The King of Fighters XIII/Chin Gentsai

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File:Chin XIII.png


Gameplay Notes

First of all, why Chin?  He's the only small character in XIII yet he doesn't have the typical advantages of being small which is annoying (In XII, he was small enough to duck certain moves without doing anything, such as Robert's forward A which now hits a crouching Chin in XIII).  The purpose, is to annoy the hell out of people with the limited, but well thought-out moveset he has.  Although, he mainly has one or two combos with many variations to it, he has many combo starters as mentioned in the combo section (Overhead, d.B combos, hcf+K, df.B as an anti air, counter and so forth). Master him and people will stop underestimating "just the gimmicky old guy".

Pros

-Great against mid-projectilers (or similar) like Andy, Ash, Ryo, Robert, Takuma, Mature, Elisabeth, King, Mai, Yuri, K', Athena, Kensou and Leona and decent against low-projectilers with stock.

-Amazing Ex counter

-Strong HD combos

-Good option selects / mind games

-Overhead that leads to damaging combos

Cons

-Significantly weaker without drive cancels and stocks

-Hard to get in and...

-even if you do, normals have short reach

-Floaty jump (which makes crossups easy to read / react to as well)

-Specials are mostly unsafe

-Neo Max not that effective at all

-Overhead cannot activate HD

-Overhead can be punished if blocked

-Lacks anti-air if you don't want to risk his counters

-Low projectilers such as Kyo, Terry but mainly Joe gives him a hard time

Normals

Standing Close

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

- Chain/Cancelable

- Hit Detection: High

- Damage: 25


s.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.

- Cancelable

- Hit Detection: Low

- Damage: 30


s.C: His combo starter of choice, double palm to the chest--comes out fast, cancelable, good priority, and is meaty.

- Cancelable

- Hit Detection: High

- Damage: 70


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

- Cancelable

- Hit Detection: High

- Damage: 80

Far Normals

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

- Chain/Cancelable

- Hit Detection: High

- Damage: 25


Far 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.

- Cancelable

- Hit Detection: Low

- Damage: 30


Far 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.

- Cancelable

- Hit Detection: High

- Damage: 80


Far 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.

- Hit Detection: High

- Damage: 80

Crouching

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.

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


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.

- Chain/Cancelable

- Hit Detection: Low

- Damage: 30


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.

- Cancelable

- Hit Detection: High

- Damage: 70


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.

- Hit Detection: Low

- Damage: 80

Jumping

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.

- Hit Detection: Mid

- Damage: 45(40)


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

- Hit Detection: Mid

- Damage: 45(40)


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

- Hit Detection: Mid

- Damage: 72(70)


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.

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

s.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.

- Cancel-able

- Hit Detection: High

- Damage: 75


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.

- Cancelable

- Hit Detection: High

- Damage: 90(80)


GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throw

Bangeki = b/f+C/D

  • Chin grabs the opponent and does a double palm to the chest.

- Hit Detection: Close

- Damage: 100

Command Moves

Uronkochu = df+D

  • 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 can 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).

- Hit Detection: Overhead

- Damage: 45


Kamae = Far D (hold)

  • Goes into kick stance.


Nikiyaku = df+B.B

(EX) = df.BD

  • 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.

- Cancelable

- Hit Detection: High

- Damage: 20+60/40x2

Special Moves

Chokaroh = d,d+K

  • Chin hops into one foot. Pressing f and b makes him hop rapidly in that direction. You can hop or jump out of it (the jump is new to XIII) but you can not block. Can be free canceled into any special and has multiple follow ups. New to XIII, he can now throw an opponent by pushing forward or backward C in this stance. Note, this does have a whiff animation and acts as a normal throw--hence he the throw can be broken out of.


∟ Standing A (Press A during Chokaroh)

- Chain/Cancelable

- Hit Detection: High

- Damage: 25


∟ Nikiyaku (Press B during Chokaroh)

(EX) = df.BD

- Cancelable

- Hit Detection: High

- Damage: 20+60/40x2


∟ Getsugasosho aka Quickie Punch (Press C during Chokaroh)

  • The follow up is two a quick hits with both hands and has very high priority. It can be free canceled into any special. Ex version does 3 hits (only the last hit can be cancelled) and the third hit draws the opponent back to him and you can follow that up with a s.C (Perfect for HD activation). The Ex version needs to be done close for the third hit to connect and hence even if you did one d.B before the Ex version the third hit will miss. The only thing that will combo into the Ex version and have all three connect is df.D, QP, Ex QP.

