m (Scanman moved page Chris 02 to The King of Fighters 2002/Chris: moving 2002 Chris page to be a subpage) |
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==General Info== | ==General Info== | ||
Crouch height: Medium<br> | Crouch height: Medium<br> | ||
Jump: 4/31/1<br> | |||
Hop: 4/23/1<br> | |||
Dash: 3/10~∞/3<br> | |||
Backdash: 3/21/3<br> | |||
Wakeup: 29 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=== | ||
{| | {| | ||
Line 14: | Line 37: | ||
| [[image:Chris02_colorD.png]] | | [[image:Chris02_colorD.png]] | ||
|} | |} | ||
==[[The_King_of_Fighters_2002/ | |||
==[[The_King_of_Fighters_2002/Movelist_Guide|Movelist]]== | |||
{|border="1" | {|border="1" | ||
! | !width="9%"| | ||
! Frames | ! Frames | ||
! Advantage | ! Advantage | ||
! Cancel | ! Cancel | ||
! Block | ! Block | ||
!colspan=" | !colspan="3"| Hitbox | ||
! Notes | ! Notes | ||
|- | |- | ||
|colspan=" | |colspan="9" align="center"| '''Standing Close''' | ||
|- | |- | ||
! [[image:snka.gif]] | ! [[image:snka.gif]] | ||
Line 31: | Line 55: | ||
|align="center"| R,C,S,Su | |align="center"| R,C,S,Su | ||
|align="center"| HL | |align="center"| HL | ||
|colspan=" | |colspan="3" | [[image:Chris02_clA.png|center]] | ||
| | | | ||
|- | |- | ||
Line 39: | Line 63: | ||
|align="center"| C,S,Su | |align="center"| C,S,Su | ||
|align="center"| HL | |align="center"| HL | ||
|colspan=" | |colspan="3" | [[image:Chris02_clB.png|center]] | ||
| | | | ||
|- | |- | ||
Line 48: | Line 72: | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_clC1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chris02_clC1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Chris02_clC2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_clC2.png|center]] | ||
| | | | ||
|- | |- | ||
Line 56: | Line 80: | ||
|align="center"| C,S,Su | |align="center"| C,S,Su | ||
|align="center"| HL | |align="center"| HL | ||
|colspan=" | |colspan="3"| [[image:Chris02_clD.png|center]] | ||
| | | | ||
|- | |- | ||
|colspan=" | |colspan="9" align="center"| '''Standing Far''' | ||
|- | |- | ||
! [[image:snka.gif]] | ! [[image:snka.gif]] | ||
Line 66: | Line 90: | ||
|align="center"| R,C,S,Su | |align="center"| R,C,S,Su | ||
|align="center"| HL | |align="center"| HL | ||
|colspan=" | |colspan="3" | [[image:Chris02_clA.png|center]] | ||
| | | | ||
|- | |- | ||
Line 74: | Line 98: | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
|colspan=" | |colspan="3" | [[image:Chris02_stB.png|center]] | ||
| | | | ||
|- | |- | ||
Line 83: | Line 107: | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_stC1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chris02_stC1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Chris02_stC2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_stC2.png|center]] | ||
| | | | ||
|- | |- | ||
Line 91: | Line 115: | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
|colspan=" | |colspan="3"| [[image:Chris02_stD.png|center]] | ||
| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 15/3/28 | |align="center"| 15/3/28 | ||
|align="center"| KD/-9 | |align="center"| KD/-9 | ||
|align="center"| S,Su | |align="center"| S,Su | ||
|align="center"| HL | |align="center"| HL | ||
|colspan=" | |colspan="3"| [[image:Chris02_stCD.png|center]] | ||
|align="center"| Goes over lows | |align="center"| Goes over lows | ||
|- | |- | ||
|colspan=" | |colspan="9" align="center"| '''Crouching''' | ||
|- | |- | ||
! [[image:snka.gif]] | ! [[image:snka.gif]] | ||
Line 109: | Line 133: | ||
|align="center"| R,C,S,Su | |align="center"| R,C,S,Su | ||
