The King of Fighters XIII/Chin Gentsai

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Chin.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Chin Stand Normals.png


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

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.

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.

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.



Chin Close Normals.png


s.A/B: Same as their far versions.

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

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



Chin CD.png


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.



Chin Crouch Normals.png


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.



Chin Jump Normals.png


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.



Chin JCD.png


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

Chin Bangeki throw.png f/b + C/D = Bangeki

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

Command Moves

Uronkochu.png

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 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).



Kamae.png

far.D (hold)

Goes into kick stance.



Nikiyaku.png

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)

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. Has multiple follow ups.


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

∟ Getsugasosho (Press A/C during Zanbantetsu)

Chin crosses his feet and squats down real low. Apparently, he has total upper body invincibility, even d As and jump attacks miss him. New to XIII, he can now throw an opponent by pushing forward C, but this does have a whiff animation. In trade, he has lost his ability to cancel the stance into a d B. You can free cancel his stance into any special. The follow up is two quick hits with both hands. It can be free canceled into any special. EX version does 3 hits and draws the opponent near him. Needs experimenting but it doesn't seem like you can do a set of normal Getsugasosho.


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)

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.


(Drunk) qcf x2 + A/C = Tetsuzankou

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.

Neomax

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

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


Combos