Matrimelee/Chinnen: Difference between revisions
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[[Image:chinnen_portrait.jpg|frame|right|Chinnen]] | [[Image:chinnen_portrait.jpg|frame|right|Chinnen]] | ||
[[Image:Matrimelee_Chinnen_Colors.png|400px|thumb|right|Colors]] | |||
== | == Introduction == | ||
Chinnen, formerly Thin Nen (陳念) is a recurring character Power Instinct series. He's a parody of the Buddhist monk-type characters. Usually, they are all depicted as good people with little desire; Chinnen is the direct opposite. | |||
A violent individual with obscene desires. This religious man studied ancient rituals to gain mystic powers. He will do everything he can to get what he wants, whether it be women, food or money. He’s afraid of nothing and is opportunistic and greedy. In spite of this, he is not an evil person and he will sometimes speak to his opponents in a Zen-like fashion. | |||
== Overview == | |||
* | {| | ||
: | |-style="text-align:left;" | ||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-align:left" | |||
| style="width: 50%;"| | |||
*Easy skill ceiling regarding combos and neutral. | |||
*Can confirm a combo off of almost any normal. | |||
*6.B allows for Chinnen to get easy juggle combos. | |||
*Very versatile toolset that can support strong neutral. | |||
*cl.D is a very good anti-cross-up due to its massive vertical hitbox. | |||
*63214.K is a decent anti-air thanks to its invincibility frames on start-up. | |||
*Multi-Hit Stress Shot super that can be used as a grounded reversal. | |||
*Option Select Oki by simply pressing 6.C to get a meaty cl.C or a throw. | |||
*41236.AC can be used to get juggle combos on hit. | |||
*63214.A/C have armor tics on start-up, allowing them to eat attacks and projectiles. | |||
*j.63214.C is an instant air fireball with few start-up frames. | |||
*Instant j.63214.A can control neutral in Chinnen's favor. | |||
| style="width: 50%;"| | |||
*Struggles to approach opponents outside of jumping forward and cross-ups. | |||
*No mix-ups. Forced to rely on cross-ups and throws. | |||
*Slow 66.P, very difficult to link from a jumping normal. | |||
*6.B & 3.B are unsafe on block. | |||
*41236.AC has a long start-up. Easy to punish mid-screen. | |||
*j.63214.A is only one hit and is best done as close to the ground | |||
*Stress Shot Super keeps the opponent standing, keeping recoverable health. | |||
*Ippatsu Ougi Super can only be linked into from 66.P, 2.CD or a 41236.AC juggle combo. | |||
*Ippatsu Ougi is super slow on start-up and moves slowly once active. | |||
*Kinjite Super can only be done on Rage Explosion and is difficult to combo into. | |||
|- | |||
|} | |||
==Strategy== | |||
'''Under Construction''' | |||
== Normal Moves == | |||
=== | |||
== | ===Standing Normals=== | ||
{| border="1em" cellpadding="3" cellspacing="0" | {| border="1em" cellpadding="3" cellspacing="0" | ||
Line 126: | Line 106: | ||
|8M | |8M | ||
| | | | ||
|- | |||
|} | |||
===Crouching Normals=== | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Normal''' | |||
| align="center" style="background:#f0f0f0;"|'''Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Guard''' | |||
| align="center" style="background:#f0f0f0;"|'''Meter''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |- | ||
| colspan="5" align="center" | '''Crouch Normals''' | | colspan="5" align="center" | '''Crouch Normals''' | ||
Line 152: | Line 142: | ||
|8M | |8M | ||
|Hits Low; Knockdown | |Hits Low; Knockdown | ||
|- | |||
|} | |||
===Jumping Normals=== | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Normal''' | |||
| align="center" style="background:#f0f0f0;"|'''Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Guard''' | |||
| align="center" style="background:#f0f0f0;"|'''Meter''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |- | ||
| colspan="5" align="center" | '''Neutral Jump Normals''' | | colspan="5" align="center" | '''Neutral Jump Normals''' | ||
Line 204: | Line 205: | ||
