Orochi Chris (KoF '02 UM): Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 71: Line 71:
</p>
</p>
<ul>
<ul>
<li> cl. A/B/C are cancel-able.
<li> cl. A/B/C/D are cancel-able.
</li>
</li>
<li> Close B is cancel-able on both hits (2).
<li>Close A chains into other light normals.
</li>
</li>
<li> Close C is the combo starter of choice because of it's hit-stun, links into both of her command normals.
<li> Close C is the combo starter of choice because of it's hit-stun, links into all of his command normals.
</li>
</li>
<li> Close D does two hits but neither of them are cancellable and pushes Shermie back afterward.
<li> Close D does not combo into command normals, but it does combo into special attacks.
</li>
</li>
</ul>
</ul>
Line 84: Line 84:
</p>
</p>
<ul>
<ul>
<li> Stand A is cancel-able/whiff cancel-able, No Mugetsu Raiun is a good follow-up attack when you're far away.
<li> Stand A/C is cancel-able/whiff cancel-able.
</li>
</li>
<li> Stand B is identical to her Close B, cancel-able/whiff cancel-able.
<li> Stand B has great range making it a good poke.
</li>
</li>
<li> Stand C has okay range but the recovery isn't too good and it isn't cancel-able either.
<li> Stand C goes far and does two hits, it's free cancel-able on the first hit.
</li>
</li>
<li> Stand D is the same as her Close D, whiffs on crouching opponents.
<li> Stand D whiffs on crouching opponents.
</li>
</li>
</ul>
</ul>
Line 99: Line 99:
<li>cr. A/B/C are cancel-able/whiff cancel-able.
<li>cr. A/B/C are cancel-able/whiff cancel-able.
</li>
</li>
<li>Crouch A is chain-able.
<li>Crouch B is chain-able.
</li>
</li>
<li>Crouch B has a slow start-up but hits really low, chain it from cr.A if you want to use it.
<li>Crouch B comes out really fast making it an excellent poke.
</li>
</li>
<li>Crouch C can be used as an anti-air attack, links into her command normals.
<li>Crouch C can be used as an anti-air attack if timed right, but it can also be used to start combos.
</li>
</li>
<li>Crouch D sweeps the opponent to the ground, not cancel-able.
<li>Crouch D is very fast and sweeps the opponent to the ground on contact.
</li>
</li>
</ul>
</ul>
Line 112: Line 112:
</p>
</p>
<ul>
<ul>
<li>j.B/C/D all cross-up.
<li>j.D crosses up.
</li>
</li>
<li>The hit-box on jump B is really low, you can almost cross them up by short hopping with it.
<li>The hitbox on jump D comes out really fast, can be used almost consistantly after quick short hops, good air-to-air.
</li>
</li>
<li>Jump C delivers a nice chunk of hit-stun on contact, enough to do a follow-up attack afterward, meaty attack.
<li>Jump B/C/D are all instant overhead (hh.B/C/D).
</li>
<li>Jump D is an instant overhead (hh.D), it can also be used to cross-up.
</li>
</li>
</ul>
</ul>
Line 125: Line 123:
</p>
</p>
<ul>
<ul>
<li>CD comes out slow, cancel-able/whiff cancel-able, makes her hit-box switch sides with the opponent when used near them while they're downed.
<li>CD comes out fast, cancel-able/whiff cancel-able, it also whiffs on crouching opponents unless they have a high crouching hitbox (e.g. Daimon).
</li>
</li>
<li>JCD is her best air to air move because it goes fast and far, cancel-able.
<li>JCD is not only a good air-to-air it can be used for constant pressure during short hops.
</li>
</li>
</ul>
</ul>
<p><br/>
</p>
<h2><span class="mw-headline" id="Throws">Throws</span></h2>
<h2><span class="mw-headline" id="Throws">Throws</span></h2>
<p>Bakurai - Close, b/f + C
<p><b>Chi no Batsu</b> - (b/f+C) close
</p>
</p>
<ul>
<ul>
<li>Shermie grabs the opponent then suplexes them.
<li>Chris grabs them then runs off of their face doing three hits.
</li>
</li>
<li>Can be broken.
<li>Can be broken.
</li>
</li>
<li>Regular Knockdown.
<li>Regular Knockdown
</li>
</li>
</ul>
</ul>
<p><br/>
<p><br/>
Enrai - Close, b/f + D
<b>Ten no Tsumi</b> - (b/f+D) close
</p>
</p>
<ul>
<ul>
<li>Shermie grabs the opponent then tosses them away.
<li>Chris grabs the opponent then flips them into the air then plummeting to the ground.
</li>
</li>
<li>Can be broken.
<li>Can be broken.
</li>
</li>
<li>Reverse Knockdown.
<li>Reverse Knockdown
</li>
</li>
<li>If you use this throw to toss the opponent into the corner you can use No Mugetsu Raiun as a follow-up attack, after that you can use Ankoku Raikoken to finish up the combo.
<li>Hard Knockdown
</li>
</li>
</ul>
</ul>
<h2><span class="mw-headline" id="Command_Normals">Command Normals</span></h2>
<h2><span class="mw-headline" id="Command_Moves">Command Moves</span></h2>
<p>Kourai - f + B
<p><b>Muyou No Ono</b> - (f+A)
</p>
</p>
<ul>
<ul>