|align="center"| HL | |align="center"| HL | ||
|colspan=" | |colspan="3" | [[image:Chris02_crA.png|center]] | ||
| | | | ||
|- | |- | ||
Line 117: | Line 141: | ||
|align="center"| R | |align="center"| R | ||
|align="center"| L | |align="center"| L | ||
|colspan=" | |colspan="3" | [[image:Chris02_crB.png|center]] | ||
| | | | ||
|- | |- | ||
Line 126: | Line 150: | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_crC1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chris02_crC1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Chris02_crC2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_crC2.png|center]] | ||
|Only first hit is cancellable | |Only first hit is cancellable | ||
|- | |- | ||
Line 134: | Line 158: | ||
| | | | ||
|align="center"| L | |align="center"| L | ||
|colspan=" | |colspan="3" | [[image:Chris02_crD.png|center]] | ||
| | | | ||
|- | |- | ||
|colspan=" | |colspan="9" align="center"| '''Jump''' | ||
|- | |- | ||
! [[image:snka.gif]] | ! [[image:snka.gif]] | ||
Line 144: | Line 168: | ||
| | | | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jA.png|center]] | ||
| | | | ||
|- | |- | ||
Line 152: | Line 176: | ||
| | | | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jB.png|center]] | ||
| | | | ||
|- | |- | ||
Line 160: | Line 184: | ||
| | | | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jC.png|center]] | ||
| | | | ||
|- | |- | ||
Line 168: | Line 192: | ||
| | | | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jD.png|center]] | ||
| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 16/3+3/- | |align="center"| 16/3+3/- | ||
|align="center"| KD/- | |align="center"| KD/- | ||
Line 177: | Line 201: | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_jCD1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chris02_jCD1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Chris02_jCD2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_jCD2.png|center]] | ||
| | | | ||
|- | |- | ||
|colspan=" | |colspan="9" align="center"| '''Neutral Jump''' | ||
|- | |- | ||
! [[image:snka.gif]] | ! [[image:snka.gif]] | ||
Line 187: | Line 211: | ||
| | | | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jA.png|center]] | ||
| | | | ||
|- | |- | ||
Line 195: | Line 219: | ||
| | | | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_juB.png|center]] | ||
| | | | ||
|- | |- | ||
Line 203: | Line 227: | ||
|align="center"| S | |align="center"| S | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jC.png|center]] | ||
| | | | ||
|- | |- | ||
Line 211: | Line 235: | ||
| | | | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jD.png|center]] | ||
| | | | ||
|- | |- | ||
|colspan=" | |colspan="9" align="center"| '''Hop''' | ||
|- | |- | ||
! [[image:snka.gif]] | ! [[image:snka.gif]] | ||
Line 221: | Line 245: | ||
| | | | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jA.png|center]] | ||
| | | | ||
|- | |- | ||
Line 229: | Line 253: | ||
| | | | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jB.png|center]] | ||
| | | | ||
|- | |- | ||
Line 237: | Line 261: | ||
|align="center"| S | |align="center"| S | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jC.png|center]] | ||
| | | | ||
|- | |- | ||
Line 245: | Line 269: | ||
| | | | ||
|align="center"| H | |align="center"| H | ||
|colspan=" | |colspan="3" | [[image:Chris02_jD.png|center]] | ||
| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 14/3+3/- | |align="center"| 14/3+3/- | ||
|align="center"| KD/- | |align="center"| KD/- | ||
