KOF XIII: Chin Gentsai

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KOF XIII: Chin Gentsai

Post by videoman190 » Tue Jul 13, 2010 14:39

Image

Command Moves:

Uronkochu - df .D (hold D for feint)

--> .P (Getsuga Soushu)

Nikiyaku - df .B .B

EX Nikiyaku - df .B .D

Special Moves:

Chokaroh - dwn dwn .B or .D

--> .A

--> .B .B (Nikiyaku)

--> .C (Getsuga Soushu)

--> .A .C (EX Getsuga Soushu)

--> .D

--> dwn (Zabantetsu)

--> .B .D (Cancel)


Zanbantetsu - dwn dwn .A or .C

--> .A or .C (Getsugasosho)

--> .B .D (Cancel)

--> throw with .C (Bangeki)

--> .A or .C (Getsuga Soushu)


Ryu Sogeki - qcb .B or .D

Getsuga Chougeki - qcb .A or .C

Inshu - rdp .A or .C

Kaitenteki Kutotsuken - hcf .B or .D

-DM-

Tohkuhitenhoh - qcf x2 .A or .C

Tetsuzankou - (Drunk) qcb hcf .A or .C


-NM-


Suisou Gouran Enbu - qcf x2 .B + .D (ground or air, can be controlled the direction of the flames)

Console changes:
- (shown in video) Chin can do a close C from his d,d+K stance
- (shown in video) The weak version of his counter now has the attack come out faster than before and can connect into his rolling attack (HCF+K). As a result of this the counterattack almost never whiffs anymore, and there are very few situations in which he can’t follow up.
- (shown in video) He has less lag after his normal throw (both when in his stances as well as normally) and he can actually do followups in the corner.
- Chin’s defense no longer decreases when he has drink stocks
- The active time of his counters has been decreased. The normal version now has the active duration of the arcade’s EX version, and the EX version’s is shorter still.
- His EX counter does less damage, reduced from 237 to 199.

Producer Yamamoto says: We added some interesting buffs to gameplay using d,d+K. Although parry time on hk+LK {Ex qcb+BD} has been reduced, the overall frames are shorter making it difficult to get punished. Drinking is easier to use compared to the arcade now that there is no defense penalty. Please have fun with the now trickier Chin.
Movelist Video

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Re: KOF XIII: Chin Gentsai

Post by Kane317 » Mon Jul 19, 2010 21:02

From CX:
sugarboy wrote: through my experience playing with chin in this KOF this is what i got

Chin

Tactics:

bdp + A or C
it is really hard to pull it out, the key to pull it all the time is u have to make sure to hold the lever at the corner at the end of the bdp before hitting the punch button, if u do it this way you will never miss it any time and it will b a piece of cake

qcb + B or D
other than being able to counter opponents physical attacks he can also dodge fireballs and react to them as if they were physical attacks B or D version (probably works only on normal fireballs, might get hit by fireball neglecting fireballs)

hcf + B or D
MY FAVORITE MOVE, it's his key move in this game other than being able to escape fireballs except the ones running on the ground he can also get Maxima's balls while doing his (what ever) cannon (qcb + A or C) without getting hit, and many other moves like Maxima's.
the most important point in this move after it lands on the opponent (either blocked it or got hit by it) u r able to free cancel into any other special move (except his DM) for example: hcf + Kick -> df + B OR qcb + A OR qcb + Kick, depends on either you want to charge in to continue a combo or pushing your opponent forward to have enough recovery time to block or to trick your opponent and run backwards and u might get a chance to counter him.


