The King of Fighters 2002/Orochi Chris: Difference between revisions

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== Special Moves ==
== Special Moves ==


1. ''Taiyou wo Iru Honoo'': QCF+P<br>
1. Taiyou wo Iru Honoo - qcf+P
- Chris sends three projectiles forward; the HP ver. travels farther than the LP ver.<br>
* Chris sends forth three balls of flame that travel forward
- The LP ver. recovers faster, allowing you to run up or jump in to start a combo.<br>
* qcf+A comes out faster than qcf+C and recovers faster allowing the possibility of comboing after them
* qcf+C projectiles move faster than qcf+A and travel further (almost full screen length)


2. ''Kagami wo Hofuru Honoo'': QCB+P<br>
- Chris jumps forward with a flame in front of him, traveling about a half screen's distance. During MAX Mode, this move can be free canceled '''into'''.<br>
- The HP ver. travels slightly farther and does slightly more damage as well than the LP ver.<br>
- The flame can negate some projectiles, including some (HS/S)DM projectiles. However, one should avoid attempting to negate DM projectiles to avoid the risk of taking damage<br>


3. ''Tsuki wo Tsumu Honoo'': F, D, DF+P<br>
2. Kagami wo Hofuru Honoo - qcb+P
- The HP ver. can be Super Canceled on the 3rd hit only. <br>
* Orochi Chris jumps forward with a flame in front of him
- You can free cancel into either ver. during MAX Mode On the other hand you can only free cancel '''out of''' this move on the first hit only for either ver.<br>
* the flame can negate projectiles but it comes out too slow and recovers too slow for this to be practical
* does not combo against crouching characters
* free cancellable into


4. ''Shishi wo Kamu Honoo'': HCF+K next to opponent<br>
- Although it is super cancelable on the last hit, nothing will combo after it.<br>
- You can Free Cancel out of any of the first 5 hits only during MAX Mode.<br>


'''DMs:'''<br>
3. Tsuki wo Tsumu Honoo - dp+P
''Ankoku Orochi Nagi'': QCB, HCF+P (C)<br>
* Chris performs a rising uppercut attack that comes out fairly quick
- The LP ver. comes out faster than the HP & SDM ver. Hence, the LP ver. should be used in combos.<br>
* this move does not have much vertical range compared to other dragon punch moves. dp+A does one hit in which Chris moves forward before rising, while dp+C does 4 hits, where he rises during the 4th
- Like Kyo's DM, it can be delayed by holding the button.<br>
* free cancellable into
* free cancellable out of on the first three hits
* supercancellable on the third hit


'''SDMs:'''<br>
''Ankoku Orochi Nagi'': QCB, HCF+2P (C)
- See notes for the DM ver. It should also be noted that Chris does not get the flame effect that Kyo has during his QCB, HCF+2P.<BR>


'''HSDM:'''<br>
4. Shishi wo Kamu Honoo - hcf+K
''"Sanagi wo yaburi, chou wa mau"'' - HK, HP, Down, HP, HK
* a proximity unblockable attack which only comes out if Chris is near the opponent
* the first hit causes guard crush
* last hit is cancellable into special moves and supercancellable, though the only cancellable move that will combo after it is dp+A
* free cancellable out of on all hits


'''Misc.:'''<br>
-Chris' cancelable normals are: Close/Far LP, Crouching LP, Close LK, Far HP (1st hit only)& Close/Crouching HP. His close HK can only be canceled into specials or DMs (i.e. he cannot cancel it into any of his command attacks).<br>
-CD is cancellable into specials and DMs


== Combos ==


'''Anywhere:'''<br>
== DMs ==
 
1. Ankoku Orochi Nagi - qcb hcf+P (can be held)
* Chris creates a flame, then throws it forward, covering a fairly wide area in front of him
* the A version comes out faster than the C version
* can be delayed by holding the P button used, but is not useful
* works very similar to Kyo's qcb hcf+P except Chris has no invinciblity on his
 
 
== SDMs ==
 
1. Ankoku Orochi Nagi - qcb hcf+AC (can be held)
* works similar to his normal DM version except the flame is larger, doing 3 hits
* cannot be comboed into normally
 
 
== HSDMs ==
 
1. Sanagi wo Yaburi, Chou wa Mau - D, C, d, C, D
* Orochi Chris transforms into Orochi and performs an attack that covers the entire screen for about a second
* Chris is invincible during this attack
 
 
== Notes ==
 
* cancellable normals are close A, crouch A, far A, close B, close C, crouch C, far C(1), close D(specials and DMs only)
* CD is cancellable into special moves and DMs
 