Line 254: | Line 278: | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_jCD1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chris02_jCD1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Chris02_jCD2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_jCD2.png|center]] | ||
| | | | ||
|- | |- | ||
|colspan=" | |colspan="9" align="center"| '''Command Normals''' | ||
|- | |- | ||
! f+[[image:snka.gif]] | ! f + [[image:snka.gif]] | ||
|align="center"| 10/3/26 | |align="center"| 10/3/26 | ||
|align="center"| -9/-11 | |align="center"| -9/-11 | ||
|align="center"| S,Su | |align="center"| S,Su | ||
|align="center"| HL | |align="center"| HL | ||
|colspan=" | |colspan="3" | [[image:Chris02_fA.png|center]] | ||
| | | | ||
|- | |- | ||
! <br>f+[[image:snkb.gif]]<br><br> | ! <br>f + [[image:snkb.gif]]<br><br> | ||
|align="center"| 10/2(2)2/23 | |align="center"| 10/2(2)2/23 | ||
|align="center"| -5/-7 | |align="center"| -5/-7 | ||
Line 273: | Line 297: | ||
|align="center"| HL*H | |align="center"| HL*H | ||
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Chris02_fB1.png|center]] | |rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Chris02_fB1.png|center]] | ||
|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_fB2.png|center]] | |colspan="2" rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_fB2.png|center]] | ||
| | | | ||
|- | |- | ||
! f+[[image:snkb.gif]]<br>(cancel) | ! f + [[image:snkb.gif]]<br>(cancel) | ||
|align="center"| 10/2(2)2/23 | |align="center"| 10/2(2)2/23 | ||
|align="center"| -5/-7 | |align="center"| -5/-7 | ||
| | |align="center"| S,Su | ||
|align="center"| HL | |align="center"| HL | ||
| | | | ||
|- | |- | ||
! df+[[image:snkb.gif]] | ! df + [[image:snkb.gif]] | ||
|align="center"| 8/13/10 | |align="center"| 8/13/10 | ||
|align="center"| -3/-5 | |align="center"| -3/-5 | ||
| | | | ||
|align="center"| L | |align="center"| L | ||
|colspan=" | |colspan="3" | [[image:Chris02_dfB.png|center]] | ||
| | | | ||
|- | |||
|colspan="9" align="center"| '''Standing Close''' | |||
|- | |||
! <br>qcf + [[image:snka.gif]]<br><br> | |||
|align="center"| 14/4/32 | |||
|align="center"| KD/-18 | |||
|align="center"| Fo | |||
|align="center"| HL | |||
|rowspan="2" colspan="3" | [[image:Chris02_qcfP.png|center]] | |||
|rowspan="2"| '''Slide Touch - qcf + P''' | |||
* Chris does a dashing punch, with an initial slight teleport | |||
* qcf + A comes out faster than qcf + C | |||
* the teleporting part of the move has some upperbody invincibility | |||
* free cancellable out of | |||
* Invincibility: A: Frame 7. C: Frame 10-12. | |||
|- | |||
! qcf + [[image:snkc.gif]] | |||
|align="center"| 22/4/36 | |||
|align="center"| KD/-22 | |||
|align="center"| Fo | |||
|align="center"| HL | |||
|- | |||
! <br>qcf + [[image:snkb.gif]]<br><br> | |||
|align="center"| 28 | |||
|align="center"| - | |||
|align="center"| | |||
|align="center"| - | |||
|rowspan="2" colspan="3" | [[image:Chris02_qcfK.png|center]] | |||
|rowspan="2"| '''Scramble Dash - qcf + K''' | |||
* Chris does a very quick dash travelling a bit more than half screen length | |||
* Invincibility: Frame 1-7. Lower body Invincibility: Frame 8-17. | |||
* Can be counterhit on all but the last four frames. | |||
|- | |||
! qcf + [[image:snkd.gif]] | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| - | |||
|- | |||
! <br>dp + [[image:snka.gif]]<br><br> | |||
|align="center"| 23/5/14+16 | |||
|align="center"| +9/- | |||
|align="center"| | |||
|align="center"| Grab | |||
|rowspan="2" colspan="3" | [[image:Chris02_dpP.png|center]] | |||
|rowspan="2"| '''Direction Change - dp + P''' | |||