Combos

hcf + B or D
please read the tactic section before this.
u can free cancel it into df + B then qcb + A (100% at the corner and 70% mid screen) or just to make sure u don't miss such chance just cancel it into qcb+A

df + B (once only)
in this KOF if it lands on your opponent in midscreen or corner you can connect it with qcb + A all the time, forgot to mention that u have to wait a sec or 2 until you enter the next command

qcb + A
to drive cancel after it is the key to giving your opponent a lesson to not underestimate u ever again for picking chin.

if you are in the middle of the screen it is recommended that you drive cancel it into hcf + B and then you will have free cancel chance after hcf + B lands on your opponent you can hit qcb + A again (or df+b but not sure if it connects all the time in mid screen cause i got it connected many time and not connected many times too so it is still under research)

if you are in the corner you can cancel it into df + B then df + B again *OR hcf + B then qcb + A again!! (i guess you got yourself the HD combo loop in your head now huh?)
or qcb + A -drive cancel-> df + B -> df + B -> EXDM (only? still under research)

and i got an experimental combo didn't try it out yet just thought about it
at the corner qcb + A -drive cancel-> df + B -> qcb,hcf + Punch (got to have at least one bottle).

HD Combo Suggestion

his HD combo i was able to pull so far goes like this
at the corner: jump D -> C -> B+C -> C -> [df + B (once) -wait a sec or 2-> qcb + A -HD cancel-> df + B (once) -wait a sec or 2-> df + B (once) -wait a sec or 2->]

repeat the loop between those [] brackets and u can pull the DM when ever u feel like it and u know the rest

of course u can mix hcf + Kick inside that loop but it will be tricky and much more harder so take this loop as starters and then make your own
New Japanese BBS goodness for Chin:

3D>双手>C鉄山靠>A跳撃>(DC)回転的>EX二起脚>回転的>3B>A鉄山靠 ※ダメ645(飲酒1)

df+D, dx2+P.P, qcb~hcf+C, qcb+A, DC hcf+B, Ex df+BD, hcf+B, df+B, qcb~hcf+A 64% damage (3 stocks, 1 drive, 1 drink)

and

Near C> 3B> A 跳撃> (DC) D of rotation> EX leg two Ki> B and rotation> Ki leg two (stage stop) × 5> A standing

s.C, df+B, qcb+A, (DC) hcf+D, Ex df+BD, hcf+B, (df+B) x 5, s.A (apparently builds up 80% of you stock guage as well)

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Re: KOF XIII: Chin Gentsai

Post by PenPen » Wed Jul 28, 2010 16:04

Kane:

Is there some sort of invincibility in Chin's qcfx2+P DM? I had a fully charged SHEN WOO PUNCH LITE beaten by that move (but then there's no invincibility on Shen's side) when I thought it'd at least trade hits. Really weird.

And free canceling his hcf+K into something else is very, very awesome.

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Re: KOF XIII: Chin Gentsai

Post by Kane317 » Wed Jul 28, 2010 18:26

PenPen wrote:Kane:

Is there some sort of invincibility in Chin's qcfx2+P DM? I had a fully charged SHEN WOO PUNCH LITE beaten by that move (but then there's no invincibility on Shen's side) when I thought it'd at least trade hits. Really weird.
Yeah, it has invincibility but also you're pairing up a Super vs a Special, and as sick as SHEN WOO PUNCH LITE is (even a fully charged one); it's still a special.
PenPen wrote: And free canceling his hcf+K into something else is very, very awesome.
It totally radicalizes his game, he's a beast now and so easily underestimated. From all his starters: j.B, crossup.C, qcb+P (during combos), df.B (as an anti-air), hcf+K itself (as an anti mid projectile), qcb+K counters, d.B starters, df+D overhead...leads to ~40-50% combos easy (all you need is 1 cancel and 1 stock).

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Re: KOF XIII: Chin Gentsai

Post by PenPen » Tue Aug 10, 2010 14:00

The latest vid shows that Chin's damage potential increases after he drank more sake (sauce: http://www.nicovideo.jp/watch/sm11697303" onclick="window.open(this.href);return false;).

On another forum:
qcb,hcf+A is super fast. C version goes really far.
After drinking 2-3 times Chin will start doing more damage.