|8M | |8M | ||
|Strong Cross Up | |Strong Cross Up | ||
|- | |||
|} | |||
===Command Normals=== | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Normal''' | |||
| align="center" style="background:#f0f0f0;"|'''Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Guard''' | |||
| align="center" style="background:#f0f0f0;"|'''Meter''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |- | ||
| colspan="5" align="center" | '''Command Normals''' | | colspan="5" align="center" | '''Command Normals''' | ||
Line 218: | Line 230: | ||
|10M | |10M | ||
|2 Hits | |2 Hits | ||
|- | |||
|} | |||
===Dashing Normals=== | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Normal''' | |||
| align="center" style="background:#f0f0f0;"|'''Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Guard''' | |||
| align="center" style="background:#f0f0f0;"|'''Meter''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |- | ||
| colspan="5" align="center" | '''Dash Normals''' | | colspan="5" align="center" | '''Dash Normals''' | ||
Line 232: | Line 255: | ||
|10M | |10M | ||
|Knockdown | |Knockdown | ||
|- | |||
===CD Attacks=== | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Normal''' | |||
| align="center" style="background:#f0f0f0;"|'''Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Guard''' | |||
| align="center" style="background:#f0f0f0;"|'''Meter''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |- | ||
| colspan="5" align="center" | '''CD Attacks''' | | colspan="5" align="center" | '''CD Attacks''' | ||
Line 252: | Line 285: | ||
|20M | |20M | ||
|Costs 1 Meter; Hard Wall Slam | |Costs 1 Meter; Hard Wall Slam | ||
|- | |||
|} | |||
===Natural Chains=== | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Normal''' | |||
| align="center" style="background:#f0f0f0;"|'''Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Guard''' | |||
| align="center" style="background:#f0f0f0;"|'''Meter''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |- | ||
| colspan="5" align="center" | '''Natural Chain Combos''' | | colspan="5" align="center" | '''Natural Chain Combos''' | ||
Line 266: | Line 310: | ||
|14M | |14M | ||
|2 Hits | |2 Hits | ||
|- | |- | ||
|} | |} | ||
Line 299: | Line 323: | ||
| align="center" style="background:#f0f0f0;"|'''Notes''' | | align="center" style="background:#f0f0f0;"|'''Notes''' | ||
|- | |- | ||
| colspan="6" align="center" | '''Senkou Rekkyaku''' | | colspan="6" align="center" | '''Senkou Rekkyaku''' | ||
|- | |- | ||
|Senkou Rekkyaku B<br>41236.B | |Senkou Rekkyaku B<br>41236.B | ||
Line 322: | Line 346: | ||
|Startup Invincibility; 4 Hits; 4th Hit is Overhead | |Startup Invincibility; 4 Hits; 4th Hit is Overhead | ||
|- | |- | ||
| colspan="6" align="center" | '''Rekkou Ken''' | | colspan="6" align="center" | '''Rekkou Ken''' | ||
|- | |- | ||
|Rekkou Ken A<br>646.A | |Rekkou Ken A<br>646.A | ||
Line 345: | Line 369: | ||
|13 Hits; Air Unblockable | |13 Hits; Air Unblockable | ||
|- | |- | ||
| colspan="6" align="center" | '''Rengoku Reiha''' | | colspan="6" align="center" | '''Rengoku Reiha''' | ||
|- | |- | ||
|Rengoku Reiha A (Orb)<br>63214.A | |Rengoku Reiha A (Orb)<br>63214.A | ||
Line 375: | Line 399: | ||
| | | | ||
|- | |- | ||
| colspan="6" align="center" | '''Kuuchuu Rengoku Reiha''' | | colspan="6" align="center" | '''Kuuchuu Rengoku Reiha''' | ||
|- | |- | ||
|Rengoku Reiha A (Orb)<br>j63214.A | |Rengoku Reiha A (Orb)<br>j63214.A | ||
Line 390: | Line 414: | ||
|8M | |8M | ||
|Skips Orb and Shoots the Skull | |Skips Orb and Shoots the Skull | ||
|- | |||
| colspan="6" align="center" | '''Jubakufu''' | |||
|- | |||
|Jubakufu<br>41236.A+C | |||
|4P/8R | |||
|2P/3R | |||
|12G | |||
|20M | |||
|Places Opponent in Stun State on Hit | |||
|- | |- | ||
|} | |} | ||
== Super Moves == | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Super''' | |||
| align="center" style="background:#f0f0f0;"|'''Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Chip''' | |||