* Chris performs a jumping unblockable grab. If it connects, he switches sides with the opponent and can followup with a free combo, though the move does no damage by itself | |||
* Invincible: A: Frame 1-14. C: Frame 1-17. | |||
* dp + C travels further than dp + A | |||
* if this grab whiffs, Chris is very punishable and his back is turned | |||
|- | |||
! dp + [[image:snkc.gif]] | |||
|align="center"| 23/5/14+18 | |||
|align="center"| +9/- | |||
|align="center"| | |||
|align="center"| Grab | |||
|- | |||
! dp + [[image:snkb.gif]] | |||
|align="center"| 11/2+2+3/17+16 | |||
|align="center"| KD/-22 | |||
|align="center"| Fi,Fo | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_dpB1.png|center]] | |||
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Chris02_dpB2.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Chris02_dpB3.png|center]] | |||
|rowspan="2"| '''Hunting Air - dp + K''' | |||
* if it hits when the opponent is on the ground, dp + B will knocked down while dp + D will not. dp + D will be punishable even if it hits the opponent | |||
* B version: Invincible: Frame 1, Frame 7-10. Above feet invincible: Frame 2-6. | |||
* D verison: Invincible: Frame 1-4, Frame 9-14. Above feet invincible: Frame 5-8. | |||
* free cancellable into | |||
* free cancellable out of into air moves only | |||
|- | |||
! dp + [[image:snkd.gif]] | |||
|align="center"| 12/2+2+2/29+18 | |||
|align="center"| -33/-35 | |||
|align="center"| Fi,Fo | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_dpD1.png|center]] | |||
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Chris02_dpD2.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Chris02_dpD3.png|center]] | |||
|- | |||
! j.qcf + [[image:snkb.gif]] | |||
|align="center"| 14/till land/26 | |||
|align="center"| KD/- | |||
|align="center"| Fi | |||
|align="center"| HL | |||
|colspan="3" | [[image:Chris02_jqcfB.png|center]] | |||
|rowspan="2"| '''Glider Stamp - qcf + K(air)''' | |||
* Chris does a diagonally downwards kick in the air, knocking the opponent down if it hits | |||
* qcf + B makes him go down at a steeper angle than qcf + D | |||
* free cancellable into | |||
* Invincible: Frame 8-10. | |||
|- | |||
! j.qcf + [[image:snkd.gif]] | |||
|align="center"| 14/till land/26 | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|colspan="3" | [[image:Chris02_jqcfD.png|center]] | |||
|- | |||
! hcb + [[image:snka.gif]] | |||
|align="center"| 18/4(11)9/16 | |||
|align="center"| -5/-7 | |||
|align="center"| Fi,Fo,Su (1st hit) | |||
|align="center"| HL,L | |||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbA1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_hcbA2.png|center]] | |||
|rowspan="2"| '''Shooting Dancer: Thrust - hcb + P''' | |||
* Chris performs a dashing attack forward, followed by a followup hit which is different depending on the button pressed | |||
* hcb + A makes him finish with a slide kick that hits low, while hcb + C finishes with a punch which doesn't hit low | |||
* the second hit of hcb + A does a bit more damage than hcb + C's, but hcb + C second hit pushes back further and is safer on block | |||
* Invincible: First two frames in between two hits. Lower body invinicble: Frame 10-15. | |||
* free cancellable into | |||
* free cancellable out of on both hits | |||
* supercancellable on the first hit | |||
|- | |||
! hcb + [[image:snkc.gif]] | |||
|align="center"| 18/4(9)4/21 | |||
|align="center"| -5/-7 | |||