Taunt allows him to drink 5 times - the first sip is slow, but the next ones are faster.

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Re: KOF XIII: Chin Gentsai

Post by Perfect Stranger » Tue Aug 10, 2010 15:15

Actually, according to the mook, for every level of wine he has, he does 10% more damage. In return however, he starts taking more damage too, specifically:
105->111->117->125->133% more damage. Every time he gets knocked down 1 level of wine is taken away.

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Re: KOF XIII: Chin Gentsai

Post by Kane317 » Thu Aug 12, 2010 23:04

Thanks for the translation PS, I saw that too in the mook and I was so confused (and sad) that the increase was only 133%--now you cleared up the confusion. Btw, can you read Japanese fluently?

EDIT: Wrote a write up on Chin: (http://dreamcancel.com/forum/index.php? ... 24#msg1324" onclick="window.open(this.href);return false;)

===
Normals(dmg):
Far A(25): Standing forward poke, average range (in Chin terms lol), fast, chains into std .A/ dwn .B and is cancelable.  4/5

Far B(30): 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.  3/5

Far C(80): 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.  4/5

Far D(80): 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.  3/5

Close A&B: Same as their far versions.

Standing close C(70): His combo starter of choice, double palm to the chest--comes out fast, cancelable, good priority, feels meaty.  5/5

Standing close D(70): Leans back drunkenly while kicking forward (very drunken fist like). Comes out slower, still cancels, I personally never use it. 2/5

Standing CD(75): 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 since it tends to miss a lot.  Use his counter qcb .B/ .B .D instead. (4/5)

Down A(25): Quick low hit, can still be blocked high,  pretty standard, used in his BnB combos.  Chains into dwn .A, dwn .B, std .A, fast and is cancelable. 5/5

Down B(30): Front sweep, slightly slower than his dwn .A, about the same range, is cancelable and chains into dwn .B, dwn .A, std .A.  Since it can be canceled, play around with his dwn .B into df .D overhead.  5/5

Down C(70): 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. 2/5

Down D(80): 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. 3/5

Jump A(45/40 on hops): Horizontal punch with a slight upward angle, fast and is a great choice for air-to-air.  Use this instead of j .C .D if they are already above you or started jumping before you. 4/5

Jump B(45/40): Standard martial arts fly kick, comes out slower but stays out longer than any of his jump attacks. Decent range. (3/5)

Jump C(72/70): Chin lies horzontally in the air, good solid j .C, great priority and crosses up well. 5/5

Jump D(70/68): Jumps and faces backwards while kicking backwards (forward) 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.  5/5

Jump CD(90/80): Real quick horizontal swing of the foot, good horizontal range, extremely good j .C .D overall (I would put it in the top 5 due to it's speed an amazing priority). One of his key tools in zoning. 5/5


Command Attacks (weak/strong/Ex):
Far D (hold): Goes into kick stance. 3/5

df.D(45): Overhead flipkick.  Comboable by itself, too 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 thrown during this animation strangely, but it's all worth the risk coz 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, dwn x2 .P .P, right after (can do 2-3 sets and canceled out of it). 5/5


Special Attacks(Posses Ex version):
qcb+K(80/40/40.70x2.80)(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 on cancelable std .D (note, if you don't cancel the std .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 including low hits, 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 .P that can be free-cancelled into hcf .K.  If it's the .D version hcf .K you can only connect it with df .B .D midscreen (otherwise df .B in the corner), and the .B version you can do df .B into qcb .A [DC], hcf .K...).  The Ex counter does 26% alone without considering the combos it leads to or additional damage that comes with drinking.  5/5

qcb+P(60/120)(Ex): A quick hit to the face with the back of his fist. .A version is quick, .C version might be a little slower and has slightly more reach (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.  Ex version has invincibility and is quicker.  5/5

