![]() ![]() Is the only overhead in the game that can be free canceled into specials and supers raw. Hits overhead by itself, loses overhead property when buffered into.Chin turns around then falls on the ground.Chin throws the opponent towards the corner of the screen.Chin climbs on the opponent's neck, then squeezes the opponent.Jump CD is a short ranged kick that can be used from ground to air.Jump D has around the same horizontal range has jump B.Jump C hits twice and can be used as an instant overhead, and to start combos.Can be low profiled if used as a jump or superjump. Jump B as a hop can be used as an air-to-air to stop incoming hops.Jump A can be used as an instant overhead on some crouching characters.It can also low profile evade mid-screen projectiles. Crouch D knocks the opponent down, it is only cancel-able (if hit/blocked or whiff) into his rdp+K drink special move.Crouch C can be used as an anti-air because of it's vertical hitbox but lacks horizontal space. ![]() Crouch B hits low, can chain into cl.B, and cr.A and is not cancel-able.B, slides and very low sweeps that graze the ground Far D is a special cancel-able sobat kick that has lower body invincibility when active that can evade characters cr.Far C has great range, and can easily cancel into his special moves and supers.Far A is a non-cancel-able jab that can be used as a close range poke.Both hits push Chin back a bit which can make certain cancelled special moves The first hit is a mid, but the second hit is an overhead and is special cancel-able. cl.C is good to use in combos to cancel into special moves or his f+A command norma.He can play space control but can also play pressure and poking. He has a lot of potential to low profile attacks, but due to his size and his sleep stance move which can be cancelled with various follow-ups. his j.C is really good, his j.B can be used as a great cross-up tool and he has an overhead in his f+A which in the corner can convert into max mode (although his loops aren't the longest nor the most damaging). He has pretty good ways of converting into damage, both with and without meter. When he does though, he has more than decent tools and a pretty god anti air game. Without drinking in fact, he doesn't have access to a lot of his special moves, he needs to drink and store stocks to use up on those moves. Manipulate Flame Dance - + Gameplay OverviewĬhin is quite atypical, both because of his size and because a lot of his potential is locked behind his gulps (rdp+P). Sake Fire Breath - + / (requires 1 stock Gulp Sake)Ĭustomized Invitation to the Furnace - + / (requires 3 stocks Gulp Sake) Rolling Punch 2 - + / (requires 1 stock Gulp Sake)īurning Sake Belch - + / (requires 1 stock Gulp Sake) Mochizuki Intoxicator - + / Serpent Adversary - + Carp Can Can - + Rolling Punch 1 - + / (requires 1 stock Gulp Sake) Back Warp Kick. ![]()
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