|align="center"| Fi,Fo,Su (1st hit) | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbA1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_hcbC2.png|center]] | |||
|- | |||
! <br>hcb + [[image:snkb.gif]]<br><br> | |||
|align="center"| (9 + 6[足元M] + 3, 4, 6[全身M] + 6+14, 7, 16)、(ガード/ヒット時)(16+21+9) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbA1.png|center]] | |||
|rowspan="2" colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_hcbB2.png|center]] | |||
|rowspan="2"| '''Shooting Dancer: Step - hcb + K''' | |||
* Chris performs a dashing attack forward and follows up with a stomping attack | |||
* hcb + B makes him bounce forwards after the second hit, hcb + D makes him bounce backwards | |||
* can followup the second hit with an air qcf + K while falling back | |||
* free cancellable into | |||
* free cancellable out of on both hits (ground attacks on first hit, qcf + K on the second hit) | |||
* hard knockdown on the second hit | |||
* supercancellable on the first hit | |||
|- | |||
! hcb + [[image:snkd.gif]] | |||
|align="center"| (9 + 6[足元M] + 3, 4, 6[全身M] + 6+14, 7, 16)、(ガード/ヒット時)(16+21+9) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|- | |||
! f~[[image:snkd.gif]]~[[image:snkb.gif]] | |||
|align="center"| (16[全身M] + 7, 3, 16) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_fDB1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_fDB2.png|center]] | |||
| '''Leading High - f~D~B''' | |||
* Chris goes into an invincible stance, then does a shortranged kick afterwards | |||
* unpunishable on block and useful for going through CD counters | |||
* supercancellable | |||
|- | |||
! d~[[image:snkd.gif]]~[[image:snkb.gif]] | |||
|align="center"| (16[全身M] + 6, 6, 16) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| L | |||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_fDB1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_dDB2.png|center]] | |||
| '''Leading Low - d~D~B''' | |||
* Chris goes into an invincible stance, then does a crouch B | |||
* unpunishable on block and useful for going through CD counters | |||
* supercancellable | |||
|- | |||
|colspan="9" align="center"| '''DMs''' | |||
|- | |||
! qcfx2+[[image:snka.gif]] | |||
|align="center"| ( {1 + 28[暗転] + 2}[全身M], 4, 3[全身M] + 2, 4, 3[全身M] + 2, 4, 3[全身M] + 2, 4, 3[全身M] + 2, 3, 23) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_qcfx2A1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_qcfx2A2.png|center]] | |||
|rowspan="2"| '''Chain Slide Touch - qcfx2+P''' | |||
* Chris performs a series of horizontal strikes that travel about half screen distance | |||
* has some reasonably good recovery, making it difficult (though still possible) to punish on block | |||
|- | |||
! qcfx2+[[image:snkc.gif]] | |||
|align="center"| ( {1 + 28[暗転] + 5}[全身M] + 1, 4, 3[全身M] + 2, 4, 3[全身M] + 2, 4, 3[全身M] + 2, 4, 3[全身M] + 2, 3, 25) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_qcfx2C1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_qcfx2C2.png|center]] | |||
|- | |||
! <br>qcbx2+[[image:snkb.gif]]<br><br> | |||
|align="center"| ( {1 + 28[暗転] + 1+2, 2}[全身M], 4, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 5, 5+6+8+11+30) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Chris02_qcbx2B1.png|center]] | |||
|rowspan="2" valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Chris02_qcbx2B2.png|center]] | |||
|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_qcbx2B3.png|center]] | |||
|rowspan="2"| '''Twister Drive - qcbx2+K''' | |||
* Chris performs a series of rising spin kicks that come out quickly | |||
