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
), fast, chains into std
/
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 -->
. 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
, but not a true combo). If anticipated early enough, use this for anti-hops into
. 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
/
instead. (4/5)
Down A(25): Quick low hit, can still be blocked high, pretty standard, used in his BnB combos. Chains into
,
, std
, fast and is cancelable. 5/5
Down B(30): Front sweep, slightly slower than his
, about the same range,
is cancelable and chains into
,
, std
. Since it can be canceled, play around with his
into
overhead. 5/5
Down C(70): Slight diagonal upward elbow, not that good for anti air, and the new far
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
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
, 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
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
.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
it cancels,
or if you tap
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,
x2
, right after (can do 2-3 sets and canceled out of it). 5/5
Special Attacks(Posses Ex version):
+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
(note, if you don't cancel the std
the opponent will have frame advantage) for the
counter. The
counter counters all
specials, and
air attacks. The
counter even
counters projectiles, it'll trigger the kick however neither party takes damage and the projectile passes thru. The
counter counters
normals including low hits, it will do the same only he'll flip backwards immediately so a
might work, or a well timed
.
Ex Counter counters
everything, he'll do a series of four hits that end in a
that can be free-cancelled into
. If it's the
version
you can only connect it with
midscreen (otherwise
in the corner), and the
version you can do
into
[DC],
...). The Ex counter does 26% alone without considering the combos it leads to or additional damage that comes with drinking. 5/5
+P(60/120)(Ex): A quick hit to the face with the back of his fist.
version is quick,
version might be a little slower and has
slightly more reach (I only use
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
+K(70/90/120)(Ex): Chin rolls across the ground and ends in a backfist to the chest area.
doesn't seem to go as far although
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
or
. If you distance yourself correctly, even if they block
,
, most of the time, you can
(again) them in time while they try to punish you. Mid screen, use B if you want to do
,
loops, and use
mid screen if you want to use
5/5
+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
.B(20.60/40x2)(ex): Kyo-like kick, juggles diagonally upwards. You can press
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
as an anti-air, but do not use if they they are nearly above you. Cancel the landing frames into another
or
. 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
.As and jump attack misses him. New to XIII, he can now throw an opponent by pushing forward
, he does however have a whiff animation. In trade, he has lost his ability to cancel the stance into a d
. You can free cancel his stance into any special.
∟ Press
(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
∟B -
∟C - Quickie Punch
∟D - Far
∟Down - Goes into his
Stance
∟BD - Cancels stance.
Super moves (DMs):
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
,
, and off a
but the normal version can only be comboed off a
or super canceled off a
. Personaly, I stay clear of the normal version and save my stocks for his Ex
or Ex counter.
~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.
version is quicker and combos off of
.Bs.
version is slower but has wire damage and can be followed up into the
version or into
juggle combos.
version also combos off his quickie punch.
Neo Max:
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
.B and
+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)
.D overhead into Quickie Punch loops x1~3 (d x2+P.P)
e) Counters
f)
.B as an anti air
g)
+K for mid projectiles
h) Ex
+K for ground projectiles.
Middle
a) s.C, (Quickie Punch x1~2),
.B,
+A, [DC]
+K...
b)
.B,
+A, [DC]
+K...
c)
.B,
+A, [DC]
+K...
d)
.B,
+A, [DC]
+K...
e) (If B or Ex version then)
+B,
.B,
+A, [DC]
+K...
f) version go for
.B immediately
g)
.B,
+A, [DC]
+K...
h)
+B,
+B,
+A, [DC]
+K...
If you are midscreen (otherwise skip to corner), make sure you do the D version
+K then...
1.)
.BD,
+B
If you choose to use the B version, then just do
.B,
+A.
Corner/Finisher
After 1.)
.Bx4 (after the first
.B, just press neutral B), s.A/qcb+A/qcb~hcf+A (must drink first)/ Ex
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,
.B,
A, [DC],
B, (earliest cancel as possible)
.BD, (hcf+B,
.B) x2,
.B,
A/DM
-(drink)
.D, Quickie Punch x1~3,
~hcf+C, (wire)
~hcf+A
-df+D, dx2+P.P,
~hcf+C,
+A, [DC]
+B, Ex
+BD,
+B,
+B,
~hcf+A 64% damage (3 stocks, 1 drive, 1 drink)
HD combo:
-s.C, HD, s.C,
A, [HDC]
B,
A, [HDC]
D, (df.B,
C,
D) x2,
.B x2,
C, [HDC]
D,
.B x2, s.A,
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,
+K,
.B as an anti air, counter etc...)
Let's start with
far range. There's not much you can do here except prepare to
+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
+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
+B counter--punish him at will.
Often times you can bait them to throw a mid fireball without them really thinking. e.g. Try
+D (blocked),
+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
+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
+B and you'd be surprised how effective it is against hops. Against jump-ins use his
+B counter. On the offense use Far C into
.D, good reach and deceptive. Sometimes, it's even good to use
+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
.B or just go for another overhead. If they block your d.B, d.A/s.A,
.B you should be at the right distance where you get frame advantage and after you land your
.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
.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
.B combos with his
~hcf+A.
-If I have only
one power stock, I'll save it for his
Ex .K combos, or his Ex counter (his qcfx2+P DM is pretty much not worth using, and will not connect after his
.B anymore (unlike XII).
-Make sure you have 1 cancel gauge otherwise it severely limits his options (s.C,
.B,
+A, [
DC],
+K...)
-If you really lack a cancel gauge, go for Quickie Punch into
~hcf+
C (wires opponent), then perform the light version
~hcf+
A (but remember to do it the opposite direction due to the wire). If you don't have another stock do
+A then steal a drink after.
-Anytime you connect with
~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,
+B,
.B, Ex
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
.BD, B loops. e.g.
.B,
A, [DC],
+B, (df.BD,
+K)x
1~3,
.B x2, Ex
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, ~hcf+C, [wires] juggle low as possible (qcb A, [HDC] D) x2, (df.B, C, [HDC] D) x3, B x4, Ex x2+AC (3 stocks, 1020dmg)
UPDATE2:
Forgot to post up some damage on some combos:
-
s.C, HD, s.C, A, [HDC] B, A, [HDC] D, (df.B, C, [HDC] D) x3, .B x4, 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,
+BD,
+AC,
B,
C, [DC]
D,
.B,
B,
.BD,
B,
.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
+AC it'll be 17hits for
529dmg.
UPDATE4:
-s.C, HD, s.C, Ex
K, Ex
P, (hcf B,
C, [HDC]
D,
.B) x4,
B,
.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
K,
B,
C, [DC]
D,
.B,
B,
.B x3, Ex
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
.BD in the end.
---
UPDATE5:
Did more "countering" situations damage testings.
a) Ex
K,
B,
.B,
A, [DC]
D,
.BD,
B,
.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)
B, Ex
K,
B,
C, [DC]
D,
.B,
B,
.BD,
B,
.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
K, Ex
K,
B,
C, [DC]
D,
.B,
B,
.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
K, Ex
K,
B,
C, [DC]
D,
.B,
B,
.BD,
B,
.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)
B, Ex
K,
B,
C, [DC]
D,
.B,
B,
.B x3, Ex
x2+AC DM (26 hits,
3 stocks 1 drive,
600dmg)