(EX) = AC (after doing d x2+P)

- Cancelable

- Hit Detection: High

- Damage: 30+35/45x3


∟ Far D (Press D during Chokaroh)


∟ Chou Karou (Kaijou) = BD

  • Cancels his stance (Press BD during Chokaroh)


Zanbantetsu = d,d+P

  • Chin crosses his feet and squats down real low. Apparently, he has total upper body invincibility, even d As and jump attacks miss him. Just like his kick stance, he can now throw an opponent by pushing forward or backward C. In trade, he has lost his ability to cancel the stance into a d B while squatting. You can free cancel his stance into any special. Pressing up will end the stance early.


∟ Getsugasosho (Press A/C during Zanbantetsu)

(EX) = AC (after doing d x2+P)

- Cancelable

- Hit Detection: High

- Damage: 30+35/45x3


Suiho = qcb+P

  • A quick hit to the face with the back of his fist. A version is quick, C version might be a little slower and used only for specific juggles. Deceivingly good range and recovery but not safe especially if done close. You can drive/super/Ex cancel out of it.


(EX) = qcb+AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60/120


Ryu Sogeki = qcb+K

  • 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. For the B counter, he'll do one cancelable s.D (note, if you don't cancel the s.D the opponent will have frame advantage) . The B counter counters all specials, and air attacks and 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. Follow ups for the D version counter AFAIK, is only df.B; the B version I believe you can do whatever you want (hcf B into df.B is recommended). The EX counter does 26% alone (not factoring canceling out of it and extra damage from drinking).


(EX) = qcb+BD

- Cancel-able

- Hit Detection: Hit (High), Hit (High), Hit (Guard)

- Damage: 80/40/40+70x2+80


Drink = rdp+P

  • Drink. Chin takes a swig from his gourd and he gets darker in color as his drink counter increases; the max you can drink is 5 drinks. Every drink Chin increases his offense damage by 10% however he also take more damage per drink. The damage increase opponents can do TO him is as follows: 105%->111%->117%->125%->to a final 133% more damage to Chin (vs Chin doing 150% to his opponents)


Kaitenteki Kutotsuken = hcf+K

  • 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.

- Cancelable

- Hit Detection: High

- Damage: 70/90/120

Desperation Moves

Tohkuhitenhoh = qcf x2+P

  • Chin flies forward with a spinning headbut a la Jackie Chan. Normally does 8 hits if they all connect and the EX version does 16 hits. The EX versions combos off a d B, d A, and off a df + B but the normal version can only be comboed off a df + BD or super canceled off a hcf + B or C.

(EX) = qcf x2+AC -

- Max Cancel-able

- Hit Detection: High

- Damage: 30x8/20x16


Tetsuzankou = (Drunk) qcb~hcf+P

  • Chin turns around and slams his back into the opponent a la Xiang Fei. A version is quicker and combos off df + Bs. C version is slower but has wire damage and can be followed up into the A version or into qcb + A juggle combos. C version also combos off his Getsugasosho.

- Max Cancel-able

- Hit Detection: High

- Damage: 220/180

Neomax

Suisou Gouran Enbu = qcfx2+BD (also in air)

  • Chin breathes fire out like 2k2UM. The player can control the direction of the flames. This move can be performed in the air.

- Hit Detection: High

- Damage: 14x27(14x24)

Combos

Chin has mainly one combo that has many different variations to it.  They all revolve around his df.B and hcf+K.  The key is to learn all of his combo starters and you'll see the pattern soon enough:


Starters

a) j.B / j.C / j.D / crossup C, s.C,

b) d.C / far C,

c) d.B, d.A / s.A,

d) (s.A), d.B, Quickie Punches (dwn x2+P.P),

e) df.D, into Quickie Punches x1~3,

f) df.D, Quickie Punches, Ex Quickie Punch, s.C,

g) hcf+K (for mid projectiles),

h) Ex hcf+K for ground projectiles and low hits (Ex hcf+K has invincibility), (not cancelled) hcf+B,

i) D Counter,

j) B counter, hcf B

k) df.B as an anti air


Middle

a~j) df.B, qcb+A, [DC] hcf+K, {df.BD, hcf B,} df.B x n


k) qcb+A, [DC] hcf+K, df.BD, hcf B, df.B x n


-After the first df.B, just goto neutral and press B)

-{df.BD, hcf+B,} can be repeated as many times as you have stocks


Corner/Finisher

-s.A

  • Great reset option, usually best ender unless you're going for the kill


-qcb+A/df.B.B

  • Both do the same damage


-qcb~hcf+A (must drink first)

  • Only worthwhile way to spend one stock for a DM


-Ex qcf x2+P DM

  • Good damage if you're not doing a long combo otherwise it suffers from damage scaling


Note: Doing most of the combos mentioned, will replenish approximately 80% of his stock guage!  