<li>Shermie leans forward then proceeds to do a handstand flip kicking the opponent in the face once. Its start-up is a little slow but has it has a variety of uses, it hits mid when combo'd into but it's an overhead when used by itself, combos into No Yatanagi Muchi when done after st/cr.C to command normals, but in terms of DM's Ankoku Raikoken and (Weak/MAX) Shukumei, Gen'ei, Shinshi work very well as combo enders, HSDM Unmei no Ya (B version) works too.
<li>Chris steps forward then swings his arms forward in the shape of haymaker hitting the opponent in the stomach, has great reach and okay start-up too, combos from strong normals but it's free cancel-able on hit and links into just about all of his special attacks including his Proximity Unblockable and some DM's, can also be used to start Max mode combos but because of the pushback you'll have to be prepared torun afterward.
</li>
</li>
<li>Cancel-able if canceled into.
<li>Free Cancel-able
</li>
<li>Super Cancel-able on hit when used alone.
</li>
<li>Overhead Attack
</li>
</li>
<li>Combos from: Stand/Crouch C
<li>Combos from: Stand/Crouch C
</li>
</li>
<li>Combos into: No Yatanagi Muchi, Ankoku Raikoken, (Weak/MAX) Shukumei, Gen'ei, Shinshi, and HSDM Unmei no Ya (B version).
<li>Combos into: Tsuki wo Honoo Tsumu (dp+P), Kagami wo Honoo Hofuru (qcb+P, strong version may whiff on characters with lower crouch height), Shishi wo Kamu Honoo (hcf+K), and weak Ankoku Orochinagi (qcb hcf+A)
</li>
</li>
</ul>
</ul>
<p><br/>
<p><br/>
Jinrai - f + A
<b>Jukei No Oni</b> - (f+B)
</p>
</p>
<ul>
<ul>
<li>Shermie hops forward to kick the opponent in the stomach, okay start-up but the recovery is a little long, hits mid when combo'd into but it's an overhead when used by itself, it's a fantastic command normal because it strings right into her Raijin no TSUE and (Weak/Strong/MAX) Shukumei, Gen'ei, Shinshi (Air Varianr) DM to do a big chunk of damage.
<li>Chris does a hand stand then kicks the opponent twice, it's fast and pushes Chris back after activation, combos from strong normals but the push back prevents it from being very useful in combos, links into Kagami wo Honoo Hofuru besides that everything thing isn't safe enough, cancel-able if canceled into on the second hit, the canceling only occurs after Chris has been pushed back from the second hit, when used alone the second hit is an overhead attack.
</li>
</li>
<li>Cancel-able if canceled into.
<li>Cancel-able if you cancel into it first
</li>
</li>
<li>Overhead Attack
<li>Overhead Attack, 2nd hit only
</li>
</li>
<li>Combos from: Stand/Crouch C
<li>Combos from: Stand/Crouch C
</li>
</li>
<li>Combos into: Raijin no TSUE, (Weak/Strong/MAX) Shukumei, Gen'ei, Shinshi (Air Variant).
<li>Combos into: Kagami wo Honoo Hofuru (qcb+P)
</li>
</li>
</ul>
</ul>
<h2><span class="mw-headline" id="Special_Moves">Special Moves</span></h2>
<p><br/>
<p>Yatanagi no Muchi - qcb+A/C
<b>Setsudan No Koto</b> - (df+B)
</p>
</p>
<ul>
<ul>
<li>Shermie makes a lightening disc then throws it at the opponent, weak version goes a very short distance while the strong version comes out a lot faster, doesn't have much technical use but it works if you use it after a close normal like her close B, besides that their are a lot of better moves you could use.
<li>Chris slides to attack the opponents legs, a pretty vanilla command normal compared to his other one's, this move also does not knockdown nor is it cancel-able so you could it's only here for two reasons, one reason is that it can be used as a good poke but only if you space it right, the other reason is to start Max mode combos while keeping the pressure on, because of the initial pushback when you activate Max mode you'll have to run up afterward or use his Far C then use the slide to close the gap, also hits low so it must be blocked low.
</li>
</li>
<li>Combos from: Most Close Normals
<li>Hits low
</li>
<li>Combos into: Max mode activation
</li>
</li>
</ul>
</ul>
<p><br/>
<h2><span class="mw-headline" id="Special_Moves">Special Moves</span></h2>
Shajitsu no Odori - qcb+B/D
<p><b>Tsuki wo Honoo Tsumu</b> - (dp+A/C)
</p>
</p>
<ul>
<ul>
<li>Shermie jumps and twirls in the air with lightening covering her feet hitting the opponent five times, weak version starts up almost instantly while the strong version starts a little bit slower, weak version goes half-screen while the strong version goes about 3/4 of the screen, has no use after command normals because it just isn't fast enough, links from her Stand/Far C and it's also super cancel-able into her (Weak/Strong/MAX) Shukumei, Gen'ei, Shinshi (Air Variant) DM on any hit, this move is also very unsafe if you whiff it so if you want to use it make sure you actually hit them first.
