(→Combos) |
(→Combos) |
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* (cr.B, cr.A) / cl.B > f + A > | * (cr.B, cr.A) / cl.B > f + A > | ||
** DM A Orochinagi (qcb hcf + A) | ** DM A Orochinagi (qcb hcf + A) | ||
** (S)DM qcf qcf + A | |||
** Flame Throw (hcf + K) > [junggler] (omit the cr.B if done from a front jump-in) | ** Flame Throw (hcf + K) > [junggler] (omit the cr.B if done from a front jump-in) | ||
** Flame Swipe (qcb + P) (Standing opponent only) | ** Flame Swipe (qcb + P) (Standing opponent only) | ||
Line 37: | Line 38: | ||
* cl.C / cr.C > f + A > | * cl.C / cr.C > f + A > | ||
** DM A Orochinagi (qcb hcf + A) | ** DM A Orochinagi (qcb hcf + A) | ||
** (S)DM qcf qcf + A | |||
** Flame Swipe (qcb + P) (Standing opponent only) | ** Flame Swipe (qcb + P) (Standing opponent only) | ||
Line 45: | Line 47: | ||
* f + A > | * f + A > | ||
** DM A Orochinagi (qcb hcf + A) | ** DM A Orochinagi (qcb hcf + A) | ||
** (S)DM qcf qcf + A | |||
** Flame Swipe (qcb + P) (Standing opponent only) | ** Flame Swipe (qcb + P) (Standing opponent only) | ||
To punish certain moves that require a fast, long range move. | To punish certain moves that require a fast, long range move. | ||
Line 57: | Line 60: | ||
* Fire Balls (fireball) (qcf + P), f + A (optional) > | * Fire Balls (fireball) (qcf + P), f + A (optional) > | ||
** DM A Orochinagi (qcb hcf + A) | ** DM A Orochinagi (qcb hcf + A) | ||
** (S)DM qcf qcf + A | |||
** Flame Swipe (qcb + P) (Standing opponent only) | ** Flame Swipe (qcb + P) (Standing opponent only) | ||
Line 67: | Line 71: | ||
** dp + A (Out of MAX.) (Must cancel the last hit of hcf + K.) | ** dp + A (Out of MAX.) (Must cancel the last hit of hcf + K.) | ||
** j.D (Reset) | ** j.D (Reset) | ||
About (S)DM qcf qcf + A: the DM does less damage than DM qcb hcf + A. The SDM is comboable (and most damaging MAX combo) but will almost always miss the thid hit (never see the full 3 hits out of TAS combo videos...), which wll leave you vulnerable. | |||
The first combo is really all you need. Anytime you land a Flame Throw, you have 2 options. Either cancel the last kick into A Dragon Punch (dp + A), or wait until it recovers and super jump + D. The dp + A does more damage and knocks down, while the sj.D does less and resets. | The first combo is really all you need. Anytime you land a Flame Throw, you have 2 options. Either cancel the last kick into A Dragon Punch (dp + A), or wait until it recovers and super jump + D. The dp + A does more damage and knocks down, while the sj.D does less and resets. | ||
Anytime you land a fireball from close-ish range, Orochinagi is guaranteed. You can do other stuff like jump-in CD or jump-in combos, but Orochinagi is reliable and does great damage. | Anytime you land a fireball from close-ish range, Orochinagi is guaranteed. You can do other stuff like jump-in CD or jump-in combos, but Orochinagi is reliable and does great damage. | ||
The last combo listed isn't really a combo, but an option select between fireball and command throw. If the cl.D hits, you will combo into his Flame Throw. If it gets blocked, you will cancel into the qcf+A fireball. You can still be hit between the cl.D and fireball, so this isn't the be-all-end-all of strings, but it's a nice tactic to be aware of. | The last combo listed isn't really a combo, but an option select between fireball and command throw. If the cl.D hits, you will combo into his Flame Throw. If it gets blocked, you will cancel into the qcf+A fireball. You can still be hit between the cl.D and fireball, so this isn't the be-all-end-all of strings, but it's a nice tactic to be aware of. |
Revision as of 16:19, 17 November 2018
Introduction
Orochi Chris aka Chris of the Flame of Destiny is actually Chris's older brother. He was always jealous of Chris's popularity and success through NAMBLA, especially even his broth didn't even have cool purple flame powers. O.Chris finally got his break, becoming the official spokesperson for the Zippo Manufacturing Company. Zippo's earnings went up tenfold, and O.Chris saw a big sum of that profit. He used this money to buy his way into the King of Fighters tournament.
Colors
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Gameplay Overview
O.Chris is a fast, top-tier pressure/mixup/lockdown character with high priority air/ground moves and great combo damage.
He even is considered like the best character of game by chinese top players except Omega Rugal of course.
His mixup options are almost unparalleled; he has a high/low game either from short hop or from blocked attacks, he has a scary crossup game with j.D, and he has a proximity unblockable (ie un-whiffable command throw) that can be used for attack/throw games as well as combos.
