Line 8: | Line 8: | ||
Wakeup: 29 frames<br> | Wakeup: 29 frames<br> | ||
Recovery roll: 20 frames<br> | Recovery roll: 20 frames<br> | ||
{| | |||
! Stand | |||
! Crouch | |||
! Jump | |||
! Grab | |||
! Run | |||
|- | |||
|valign="bottom"| [[image:Chris02_stand.png]] | |||
|valign="bottom"| [[image:Chris02_crouch.png]] | |||
|valign="bottom"| [[image:Chris02_jump.png]] | |||
|valign="bottom"| [[image:Chris02_grab.png]] | |||
|valign="bottom"| [[image:Chris02_run.png]] | |||
|} | |||
===Colors=== | ===Colors=== | ||
{| | {| |
Revision as of 10:57, 22 May 2017
General Info
Crouch height: Medium
Jump: 4/31/1
Hop: 4/23/1
Dash: 3/10~∞/3
Backdash: 3/21/3
Wakeup: 29 frames
Recovery roll: 20 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Notes
- cancellable normals are close A, far A, crouch A, close B, close C, far C(1), crouch C, close D(special and DMs only), jump C
- CD is cancellable into specials and DMs
- D throw is a backturned hard knockdown
Combos
Anywhere
1. [Jump attack] (Crouch B, Crouch A)/Crouch C, f+A, hcb+A - 18%
This is Chris' basic no meter combo, started from either crouch C, or crouch B->crouch A. Going from crouch A to f+A could give you an accidental qcf+A unless you input that part as d+B, df+A, f+A. Also keep in mind that doing a non-crossup jump attack into the crouch B->crouch A will most likely not connect due to spacing (though sometimes it does). Omit the crouch B just in case.
2. [Jump attack] Crouch BBB, Far B - 9%
Not particularly useful due to low damage but some reasons to use it would be if you can't combo crouch B into crouch A due to spacing or you want to push your opponent back safely.
3. [Jump crossup D] (Crouch B, Crouch A)/Close C/Crouch C, f+A, qcfx2+P (recommended against standing opponents) - 25-28%
Does decent damage for one meter of stock used. If you're going to be using crouch C, make sure it hits close or else the super will not combo and you will have to use the supercancel version below. Don't do this combo on crouching opponents unless it is after a crossup jump D.
4. [Jump attack] (Crouch B, Crouch A)/Close C/Crouch C, f+A, hcb+P(1), (S)qcfx2+P/qcbx2+K - 30-33%
Does just a slight bit more damage than the combo above. The damage may not seem to justify the extra stock used but in this combo, the super will connect at any distance because hcb+P travels forward.
5. [Jump attack] (Crouch B, Crouch A)/Close C/Crouch C, f+A, BC, run up Close C/Crouch C, df+B, (C)hcb+P, (S)qcfx2+AC - 50%
One of Chris' most damaging combos. Against crouching characters in which crouch C whiffs, this combo will have to be replaced with close C making it much harder to execute since you have to run up closer. 50% damage(not counting the jump attack damage) for 4 bars of stock is not much compared to what other characters can do but unfortunately it's the most you're going to be seeing from Chris.
Strategies
Pressuring
High/Low Lockdown Mixup
Chris has a useful high/low mixup that involves late cancelling his close C or crouch C, into his f+B high attack or df+B low. It's difficult to react and if the opponent has no stocks, they are forced to block the mixup. The only way to punish it is using a guard roll right after the C but even then, it's not that easy and since the cancel is delayed, you can react to whether they guard rolled and not do the followup if they did.
Generally it's best to do this mixup from a crouch C, since it can come out from further away than a close C would, it acts as a better anti-air and you don't have to be afraid of his (bad) far C coming out in case you were out of range for close C to come out. However, the following characters can crouch under his crouch C:
K', Andy, Joe, Athena, Kensou, Chin, Benimaru, Mai, Yuri, Yashiro, Iori, Mature, Vice, Yamazaki, Billy, Leona, Kim, Choi, Kula, Angel