<li>Chris moves his arms with flames in hand in a circular fashion to knock the opponent into the air, comes out okay and the range isn't to bad either but the difference lies in which button you press, the weak version has Chris do one loop then do a short jump at the end doing one hit, the strong version has Chris do two loops then jumps a much higher into the air doing four hits, it's not much of an anti-air because the weak version doesn't go high enough and the strong version lasts too long, very unsafe if you whiff it, combos from strong normals and Muyou No Ono command normal, the strong version is cancel-able on the second and third hit,.
</li>
</li>
<li>Super Cancel-able
<li>Super Cancel-able (strong version only)
</li>
</li>
<li>Combos from: Stand/Far C
<li>Combos from: Strong normals, Muyou No Ono (f+A), Taiyou wo Iru Honoo (qcf+P) hit-stun
</li>
</li>
<li>Combos into: (Weak/Strong/MAX) Shukumei, Gen'ei, Shinshi (Air Variant) DM
<li>Combos into: (Super Cancel) weak Ankoku Orochinagi (qcb hcf+A), and MAX Ankoku Orochinagi (qcb hcf+AC) but only on the second hit
</li>
</li>
</ul>
</ul>
<p><br/>
<p><br/>
Mugetu no Raiun - HCF+A/B/C/D
<b>Taiyou wo Iru Honoo</b> - (qcf+A/C)
</p>
</p>
<ul>
<ul>
<li>Shermie leans forward and blows a kiss that causes an electric discharge to appear in the shape of a sphere, the distance in which the move comes varies depending on which button you press to activate the move, the weak punch (A) version comes out right in front of Shermie, the weak kick (B) version comes at about 40% of the screen, the strong punch (C) version comes out 65% of the screen, while the strong kick (D) version comes out 85% of the screen which would be right in front of the opponent if they're at the end of the screen, this makes a good fake out move if you use it after whiffed light normals, this move also does a real nice amount of hit-stun, actually enough hit-stun that if you use it in the corner (or if you use her D throw to put them in the corner) you can do a follow-up attack with her close B then combo into her (Weak/MAX) Ankoku Raikoken DM or use the DM on it's own.
<li>Chris throws out a purple flaming wave hitting the opponent a few times, this move is one of his better moves because not only does it couter-act projectiles, on hit it temporary locks the opponent in hit-stun for enough time for you to run up and do a follow-up attack to start another combo, both versions require specific spacing because it comes out and a fixed range as soon as he throws it out, if you use it to close you'll whiff it and if you use it too far the opponent can hyper hop over the wave and punish you accordingly, the weak version is pretty fast and can help build meter on guard or hit, the strong vesion comes out slower but works better as a okizeme tool, you can use just about anything as a follow-up attack, Kagami wo Honoo Hofuru (qcb+P), Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+P), and even most command normals and DM's like Ankoku Orochinagi (qcb hcf+P) but that requires you to buffer during the hit-stun.
</li>
</li>
<li>Combos from: Wipes Out throw, Whiffed light normals
<li>Nullifies Projeciles
</li>
</li>
<li>Combos into: (Corner only) Close B, (Weak/MAX) Ankoku Raikoken DM.
<li>Combos into: Anything you can run up and use
</li>
</li>
</ul>
</ul>
<p><br/>
<p><br/>
Raijin no Tue - qcf+B/D in air
<b>Kagami wo Honoo Hofuru</b> - (qcb+A/C)
</p>
</p>
<ul>
<ul>
<li>Shermie flips forward and makes a lightening current come out near her feet and strike the opponent to the ground, weak version comes out fast while the strong version has a longer start-up because she jumps higher into the air, the weak version of this move is highly suggested after her JINR (f+A) command normal if you combo into it, this move can also be used during her back-dash to quickly thwart any anxious opponents that want to run or jump-in, the strong version only really works if you need that extra boost in the air.
<li>Chris leaps forward and does a flip with flames coming out of his hands attacking the opponent's upper body, the weak version comes out quick and can be used a anti-air if timed right, knocks down, the strong version makes him jump a little bit farther, also works asan anti-air but you have to aim it so that the flame on the side hits them otherwise you'll miss it, unlike most air attacks this move is not an overhead attack on crouching opponents, and this move also whiffs on low crouch height opponents so keep that in mind, combos from strong normals/Muyou No Ono command/ and Taiyou wo Iru Honoo (qcf+P) hit-stun.
