Class part 1

Chin Master Class part 2

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