hcf+K(70/90/120)(Ex): Chin rolls across the ground and ends in a backfist to the chest area. .B doesn't seem to go as far although .D seems to startup quicker.  This move alone, radicalized Chin's gameplay from XII (which was 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 35%-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. Mid screen, use B if you want to do df .B, qcb .A loops, and use .D mid screen if you want to use df .B .D 5/5

rdp+P: Drink.  Chin takes a swig from his gourd and he gets darker in color.  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% (Takes more damage).  The drinking animation has slight lag (Note:  Chin's taunt will cause him to drink, it's slow at first and begins to drink faster until finally going into a drunken state.  You cannot cancel his taunt so use cautiously).  If interrupted, Chin will not gain a drink counter.4/5

df.B(20.60/40x2)(ex): Kyo-like kick, juggles 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.  Ex version does the second kick automatically and launches the opponent higher.  Another key tool to Chin's offense. 5/5


Stances:
d x2+P: Chin crosses his feet and squats down real low.  Apparently, he has total upper body invincibility, even dwn .As and jump attack misses him.  New to XIII, he can now throw an opponent by pushing forward .C, he does however 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.
∟ Press .P (Ex) during his squat and Chin does his Quickie Punch-- two quick hits with both hands.  Can be free canceled into any special.  Ex version does 3 hits and draws the opponent near him.  Needs experimenting but I don't know what I can follow up after it.

d x2+K: Chin hops into one foot.  Pressing forward and backward makes him hop rapidly in that direction.  You can hop or jump out of it (the jump is new to XIII) and like most KOF stances, you cannot block.  Can be free canceled into any special.  Has multiple follow ups.
∟A - Standing .A
∟B - df .B
∟C - Quickie Punch
∟D - Far .D
∟Down - Goes into his .P Stance
∟BD - Cancels stance.


Super moves (DMs):
qcf x2+P(30x8/20x16)(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 dwn .B, dwn .A, and off a df .B but the normal version can only be comboed off a df .B .D or super canceled off a hcf .K.  Personaly, I stay clear of the normal version and save my stocks for his Ex df .K or Ex counter.

qcb~hcf+P (must have at least 1 drink counter)(220 for A and C does 180): Chin turns around and slams his back into the opponent a la Xiang Fei. .A version is quicker and combos off of 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 quickie punch.


Neo Max:
qcf x2+BD(14x27{air 14x24}): Chin breathes fire out like 2k2UM, you can control the direction.  You can also preform this in the air.

===
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.C/D / crossup C
b) s.C / far C
c) d.B, d.A/s.A
d) df.D overhead into Quickie Punch loops x1~3 (d x2+P.P)
e) Counters
f) df.B as an anti air
g) hcf+K for mid projectiles
h) Ex hcf+K for ground projectiles.

Middle
a) s.C, (Quickie Punch x1~2), df.B, qcb+A, [DC] hcf+K...
b) df.B, qcb+A, [DC] hcf+K...
c) df.B, qcb+A, [DC] hcf+K...
d) df.B, qcb+A, [DC] hcf+K...
e) (If B or Ex version then) hcf+B, df.B, qcb+A, [DC] hcf+K...
f) version go for df.B immediately
g) df.B, qcb+A, [DC] hcf+K...
h) hcf+B, df+B, qcb+A, [DC] hcf+K...

If you are midscreen (otherwise skip to corner), make sure you do the D version hcf+K then...
1.) df.BD, hcf+B

If you choose to use the B version, then just do df.B, qcb+A.