</li>
<li>Combos from: Weak version combos into JINR
</li>
<li>Overhead Attack
</li>
</li>
<li>Hard Knockdown
<li>Combos from: Strong normals, Muyou No Ono (f+A), Taiyou wo Iru Honoo (qcf+P) hit-stun
</li>
</li>
</ul>
</ul>
<p><br/>
<p><br/>
Takeru Mikazuchi - dp+A/C repeatedly
<b>Shishi wo Kamu Honoo</b> - (hcf+B/D) close
</p>
</p>
<ul>
<ul>
<li>Shermies sends a strike of lightening down from the clouds to herself and sends a shock of electricity coursing through her, pressing the A/C button repeatedly makes the attack last a bit long, the range is poor by itself but it's a incredibly good move when used up close, when used in front of the opponent it does a enough hit-stun to lock the opponent in place to allow a follow-up attack like (Weak/MAX) Ankoku Raikoken DM / No Yatanagi Muchi /(Weak/MAX) Shukumei, Gen'ei, Shinshi DM, it can be used as an anti-air but only if you're up close.
<li>Chris does a series of attacks hitting the opponent five times knocking the opponent into the air on the last hit, it's a proximity unblockable attack which means it has no whiff animation but also can not be blocked, puts the opponent into a juggled state which when you can follow-up with a st.D or Far normal to reset the opponents body, the last hit is super cancel-able into his Ankoku Orochinagi, the last hit is also free cancel-able into any if his other special attacks, strong Tsuki wo Honoo Tsumu (dp+C) is always the prefered combo ender because you still have super canceling options.
</li>
</li>
<li>Combos into: (Weak/MAX) Ankoku Raikoken DM, No Yatanagi Muchi, (Weak/MAX) Shukumei, Gen'ei, Shinshi DM
<li>Super Cancel-able on the last hit
</li>
</li>
<li>Does a lot of hit-stun
<li>Proximity Unblockable
</li>
</li>
</ul>
<li>Combos from: Strong normals, Muyou No Ono (f+A), Taiyou wo Iru Honoo (qcf+P) hit-stun
<h2><span class="mw-headline" id="Desperation_Moves">Desperation Moves</span></h2>
<p>Syukumei - Genei - Shinshi - qcfx2+B/D
</p>
<ul>
<li>Shermie jumps forward and torpedoes through the opponent with lightening at her feet, the weak version comes out very quickly making it very easy for it to combo from most of her normals and command normals, the strong version has a slower start-up which makes it next to impossible to combo into it, the DM of choice when used after her JINR command normal, it can also be super canceled after Shajitsu No Odori, and Takeru Mikadzuchi.
</li>
</li>
<li>Combos from: Combo'd JINR, Shajitsu No Odori, and Takeru Mikadzuchi
<li>Combos into: Tsuki wo Honoo Tsumu (dp+P), Ankoku Orochinagi (qcb hcf+P/AC)
</li>
</li>
</ul>
</ul>
<p><br/>
<h2><span class="mw-headline" id="Desperation_Moves">Desperation Moves</span></h2>
Ankoku Raikouken - qcfx2+A/C
<p><b>Ankoku Orochinagi</b> - (qcb hcf+ A/C) hold to delay
</p>
</p>
<ul>
<ul>
<li>Shermie forms an electric sphere and shocks the opponent doing five hits, comes out quick making easy to combo into from just about anything, links from the majority of her normals, her Kourai command normal, Takeru Mikadzuchi after you recover, and No Mugetsu Raiun depending on which version you use to hit them, either way you have to be close in order for it to connect.
<li>Chris generates a flame then dashes with his right hand forward causing a vast wave of flames to come out and hit the opponent a few times, the start-up to recovery ratio is controlled by how you long you decide to delay the move, the start-up has upper body invincibility up until he lets the flame go, as soon as he does that you can then be hit by anything that hits above his waist, however if the opponent decides to sweep you'll take the hit, this is always the DM and combo ender of choice because it does great damage, the problem is to get the most out of it you may have to rely on super canceling to get it to work properly, the weak version can be linked after his Proximity Unblockable (hcf+K), (qcf+P) when you buffer it during the hit-stun, and if you super cancel it it links after his dp+P as well, the strong vesion doesn'thave as many options because of it's slight slower start-up.
</li>
</li>
<li>Combos from: Most normals, Kourai, Takeru Mikadzuchi, No Mugetsu Raiun
<li>Upper Body Invincibility
</li>
</li>
</ul>
<li>Nullifies projectiles
<h2><span class="mw-headline" id="Super_Desperation_Moves">Super Desperation Moves</span></h2>
<p>Syukumei - Genei - Shinshi - qcfx2+BD
</p>
<ul>