If you're near the corner you can do a special variation:

-s.C, df.B, qcb A, [DC], hcf B, (earliest cancel as possible) df.BD, hcf+B, df.B, hcf, df.BD, hcf B, df.B x n, s.A /qcb A / df.B.B / (Ex) DM


Drink DM combos

-(drink) df.D, Quickie Punches, qcb~hcf+C (wires), qcb~hcf+A (has to be the opposite direction)

-(drink) df+D, Quickie Punches, qcb~hcf+C (wires), qcb+A, [DC] hcf+B, Ex df+BD, hcf+B, df+B, qcb~hcf+A 64% damage (3 stocks, 1 drive, 1 drink)


Double Ex starter Thanks to the good ole Japanese BBS (http://jbbs.livedoor.jp/bbs/read.cgi/game/50324/1270390677/l50) a new set of Chin "starters" that setups Chin for some good juggles.

Starter a) s.C, HD, s.C, hcf BD, qcb AC, (hcf B, qcb C, [HDC] hcf D, df.B) x4, hcf B ~

1 - df.B ×2, qcb A [815]

2 - df.B, qcf x2 A [904]

3 - df.B ×3, qcf x2+AC [967]

4 - df.BD, hcf B, df.B ×4, qcf x2+AC [1001]


Starter b) df.D, d x2+P.P, hcf BD, qcb AC, (hcf B, qcb C, [DC] hcf D, df.B) ×2, hcf B ~

1 - [626]

2 - [717]

3 - [807]

4 - [818]


Starter c) qcb BD, hcf BD, qcb AC, (hcf B, qcb C, [DC] hcf D, df.B) ×2, hcf B ~

1, [723]

2, [812]

3, [875]

-You can omit the qcb+AC if you don't have the extra stock.

Here's a quick video of hcf BD, qcb AC, (hcf B, qcb C, [DC] hcf D, df.B) ×2, hcf B, df.BD, hcf B, df.B ×4, qcf x2+AC: http://www.youtube.com/watch?v=E-lg5g9bUhQ


More Ex fun

-df.D, d x2+P.P, hcf+BD, qcb+AC, hcf B, qcb C, [DC] hcf D, df.B, hcf B, df.BD, hcf B, df.B x4, s.A (597dmg, 18 hits, 3 stock 1 drive)

Special notes about this combo :1) The more Quickie Punches you do (1, 2 or 3 sets) the less damage it deals due to damage scaling.  

  • 1 set of QP does 18 hits 597dmg  
  • 2 sets of QP does 20 hits 575dmg
  • 3 sets of QP does 22 hits 550dmg.  

Hence, do 1 set to prevent damage scaling especially if you wanna add a Ex Dm (The Japanese BBS alway said that about the Quickie Punches in general, to only do 1 set, and now I know why).  

2) You would think that by doing more Quickie Punches, you at least build more meter; not the case, I don't know why but it's exactly the same whether you do 1 set of QP or 3 sets which leads me to...

3) This combo charges exactly 1 full bar so although you're using 3 stocks and 1 drive, it's really just 2 stocks plus 1 drive (real cool).

4) If you omit the Ex qcb+AC it'll be 17hits for 529dmg.


-df.D, QP, Ex hcf K, hcf B, qcb C, [DC] hcf D, df.B, hcf B, df.B x3, Ex qcf x2+AC DM (28 hits, 3 stocks 1 drive, 615dmg)

  • Slightly more damage than the combo listed above, both are 3 stocks 1 drive.  The key to discern which to use is how many stocks you are begin with.  
  • If you have 3 stocks 1 drive to begin with, go for this one.  
  • If you only have 2 stocks 1 drive then do the 597 one and you should be able to build a full stock to add the df.BD in the end.


Non-Drive combos

  • No stock:

-s.A, d.B, QP, df.B, qcb A (170dmg)


  • 1 stock:

-s.A, d.B, QP, Ex hcf K, hcf B, df.B.B (310dmg) and in the corner you can add a s.C at the end for 352dmg.


