The King of Fighters XIII/Chin
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.
2 Drinks: 120% damage dealt
3 Drinks: 130% damage dealt
4 Drinks: 140% damage dealt
5 Drinks: 150% damage dealt
- 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).
- Standing Light Punch () - 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 () - 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 () - 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 ) - Chin's main Heavy Attack combo starter. Doesn't have any utility outside of close blockstrings and combos.
- Standing Heavy Kick () - 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.
- Close Heavy Kick (Close ) - Slower than Close Heavy Punch and thus not as useful unless hoping to make Chin appear more intoxicated.
- Crouching Light Punch ( + ) - 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 ( + ) - 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 + or + ).
- Crouching Heavy Punch ( + ) - 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 ( + ) - 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 ( + ) - 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 ) - 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 ) - 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 ) - 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 ) - 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 + ) - 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.
- Uronkouchuu ( + [Hold 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 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 ) - Chin's combo starter after his overhead. The recovery of Uronkouchuu can be canceled into the special cancelable punch series of Getsuga Soushu.
- Choukarou ( + ) - 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 ( + ) can effectively counter the opponent's attempts to knock the player out of Chin's stance.
- Standing Light Punch (During Choukarou, ) - Chin's basic jab.
- Bangeki (Choukarou, then or + ) - Chin attempts to grab the opponent with his normal throw. This command version of the grab has a whiff animation.
- Nikikyaku (During Choukarou, , ) - Cancels the stance into Chin's upkick ( + ).
- Close Heavy Punch (During Choukarou, ) -
- Standing Heavy Kick ~ Stance (During Choukarou, ) - Causes Chin to attack with his Standing Heavy Kick and return to Choukarou stance.
- Zabantetsu (During Choukarou, ) - Chin moves into his ducking punch stance.
- Chou Karou (Kaijou) (During Choukarou, + ) - Cancels Chin's kick stance, returning him to neutral.
- Zabantetsu ( + ) - 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 .
- Bangeki (Zabantetsu, then or + ) - Chin attempts his normal throw, only this command version of his throw can whiff.
- Getsuga Soushu (Zabantetsu, then ) - The quick punch followup that can be canceled into specials.
- Bangeki ( or + or [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 ( + ) stance.
- Nikikyaku ( + , ) - Two-part upkick similar to Kyo's 75 Shiki: Kai ( + ) 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.
- Getsuga Chougeki ( + ) - 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.
- version is faster and connects after + while the version comes out much slower.
- Drive Cancels into Kaitenteki Kuutotsuken ( + ) to extend combos, though if lacking meter Chin can use the distance gained to safely indulge on some liquid courage.
- Getsuga Chougeki ( + + ) - Invulnerable on startup, though slightly slower than the 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 ( + ) to nullify them without spending meter.
- Suiho ( + ) - A counter move that's active while Chin's tip-toeing backward, but vulnerable afterward when he falls back. The counter works against all specials (including projectiles!) and jump-ins and will counter with a cancelable Close Heavy Kick. His 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.
- Suiho ( + + ) - Counters all attacks and follows up with a multi-hitting series that finishes with a freely cancelable + . The active counter window is very short, but this will really beat anything aside from a throw or a counter-bait attempt.
- Inshu ( + ) - 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 ( + ) 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 ( + ) - 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 + 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.
- Kaitenteki Kuutotsuken ( + + ) - 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.
- Toukuuhitenhou ( + ) - Not too useful in and of itself. Difficult to incorporate into combos due to its slow startup, and really not much damaging.
- Tetsuzankou (After 1 or more Drinks, + ) - 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 version comes out faster, while the alternate has an invulnerable, delayed start and will cause a wallbounce on hit that can link into the version for easy damage.
- Suisou: Gouran Enbou ( + + ) - 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 + + ) - Identical to the grounded version. Works in aerial MAX Cancels.
- 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)
- 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.
- (1+ Drinks) df+D > P, qcb hcf+C, qcb hcf+A - (487, 10 [1 Drink])
- 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
- (1+ Drinks) df+D > P, qcb hcf+C, qcb+A (DC) hcf+B, df+BD, hcf+B, df+B, qcb hcf+A