<li>Shermie jumps forward and torpedoes through the opponent with lightening at her feet, works exactly like the weak version except it does a lot more damage, comes out very quickly making it very easy for it to combo from most of her normals and command normals, the DM of choice when used after her JINR command normal, it can also be super canceled after Shajitsu No Odori, and Takeru Mikadzuchi.
</li>
</li>
<li>Combos from: Combo'd JINR, Shajitsu No Odori, and Takeru Mikadzuchi
<li>Combos from: Muyou No Ono (f+A), Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+C), Taiyou wo Iru Honoo (qcf+P) hit-stun
</li>
</li>
</ul>
</ul>
<p><br/>
<p><br/>
Ankoku Raikouken - qcfx2+AC
<b>Daichi No Kurau Gouka</b> - (qcfx2+A/C)
</p>
</p>
<ul>
<ul>
<li>Shermie forms an electric sphere and shocks the opponent doing five hits, comes out quick making easy to combo into from just about anything, SDM version does significantly more damage, links from the majority of her normals, her Kourai command normal, Takeru Mikadzuchi after you recover, and No Mugetsu Raiun depending on which version you use to hit them, either way you have to be close in order for it to connect.
<li>Chris holds his arms behind his back for a few seconds then he throws a flame flaming sphere where it floats toward the opponent hitting them a few times, the flaming spheres hitbox comes out a body length away as soon as Chris releases it, the start-up is too long for it to be used in combos effectively but it does have other uses, one of the more risky choices are that you can use it after knocking the opponent down onto the ground, works as a okizeme tool but the problem is whether or not you feel like spending the meter or not, it's assured that it will keep constant pressure on the opponent as soon as they wake-up which can then give you enough time to run up and apply even more pressure to break their guard or use his Setsudan No Koto (df+B) command normal to start a Max mode combo before they get a chance to block low, it also nullifies projectiles but another on should cancel it out if their fast enough.
</li>
</li>
<li>Combos from: Most normals, Kourai, Takeru Mikadzuchi, No Mugetsu Raiun
<li>Okizeme tool
</li>
</li>
</ul>
<li>Combos into: Setsudan No Koto (df+B) to Max Mode
<h2><span class="mw-headline" id="Hidden_Super_Desperation_Moves">Hidden Super Desperation Moves</span></h2>
<p>Unmei no Ya - hcbx2+A/B/C/D
</p>
<ul>
<li> Shemire blows a kiss exactly like No Mugetsu Raiun except if it hits the opponent they are stunned, then she summons a bolt of electricity to strike the ground and if it hits the opponent it does 50% damage, the start-up is identical to No Mugetsu Raiun except it's unblock-able, it also varies in distance depending on the button you use to start the move with, this HSDM is gamble because while it does good damage their is also a chance that the strike of lightning will hit Shermie or miss all together, works after her Kourai command normal or anything that does a lot of hit-stun.
</li>
<li>Unblock-able Start-up
</li>
<li>Combos from: Kourai
</li>
</li>
</ul>
</ul>
<p><br/>
<h2><span class="mw-headline" id="Super_Desperation_Moves">Super Desperation Moves</span></h2>
<p><b>Ankoku Orochinagi</b> - (qcb hcf+AC) hold to delay
</p>
</p>
<h2><span class="mw-headline" id="Notes">Notes</span></h2>
<h3><span class="mw-headline" id="Changes_from_OG_2k2">Changes from OG 2k2</span></h3>
<ul>
<ul>
<li>Jinrai is her new command normal
<li>Chris generates a flame then dashes with his right hand forward causing a vast wave of flames to come out and hit the opponent a few times, the start-up to recovery ratio is still controlled by how you long you decide to delay the move, the start-up has upper body invincibility up until he lets the flame go, as soon as he does that you can then be hit by anything that hits above his waist, however if the opponent decides to sweep you'll take the hit, this is always the DM and combo ender of choice because it does great damage, the flame also goes much farther than before (about 40% of the screen), the problem is to get the most out of it you may have to rely on super canceling to get it to work properly, the weak version can be linked after his Proximity Unblockable (hcf+K), (qcf+P) when you buffer it during the hit-stun, and if you super cancel it it links afte his dp+P as well, it has around the same amount of start-up frames as the strong Ankoku Orochinagi so you want to stick to super cancel ops and Max mode.
</li>
</li>
</ul>
<li>Upper Body Invincibility
<ul>
<li>Kourai only does one hit now
</li>
</li>
</ul>
<li>Nullifies projectiles
<ul>
<li>Takeru Mikazuchi is another new move
</li>
</li>
</ul>
<li>Combos from: Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+C), Taiyou wo Iru Honoo (qcf+P) hit-stun