| align="center" style="background:#f0f0f0;"|'''Guard''' | |||
| align="center" style="background:#f0f0f0;"|'''Meter''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |||
| colspan="6" align="center" | '''STRESS SHOT: Renki Kourin''' | |||
|- | |||
|Renki Kourin (1 hit)<br>A(hold)>B(hold)>C | |||
|13P/25R | |||
| | |||
|0G | |||
|10M | |||
|Air Unblockable | |||
|- | |||
|Renki Kourin (2 hit)<br>A(hold)>B(hold)>C | |||
|25P/50R | |||
|3P/6R | |||
|0G | |||
|20M | |||
|Air Unblockable | |||
|- | |||
|Renki Kourin (3 hit)<br>A(hold)>B(hold)>C | |||
|38P/75R | |||
|5P/9R | |||
|0G | |||
|30M | |||
|Air Unblockable | |||
|- | |||
|Renki Kourin (4 hit)<br>A(hold)>B(hold)>C | |||
| | |||
| | |||
| | |||
| | |||
|Air Unblockable | |||
|- | |||
| colspan="6" align="center" | '''IPPATSU OUGI: Kaigan Kakusei''' | |||
|- | |||
|Kaigan Kakusei<br>236-3214.B | |||
|40P/80R | |||
|2P/4R | |||
|0G | |||
|58M | |||
|Air Unblockable; 40M if Blocked | |||
|- | |||
| colspan="6" align="center" | '''KINJITE: Bonnou Touda''' | |||
|- | |||
|Bonnou Touda<br>439176.K | |||
|100P | |||
|2P/4R | |||
|0G | |||
|62M | |||
|Air Unblockable; 40M if Blocked | |||
|- | |||
|} | |||
== Combos == | |||
=== Ground Combos === | |||
*'''j.D >> 2.B > 2.B > 6.B xx 646.A/C''' | |||
:24P/47R 38M to opponent | |||
*'''j.D >> 2.B > 2.B > 6.B xx 41236.D''' | |||
:25P/50R 46M to opponent | |||
*'''j.D >> 2.B > 2.B > 2.B > 6.B xx 646.A/C''' | |||
:26P/51R 44M to opponent | |||
*'''j.D >> 2.B > 2.B > 2.B > 6.B xx 41236.D''' | |||
:27P/54R 52M to opponent | |||
*'''j.D >> 5.C > 5.D > 6.B (2hit) xx 41236.C''' | |||
:29P/57R 50M to opponent | |||
*'''j.D >> 2.B > 2.B > 2.B > 6.B xx A>B>C (3hit)''' | |||
:34P/67R 61M to opponent | |||
*'''j.D >> 5.C > 5.D > 6.B (2hit) xx spooky skeleton (2hit)''' | |||
:34P/68R 54M to opponent | |||
*'''crossup j.D >> 5.C > 5.D > 6.B (2hit) xx spooky skeleton (3hit)''' | |||
:35P/70R 59M to opponent | |||
*'''crossup j.D >> 5.C > 5.D > 6.B (2hit) xx spooky skeleton (4hit)''' | |||
:41P/81R 69M to opponent | |||
*'''crossup j.D >> cl.A > cl.A > cl.A ~> 2.C xx spooky skeleton (3hit)''' | |||
:36P/72R 58M to opponent | |||
*'''crossup j.D >> cl.A > cl.A > cl.A ~> 2.C > 6.B (1hit) xx spooky skeleton (3hit)''' | |||
:37P/73R 62M to opponent | |||
=== Juggle Combos === | |||
*'''5.C > 5.D > 6.B (2hit) xx 41236.C''' | |||
:25P/49R 42M to opponent | |||
*'''cl.D >> 5.C > 5.D > 6.B (2hit) xx 41236.C''' | |||
:30P/59R 50M to opponent | |||
*'''cl.D >> cl.D >> 5.C > 5.D > 6.B (2hit) xx 41236.C''' | |||
:35P/70R 58M to opponent | |||
*'''5.C > 5.D > 6.B (2hit) xx 2363214.B''' | |||
:38P/75R 84M to opponent *enough to stress scream* | |||
*'''cl.D >> 5.C > 5.D > 6.B (2hit) xx 2363214.B''' | |||
:42P/83R 92M to opponent *enough to stress scream* | |||
*'''cl.D >> cl.D >> 5.C > 5.D > 6.B (2hit) xx 2363214.B''' | |||
:46P/92R 100M to opponent *enough to stress scream* | |||
=== Guard Crush Strings === | |||
*'''j.D >> 5.C > 5.D > 6.B (2hit) xx 41236.A''' | |||
:46G + 12G (58G total) | |||
*'''2.B > 2.B > 6.B xx 41236.A''' | |||
:34G + 11G (45G total) | |||
|} | |} | ||
==Additional Character Resources== | |||
*Chinnen Basic & Advanced Combos (Nearly all of Chinnen's combos all in one video) | |||
:https://www.youtube.com/watch?v=INrFAc5jIdQ | |||
{{Matrimelee}} | {{Matrimelee}} | ||
[[Category:Matrimelee]] | [[Category:Matrimelee]] |
Latest revision as of 10:01, 27 December 2020
Introduction
Chinnen, formerly Thin Nen (陳念) is a recurring character Power Instinct series. He's a parody of the Buddhist monk-type characters. Usually, they are all depicted as good people with little desire; Chinnen is the direct opposite. A violent individual with obscene desires. This religious man studied ancient rituals to gain mystic powers. He will do everything he can to get what he wants, whether it be women, food or money. He’s afraid of nothing and is opportunistic and greedy. In spite of this, he is not an evil person and he will sometimes speak to his opponents in a Zen-like fashion.