  • 2 stocks:

-s.A, d.B, QP, Ex hcf K, Ex qcb P, hcf B, df.B.B (393dmg)

-s.A, d.B, QPx3, df.B, Ex qcf x2+AC DM  (408dmg)


  • 3 stocks:

-s.A, d.B, QP, Ex hcf K, hcf B, df.B, Ex DM (~511dmg depending on # of hits on Ex DM)

-With a j.D, s.C, Ex hcf K starter it's 529dmg for 19 hits http://www.youtube.com/watch?v=XOTHkYCJBFA#t=0m33

-Just for kicks, here's the same combo after drinking five times http://www.youtube.com/watch?v=XOTHkYCJBFA#t=0m43

Counter Starters

a) Ex qcb K, hcf B, df.B, qcb A, [DC] hcf D, df.BD, hcf B, df.B x4, s.A (16 hits, 2 stocks 1 drive, 525dmg)

  • You can start off with 1 stock and you should build 1 more stock by the time you finish your combo


b) qcb B, Ex hcf K, hcf B, qcb C, [DC] hcf D, df.B, hcf B, df.BD, hcf B, df.B x4, s.A (15 hits, 2 stocks 1 drive, 533dmg)

  • Slightly better anti air option however sometimes if the counter triggers too early the opponent won't stay grounded


c) Ex qcb K, Ex hcf K, hcf B, qcb C, [DC] hcf D, df.B, hcf B, df.B x3, s.A (14 hits, 2 stocks 1 drive, 570dmg)

  • Again, more damage than the first 2 combos, but it depends on how much you start with.  If you only have 1 stock 1 drive to begin with then combo b) is safer bet


d) Ex qcb K, Ex hcf K, hcf B, qcb C, [DC] hcf D, df.B, hcf B, df.BD, hcf B, df.B x4, s.A (18 hits, 3 stocks 1 drive, 628dmg)

  • Use this one if you started off with 2 stocks 1 drive and you're confident that you'll build 1 more in time


e) qcb B, Ex hcf K, hcf B, qcb C, [DC] hcf D, df.B, hcf B, df.B x3, Ex qcf x2+AC DM (26 hits, 3 stocks 1 drive, 600dmg)


HD

-Chin's overhead does not cancel into BC for some annoying reason

  • Remember in XIII, if you press the BC activation slightly delayed (as the hit is about to retract) then it'll perform a s.C, otherwise if you press BC early (as-soon-as-possible all they way till the hit first hit connects), it'll do an auto-dash which you can cancel yourself into a s.C

Starters

-s.C, HD, s.C-->

-d.B, d.A / s.A, (slight delay) BC--> will perform d.B, d.A / s.A, (HD) s.C-->

-A little more challenging is s.C, Kick Stance.Far D, HD, s.C-->

  • The trick is to hold down, neutral C, down D (goes into Kick Stance), Neutral D.  If done correctly he's s.C then far D for a 2 hit combo.

-You can also tack on the Far D after the Quickie Punches: Quickie Punches x1~3, Far D, HD, s.C-->

-Quickie Punches, Kick Stance, s.A x2, HD, s.C

-df.D, Quickie Punches, Ex Quickie Punches, s.C, HD, s.C

-You can do s.C, qcb+BC and it'll do his qcb C+HD.  


Variations

-s.C, BC, s.C, qcb A, [HDC] hcf B, qcb A, [HDC] hcf D, (df.B, qcb C, [HDC] hcf D) x3, df.B x4, qcf x2+AC (785dmg) http://www.youtube.com/watch?v=zJZ-1UF_qWg

  • Not too shabby for 2 stocks + HD and more practical than starting it with a drink DM.  If you replace the s.C, HD, s.C starter with d.B, d.A, HD it'll do 725dmg

-(qcb A, [HDC] hcf D) x2, (df.B, qcb C, [HDC] hcf D) x2, df.B, qcf x2+P DM [6hits], [MC] qcf x2+BD, df.B, qcfx2+P DM (929dmg, 5 stocks, if you drink it'll go over 1000).