<ul>
<li>Shajitsu no Odori is super cancel-able in the air now
</li>
</li>
</ul>
</ul>
<ul>
<h2><span class="mw-headline" id="Hidden_Super_Desperation_Moves">Hidden Super Desperation Moves</span></h2>
<li>Unmei no Ya (HSDM) has an unblockable start-up
<p><b>Sanagi Yaburi wo, wa mau chou</b> - (qcfx2+BD)
</li>
</ul>
<h3><span class="mw-headline" id="O._Shermie_Damage_Chart">O. Shermie Damage Chart</span></h3>
<p><b>Close Normals</b>
</p><p>cl.A - 4 (5)
</p><p>cl.B - 3+1 (4+1)
</p><p>cl.C - 10 (12)
</p><p>cl.D - 14+6(16+6)
</p><p><br/>
<b>Far Normals</b>
</p><p>st.A - 4 (5)
</p><p>st.B - 3+1 (4+1)
</p><p>st.C - 14 (17)
</p><p>st.D - 14 (16)
</p><p>st.CD - 16 (19)
</p><p><br/>
<b>Crouch Normals</b>
</p><p>cr.A - 4 (5)
</p><p>cr.B - 4 (5)
</p><p>cr.C - 12 (14)
</p><p>cr.D - 14 (18)
</p><p><br/>
<b>Jump Normals</b>
</p><p>j.A - 5 (6)
</p><p>j.B - 5 (6)
</p><p>j.C - 10 (12)
</p><p>j.D - 11 (14)
</p><p>j.CD - 15 (15)
</p><p><br/>
<b>Short Hop Normals</b>
</p><p>sh.A - 4 (5)
</p><p>sh.B - 4 (5)
</p><p>sh.C - 9 (11)
</p><p>sh.D - 11 (14)
</p><p><br/>
<b>Neutral Jump</b>
</p><p>nj.A - 6 (7)
</p><p>nj.B - 6 (7)
</p><p>nj.C - 14 (18)
</p><p>nj.D - 14 (16)
</p><p><br/>
<b>Super Jump Normals</b>
</p><p>sj.CD - 11 (14)
</p><p><br/>
<b>Command Normals</b>
</p><p>Kourai (f+B)
</p>
</p>
<ul>
<ul>
<li>[single] - 8 (10)
<li>Chris transforms into Orochi then raises his hand causing a gigantic full-screen shockwave to hit the opponent 18 hits and do about 65% raw damage, while this is a great HSDM their isn't really any practical way to set it up because the start-up is too long, it might prove useful for punishing very laggy moves like other HSDM that have a long start-up time, Chris is also completely invincible as soon as he turns into Orochi but anytime before you can be hit and then he'll revert back to normal wasting a lot of meter, does a great amount of damage on guard but it's never suggested to aim for that, you're better off saving the meter for Max mode and super canceling imo.
</li>
</li>
<li>[Canceled] - 3 (4)
<li>Full-screen Attack
</li>
</li>
</ul>
</ul>
<p><br/>
<h2><span class="mw-headline" id="Combos">Combos</span></h2>
JINR (f+A)
<p><b>Anywhere</b>
</p>
</p>
<ul>
<ul>
<li>[single] - 9 (9)
<li>cl.D, hcf+K, special attack
</li>
</li>
<li>[Canceled] - 7 (7)
<li>cl.C, Far C (1), f+A
</li>
</li>
</ul>
</ul>
<p><br/>
<p>┗ qcb+C
<b>Special Attacks</b>
</p><p>hcf+K, dp+A
</p><p>No Mugetsu Raiun (hcf+A/B/C/D)
</p><p>┗ dp+C (3), (SC) qcb hcf+A
</p>
<ul>
<li>[A,B] - 14 (18)
</li>
<li>[C,D] - 17 (21)
</li>
</ul>
<p><br/>
No Yatanagi Muchi (qcb+P)
</p>
<ul>
<li> weak
</li>
</ul>
<p>[1] - 6 (7)
</p><p>[2] - 8 (10)
</p>
<ul>
<li>strong
</li>
</ul>
<p>[1] - 6 (7)
</p><p>[2] - 11 (14)
</p><p><br/>
</p><p><br/>
Raijin no TSUE (qcf+K) in air
<b>Crouch</b>
</p>
</p>
<ul>
<ul>
<li>[weak] - 16 (20)
<li>cr.B, cr.A, dp+C
</li>
</li>
<li>[strong] - 20 (20)
<li>cr.B, cr.A / cl.B, f+A
</li>
</li>
</ul>
</ul>
<p><br/>
<p>qcb+C
Shajitsu No Odori (qcb+K) 
</p><p>┗ hcf+K, dp+A
</p>
</p><p>┗ dp+C (3), (SC) qcb hcf+A
<ul>
<li>[weak] - 7+3+1*3( 9+3+1*3)
</li>
<li>[strong] - 9+4+1*3(11+4+1*3)
</li>
</ul>
<p><br/>
Takeru Mikadzuchi (dp+P [P]) - 2+1*4(2+1*4)
</p><p><br/>
</p><p><br/>
<b>DM's</b>
<b>Max Mode Combos</b>
</p><p>Ankoku Raikoken (qcfx2+P)
</p>
</p>
<ul>
<ul>
<li>[normal] - 5*5(6+5*4)
<li>(BC activate) cl.C/Far C (1), f+A, hcf+K (5), dp+C (3), (SC) qcb hcf+A
</li>
</li>
</ul>
<li>cl.C / Far C (1) / cr.B cr.A, f+A, (BC run) cl.C / Far C (1), f+A, hcf+K (5), dp+C (2), qcb hcf+AC
<p><br/>
Shukumei, Gen'ei, Shinshi (qcfx2+K)
</p>
<ul>
<li>[normal] - 29 (31+14)
</li>
</li>
</ul>
</ul>
<p><br/>
<p><br/>
<b>SDM's</b>
<b>Counter Hit</b>
</p><p>Ankoku Raikoken (qcfx2+AC)
</p>
</p>
<ul>
<ul>
<li>[MAX] - 5*8 (6+5*7)
<li>j.CD (CH), hh.CD
</li>
</li>
</ul>
<li>j.CD (CH), qcb+P
<p><br/>
Shukumei, Gen'ei, Shinshi (qcfx2+BD)
</p>
<ul>
<li>[ MAX]…25+12+5+2+1(27+12+5+2+1)
</li>
</li>
<li>[5 Hits] - 45 (47)
<li>j.CD (CH), qcb hcf+P/AC
</li>
</ul>
<p><br/>
<b>HSDM</b>
</p><p>Unmei no Ya - 60 (60)
</p>
<h2><span class="mw-headline" id="Combos">Combos</span></h2>
<ul>
<li>dp+P, cl.C, qcfx2+P
</li>
<li>cl/cr.C, f+B, qcb+C/qcfx2+B/BD
</li>
<li>cl/cr.C, f+A, air qcfx2+BD
</li>
<li>cl.B (2), qcb+A/qcfx2+AC
</li>
<li>f+B, SDM
</li>
<li>cr.B, qcb+A/qcfx2+AC
</li>
<li>dp+P
</li>
</ul>
<p>┗ qcb+C
</p><p>┗ qcfx2+B/BD
</p><p>┗ (run) cl.C, f+B, qcb+C
</p><p>┗ (run) cl.C, f+A, air qcfx2+BD
</p>
<ul>
<li>cl.C, f+B, (BC run) cl.C, f+A, air qcfx2+BD
</li>
</ul>
<h2><span class="mw-headline" id="Strategies">Strategies</span></h2>
 
