Difference between revisions of "The King of Fighters XIII/Chin Gentsai"

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==Throw==
==Throw==




==Command Moves==
==Command Moves==
'''df + D = Uronkochu'''
'''df + D = Uronkochu'''
Overhead flipkick.  Comboable by itself, to slow to combo into unless maybe off a counter (in XII it was possible off a counter) to count as a combo.  If you press and hold the D it cancels, or if you tap D again it cancels.  You cn be throw during this animation strangely, but it's all worth it because this is one of his key combo starters.  Automatically puts you into his kick stance if you don't do anything, but most of the time press punch and it'll do his quickie punches, d, dx + punch, punch , right after (can do 2-3 sets and canceled out of).
'''f. D (hold)'''
Goes into kick stance.




'''df + B. B = Nikiyaku (EX)'''
'''df + B. B = Nikiyaku (EX)'''
Kyo-like kick diagonally upwards, you can press B again during the first kick to kick again.  Landing automatically puts you into the kick stance, you can cancel the landing frames into anything. Must anticipate early on if you want to use df B as an anti-air, but do not use if they they are nearly above you. Cancel the landing frames into another df B or qcb + A.




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'''qcb + A/C = Suiho (EX)'''
'''qcb + A/C = Suiho (EX)'''
A quick hit to the face with the back of his fist. A version is quick, C version might be a little slower (I only use A version). Deceivingly good range and recovery but not safe if done real close. You can drive/super/Ex cancel out of it.




'''qcb + B/D = Ryu Sogeki (EX)'''
'''qcb + B/D = Ryu Sogeki (EX)'''
Chin walks backwards 2-3 steps (last for about 2 second) in a seemingly drunken state with his head down awaiting for an attack; this move is a counter.  If he is attacked he'll do one cancelable s D (note, if you don't cancel the s D the opponent will have frame advantage) for the B counter.  The B counter counters all specials, and air attacks. The B counter even counters projectiles, it'll trigger the kick however neither party takes damage and the projectile passes thru. The D counter counters normals, it will do the same only he'll flip backwards immediately so a df + B might work, or a well timed hcf + K.  EX Counter counters everything, he'll do a series of four hits that end in a qcb + A or C that can be free-cancelled into hcf + B or D (If it's D version I think you can only connect it with df BD and the B version I believe you can do df B into whatever).  The EX counter does 26% alone (not factoring canceling out of it and extra damage from drinking).




'''rdp + A/C'''  
'''rdp + A/C'''  


Drink up to five times. Increases offense while decreasing defense per drink.
Drink. Chin takes a swig from his gourd and he gets darker in color. If interrupted, Chin increases his offense damage by 10%. The max you can drink is 5 drinks. Every drink you also take more damage. The scaling is as follows: 105%->111%->117%->125%->to a final 133%




'''hcf + B/D = Kaitenteki Kutotsuken (EX)'''
'''hcf + B/D = Kaitenteki Kutotsuken (EX)'''
Chin rolls across the ground and ends in a backfast to the chest area.  B doesn't go as far although D seems to startup quicker. This move radicalized Chin's gameplay from XII (which one strong already) since it allows you to free cancel into any special (no stances/supers). Of course you can chose to deplete a cancel and super cancel into one of his DMs if you like. Mid fireballers have to watch or even stop throwing them completely lest they want to eat a 40%+ combo.  EX version is much faster and is invincible. Most common specials to free cancel into are qcb + A or df B. If you distance yourself correctly, even if they block hcf + D, qcb + A, most of the time, you can qcb + A (again) them in time while they try to punish you.





Revision as of 00:02, 16 August 2010

Normals

f. A: Standing forward poke, average range, fast, chains into s.A/d.B and is cancelable.

f. B Standing low kick to the shin, must be blocked low, is cancelable but does not link to any normal. Great for his high low game since it needs to be blocked low --> df + B.

f. C: New horizontal with a slight upwards swing with both arms (very drunken fist like), has deceivingly good range (in Chin terms) and it cancels as well (great to cancel into df + D, but not a true combo). If anticipated early enough, use this for anti-hops into df + B.

f. D: Longest range move for Chin, solid kick to the gut, button can be held to go into his kick stance. Also used for HD activations explained later.

cl A/B: Same as their far versions.

st. cl. C: His combo starter of choice, double palm to the chest--comes out fast, cancelable, good priority, feels meaty.

st. cl. D: Leans back drunkenly while kicking forward (very drunken fist like). Comes out slower, still cancels.

st. CD: Leans forward and hits with one arm, good speed, cancelable, good range for Chin. It should be noted that due to the strange crossup mix up of XIII, avoid using his GCCD on jump ins as much since it tends to miss a lot. Use his counter qcb + B/BD instead.

d A: Quick low hit, can still be blocked high, pretty standard, used in his BnB combos. Chains into d A, d B, st A, fast and is cancelable.

