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

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* j. D: 8F Moderately fast, with more range than j. C.
* j. D: 8F Moderately fast, with more range than j. C.


'''Blowback'''
'''Blowback'''

Revision as of 02:23, 21 September 2017

Charaimg chin.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hougeki- close Bk.gif / Fd.gif + C.gif 

Gyaku Ashi Nage - close Bk.gif / Fd.gif + D.gif

Command Normals

Uron Kouchuu - Df.gif + D.gif

Special Moves

Suiho - parry move, Qcb.gif + B.gif / D.gif (*)

Getsuga Chougeki - Qcb.gif + A.gif / C.gif (*)

Nikikyaku - Df.gif + B.gif (*)

Nikikyaku (Follow Up) [Nikikyaku] B.gif

Kaitenteki Kuutotsu Ken - Hcf.gif + B.gif / D.gif (*)

Drinking - Rdp.gif + A.gif / C.gif (*)

Super Special Moves

Toukuu Hiten Hou - Qcf.gifQcf.gif + A.gif / C.gif (!)

Tetsuzankou - Qcb.gif Db.gifQcf.gif + A.gif / C.gif (!)

Climax Super Special Moves

Gouran Ennhou - Qcf.gifQcf.gif + B.gifD.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: 5F/-1 Anti-hop, with short range and low hitbox. Cancellable. Whiff cancellable.
  • st. B: 5F/+0 Anti-hop, hits higher than st.A (plainly better than st.A
  • st. C: 6F/-2 Average range.Cancellable. Whiff Cancellable, which enables Chin to move his Suiho (counter special) hitbox forward.
  • st. D: 9F/-7 Long range poke. Chin's ideal poke for Quick Max activation to attempt a one-bar confirm or start pressure. Can be super cancelled to qcf,qcf+P/PP/KK but using Quick Max is better. Does 80 damage instead of standard heavy 70 damage


Close

  • cl. A: 4F/+3 Cancellable. Chains to any light attack. Lots of frame advantage so starts pressure if this is the last hit of a confirm.
  • cl. B: 4F/+1 Hits low. Cancellable.
  • cl. C: 5F/-3 Cancellable heavy, good speed and average range. Can be used as pre-emptive anti-hop.
  • cl. D: 5F/-8 Same as cl. C, but is more minus on block. May come out by accident when attempting far D or when whiffing a back throw.


Crouching

  • cr. A: 4F/-1 Cancellable. Whiff cancellable. Chains to any light attack.
  • cr. B: 5F/-1 Low. Chains to any other light attack.
  • cr. C: 6F/-3 Good anti-hop and anti-jump. Makes crouching opponents stand.
  • cr. D: 10F/-14 Sweep, hits low. Cancellable. Does 80 damage instead of standard heavy 70 damage


Jumping

  • j. A: 4F Fastest close range air to air.
  • j. B: 6F Fast, long reaching for air to air, and downward-pointed air to ground hitbox. Crosses up.
  • j. C: 6F Fast, short range air to air, and has good air to ground hitbox. Also crosses up well with wider backward hitbox than j. B.
  • j. D: 8F Moderately fast, with more range than j. C.


Blowback

  • st. CD: 13F/-3 Average range, and can hit some hops. Can be followed up well with hcf+D midscreen. If Chin's back is to the wall, hcf+D won't reach. Also, if opponent is cornered, the required follow-up should be progressively shorter-range and faster, such as hcf+B, qcb hcf+AC, qcb+A, and df+B~B. Can whiff cancel stand C to extend range as needed.
  • j. CD: 12F Great air to air hitbox, good air to ground hitbox, and good speed for what it does.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

Chin Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina