The King of Fighters XIII/Chin

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The King of Fighters XIII
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/Strategy


Contents


Chin Gentsai

Image: KOFXIII-Chin_Face.png

In a nutshell

Chin's a Jackie Chan-status drunken master, and certainly one of the more complex characters to use because of all his unique stances and options. His attacks have a short reach, but he can do some grounded high/low mixups that start combos or go into a stance or stockpile drinks to greatly improve his damage output which augments his defensive game, especially alongside his counter moves and stances. Getting a feel for all of Chin's special stances isn't that bad, but thinking fast and knowing how to use each option efficiently is.


Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
File:kof.lp.png
25
File:chaincancel.png File:cancel.png
Standing Light Kick
File:kof.lk.png
30
File:low.png File:cancel.png
Standing Heavy Punch
File:kof.sp.png
80
File:cancel.png
Close Heavy Punch
Close File:kof.sp.png
70
File:cancel.png
Standing Heavy Kick
File:kof.sk.png
80
Stance
Standing Heavy Kick, then hold File:kof.sk.png
Enters Choukarou stance
Close Heavy Kick
Close File:kof.sk.png
80
File:cancel.png
Crouching Light Punch
File:d.png + File:kof.lp.png
25
File:chaincancel.png File:cancel.png
Crouching Light Kick
File:d.png + File:kof.lk.png
30
File:low.png File:chaincancel.png (to File:kof.lp.png normals) File:cancel.png
Crouching Heavy Punch
File:d.png + File:kof.sp.png
70
File:cancel.png
Crouching Heavy Kick
File:d.png + File:kof.sk.png
80
File:low.png File:softknockdown.png
Blowback Attack
File:kof.sp.png + File:kof.sk.png
75
File:softknockdown.png File:specialcancel.png
Jumping Light Punch
Air File:kof.lp.png
Jump: 45
Hop: 40
File:high.png
Jumping Light Kick
Air File:kof.lk.png
Jump: 45
Hop: 40
File:high.png
Jumping Heavy Punch
Air File:kof.sp.png
Jump: 72
Hop: 70
File:high.png
Jumping Heavy Kick
Air File:kof.sk.png
Jump: 70
Hop: 60
File:high.png
Jumping Blowback Attack
Air File:kof.sp.png + File:kof.sk.png
Jump: 90
Hop: 80
File:softknockdown.png

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Uronkouchuu
File:df.png + File:kof.sk.png
(Hold File:kof.sk.png to feint)
45
File:high.png
Getsuga Soushu
Uronkouchuu, then File:p.png
File:p.png : 30+35
File:ex.png : 45×3
File:chipdamage.png File:cancel.png
Choukarou
File:d.png File:d.png + File:k.png
Move with File:f.png and File:b.png
Cannot block during stance
Jumping or using special moves ends stance
Standing Light Punch
During Choukarou, File:kof.lp.png
25
File:chaincancel.png File:cancel.png
Nikikyaku
During Choukarou, File:kof.lk.png , File:kof.lk.png
20+60
File:softknockdown.png
1st hit: Re-enters Choukarou stance
Close Heavy Punch
During Choukarou, File:kof.sp.png
70
File:cancel.png
Standing Heavy Kick ~ Stance
During Choukarou, File:kof.sk.png
85
Re-enters Choukarou stance
Zabantetsu
During Choukarou, File:d.png
File:upperbodyinv.png
Enters Zabantetsu stance
Choukarou (Stance release)
During Choukarou, File:kof.lk.png + File:kof.sk.png
Cancels Choukarou stance
Zabantetsu
File:d.png File:d.png + File:p.png
File:upperbodyinv.png
Bangeki
Zabantetsu, then File:f.png or File:b.png + File:kof.sp.png
100
File:throw.png File:softknockdown.png
Getsuga Soushu
Zabantetsu, then File:p.png
File:p.png : 30+35
File:ex.png : 45×3
File:chipdamage.png File:cancel.png

Throw

Name
Command
Damage
Special Properties (glossary)
Bangeki
File:f.png or File:b.png + File:kof.sp.png or File:kof.sk.png (While Close)
100
File:throw.png File:softknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Nikikyaku
File:df.png + File:kof.lk.png , File:kof.lk.png
File:ex.png : File:df.png + File:kof.lk.png + File:kof.sk.png
File:kof.lk.png : 20+60
File:ex.png : 40×2
File:softknockdown.png
File:kof.lk.png 1st hit: Enters Choukarou stance
Getsuga Chougeki
File:qcb.png + File:p.png
File:p.png : 60
File:ex.png : 120
File:softknockdown.png File:drivecancel.png
Suiho
File:qcb.png + File:k.png
File:kof.lk.png : 80
File:kof.sk.png : 40
File:ex.png : 30+55×2+80
File:specialcancel.png
File:kof.lk.png : File:counter.png (High, Mid, and Special)
File:kof.sk.png : File:counter.png (Low and Mid) File:softknockdown.png
File:ex.png : File:counter.png (High, Mid, Low, and Special)
File:crumple.png
Inshu
File:rdp.png + File:p.png
1 Drink: 110% damage dealt
2 Drinks: 120% damage dealt
3 Drinks: 130% damage dealt
4 Drinks: 140% damage dealt
5 Drinks: 150% damage dealt
Kaitenteki Kuutotsuken
File:hcf.png + File:k.png
File:kof.lk.png : 70
File:kof.sk.png : 90
File:ex.png : 120
File:softknockdown.png File:specialcancel.png

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Toukuuhitenhou
File:qcf.png File:qcf.png + File:p.png
File:p.png : 30×8
File:ex.png : 20×16
File:softknockdown.png File:maxcancel.png
Tetsuzankou
After 1 or more Drinks,
File:qcb.png File:hcf.png + File:p.png
File:kof.lp.png : 220
File:kof.sp.png : 180
File:hardknockdown.png File:maxcancel.png
File:kof.sp.png : File:wallbounce.png
Suisou: Gouran Enbou
File:qcf.png File:qcf.png + File:kof.lk.png + File:kof.sk.png
(Can be directed freely after activation)
Ground: 14×27
Air: 14×24
File:airok.png File:softknockdown.png

Console Changes

  • Chin can do a close C from his Choukarou (d,d+K) stance.
  • Chin can no longer do Getsuga Soushu from his Choukarou (d,d+K) stance (previously C during Choukarou, or A+C for EX version).
  • He has less recovery after Bangeki (normal throw) (both from stances and normally) and he can actually do follow-ups in the corner.
  • Chin's defense no longer decreases when he has drink stocks. In Arcade, his damage taken would increase to 105% > 111% > 117% > 125% > 133%.
  • Light Suiho (qcb+B) now has the attack come out faster than before and can combo into Kaitenteki Kuutotsuken (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.
  • Suiho (qcb+K) has reduced active frames. The normal version now has the active duration of the EX version in Arcade, and the EX version's is even shorter.
  • EX Suiho (qcb+BD) does less damage (previously 40+70×2+80).

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (File:snka.gif) - Chin is so short that his Standing Light Punch will connect against crouching characters. This move can be chain canceled into any of Chin's Light attacks or canceled on its own.
  • Standing Light Kick (File:snkb.gif) - Hits low and can be special cancled, but cannot be chained into any other Light. A decent attack, but doesn't reach as far as Crouching Light Kick nor can it be chained into anything else as a hitconfirm.
  • Standing Heavy Punch (File:snkc.gif) - Backfist attack with a slight upward angle that can be used as a strong hop anti-air attack, though when pressured Chin is better off sticking with Standing Light Punch as a faster anti-air. One of Chin's longest normal attacks, though that isn't saying much directly, but a strong defensive tool.
    • Cancelable on hit or whiff.
  • Close Heavy Punch (Close File:snkc.gif) - Chin's main Heavy Attack combo starter. Doesn't have any utility outside of close blockstrings and combos.
  • Standing Heavy Kick (File:snkd.gif) - Chin's drunken side kick and longest-reaching normal. Has a solid mid hitbox and quick recovery which makes it one of his better footsie tools.
    • Stance (Standing Heavy Kick, then hold File:snkd.gif) - Chin cancels his kick and enters his Choukarou stance (File:down.gifFile:down.gif + File:kick.gif).
  • Close Heavy Kick (Close File:snkd.gif) - Slower than Close Heavy Punch and thus not as useful unless hoping to make Chin appear more intoxicated.
  • Crouching Light Punch (File:down.gif + File:snka.gif) - Functions near-identically to Standing Light Punch. Has a lower hitbox and can be chained into or out of to increase the length of hitconfirms.
  • Crouching Light Kick (File:down.gif + File:snkb.gif) - A quick sweep that moves Chin forward. This attack can be chain canceled into Standing and Crouching Light Punch to confirm from a low attack, or be canceled on its own (such as canceling into File:downright.gif + File:snkd.gif or File:down.gifFile:down.gif + File:punch.gif).
  • Crouching Heavy Punch (File:down.gif + File:snkc.gif) - A hollow remainder of Chin's previously great Crouching Heavy Punch, now reduced to a subpar anti-air with short range. Cancelable.
    • Although this attack isn't as dominant as in previous games, it becomes much better when Chin stacks multiple drinks as then even if it trades Chin will deal more damage than he'll take.
  • Crouching Heavy Kick (File:down.gif + File:snkd.gif) - Sliding sweep that cannot be canceled; punishable if blocked deep. Gains a bit of extra range from Chin sliding forward, although this can increase its risk from up close.
  • Blowback Attack (File:snkc.gif + File:snkd.gif) - Chin will initially lean forward before attacking which gives this attack good range in respect to his generally short reach. Cancels into specials.
    • Poor as a Guard Cancel Blowback Attack as Chin's forward movement can cause him to whiff the counter against a jump-in, as is the case with Ralf's GCCD.
  • Jumping Light Punch (Air File:snka.gif) - Horizontal air-to-air positioned higher than Chin's other jumping normals. Works when approaching the opponent from below as a fast air-to-air.
  • Jumping Light Kick (Air File:snkb.gif) - A more standard, shoto-like jump kick. This attack has a long window of active frames but doesn't inflict much hitstun. While this could air-to-air, Jumping Blowback Attack is overall a stronger option.
  • Jumping Heavy Punch (Air File:snkc.gif) - Chin's main air-to-ground overhead. Somewhat lacking in range since the hitbox is close to Chin, but causes heavy hitstun.
    • Works as a crossup.
  • Jumping Heavy Kick (Air File:snkd.gif) - A silly drunken twist kick that can be used as a horizontal air-to-air or as a late jump-in.
    • Can also crossup, although the spacing is more strict.
  • Jumping Blowback Attack (Air File:snkc.gif + File:snkd.gif) - Very fast horizontal kick with deceptional range. Functions as an air-to-air, late jump-in, and zoning tool for batting at the opponent from forward, backward, and neutral hops. Plus it can be confirmed on counterhit into a followup.

Unique Attacks

  • Uronkouchuu (File:downright.gif + File:snkd.gif [Hold File:snkd.gif to feint]) - A great overhead kick that can be comboed off on hit or feint canceled into a low or throw attempt. Although this attack is too slow to combo into, it can easily catch the opponent off guard and can be canceled into to reduce the vulnerability window. By holding or retapping File:snkd.gif Chin will stop his downward kick and return to neutral which can keep the player safer while allowing for a high/low/throw mixup off the overhead.
    • Despite Chin being airborne, he is still throwable at all times while performing this attack.
    • This move can be punished on block, especially so against characters with command grabs.
    • Getsuga Soushu (Uronkouchuu, then File:punch.gif) - Chin's combo starter after his overhead. The recovery of Uronkouchuu can be canceled into the special cancelable punch series of Getsuga Soushu.
      • File:Ex.png Getsuga Soushu (Uronkouchuu, then File:snka.gif + File:snkc.gif) - Hits three times and pulls the opponent in deeper, which can be followed by linking a Close Heavy Punch.
  • Choukarou (File:down.gifFile:down.gif + File:kick.gif) - Chin enters his kick stance that causes him to stand on one foot and pogo back or forth instead of walking. Chin is completely vulnerable while hopping around and cannot immediately block, but the player can cancel this stance into any of Chin's special moves or special followups. Canceling into Suiho (File:qcb.gif + File:kick.gif) can effectively counter the opponent's attempts to knock the player out of Chin's stance.
    • Standing Light Punch (During Choukarou, File:snka.gif) - Chin's basic jab.
    • Bangeki (Choukarou, then File:right.gif or File:left.gif + File:snkc.gif) - Chin attempts to grab the opponent with his normal throw. This command version of the grab has a whiff animation.
    • Nikikyaku (During Choukarou, File:snkb.gif, File:snkb.gif) - Cancels the stance into Chin's upkick (File:downright.gif + File:snkb.gif).
    • Close Heavy Punch (During Choukarou, File:snkc.gif) -
    • Standing Heavy Kick ~ Stance (During Choukarou, File:snkd.gif) - Causes Chin to attack with his Standing Heavy Kick and return to Choukarou stance.
    • Zabantetsu (During Choukarou, File:down.gif) - Chin moves into his ducking punch stance.
    • Chou Karou (Kaijou) (During Choukarou, File:snkb.gif + File:snkd.gif) - Cancels Chin's kick stance, returning him to neutral.
  • Zabantetsu (File:down.gifFile:down.gif + File:punch.gif) - A low, 'coward crouch' stance that shrinks Chin's vulnerable hitbox beyond crouching. This allows the player to duck underneath most non-grounded projectiles as well as many normal attacks. This stance can be canceled into any special attack, followup, or be ended by pressing File:up.gif.
    • Bangeki (Zabantetsu, then File:right.gif or File:left.gif + File:snkc.gif) - Chin attempts his normal throw, only this command version of his throw can whiff.
    • Getsuga Soushu (Zabantetsu, then File:punch.gif) - The quick punch followup that can be canceled into specials.
      • File:Ex.png Getsuga Soushu (Zabantetsu, then File:snka.gif + File:snkc.gif) - Cancels on the third hit, and allows a Close Heavy Punch link afterward.

Throw

  • Bangeki (File:right.gif or File:left.gif + File:snkc.gif or File:snkd.gif [While Close]) - Chin is one of the few characters that can combo after his throw when the opponent is tossed into the corner. This ups his empty hop mixup, although the defending player can always alternate guard or employ the throw tech option select to stop Chin's empty hop mixup options. Still, Chin's throw is great for punishing rolls in the corner and he can also sneak in throw attempts from his Zabantetsu ( File:down.gifFile:down.gif + File:punch.gif ) stance.

Special Moves

  • Nikikyaku (File:downright.gif + File:snkb.gif, File:snkb.gif) - Two-part upkick similar to Kyo's 75 Shiki: Kai (File:qcf.gif + File:kick.gif) from older KOF games. The first kick recovers faster which allows additional juggle hits while being safer on block, while the second kick is difficult to follow up on hit. Both hits are pretty bad on block, though this attack pretty much dominates the low hop space and can demolish hop attempts from a solid read.
    • Chin will enter his Choukarou stance after landing from doing the first kick, though he can immediately cancel from his stance into another special to keep the opponent airborne.
    • File:Ex.png Nikikyaku (File:downright.gif + File:snkb.gif + File:snkd.gif) - Automatically kicks twice and launches the opponent much higher, allowing more followup hits.
  • Getsuga Chougeki (File:qcb.gif + File:punch.gif) - Chin quickly moves forward and attacks with a bent arm. Has a solid reach and strong hitbox which can catch the opponent off guard, but players should take caution to space this attack from maximum range to avoid being punished. This is Chin's main tools for Super and Drive Cancels, but it cannot be followed up on hit otherwise.
    • File:snka.gif version is faster and connects after File:downright.gif + File:snkb.gif while the File:snkc.gif version comes out much slower.
    • Drive Cancels into Kaitenteki Kuutotsuken ( File:hcf.gif + File:kick.gif ) to extend combos, though if lacking meter Chin can use the distance gained to safely indulge on some liquid courage.
    • File:Ex.png Getsuga Chougeki (File:qcb.gif + File:snka.gif + File:snkc.gif) - Invulnerable on startup, though slightly slower than the File:snka.gif version. A pretty weak reversal option and although this can go through projectiles, Chin has much better options such as crouching under or using Suiho ( File:qcb.gif + File:snkb.gif ) to nullify them without spending meter.
  • Suiho (File:qcb.gif + File:kick.gif) - A counter move that's active while Chin's tip-toeing backward, but vulnerable afterward when he falls back. The File:snkb.gif counter works against all specials (including projectiles!) and jump-ins and will counter with a cancelable Close Heavy Kick. His File:snkd.gif registers against grounded normal attacks and triggers a cancelable backflip.
    • The active counter window is fairly short on Chin's counters and so timing is important as once Chin begins to stumble backward he's completely vulnerable. Be sure to capitalize with a combo off a successful counter.
    • File:Ex.png Suiho (File:qcb.gif + File:snkb.gif + File:snkd.gif) - Counters all attacks and follows up with a multi-hitting series that finishes with a freely cancelable File:qcb.gif + File:punch.gif. The active counter window is very short, but this will really beat anything aside from a throw or a counter-bait attempt.
  • Inshu (File:rdp.gif + File:punch.gif) - Chin takes a swig from his gourd, which powers him up and changes his skin tone. Up to five drinks can be stacked, though they do not carry over into the next round. Chin will only lose drinks stocks when the round ends (which resets the counter to zero) or when he suffers a knockdown (which removes one stock per knockdown).
    • Chin becomes much more menacing as he downs his ale. His damage output increases with absolutely no downsides aside from the special's startup time and he gains access to his great Tetsuzankou ( File:down.gifFile:downleft.gifFile:hcf.gif + File:punch.gif ) DM which can combo into itself or function as a reversal or heavy anti-air. If the opponent lets Chin get away with freely storing drinks Chin should easily dominate the rest of the round.
    • Opponents should be afraid of letting Chin sit too far back and power up. Projectiles can help fight against Chin though he can duck or counter every projectile which can but him time to sneak in a quick swig. obviously, the opponent should want to rush down Chin before he can reach his 50% damage boost or at the least stay in a close-mid range where it's possible to react to and punish any drinks.
  • Kaitenteki Kuutotsuken (File:hcf.gif + File:kick.gif) - Chin rolls forward with a low hitbox and attacks with an upward punch that can be freely canceled into a special move. This can be used as a counter to non-grounded projectiles and can always be canceled into File:qcb.gif + File:punch.gif on block to make the player safe on block. The downside to this special is that the startup length is too slow to combo directly from any of Chin's normal attacks, so it works best in combos or off an educated read as an approach.
    • File:Ex.png Kaitenteki Kuutotsuken (File:hcf.gif + File:snkb.gif + File:snkd.gif) - Travels fast enough to combo off of Chin's heavy normals and launches the opponent higher on hit. This attack is also fully attack invulnerable for nearly the entire animation of the roll, meaning it's nearly impossible to counterpoke. It's also completely safe on block when not canceled into specials, so Chin is one of the few characters with a safe reversal move.

Desperation Moves

  • Toukuuhitenhou (File:qcf.gifFile:qcf.gif + File:punch.gif) - Not too useful in and of itself. Difficult to incorporate into combos due to its slow startup, and really not much damaging.
    • File:Ex.png Toukuuhitenhou (File:qcf.gifFile:qcf.gif + File:snka.gif + File:snkc.gif) - Starts quicker while being invulnerable. Connects in more instances and causes more hits, though Chin can consume meter in other fashions for better damage.
  • Tetsuzankou (After 1 or more Drinks, File:down.gifFile:downleft.gifFile:hcf.gif + File:punch.gif) - Tackle DM that deals better damage than Toukuuhitenhou though it requires at least one drink to be stacked. At 5 drinks this DM does huge damage for being a 1-meter move. The File:snka.gif version comes out faster, while the File:snkc.gif alternate has an invulnerable, delayed start and will cause a wallbounce on hit that can link into the File:snka.gif version for easy damage.
  • Suisou: Gouran Enbou (File:qcf.gifFile:qcf.gif + File:snkb.gif + File:snkd.gif) - Chin's staple fire-breathing DM that can be aimed in eight directions. Getting the full amount of damage requires quick aiming and somewhat close spacing. Invulnerable on startup.
  • Air Suisou: Gouran Enbou (Air File:qcf.gifFile:qcf.gif + File:snkb.gif + File:snkd.gif) - Identical to the grounded version. Works in aerial MAX Cancels.

Combos

0% Drive

0 Bar

  • cl.C/st.C/cr.C xx df+B, qcb+A - (143/153/143, 17)
  • cr.B cr.A xx df+B, qcb+A - (122, 16)
  • cr.B d d+P > P xx df+B, qcb+A - (154, 17)
  • st.A cr.B d d+P > P xx df+B, qcb+A - (170, 20)
  • df+D > P xx df+B, qcb+A - (169, 20)
  • hcf+B xx df+B, qcb+A - (143, 16)
  • qcb+D (counter), hcf+D xx df+B, B, qcb+A - (248, 30)
  • qcb+B (counter) xx df+B, qcb+A - (113, 18)

1 Bar

  • df+D > P, d d+P > AC, cl.C xx df+B, qcb+A - (309, 27)
  • qcb+BD (counter), hcf+B xx df+B, qcb+A - (350, 16)
    • If this combo is continued with a Drive Cancel, an extra Nikikyaku (1st hit) can be juggled at the end due to the increased launch height caused by the buckle state.

2 Bar

  • (1+ Drinks) df+D > P, qcb hcf+C, qcb hcf+A - (487, 10 [1 Drink])

50% Drive

0+ Bar

  • df+B, qcb+A (DC) hcf+K [xx df+BD, hcf+B] x n, df+B,
    • (corner only) B > B, st.A
    • (corner only) B, B > B, [st.A]
    • (1+ Drinks) B, qcb hcf+A
    • B > B, qcf qcf+AC

3 Bar

  • (1+ Drinks) df+D > P, qcb hcf+C, qcb+A (DC) hcf+B, df+BD, hcf+B, df+B, qcb hcf+A

100% Drive

Team Order

1st position

Pros

Cons

2nd position

Pros

Cons

3rd position

Pros

Cons

Basic Strategy

Offense

Defense

Advanced Strategy

Frame Data

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