=The Basics=
=The Basics=



Revision as of 21:51, 11 December 2015

Introduction

Move list

Normal Throws
Command Moves
Special Moves
Desperation Moves
Max Desperation Moves
Max 2

Normals

Close

  • cl. A/B/C/D are cancel-able.
  • Close A chains into other light normals.
  • Close C is the combo starter of choice because of it's hit-stun, links into all of his command normals.
  • Close D does not combo into command normals, but it does combo into special attacks.


Standing

  • Stand A/C is cancel-able/whiff cancel-able.
  • Stand B has great range making it a good poke.
  • Stand C goes far and does two hits, it's free cancel-able on the first hit.
  • Stand D whiffs on crouching opponents.


Crouching

  • cr. A/B/C are cancel-able/whiff cancel-able.
  • Crouch B is chain-able.
  • Crouch B comes out really fast making it an excellent poke.
  • Crouch C can be used as an anti-air attack if timed right, but it can also be used to start combos.
  • Crouch D is very fast and sweeps the opponent to the ground on contact.


Jumping

  • j.D crosses up.
  • The hitbox on jump D comes out really fast, can be used almost consistantly after quick short hops, good air-to-air.
  • Jump B/C/D are all instant overhead (hh.B/C/D).


Blowback Attack

  • CD comes out fast, cancel-able/whiff cancel-able, it also whiffs on crouching opponents unless they have a high crouching hitbox (e.g. Daimon).
  • JCD is not only a good air-to-air it can be used for constant pressure during short hops.

Throws

Chi no Batsu - (b/f+C) close

  • Chris grabs them then runs off of their face doing three hits.
  • Can be broken.
  • Regular Knockdown


Ten no Tsumi - (b/f+D) close

  • Chris grabs the opponent then flips them into the air then plummeting to the ground.
  • Can be broken.
  • Reverse Knockdown
  • Hard Knockdown

Command Moves

Muyou No Ono - (f+A)

  • Chris steps forward then swings his arms forward in the shape of haymaker hitting the opponent in the stomach, has great reach and okay start-up too, combos from strong normals but it's free cancel-able on hit and links into just about all of his special attacks including his Proximity Unblockable and some DM's, can also be used to start Max mode combos but because of the pushback you'll have to be prepared torun afterward.
  • Free Cancel-able
  • Combos from: Stand/Crouch C
  • Combos into: Tsuki wo Honoo Tsumu (dp+P), Kagami wo Honoo Hofuru (qcb+P, strong version may whiff on characters with lower crouch height), Shishi wo Kamu Honoo (hcf+K), and weak Ankoku Orochinagi (qcb hcf+A)


Jukei No Oni - (f+B)

  • Chris does a hand stand then kicks the opponent twice, it's fast and pushes Chris back after activation, combos from strong normals but the push back prevents it from being very useful in combos, links into Kagami wo Honoo Hofuru besides that everything thing isn't safe enough, cancel-able if canceled into on the second hit, the canceling only occurs after Chris has been pushed back from the second hit, when used alone the second hit is an overhead attack.
  • Cancel-able if you cancel into it first
  • Overhead Attack, 2nd hit only
  • Combos from: Stand/Crouch C
  • Combos into: Kagami wo Honoo Hofuru (qcb+P)


Setsudan No Koto - (df+B)

  • Chris slides to attack the opponents legs, a pretty vanilla command normal compared to his other one's, this move also does not knockdown nor is it cancel-able so you could it's only here for two reasons, one reason is that it can be used as a good poke but only if you space it right, the other reason is to start Max mode combos while keeping the pressure on, because of the initial pushback when you activate Max mode you'll have to run up afterward or use his Far C then use the slide to close the gap, also hits low so it must be blocked low.
  • Hits low
  • Combos into: Max mode activation

Special Moves

Tsuki wo Honoo Tsumu - (dp+A/C)

  • Chris moves his arms with flames in hand in a circular fashion to knock the opponent into the air, comes out okay and the range isn't to bad either but the difference lies in which button you press, the weak version has Chris do one loop then do a short jump at the end doing one hit, the strong version has Chris do two loops then jumps a much higher into the air doing four hits, it's not much of an anti-air because the weak version doesn't go high enough and the strong version lasts too long, very unsafe if you whiff it, combos from strong normals and Muyou No Ono command normal, the strong version is cancel-able on the second and third hit,.
  • Super Cancel-able (strong version only)
  • Combos from: Strong normals, Muyou No Ono (f+A), Taiyou wo Iru Honoo (qcf+P) hit-stun
  • Combos into: (Super Cancel) weak Ankoku Orochinagi (qcb hcf+A), and MAX Ankoku Orochinagi (qcb hcf+AC) but only on the second hit


Taiyou wo Iru Honoo - (qcf+A/C)

  • Chris throws out a purple flaming wave hitting the opponent a few times, this move is one of his better moves because not only does it couter-act projectiles, on hit it temporary locks the opponent in hit-stun for enough time for you to run up and do a follow-up attack to start another combo, both versions require specific spacing because it comes out and a fixed range as soon as he throws it out, if you use it to close you'll whiff it and if you use it too far the opponent can hyper hop over the wave and punish you accordingly, the weak version is pretty fast and can help build meter on guard or hit, the strong vesion comes out slower but works better as a okizeme tool, you can use just about anything as a follow-up attack, Kagami wo Honoo Hofuru (qcb+P), Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+P), and even most command normals and DM's like Ankoku Orochinagi (qcb hcf+P) but that requires you to buffer during the hit-stun.
  • Nullifies Projeciles
  • Combos into: Anything you can run up and use


Kagami wo Honoo Hofuru - (qcb+A/C)

  • Chris leaps forward and does a flip with flames coming out of his hands attacking the opponent's upper body, the weak version comes out quick and can be used a anti-air if timed right, knocks down, the strong version makes him jump a little bit farther, also works asan anti-air but you have to aim it so that the flame on the side hits them otherwise you'll miss it, unlike most air attacks this move is not an overhead attack on crouching opponents, and this move also whiffs on low crouch height opponents so keep that in mind, combos from strong normals/Muyou No Ono command/ and Taiyou wo Iru Honoo (qcf+P) hit-stun.
  • Combos from: Strong normals, Muyou No Ono (f+A), Taiyou wo Iru Honoo (qcf+P) hit-stun