-s.C, BC, s.C, qcb C, [HDC] hcf D, qcb A, [HDC] hcf B, df.B, hcf B, (qcb C, [HDC] hcf D, df.B, hcf B) x2, df.B x2 ~B, qcf x2+AC (805dmg for 35 hits)

-NEW! Seemingly, Chin's strongest HD combo variation yet: (Full credit goes to No.17's friend Kantoku, translations done by No.17)

-s.C, HD, s.C, (qcb+A, [DC] hcf+D)x2, df.B, qcb+C [DC] hcf+D, qcb+A, hcf+D, df.B, hcf+B, qcb+C, [DC] hcf+D, df.B, hcf+B, (df.B.B, s.C) / (df.B qcfx2+P DM) / (df.B.B, qcfx2+P DM)

  • 779dmg with df.B, qcf x2+P DM
  • '846dmg with df.B.B, qcf x2+P Ex DM for 35hits


3 stock+HD+drink 100%

-j.D, s.C, qcb~hcf+BC, (qcb A, [HDC] hcf D) x2, (df.B, qcb C, hcf D) x3, df.B x5, qcf x2+AC DM (http://www.youtube.com/watch?v=GPrA1SboKgk)


Double Ex HD

-s.C, HD, s.C, Ex hcf K, Ex qcb P, (hcf B, qcb C, [HDC] hcf D, df.B) x4, hcf B, df.B~B, s.C (,hcf~b+P / rdp+P drink optional) 825dmg

-d.B, d.A, BC, s.C, Ex hcf K, hcf B, (qcb+C, [HDC] hcf D, df.B, hcf.B) x4, df.B x2, Ex DM 40hits for 892dmg: http://www.youtube.com/watch?v=XOTHkYCJBFA#t=0m16

Strategies

Let's start with far range.  There's not much you can do here except prepare to hcf+K any whiffed moves.  The D version goes about 60% of the screen IIRC, and of course if they have mid fireballs which roughly 1/3 of the cast do, remind them not to mess around with you.  If they have a ground fireball like Terry and Kyo, only his Ex version will be suffice (note, Ryo, Robert and Takuma's HSKK projectile is still consider a mid fireball despite the size).  In the meantime, while near full screen away, steal drinks when you can.  After one or two drinks usually, the opponent will approach you to prevent you from drinking.  

Another useful tool from fireball happy opponents is to use his qcb+B counter to prevent any block damage (Chin triggers his counter but neither party takes damage and the projectile passes through him).  Eventually opponents wise up and will try to punish you if you go for the counter.  Against characters like Robert or Andy, use his punch stance (d x2+P) to crouch under the projectile, if they use any attack afterwards like Zaneiken or Robert's Flying Kick HSPK, cancel his stance into his qcb+B counter--punish them at will.  

Often times you can bait them to throw a mid fireball without them really thinking.  e.g.  Try hcf+D (blocked), qcb+B...  Chin will proceed to walk backwards.  You'll be surprised how many people try to punish you which is when you remind them about your hcf+K or qcb+B (again).

Mid range - Now we enter more of Chin's comfort zone.  df.B covers good horizontal distance but make sure you don't land a blocked df.B real deep because it can be punished.  Of course if used preemptively, it's a good anti-air and another good anti-air is his vertical j.CD.  Play around with his Far C into df+B and you'd be surprised how effective it is against hops.  Against jump-ins use his qcb+B counter.  On the offense use Far C into df.D, good reach and deceptive.  Sometimes, it's even good to use hcf+K to escape underneath your opponent as they jump towards you.   Be prepared to publish with hcf+K or the Ex version.

Close range - Chin's sweet spot.  Here's when the mix up games begin.  Crossup C and jump B mixups, d.Bs with overheads loops mixups can seriously drive your opponent mad.  When they are tired of your barrage of attacks, let loose a well timed Ex counter and let them think again about attacking.  Don't forget Chin's d x2+P now has a foward+C followup which is a normal C throw.

  • Since, Chin will not correct his direction for the follow up throw if the opponent is behind you (he'll whiff the throw grabbing forward even if you hold back+C), you can do the overhead db.D if they are behind you.

So you start with a Crossup C, they block it, you can either go for a d.B into overhead, or s.C into overhead, both are relatively safe but they can still throw you if they're paying attention.  If your d.B connects you can go for s.A x1~2 into qcb+A... or just go for another overhead.  If they block your d.B, d.A/s.A, you can do the overhead feint (df.D and hold the D) into d.B combos.

If they start blocking high too much, sweep them with a down D and start the crossup/overhead/d.B/counter mix ups again.  Don't forget, holding df.D or pressing D again does Chin's overhead fake so you can do d.B combos or just throw them.

Sometimes when they wake up it's good to go for his punch stance and either Quickie Punch them/ throw them/ or cancel into his counter.  Don't forget both of his stances cancel into any special.