In top of that he has some of the highest priority moves in the game in j.CD, d/f+B, and cr.C.
He has the fastest short hop in the game, and if you pick him in Extra mode, he has the fastest dash in the game as well. His run in Advanced mode is similar to Leona/Heidern's run, in that he can run under some of the higher traveling fireballs in the game (ie the old Art of Fighting team fireballs and Takuma's).
He is a great character for a beginner, though he requires just a bit better execution than normal Chris because he gets his big damage from comboing into super rather than MAX mode.
Combos
- (cr.B, cr.A) / cl.B > f + A >
- DM A Orochinagi (qcb hcf + A)
- (S)DM qcf qcf + A
- Flame Throw (hcf + K) > [junggler] (omit the cr.B if done from a front jump-in)
- Flame Swipe (qcb + P) (Standing opponent only)
- cl.C / cr.C > f + A >
- DM A Orochinagi (qcb hcf + A)
- (S)DM qcf qcf + A
- Flame Swipe (qcb + P) (Standing opponent only)
- cl.D > Flame Throw (hcf + K) > [junggler]
- f + A >
- DM A Orochinagi (qcb hcf + A)
- (S)DM qcf qcf + A
- Flame Swipe (qcb + P) (Standing opponent only)
To punish certain moves that require a fast, long range move.
- cr.C > df + B (whiff cancel timing in case it misses)
- cr.B, cr.B, cr.B, st.B
- Fire Balls (fireball) (qcf + P), f + A (optional) >
- DM A Orochinagi (qcb hcf + A)
- (S)DM qcf qcf + A
- Flame Swipe (qcb + P) (Standing opponent only)
- cl.D > hcf + AB
Option select.
- ... hcf + K,
- dp + A (Out of MAX.) (Must cancel the last hit of hcf + K.)
- j.D (Reset)
About (S)DM qcf qcf + A: the DM does less damage than DM qcb hcf + A. The SDM is comboable (and most damaging MAX combo) but will almost always miss the thid hit (never see the full 3 hits out of TAS combo videos...), which wll leave you vulnerable.
The first combo is really all you need. Anytime you land a Flame Throw, you have 2 options. Either cancel the last kick into A Dragon Punch (dp + A), or wait until it recovers and super jump + D. The dp + A does more damage and knocks down, while the sj.D does less and resets.
Anytime you land a fireball from close-ish range, Orochinagi is guaranteed. You can do other stuff like jump-in CD or jump-in combos, but Orochinagi is reliable and does great damage.
The last combo listed isn't really a combo, but an option select between fireball and command throw. If the cl.D hits, you will combo into his Flame Throw. If it gets blocked, you will cancel into the qcf+A fireball. You can still be hit between the cl.D and fireball, so this isn't the be-all-end-all of strings, but it's a nice tactic to be aware of.
O.Chris's combo ability gets much worse in MAX mode. He can only combo a command throw off of cl.D, and the sj.D is the only option afterwards. He can't combo into Orochinagi at all.
Generally all combos should lead into either his command throw or Orochinagi super.
In-depth Analysis
Movelist
Normal Throws
b or f+C - Breakable, front knockdown, face forward, rollable.
b or f+D - Breakable, reverse knockdown, back turned, un-rollable.
D throw is preferred. Sets up a meaty qcf+A fireball, into so many mixups I lost count. Examples are short hop D -> whatever, empty short hop -> land cr.B, or hyper hop CD for blockstun and pressure.
Special Moves
Fire Balls (qcf+P) - A pseudo-fireball, it creates 3 flame spots that appear in sequence moving forward. A version creates them close together, C version spaces them further apart and reaches fullscreen. This is good for a lot of things; general zoning and blockstun, canceling off of cr.C as an anti-air, as a meaty wakeup, or just to simply cancel ground moves into (though you can be hit before the fireball executes so be careful). As noted above, any time it hits and you're in range, you can combo off of it.
Flaming Uppercut (dp+P) - Has upper body invincibility, but is nowhere near a true reversal. C version does lots of stupid hits and generally sucks, so stick to the A version if you're going to use it.
Flame Swipe (qcb+P) - C version is a little slower than A, but they combo from the same things. Won't combo at all on a crouching opponent, as it takes longer for the hitbox to reach low. Pretty much only for long-range punishing from f+A or comboing off of fireball from f+A when you have no meter.
Flame Throw (hcf+K) - Proximity unblockable. Chris's fast run/short hop makes this a very good asset in mixups. Also serves as his main meterless combo ender as explained above.
Desperation Moves
Orochinagi (qcb,hcf+P) - A version is faster and combos from hard hits; his source of damage when he has meter. C version doesn't combo, so don't use it. MAX mode version is even slower and does more damage.
Hamster Flame Ball (qcf,qcf+P) - Stupid move with slow startup,weird hitbox but enough active farames and bad recovery, who cares?.