d B: Front sweep, slightly slower than his d A, about the same range, is cancelable and chains into d B, d A, s A. Since it can be canceled, play around with his d.B into df.D overhead.

d C: Slight diagonal upward elbow, not that good for anti air, and the new far C does a better job for that role. Nevertheless, it's cancelable so it's somewhat useful.

d D: Real low sweep as Chin basically lies on his back and does a double thrust with his feet. Good range, good recovery but is not cancelable.

j. A: Horizontal punch with a slight upward angle, fast and is a great choice for air-to-air. Use this instead of j. CD if they are already above you or started jumping before you.

j. B: Standard martial arts fly kick, comes out slower but stays out longer than any of his jump attacks. Decent range.

j. C: Chin lies horizontally in the air, good solid j. C, great priority and crosses up well.

j. D: Jumps and kicks backwards while facing backwards himself drinking at the same time, it's actually a really funny animation. Good horizontal reach, decent air to air, good priority, good move for a vertical jump too. More difficult to use as a crossup but still good.

j. CD: Real quick horizontal swing of the foot, good horizontal range, extremely good j.CD overall (I would put it in the top 5 due to it's speed an amazing priority). One of his key tools in zoning.


Throw

Command Moves

df + D = Uronkochu

Overhead flipkick. Comboable by itself, to slow to combo into unless maybe off a counter (in XII it was possible off a counter) to count as a combo. If you press and hold the D it cancels, or if you tap D again it cancels. You cn be throw during this animation strangely, but it's all worth it because this is one of his key combo starters. Automatically puts you into his kick stance if you don't do anything, but most of the time press punch and it'll do his quickie punches, d, dx + punch, punch , right after (can do 2-3 sets and canceled out of).


f. D (hold)

Goes into kick stance.


df + B. B = Nikiyaku (EX)

Kyo-like kick diagonally upwards, you can press B again during the first kick to kick again. Landing automatically puts you into the kick stance, you can cancel the landing frames into anything. Must anticipate early on if you want to use df B as an anti-air, but do not use if they they are nearly above you. Cancel the landing frames into another df B or qcb + A.


Special Moves

d, d + B/D = Chokaroh

∟ Standing A (Press A during Chokaroh)

∟ Nikiyaku (Press B during Chokaroh)

∟ Getsugasosho (Press C during Chokaroh)

∟ Far D (Press D during Chokaroh)

∟ Zanbantetsu (Press d during Chokaroh)


d, d + A/C = Zanbantetsu (EX)

∟ Getsugasosho (Press A/C during Zanbantetsu)


qcb + A/C = Suiho (EX)

A quick hit to the face with the back of his fist. A version is quick, C version might be a little slower (I only use A version). Deceivingly good range and recovery but not safe if done real close. You can drive/super/Ex cancel out of it.


qcb + B/D = Ryu Sogeki (EX)

Chin walks backwards 2-3 steps (last for about 2 second) in a seemingly drunken state with his head down awaiting for an attack; this move is a counter. If he is attacked he'll do one cancelable s D (note, if you don't cancel the s D the opponent will have frame advantage) for the B counter. The B counter counters all specials, and air attacks. The B counter even counters projectiles, it'll trigger the kick however neither party takes damage and the projectile passes thru. The D counter counters normals, it will do the same only he'll flip backwards immediately so a df + B might work, or a well timed hcf + K. EX Counter counters everything, he'll do a series of four hits that end in a qcb + A or C that can be free-cancelled into hcf + B or D (If it's D version I think you can only connect it with df BD and the B version I believe you can do df B into whatever). The EX counter does 26% alone (not factoring canceling out of it and extra damage from drinking).


rdp + A/C

Drink. Chin takes a swig from his gourd and he gets darker in color. If interrupted, Chin increases his offense damage by 10%. The max you can drink is 5 drinks. Every drink you also take more damage. The scaling is as follows: 105%->111%->117%->125%->to a final 133%


hcf + B/D = Kaitenteki Kutotsuken (EX)

Chin rolls across the ground and ends in a backfast to the chest area. B doesn't go as far although D seems to startup quicker. This move radicalized Chin's gameplay from XII (which one strong already) since it allows you to free cancel into any special (no stances/supers). Of course you can chose to deplete a cancel and super cancel into one of his DMs if you like. Mid fireballers have to watch or even stop throwing them completely lest they want to eat a 40%+ combo. EX version is much faster and is invincible. Most common specials to free cancel into are qcb + A or df B. If you distance yourself correctly, even if they block hcf + D, qcb + A, most of the time, you can qcb + A (again) them in time while they try to punish you.


Desperation Moves

qcf x2 + A/C (EX)


(Drunk) qcf x2 + A/C = Tetsuzankou


Neomax

qcf + BD (ground or air) = Suisou Gouran Enbu

The direction of the flames can be controlled.


Combos