Overview
Strengths | Weaknesses |
---|---|
|
|
Strategy
Under Construction
Normal Moves
Standing Normals
Normal | Damage | Guard | Meter | Notes |
Far Stand Normals | ||||
5.A | 2P/4R | 2G | 4M | Self Cancel |
5.B | 5P/10R | 5G | 4M | |
5.C | 8P/16R | 10G | 7M | |
5.D | 10P/20R | 20G | 8M | Lower Body Invincibility |
Close Stand Normals | ||||
cl.A | 3P/5R | 3G | 4M | Self Cancel; Chains to B on Hit |
cl.B | 4P/8R | 4G | 4M | Hits Low |
cl.C | 8P/16R | 8G | 6M | Chains to D on Hit |
cl.D | 9P/18R | 10G | 8M |
Crouching Normals
Normal | Damage | Guard | Meter | Notes |
Crouch Normals | ||||
2.A | 3P/5R | 3G | 5M | Self Cancel |
2.B | 4P/8R | 4G | 6M | Hits Low; Self Cancel |
2.C | 8P/16R | 8G | 8M | |
2.D | 10P/20R | 15G | 8M | Hits Low; Knockdown |
Jumping Normals
Normal | Damage | Guard | Meter | Notes |
Neutral Jump Normals | ||||
j8.A | 4P/8R | 6G | 6M | |
j8.B | 5P/10R | 8G | 6M | Weak Cross Up |
j8.C | 7P/14R | 12G | 8M | |
j8.D | 8P/16R | 12G | 8M | |
Back/Forward Jump Normals | ||||
j7/9.A | 4P/8R | 6G | 6M | Same Animation as j8.A |
j7/9.B | 5P/10R | 8G | 6M | Weak Cross Up; Same Animation as j8.B |
j7/9.C | 7P/14R | 12G | 8M | |
j7/9.D | 8P/16R | 12G | 8M | Strong Cross Up |
Command Normals
Normal | Damage | Guard | Meter | Notes |
Command Normals | ||||
3.B | 5P/10R | 10G | 8M | Hits Low |
6.B | 8P/15R | 10G | 10M | 2 Hits |
Dashing Normals
CD Attacks
Normal | Damage | Guard | Meter | Notes |
Dash Normals | ||||
66.P | 9P/18R | 10G | 10M | |
66.K | 13P/25R | 16G | 10M | Knockdown |
Normal | Damage | Guard | Meter | Notes |
CD Attacks | ||||
5.CD | 25P | 20G | 10M | Hard Wall Slam |
2.CD | 9P/18R | 12G | 10M | Hits Low; Launches |
CD Counter | 8P | 0G | 20M | Costs 1 Meter; Hard Wall Slam |
Natural Chains
Normal | Damage | Guard | Meter | Notes |
Natural Chain Combos | ||||
cl.C > D | 12P/24R | 12G | 16M | 2 Hits |
cl.A > B | 7P/13R | 7G | 14M | 2 Hits |
Special Moves
Special | Damage | Chip | Guard | Meter | Notes |
Senkou Rekkyaku | |||||
Senkou Rekkyaku B 41236.B |
9P/18R | 12+11G | 12M | Startup Invincibility; 2 Hits; 2nd Hit is Overhead | |
Senkou Rekkyaku B 41236.D |
14P/28R | 12+10G | 16M | Startup Invincibility; 3 Hits; 3rd Hit is Overhead | |
Super Senkou Rekkyaku dash 41236.B/D |
20P/40R | 20M | Startup Invincibility; 4 Hits; 4th Hit is Overhead | ||
Rekkou Ken | |||||
Rekkou Ken A 646.A |
11P/22R | 9P/18R | 15G | 8M | 13 Hits; Air Unblockable; More Range than C version |
Rekkou Ken A 646.C |
11P/22R | 9P/18R | 15G | 8M | 13 Hits; Air Unblockable |
Super Rekkou Ken Dash 646.A/C |
17P/34R | 9P/18R | 15G | 14M | 13 Hits; Air Unblockable |
Rengoku Reiha | |||||
Rengoku Reiha A (Orb) 63214.A |
4P/8R | 3P/5R | 8G | 8M | 2 Hits; Does Not Combo Into Skull Outside of Juggles |
Rengoku Reiha A (Skull) 63214.A |
8P/16R | 2P/3R | 8G | 8M | |