* due to hitbox issues, using it as an anti-air will make very few of the hits connect, doing very low damage | |||
* very punishable if blocked, can whiff easily against crouching opponents is misspaced | |||
|- | |||
! qcbx2+[[image:snkd.gif]] | |||
|align="center"| ( {1 + 28[暗転] + 1+5, 3}[全身M], 4, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 5, 5+6+8+11+32) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|- | |||
|colspan="9" align="center"| '''SDMs''' | |||
|- | |||
! qcfx2+[[image:snka.gif]] + [[image:snkc.gif]] | |||
|align="center"| ( {1 + 28[暗転] + 2}[全身M] + 5, 2, 5 + 1[全身M] + 5, 2, 5 + 1[全身M] + 5, 2, 5 + 1[全身M] + 5, 2, 5 + 1[全身M] + 5, 2, 5 + 1[全身M] + 5, 2, 5 + 1[全身M] + 5, 2, 5 + 1[全身M] + 7, 2+5, 34) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|colspan="3"| [[image:Chris02_qcfx2AC.png|center]] | |||
| '''Chain Slide Touch - qcfx2+AC''' | |||
* Acts similar to his DM version except it travels a full screen length, doing more damage, and has a bigger hitbox making it easier to combo into | |||
|- | |||
! qcbx2+[[image:snkb.gif]] + [[image:snkd.gif]] | |||
|align="center"| ( {1 + 28[暗転] + 1+2, 2}[全身M], 2, 1, 1, 1, 1, 1, 1, 1, 3+10+6+13 + 8[全身M], 3, 4, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 5, 5+8+8+17+36) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_qcbx2B1.png|center]] | |||
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Chris02_qcbx2B2.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Chris02_qcbx2B3.png|center]] | |||
| '''Twister Drive - qcbx2+BD''' | |||
* similar to his normal DM version except does more damage, has better startup invincibility and doesn't suffer from the hitbox issues | |||
|- | |||
|colspan="9" align="center"| '''HSDM''' | |||
|- | |||
! hcbx2+[[image:snka.gif]] + [[image:snkc.gif]] | |||
|align="center"| ( 0 + 28[暗転] + 5 + 75, 2 + 1[全身M]) | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| - | |||
|colspan="3"| [[image:Chris02_HSDM.png|center]] | |||
| '''Honoo no Sadame no Chris - hcbx2+AC''' | |||
* Chris taunts and then transforms into Orochi Chris for the remainder of the round | |||
* Chris is invincible at the end of his taunt | |||
|} | |} | ||
==Short Movelist== | |||
* f + A | |||
* f + B (Overhead (2) if not cancelled into.) | |||
* df + B (Low.) | |||
* qcf + P | |||
* dp + P (Throw.) | |||
* hcb + A (Low (2)) | |||
* hcb + C | |||
* hcb + K (Overhead (2)) | |||
** qcf + K (Same move as air qcf + K. Only during bounce after hit/block.) | |||
* qcf + K (Teleport.) | |||
* dp + K | |||
* air qcf + K | |||
* f D B | |||
* d D B (Low.) | |||
* DM qcf qcf + P | |||
* DM qcb qcb + K | |||
* SDM qcf qcf + AC | |||
* SDM qcb qcb + BD | |||
* HSDM hcb hcb + AC (Transforms into [[Orochi_Chris_02|Orochi Chris]] for the remainder of the round.) | |||
== Notes == | |||
===Cancellable moves=== | |||
* Close: A, B, C, D (Special moves and DMs.) | |||
* Far: A, C (1) | |||
* Crouch: A, C (1) | |||
* Jump: C | |||
* CD is cancellable into special moves and DMs. | |||
* f + A is cancellable. | |||
2. | * f + B (2) is cancellable only when you cancel into it. | ||
===Super cancellable moves=== | |||
* hcb + P/K (1) | |||
* f D B | |||
* d D B | |||
=== | ===Free cancellable into moves=== | ||
* qcf + K | |||
* '''dp + K''' | |||
* air qcf + K | |||
* '''hcb + P/K''' | |||
=== Free cancellable out-of moves=== | |||
* | * f + B | ||
* | * df + B | ||
* f D B | |||
* d D B | |||
* qcf + P | |||
* '''dp + K''' | |||
* '''hcb + P/K''' | |||
===Moves with Invincibility=== | |||
* qcf + P (Upper: startup (middle).) | |||
* qcf + K (Full: startup. Upper: active (1st part).) | |||