Corner/Finisher
After 1.) df.Bx4 (after the first df.B, just press neutral B), s.A/qcb+A/qcb~hcf+A (must drink first)/ Ex qcf x2+P DM

Note: Doing most of the combos mentioned, will yield you 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) x2, df.B, qcb A/DM

-(drink) df.D, Quickie Punch x1~3, qcb~hcf+C, (wire) qcb~hcf+A

-df+D, dx2+P.P, qcb~hcf+C, qcb+A, [DC] hcf+B, Ex df+BD, hcf+B, df+B, qcb~hcf+A 64% damage (3 stocks, 1 drive, 1 drink)

HD combo:
-s.C, HD, s.C, qcb A, [HDC] hcf B, qcb A, [HDC] hcf D, (df.B, qcb C, hcf D) x2, df.B x2, qcb C, [HDC] hcf D, df.B x2, s.A, qcf x2+AC DM

Next, strategies and tips...

Strategies&Tips:
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 standing 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 combo 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 etc...)

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 him 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 (blocked).  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.

Mid range
Now we enter more of Chin's comfort zone.  df.B covers good horizontal distance and as long as you're not dead close--it's not punishable.  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.  

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.

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 into df.B or just go for another overhead.  If they block your d.B, d.A/s.A, df.B you should be at the right distance where you get frame advantage and after you land your df.B (putting you back into kick stance), do his A follow up which is a standing A.  

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.

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.

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+D immediately.  You can even 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.

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...

-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).  

-Make sure you have 1 cancel gauge otherwise it severely limits his options (s.C, df.B, qcb+A, [DC], hcf+K...)

-If you really lack a cancel gauge, 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.)

-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 (Mr. Kof), extend your df.BD, hcf B loops.  e.g. df.B, qcb A, [DC], hcf+B, (df.BD, hcf+K)x 1~3, df.B x2, Ex qcf x2+AC.

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

Finally, I would be doing Chin a disservice if I didn't illustrate a competent Chin user with this video here.

Took me long enough, but I finished my first draft for a mini-FAQ for Chin.






===

UPDATE:
-(drink) j.D, s.C, HD, s.C, qcb~hcf+C, [wires] juggle low as possible (qcb A, [HDC] hcf D) x2, (df.B, qcb C, [HDC] hcf D) x3, df B x4, Ex qcf x2+AC (3 stocks, 1020dmg)

UPDATE2:

Forgot to post up some damage on some combos:
-s.C, HD, 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)
∟ 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.

UPDATE3:
-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.

UPDATE4:
-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 x4, s.A ~816dmg
∟ So far, Chin's strongest 2 stock + HD combo.  A little trickier than the combo listed above it's worth the extra damage.

-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 under UPDATE3, 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.

---

UPDATE5:
Did more "countering" situations damage testings.

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 DM 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)

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Re: KOF XIII: Chin Gentsai

Post by Robocop Two » Fri Dec 03, 2010 14:15

here we go, matches with a nice combo video in :D

http://blog-imgs-27.fc2.com/t/o/k/to...?id=sm12340279" onclick="window.open(this.href);return false;

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Re: KOF XIII: Chin Gentsai

Post by Dark_Chaotix » Fri Dec 03, 2010 20:43

Vid not found

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Re: KOF XIII: Chin Gentsai

Post by Robocop Two » Sun Dec 05, 2010 23:40

Sorry, bad link I posted, should of checked it again before posting it, here's the proper one, hope it hasn't been posted yet....
http://blog-imgs-27.fc2.com/t/o/k/tokka ... sm12340279" onclick="window.open(this.href);return false;

edit. That actually looks like the same link but this one is working for me but the one above isn't? How strange.

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Re: KOF XIII: Chin Gentsai

Post by Kane317 » Wed Dec 08, 2010 07:53

Robocop Two wrote:Sorry, bad link I posted, should of checked it again before posting it, here's the proper one, hope it hasn't been posted yet....
http://blog-imgs-27.fc2.com/t/o/k/tokka ... sm12340279" onclick="window.open(this.href);return false;

edit. That actually looks like the same link but this one is working for me but the one above isn't? How strange.
Hmmm, I watched the whole thing I didn't find Chin, something wrong with me? EDIT: LOL, oh that one, I thought you said it was non-HD. We were joking how they posted THAT video a few days after I posted my first Chin one as if they were discontent with what I put up first lol; we felt like it was a direct response to the video I put up (which in turn was inspired by the Japanese BBS anyways).

