Matrimelee/Chinnen

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Chinnen
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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
  • 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.
  • 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

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)
https://www.youtube.com/watch?v=INrFAc5jIdQ


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