* dp + P (Full: startup (1st part).) | |||
* air qcf + K (Full: startup (1st part).) | |||
* dp + B (Full: startup (1st part) & startup (middle). Above feet: startup (middle, between the two full invincibility).) | |||
* dp + D (Full: startup (1st part) & startup (last part) & active (1st part). Above feet: startup (middle, between the two full invincibility).) | |||
* hcb + P (Full: active (between hits). Lower: startup (middle).) | |||
* hcb + K (Full: active (between hits). Lower: startup (middle).) | |||
* f D B (Full: startup (1st part).) | |||
* d D B (Full: startup (1st part).) | |||
* DM qcb qcb + K (Full: startup (??).) | |||
* SDM qcb qcb + BD (Full: startup (??).) | |||
* HSDM hcb hcb + AC (Full: startup (last part).) | |||
=== | === Moves with autoguard=== | ||
(none) | |||
===Other Notes=== | |||
* D throw is a backturned hard knockdown. | |||
* D throw is a backturned hard knockdown | |||
== Combos == | == Combos == | ||
=== | === Basic Combos=== | ||
* cl.C / cr.C (1) / st.C (1) > | |||
** df + B [15%] | |||
** f + B [16%] | |||
** f + A | |||
*** qcf + A [21%] | |||
*** '''DM qcf qcf + A [30.5%] {1 stock}''' | |||
*** DM qcb qcb + K (First hits may whiff, but still combos.) [28-30.5%] {1 stock} | |||
*** '''hcb + A [23%]''' | |||
*** hcb + C [22%] | |||
*** dp + B (Corner) [22%] | |||
*** hcb + P/K (1) >> | |||
**** '''DM qcf qcf + A [35%] {2 stocks}''' | |||
**** DM qcb qcb + K [35%] {2 stocks} | |||
** dp + B [21%] | |||
* cr.B, cr.A > | |||
** df + B | |||
** f + B | |||
** DM qcf qcf + A {1 stock} | |||
** DM qcb qcb + K {1 stock} | |||
** '''f + A ...''' | |||
** dp + B | |||
1. | * cr.B x 1-3, st.B {9%} | ||
=== Max Mode === | |||
* (cr.B, cr.A) / cl.C / cr.C (1) > f + A >> BC, run, cl.C / cr.C > df + B >> hcb + P/K (1) >> qcf qcf + AC {50%} {4 stocks} | |||
=== Combos Notes=== | |||
* (cr.B, cr.A) / cl.C / cr.C (1) > f + A > hcb + A | |||
This is Chris' basic no meter combo, started from either cr.C, or crB, cr.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 cr.B, cr.A will most likely not connect due to spacing (though sometimes it does). Omit the cr.B just in case. | |||
* cr.B x 3, st.B | |||
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. | |||
* (cr.B, cr.A) / cl.C / cr.C (1) > f + A > DM qcf qcf + A (recommended against standing opponents) | |||
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. | |||
* (cr.B, cr.A) / cl.C / cr.C (1) > f + A > hcb + P/K (1) >> DM qcf qcf + P | |||
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. | |||
* (cr.B, cr.A) / cl.C / cr.C (1) > f + A >> BC, run, cl.C / cr.C > df + B >> hcb + P/K (1) >> qcf qcf + AC | |||
One of Chris' most damaging combos. Against crouching characters in which cr.C whiffs, this combo will have to be replaced with cl.C making it much harder to execute since you have to run up closer. 50% damage (not counting a 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 == | == Strategies == | ||
Line 443: | Line 731: | ||
==== High/Low Lockdown Mixup ==== | ==== 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. | 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: | 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: |
Latest revision as of 01:15, 24 July 2020
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
Short Movelist
- f + A
- f + B (Overhead (2) if not cancelled into.)
- df + B (Low.)
- qcf + P
- dp + P (Throw.)
- hcb + A (Low (2))
- hcb + C
- hcb + K (Overhead (2))
- qcf + K (Same move as air qcf + K. Only during bounce after hit/block.)
- qcf + K (Teleport.)