Shishi wo Kamu Honoo - (hcf+B/D) close

  • Chris does a series of attacks hitting the opponent five times knocking the opponent into the air on the last hit, it's a proximity unblockable attack which means it has no whiff animation but also can not be blocked, puts the opponent into a juggled state which when you can follow-up with a st.D or Far normal to reset the opponents body, the last hit is super cancel-able into his Ankoku Orochinagi, the last hit is also free cancel-able into any if his other special attacks, strong Tsuki wo Honoo Tsumu (dp+C) is always the prefered combo ender because you still have super canceling options.
  • Super Cancel-able on the last hit
  • Proximity Unblockable
  • Combos from: Strong normals, Muyou No Ono (f+A), Taiyou wo Iru Honoo (qcf+P) hit-stun
  • Combos into: Tsuki wo Honoo Tsumu (dp+P), Ankoku Orochinagi (qcb hcf+P/AC)

Desperation Moves

Ankoku Orochinagi - (qcb hcf+ A/C) hold to delay

  • Chris generates a flame then dashes with his right hand forward causing a vast wave of flames to come out and hit the opponent a few times, the start-up to recovery ratio is controlled by how you long you decide to delay the move, the start-up has upper body invincibility up until he lets the flame go, as soon as he does that you can then be hit by anything that hits above his waist, however if the opponent decides to sweep you'll take the hit, this is always the DM and combo ender of choice because it does great damage, the problem is to get the most out of it you may have to rely on super canceling to get it to work properly, the weak version can be linked after his Proximity Unblockable (hcf+K), (qcf+P) when you buffer it during the hit-stun, and if you super cancel it it links after his dp+P as well, the strong vesion doesn'thave as many options because of it's slight slower start-up.
  • Upper Body Invincibility
  • Nullifies projectiles
  • Combos from: Muyou No Ono (f+A), Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+C), Taiyou wo Iru Honoo (qcf+P) hit-stun


Daichi No Kurau Gouka - (qcfx2+A/C)

  • Chris holds his arms behind his back for a few seconds then he throws a flame flaming sphere where it floats toward the opponent hitting them a few times, the flaming spheres hitbox comes out a body length away as soon as Chris releases it, the start-up is too long for it to be used in combos effectively but it does have other uses, one of the more risky choices are that you can use it after knocking the opponent down onto the ground, works as a okizeme tool but the problem is whether or not you feel like spending the meter or not, it's assured that it will keep constant pressure on the opponent as soon as they wake-up which can then give you enough time to run up and apply even more pressure to break their guard or use his Setsudan No Koto (df+B) command normal to start a Max mode combo before they get a chance to block low, it also nullifies projectiles but another on should cancel it out if their fast enough.
  • Okizeme tool
  • Combos into: Setsudan No Koto (df+B) to Max Mode

Super Desperation Moves

Ankoku Orochinagi - (qcb hcf+AC) hold to delay

  • Chris generates a flame then dashes with his right hand forward causing a vast wave of flames to come out and hit the opponent a few times, the start-up to recovery ratio is still controlled by how you long you decide to delay the move, the start-up has upper body invincibility up until he lets the flame go, as soon as he does that you can then be hit by anything that hits above his waist, however if the opponent decides to sweep you'll take the hit, this is always the DM and combo ender of choice because it does great damage, the flame also goes much farther than before (about 40% of the screen), the problem is to get the most out of it you may have to rely on super canceling to get it to work properly, the weak version can be linked after his Proximity Unblockable (hcf+K), (qcf+P) when you buffer it during the hit-stun, and if you super cancel it it links afte his dp+P as well, it has around the same amount of start-up frames as the strong Ankoku Orochinagi so you want to stick to super cancel ops and Max mode.
  • Upper Body Invincibility
  • Nullifies projectiles
  • Combos from: Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+C), Taiyou wo Iru Honoo (qcf+P) hit-stun

Hidden Super Desperation Moves

Sanagi Yaburi wo, wa mau chou - (qcfx2+BD)

  • Chris transforms into Orochi then raises his hand causing a gigantic full-screen shockwave to hit the opponent 18 hits and do about 65% raw damage, while this is a great HSDM their isn't really any practical way to set it up because the start-up is too long, it might prove useful for punishing very laggy moves like other HSDM that have a long start-up time, Chris is also completely invincible as soon as he turns into Orochi but anytime before you can be hit and then he'll revert back to normal wasting a lot of meter, does a great amount of damage on guard but it's never suggested to aim for that, you're better off saving the meter for Max mode and super canceling imo.
  • Full-screen Attack

Combos

Anywhere

  • cl.D, hcf+K, special attack
  • cl.C, Far C (1), f+A

┗ qcb+C

┗ hcf+K, dp+A

┗ dp+C (3), (SC) qcb hcf+A


Crouch

  • cr.B, cr.A, dp+C
  • cr.B, cr.A / cl.B, f+A

┗ qcb+C

┗ hcf+K, dp+A

┗ dp+C (3), (SC) qcb hcf+A


Max Mode Combos

  • (BC activate) cl.C/Far C (1), f+A, hcf+K (5), dp+C (3), (SC) qcb hcf+A
  • cl.C / Far C (1) / cr.B cr.A, f+A, (BC run) cl.C / Far C (1), f+A, hcf+K (5), dp+C (2), qcb hcf+AC


Counter Hit