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Re: KOF XIII: Chin Gentsai

Post by Toxic Avanger » Mon Jul 04, 2011 19:07



Practice session with Chin. Drunken first just when you need it, so don't pay heed to the sporadic blurry takes in the vid.

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Re: KOF XIII: Chin Gentsai

Post by Dark_Chaotix » Wed Dec 21, 2011 01:26

Added console changes and movelist vid to first post

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ANTI CHIN

Post by Gunsmith » Mon May 20, 2013 18:32

The project starts here.

Overhead > punches

Short Answer

- use a special or EX move with less than 4 frames. A normal move such as close C will not work.

Long Answer:

This is not a true blockstring.

The overhead alone is -9 recovery BUT he can cancel it (without drive cancel) into his punches ( dwn dwn .P ) when he does this, it seems that the overhead is reduced to around -2

the punches have 0 frames of start up

so ... you have about 2 frames lol to do something.. but in tests 4 frame moves work!

so after blocking the overhead, a special move with 4 frames or less will trade or beat it.

Examples
  • Iori's SDM 4 frames
  • EX Iori EX DP 4 frames
  • King's NeoMax 1 frame
  • Any EX grab 1 frames
  • Sans Culotte 3 frames
  • Shen Install 3 frames
hop kick

This is -2 on block, and positive if hitting you with the tip...

Remember chin cannot block in hop stance - however he can still use his roll or counter.


The roll

Chin's roll is vulnerable to anything that hits him before his fist comes out. cr B ftw.
The roll is punishable on its own so Chin normally will try to cancel it to escape or drive cancel it for combos.
If you block the roll he can cancel into hop kick or counter or qcb P but all of these are punishable!

General tip for Iori
Remember Chin is short. You can hop crossup all day!

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Re: ANTI CHIN

Post by Kane317 » Wed May 22, 2013 21:30

Gunsmith wrote:The project starts here.

This is not a true blockstring.

The overhead alone is -9 recovery BUT he can cancel it (without drive cancel) into his punches ( dwn dwn .P ) when he does this, it seems that the overhead is reduced to around -2

the punches have 0 frames of start up
Yeah this part is kinda confusing since it's uncertain exactly when you can cancel into his Quickie Punches (QP) whilst he's lying down (and if uncanceled, -9F). I know you can roll before the QP comes out without wasting a meter, and you can do invincible moves like dps to beat out the QP. Obviously, you can also 1F command grab him as well.
Gunsmith wrote: hop kick (df B)

This is -2 on block, and positive if hitting you with the tip...

Remember chin cannot block in hop stance - however he can still use his roll or counter.
In his hop stance he can cancel into any special, which includes his barrel roll (hcf K), counter (qcb K) and let's not forget his qcb P which is very useful when using his Ex qcb P. Don't forget he can hold backwards or forward while he's in the hop stance making him "skip" forward or backward; any hit during the skip will count as an aerial reset. He also can hold down which cancels his hop stance into his duck stance (d x2+P). Cruel fact: Even against Iori's 3F s.C, if Chin does this blockstring--hcf B, df B, duck stance...Iori will whiff his s.C completely leaving him vulnerable to his command normal throw. Another cruel fact: If Chin does a similar blockstring against Iori or anyone--hcf B, df B, skip back...even if Iori tries to spam normal throw after the df B, he'll get a s.C reset instead.
Gunsmith wrote: The roll

Chin's roll is vulnerable to anything that hits him before his fist comes out. cr B ftw.
The roll is punishable on its own so Chin normally will try to cancel it to escape or drive cancel it for combos.
If you block the roll he can cancel into hop kick or counter or qcb P but all of these are punishable!
Just beware of the Ex hcf K barrel roll, it leaves him at -1F.

My two cents.

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