 
= Combos =
 
== Anywhere ==
 
1. Close C/(c.B,c.A), f+B, qcb+C - 25%<br>
1. Close C/(c.B,c.A), f+B, qcb+C - 25%<br>
2. Close C/(c.B,c.A), f+A, hcf+K, dp+A - 35%<br>
2. Close C/(c.B,c.A), f+A, hcf+K, dp+A - 35%<br>
3. Close C/(c.B,c.A), f+A, qcb hcf+A - 40%
3. Close C/(c.B,c.A), f+A, qcb hcf+A - 40%
4. ~(qcf+A, Jump D), Close C, f+A, BC, Far C(1), f+A, hcf+K(5), (C)dp+C(3), (C)qcb+P/(S)qcb hcf+A


'''Maxmode:'''<br>
1. ~(qcf+A, Jump D), Close C, f+A, BC, Far C(1), f+A, hcf+K(5), (C)dp+C(3), (C)qcb+P/(S)qcb hcf+A
'''Normal Links:'''<br>
1. Close A/Crouch A, Close C/Crouch C <br>
2. c.B, c.A <br>


== Strategies ==
= Strategies =






[[Category:The King of Fighters 2002]]
[[Category:The King of Fighters 2002]]

Revision as of 05:26, 30 June 2010

Movelist

Throws

1. Chi no Batsu - b/f+C

  • Chris steps on his opponent a few times and knocks them back in the direction he was facing


2. Ten no Tsumi - b/f+D

  • Chris grabs his opponent and throws them into the air behind him
  • hard knockdown
  • the opponent's back is turned when they get up
  • a great grab because of back turned property and hard knockdown, giving Chris many options afterwards


Command Normals

1. Muyou no Ono - f+A

  • Chris executes a horizontal swing, making him go forward
  • does very little damage but comes out fast enough to punish some fast recovering moves from a distance
  • cancellable


2. Jukei no Oni - f+B

  • Chris performs a two hit kick, which has good range
  • overhead on the second hit
  • cancellable on the second hit if cancelled into


3. Setsudan no Koto - df+B

  • Chris performs a sliding kick that can hit from about half screen length
  • safe on block from many distances though it's best if it is spaced


Special Moves

1. Taiyou wo Iru Honoo - qcf+P

  • Chris sends forth three balls of flame that travel forward
  • qcf+A comes out faster than qcf+C and recovers faster allowing the possibility of comboing after them
  • qcf+C projectiles move faster than qcf+A and travel further (almost full screen length)


2. Kagami wo Hofuru Honoo - qcb+P

  • Orochi Chris jumps forward with a flame in front of him
  • the flame can negate projectiles but it comes out too slow and recovers too slow for this to be practical
  • does not combo against crouching characters
  • free cancellable into


3. Tsuki wo Tsumu Honoo - dp+P

  • Chris performs a rising uppercut attack that comes out fairly quick
  • this move does not have much vertical range compared to other dragon punch moves. dp+A does one hit in which Chris moves forward before rising, while dp+C does 4 hits, where he rises during the 4th
  • free cancellable into
  • free cancellable out of on the first three hits
  • supercancellable on the third hit


4. Shishi wo Kamu Honoo - hcf+K

  • a proximity unblockable attack which only comes out if Chris is near the opponent
  • the first hit causes guard crush
  • last hit is cancellable into special moves and supercancellable, though the only cancellable move that will combo after it is dp+A
  • free cancellable out of on all hits


DMs

1. Ankoku Orochi Nagi - qcb hcf+P (can be held)

  • Chris creates a flame, then throws it forward, covering a fairly wide area in front of him
  • the A version comes out faster than the C version
  • can be delayed by holding the P button used, but is not useful
  • works very similar to Kyo's qcb hcf+P except Chris has no invinciblity on his


SDMs

1. Ankoku Orochi Nagi - qcb hcf+AC (can be held)

  • works similar to his normal DM version except the flame is larger, doing 3 hits
  • cannot be comboed into normally


HSDMs

1. Sanagi wo Yaburi, Chou wa Mau - D, C, d, C, D

  • Orochi Chris transforms into Orochi and performs an attack that covers the entire screen for about a second
  • Chris is invincible during this attack


Notes

  • cancellable normals are close A, crouch A, far A, close B, close C, crouch C, far C(1), close D(specials and DMs only)
  • CD is cancellable into special moves and DMs


Combos

Anywhere

1. Close C/(c.B,c.A), f+B, qcb+C - 25%
2. Close C/(c.B,c.A), f+A, hcf+K, dp+A - 35%
3. Close C/(c.B,c.A), f+A, qcb hcf+A - 40% 4. ~(qcf+A, Jump D), Close C, f+A, BC, Far C(1), f+A, hcf+K(5), (C)dp+C(3), (C)qcb+P/(S)qcb hcf+A


Strategies