Line 35: | Line 35: | ||
== Special Moves == | == Special Moves == | ||
1. | 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%<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 | |||
= 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