Rengoku Reiha C (Orb) 63214.C |
6P/12R | 4P/8R | 3 Hits (Only 3 Hits When Juggling) | ||
Rengoku Reiha C (Skull) 63214.C |
8P/16R | 2P/3R | 8G | 8M | |
Kuuchuu Rengoku Reiha | |||||
Rengoku Reiha A (Orb) j63214.A |
8P/16R | 2P/3R | 8G | 8M | Places a Stationary Orb on Screen |
Rengoku Reiha C (Skull) j63214.C |
8P/16R | 2P/3R | 8G | 8M | Skips Orb and Shoots the Skull |
Jubakufu | |||||
Jubakufu 41236.A+C |
4P/8R | 2P/3R | 12G | 20M | Places Opponent in Stun State on Hit |
Super Moves
Super | Damage | Chip | Guard | Meter | Notes |
STRESS SHOT: Renki Kourin | |||||
Renki Kourin (1 hit) A(hold)>B(hold)>C |
13P/25R | 0G | 10M | Air Unblockable | |
Renki Kourin (2 hit) A(hold)>B(hold)>C |
25P/50R | 3P/6R | 0G | 20M | Air Unblockable |
Renki Kourin (3 hit) A(hold)>B(hold)>C |
38P/75R | 5P/9R | 0G | 30M | Air Unblockable |
Renki Kourin (4 hit) A(hold)>B(hold)>C |
Air Unblockable | ||||
IPPATSU OUGI: Kaigan Kakusei | |||||
Kaigan Kakusei 236-3214.B |
40P/80R | 2P/4R | 0G | 58M | Air Unblockable; 40M if Blocked |
KINJITE: Bonnou Touda | |||||
Bonnou Touda 439176.K |
100P | 2P/4R | 0G | 62M | Air Unblockable; 40M if Blocked |
Combos
Ground Combos
- j.D >> 2.B > 2.B > 6.B xx 646.A/C
- 24P/47R 38M to opponent
- j.D >> 2.B > 2.B > 6.B xx 41236.D
- 25P/50R 46M to opponent
- j.D >> 2.B > 2.B > 2.B > 6.B xx 646.A/C
- 26P/51R 44M to opponent
- j.D >> 2.B > 2.B > 2.B > 6.B xx 41236.D
- 27P/54R 52M to opponent
- j.D >> 5.C > 5.D > 6.B (2hit) xx 41236.C
- 29P/57R 50M to opponent
- j.D >> 2.B > 2.B > 2.B > 6.B xx A>B>C (3hit)
- 34P/67R 61M to opponent
- j.D >> 5.C > 5.D > 6.B (2hit) xx spooky skeleton (2hit)
- 34P/68R 54M to opponent
- crossup j.D >> 5.C > 5.D > 6.B (2hit) xx spooky skeleton (3hit)
- 35P/70R 59M to opponent
- crossup j.D >> 5.C > 5.D > 6.B (2hit) xx spooky skeleton (4hit)
- 41P/81R 69M to opponent
- crossup j.D >> cl.A > cl.A > cl.A ~> 2.C xx spooky skeleton (3hit)
- 36P/72R 58M to opponent
- crossup j.D >> cl.A > cl.A > cl.A ~> 2.C > 6.B (1hit) xx spooky skeleton (3hit)
- 37P/73R 62M to opponent
Juggle Combos
- 5.C > 5.D > 6.B (2hit) xx 41236.C
- 25P/49R 42M to opponent
- cl.D >> 5.C > 5.D > 6.B (2hit) xx 41236.C
- 30P/59R 50M to opponent
- cl.D >> cl.D >> 5.C > 5.D > 6.B (2hit) xx 41236.C
- 35P/70R 58M to opponent
- 5.C > 5.D > 6.B (2hit) xx 2363214.B
- 38P/75R 84M to opponent *enough to stress scream*
- cl.D >> 5.C > 5.D > 6.B (2hit) xx 2363214.B
- 42P/83R 92M to opponent *enough to stress scream*
- cl.D >> cl.D >> 5.C > 5.D > 6.B (2hit) xx 2363214.B
- 46P/92R 100M to opponent *enough to stress scream*
Guard Crush Strings
- j.D >> 5.C > 5.D > 6.B (2hit) xx 41236.A
- 46G + 12G (58G total)
- 2.B > 2.B > 6.B xx 41236.A
- 34G + 11G (45G total)
Additional Character Resources
- Chinnen Basic & Advanced Combos (Nearly all of Chinnen's combos all in one video)