The King of Fighters XIII/Chin Gentsai

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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


df + B. B = Nikiyaku (EX)


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)


qcb + B/D = Ryu Sogeki (EX)


rdp + A/C

Drink up to five times. Increases offense while decreasing defense per drink.


hcf + B/D = Kaitenteki Kutotsuken (EX)


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