Let's say they block your overhead, tack on at least one set of Quickie Punches (coming from an overhead, you just tap C but mash d x2 and P after the first set if you wish to continue).  If they block your quickie punch you can go for another overhead (!) or cancel into his kick stance (d x2+K) and jump over them and start attacking once more.

A more advance block string is j.C, s.C, kick stance, cancel into crossup C.  

  • To perform the s.C --> kick stance simply hold down in the air (when pressing j.C), neutral standing C, down+K immediately.  Press D again in the kick stance to perform a far D for a 3 hit combo.  

To add to the challenge, activate HD on his far D and use the autodash feature (after pressing BC on any normal or command attack your character will run forward briefly.  When you press s.C or s.D it'll cancel his dash so you can carry on your HD combo) and start your favorite HD combo with s.C.


Coming from a Chin user, Chin is real annoying to fight against once you really understand how many different options you have at your disposal.  After some reflection, what's annoying about Chin isn't necessary his damage (which I'd put average damage at best) but simply coz of the sheer amount of time he keeps you juggled is where most opponents get frustrated (it's ok, I get a dose of my own medicine playing against Lizzies) and lose their composure.  You factor in his different options to administer this torture, and you're grinning from ear to ear.


Guidelines and Tips

I've spent most of the time talking about block strings and mind-game mix ups since you can read the combo section about what to do if it connects. Basically...

-Try to drink whenever you can but remember you are pretty vulnerable during the drink so do it after j.CDs and qcb+As.

-As long as I have one drink, I'll try to finish the df.B combos with his qcb~hcf+A.  

-If I have only one power stock, I'll save it for his Ex df.K combos, or his Ex counter (his qcfx2+P DM is pretty much not worth using, and will not connect after his df.B anymore (unlike XII). I'll even go for an Ex hcf K starter (which can only be started from a strong hit or QP) into hcf B -->

-Make sure you have 1 drive gauge otherwise it severely limits his options (s.C, df.B, qcb+A, [DC], hcf+K...) hence Chin as a 2nd or 3rd character is almost always a better choice than being first.

-If you find yourself without drive or gauge: s.C, df.B, qcb+A, rdp+P x1~2 (after knocking away the opponent sneak some drinks in)

  • If you find yourself without drive or gauge starting a light string, it's better to do d.B, s.A x1~2, qcb A, (then drink) than to do d.B, s.A, df.B, qcb A. Just remember not to finish with qcb A if the first 3 light hits are blocked. It's safer if blocked (df.B is not safe if blocked unless at maxed distance).

-If you lack a drive cancel but have stocks, go for Quickie Punch into qcb~hcf+C (wires opponent), then perform the light version qcb~hcf+A (but remember to do it the opposite direction due to the wire).  If you don't have another stock do qcb+A then steal a drink after.

-Anytime you connect with qcb~hcf+A, drink away safely (even in the corner).  

-Don't under estimate 5 drinks = 150% damage.  A normal 40-60% combo is now 60-80% best illustrated here: (http://www.youtube.com/watch?v=mplBTuiJOc8#t=0m22s)

-Under too much pressure and have 3 stocks?  Ex counter, hcf+B, df.B, Ex qcf x2+AC.

-Personally, I don't use NeoMax too much but that can change in the future.

-If I have more than 3 stocks I'll either save it for combos or if I'm playing someone I better finish off, extend your [i]df.BD, hcf B loop[/i]s.  e.g. df.B, qcb A, [DC], hcf+B, (df.BD, hcf+K)x [b]1~3[/b], df.B x2, Ex qcf x2+AC.

-Full drive gauge and if the opportunity arises, go for his HD which is good considering he does 60%+ damage with no stock.

-Quickie Punches only combos off strong attacks or 1 light hit; exception is d.A / s.A, d.B, QP because the d.B moves him slightly forward.

-Due to damage scaling, do as few QP as possible before continuing your combo.

-Only do 3 sets of QP if you don't have any stocks and want to build meter.

-The timing for Ex hcf+K after the QP is real tight, basically as fast as you can. When you do the first hit of the QP start inputing the motion.

-Due to the quick nature, it's sometimes advisable to do two sets of QP before doing Ex hcf K. s.A, d.B, QP x2, Ex hcf K would be a good example of adding the extra QP to time the Ex hcf K.

  • The trick for s.A, d.B, QP is: s.A, d.B, release to neutral then hold down and press Px2 immediately.


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SNK Technical Reference

Starts at 4m47 (http://www.youtube.com/watch?v=VgNnLoP7aU4#t=4m47)


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