- dp + K
- air qcf + K
- f D B
- d D B (Low.)
- DM qcf qcf + P
- DM qcb qcb + K
- SDM qcf qcf + AC
- SDM qcb qcb + BD
- HSDM hcb hcb + AC (Transforms into Orochi Chris for the remainder of the round.)
Notes
Cancellable moves
- Close: A, B, C, D (Special moves and DMs.)
- Far: A, C (1)
- Crouch: A, C (1)
- Jump: C
- CD is cancellable into special moves and DMs.
- f + A is cancellable.
- f + B (2) is cancellable only when you cancel into it.
Super cancellable moves
- hcb + P/K (1)
- f D B
- d D B
Free cancellable into moves
- qcf + K
- dp + K
- air qcf + K
- hcb + P/K
Free cancellable out-of moves
- f + B
- df + B
- f D B
- d D B
- qcf + P
- dp + K
- hcb + P/K
Moves with Invincibility
- qcf + P (Upper: startup (middle).)
- qcf + K (Full: startup. Upper: active (1st part).)
- dp + P (Full: startup (1st part).)
- air qcf + K (Full: startup (1st part).)
- dp + B (Full: startup (1st part) & startup (middle). Above feet: startup (middle, between the two full invincibility).)
- dp + D (Full: startup (1st part) & startup (last part) & active (1st part). Above feet: startup (middle, between the two full invincibility).)
- hcb + P (Full: active (between hits). Lower: startup (middle).)
- hcb + K (Full: active (between hits). Lower: startup (middle).)
- f D B (Full: startup (1st part).)
- d D B (Full: startup (1st part).)
- DM qcb qcb + K (Full: startup (??).)
- SDM qcb qcb + BD (Full: startup (??).)
- HSDM hcb hcb + AC (Full: startup (last part).)
Moves with autoguard
(none)
Other Notes
- D throw is a backturned hard knockdown.
Combos
Basic Combos
- cl.C / cr.C (1) / st.C (1) >
- df + B [15%]
- f + B [16%]
- f + A
- qcf + A [21%]
- DM qcf qcf + A [30.5%] {1 stock}
- DM qcb qcb + K (First hits may whiff, but still combos.) [28-30.5%] {1 stock}
- hcb + A [23%]
- hcb + C [22%]
- dp + B (Corner) [22%]
- hcb + P/K (1) >>
- DM qcf qcf + A [35%] {2 stocks}
- DM qcb qcb + K [35%] {2 stocks}
- dp + B [21%]
- cr.B, cr.A >
- df + B
- f + B
- DM qcf qcf + A {1 stock}
- DM qcb qcb + K {1 stock}
- f + A ...
- dp + B
- cr.B x 1-3, st.B {9%}
Max Mode
- (cr.B, cr.A) / cl.C / cr.C (1) > f + A >> BC, run, cl.C / cr.C > df + B >> hcb + P/K (1) >> qcf qcf + AC {50%} {4 stocks}
Combos Notes
- (cr.B, cr.A) / cl.C / cr.C (1) > f + A > hcb + A
This is Chris' basic no meter combo, started from either cr.C, or crB, cr.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 cr.B, cr.A will most likely not connect due to spacing (though sometimes it does). Omit the cr.B just in case.
- cr.B x 3, st.B
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.
- (cr.B, cr.A) / cl.C / cr.C (1) > f + A > DM qcf qcf + A (recommended against standing opponents)
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.
- (cr.B, cr.A) / cl.C / cr.C (1) > f + A > hcb + P/K (1) >> DM qcf qcf + P
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.
- (cr.B, cr.A) / cl.C / cr.C (1) > f + A >> BC, run, cl.C / cr.C > df + B >> hcb + P/K (1) >> qcf qcf + AC
One of Chris' most damaging combos. Against crouching characters in which cr.C whiffs, this combo will have to be replaced with cl.C making it much harder to execute since you have to run up closer. 50% damage (not counting a 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