The King of Fighters 2002/Chris: Difference between revisions

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! Cancel
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! Block
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!colspan="2"| Hitbox
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|valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbA1.png|center]]
|valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbA1.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_hcbC2.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chris02_hcbC2.png|center]]
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! hcb+[[image:snkb.gif]]
|align="center"|
|align="center"|
|align="center"|
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbB1.png|center]]
|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
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! hcb+[[image:snkd.gif]]
|align="center"|
|align="center"|
|align="center"|
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbD1.png|center]]
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=== Special Moves ===
=== Special Moves ===

Revision as of 16:20, 4 October 2013

black belt in bored cashier fu

General Info

Crouch height: Medium

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Chris02 colorA.png Chris02 colorB.png Chris02 colorC.png Chris02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/3/5 +4/+2 R,C,S,Su HL
Chris02 clA.png
Snkb.gif 4/3/7 +2/0 C,S,Su HL
Chris02 clB.png
Snkc.gif 3/3+3/29 -15/-17 C,S,Su HL
Chris02 clC1.png
Chris02 clC2.png
Snkd.gif 4/4/20 -4/-6 C,S,Su HL
Chris02 clD.png
Standing Far
Snka.gif 4/3/5 +4/+2 R,C,S,Su HL
Chris02 clA.png
Snkb.gif 7/6/9 -4/-6 HL
Chris02 stB.png
Snkc.gif 7/3(12)6/17 -3/-5 C,S,Su HL
Chris02 stC1.png
Chris02 stC2.png
Snkd.gif 8/4/29 -13/-15 HL
Chris02 stD.png
Snkc.gif+Snkd.gif 15/3/28 KD/-9 S,Su HL
Chris02 stCD.png
Goes over lows
Crouching
Snka.gif 4/3/5 +4/+2 R,C,S,Su HL
Chris02 crA.png
Snkb.gif 3/4/5 +3/+1 R L
Chris02 crB.png
Snkc.gif 3/5*3/17 0/-2 C,S,Su HL
Chris02 crC1.png
Chris02 crC2.png
Only first hit is cancellable
Snkd.gif 8/7/19 KD/-8 L
Chris02 crD.png
Jump
Snka.gif 4/9/- -/- H
Chris02 jA.png
Snkb.gif 4/9/- -/- H
Chris02 jB.png
Snkc.gif 5/4/- -/- H
Chris02 jC.png
Snkd.gif 5/4/- -/- H
Chris02 jD.png
Snkc.gif+Snkd.gif 16/3+3/- KD/- S HL
Chris02 jCD1.png
Chris02 jCD2.png
Neutral Jump
Snka.gif 4/9/- -/- H
Chris02 jA.png
Snkb.gif 5/9/- -/- H
Chris02 juB.png
Snkc.gif 5/4/- -/- S H
Chris02 jC.png
Snkd.gif 5/4/- -/- H
Chris02 jD.png
Hop
Snka.gif 4/9/- -/- H
Chris02 jA.png
Snkb.gif 4/9/- -/- H
Chris02 jB.png
Snkc.gif 5/4/- -/- S H
Chris02 jC.png
Snkd.gif 5/4/- -/- H
Chris02 jD.png
Snkc.gif+Snkd.gif 14/3+3/- KD/- S HL
Chris02 jCD1.png
Chris02 jCD2.png
Command Normals
f+Snka.gif 10/3/26 -9/-11 S,Su HL
Chris02 fA.png

f+Snkb.gif

10/2(2)2/23 -5/-7 HL*H
Chris02 fB1.png
Chris02 fB2.png
f+Snkb.gif
(cancel)
10/2(2)2/23 -5/-7 S,Su HL
df+Snkb.gif 8/13/10 -3/-5 L
Chris02 dfB.png
Standing Close

qcf+Snka.gif

HL
Chris02 qcfP.png
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
qcf+Snkc.gif HL

qcf+Snkb.gif

-
Chris02 qcfK.png
Scramble Dash - qcf+K
  • Chris does a very quick dash travelling a bit more than half screen length
  • has some invinciblity but needs to be tested further
qcf+Snkd.gif -

dp+Snka.gif

Grab
Chris02 dpP.png
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
  • has good startup invincibility
  • dp+C travels further than dp+A
  • if this grab whiffs, Chris is very punishable and his back is turned
dp+Snkc.gif Grab
dp+Snkb.gif HL
Chris02 dpB1.png
Chris02 dpB2.png
Chris02 dpB3.png
Hunting Air - dp+K
  • a rising anti-air attack that comes out fairly quick
  • if it hits when the opponent is on the ground, dp+B will knockd down while dp+D will not. dp+D will be punishable even if it hits the opponent
  • free cancellable into
  • free cancellable out of into air moves only
dp+Snkd.gif HL
Chris02 dpD1.png
Chris02 dpD2.png
Chris02 dpD3.png
j.qcf+Snkb.gif HL
Chris02 jqcfB.png
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
j.qcf+Snkd.gif HL
Chris02 jqcfD.png
hcb+Snka.gif HL,L
Chris02 hcbA1.png
Chris02 hcbA2.png
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
  • free cancellable into
  • free cancellable out of on both hits
  • supercancellable on the first hit
hcb+Snkc.gif HL
Chris02 hcbA1.png
Chris02 hcbC2.png
hcb+Snkb.gif HL
Chris02 hcbB2.png
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+Snkd.gif HL

Special Moves

7. 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


8. Leading High - f+D,B(one frame after)

  • Chris goes into an invincible stance, then does a shortranged kick afterwards
  • unpunishable on block and useful for going through CD counters
  • supercancellable


9. Leading Low - d+D,B(one frame after)

  • Chris goes into an invincible stance, then does a crouch B
  • unpunishable on block and useful for going through CD counters
  • supercancellable


DMs

1. 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


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


SDMs

1. 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


2. 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


HSDMs

1. Honoo no Sadame no Chris - hcbx2+AC

  • Chris taunts and then transforms into Orochi Chris for the remainder of the round
  • Chris is invincible during his taunt


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

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Andy
Angel
Athena
Benimaru
Billy Kane
Blue Mary
Chang
Chin
Choi
Chris
Clark
Daimon
Iori
Joe
K'
K9999
Kensou
Kim
Kula
Kyo
Leona
Mai
Mature
Maxima
May Lee
Ralf
Ramon
Robert
Ryo
Seth
Shermie
Takuma
Terry
Vanessa
Vice
Whip
Yamazaki
Yashiro
Yuri
Secret/Orochi Characters
Kusanagi
Orochi Chris
Orochi Shermie
Orochi Yashiro