m (→Movelist) |
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|- | |- | ||
! <br>qcf+[[image:snka.gif]]<br><br> | ! <br>qcf+[[image:snka.gif]]<br><br> | ||
|align="center"| | |align="center"| 14/4/32 | ||
|align="center"| | |align="center"| KD/-18 | ||
|align="center"| | |align="center"| Fo | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Chris02_qcfP.png|center]] | |rowspan="2" colspan="3" | [[image:Chris02_qcfP.png|center]] | ||
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* the teleporting part of the move has some upperbody invincibility | * the teleporting part of the move has some upperbody invincibility | ||
* free cancellable out of | * free cancellable out of | ||
* Invincibility: A: Frame 7. C: Frame 10-12. | |||
|- | |- | ||
! qcf+[[image:snkc.gif]] | ! qcf+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 22/4/36 | ||
|align="center"| | |align="center"| KD/-22 | ||
|align="center"| | |align="center"| Fo | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>qcf+[[image:snkb.gif]]<br><br> | ! <br>qcf+[[image:snkb.gif]]<br><br> | ||
|align="center"| | |align="center"| 28 | ||
|align="center"| | |align="center"| - | ||
|align="center"| | |align="center"| | ||
|align="center"| - | |align="center"| - | ||
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|rowspan="2"| '''Scramble Dash - qcf+K''' | |rowspan="2"| '''Scramble Dash - qcf+K''' | ||
* Chris does a very quick dash travelling a bit more than half screen length | * 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]] | ! qcf+[[image:snkd.gif]] | ||
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|- | |- | ||
! <br>dp+[[image:snka.gif]]<br><br> | ! <br>dp+[[image:snka.gif]]<br><br> | ||
|align="center"| | |align="center"| 23/5/14+16 | ||
|align="center"| | |align="center"| +9/- | ||
|align="center"| | |align="center"| | ||
|align="center"| Grab | |align="center"| Grab | ||
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|rowspan="2"| '''Direction Change - dp+P''' | |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 | * 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 | * dp+C travels further than dp+A | ||
* if this grab whiffs, Chris is very punishable and his back is turned | * if this grab whiffs, Chris is very punishable and his back is turned | ||
|- | |- | ||
! dp+[[image:snkc.gif]] | ! dp+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 23/5/14+18 | ||
|align="center"| | |align="center"| +9/- | ||
|align="center"| | |align="center"| | ||
|align="center"| Grab | |align="center"| Grab | ||
|- | |- | ||
! dp+[[image:snkb.gif]] | ! dp+[[image:snkb.gif]] | ||
|align="center"| | |align="center"| 11/2+2+3/17+16 | ||
|align="center"| | |align="center"| KD/-22 | ||
|align="center"| | |align="center"| Fi,Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_dpB1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chris02_dpB1.png|center]] | ||
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|valign="bottom" style="border-left:0px;"| [[image:Chris02_dpB3.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Chris02_dpB3.png|center]] | ||
|rowspan="2"| '''Hunting Air - dp+K''' | |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 | |||
* if it hits when the opponent is on the ground, dp+B will | * 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 into | ||
* free cancellable out of into air moves only | * free cancellable out of into air moves only | ||
|- | |- | ||
! dp+[[image:snkd.gif]] | ! dp+[[image:snkd.gif]] | ||
|align="center"| | |align="center"| 12/2+2+2/29+18 | ||
|align="center"| | |align="center"| -33/-35 | ||
|align="center"| | |align="center"| Fi,Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_dpD1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chris02_dpD1.png|center]] | ||
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|- | |- | ||
! j.qcf+[[image:snkb.gif]] | ! j.qcf+[[image:snkb.gif]] | ||
|align="center"| | |align="center"| 14/till land/26 | ||
|align="center"| | |align="center"| KD/- | ||
|align="center"| | |align="center"| Fi | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Chris02_jqcfB.png|center]] | |colspan="3" | [[image:Chris02_jqcfB.png|center]] | ||
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* qcf+B makes him go down at a steeper angle than qcf+D | * qcf+B makes him go down at a steeper angle than qcf+D | ||
* free cancellable into | * free cancellable into | ||
* Invincible: Frame 8-10. | |||
|- | |- | ||
! j.qcf+[[image:snkd.gif]] | ! j.qcf+[[image:snkd.gif]] | ||
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|- | |- | ||
! hcb+[[image:snka.gif]] | ! hcb+[[image:snka.gif]] | ||
|align="center"| | |align="center"| 18/4(11)9/16 | ||
|align="center"| | |align="center"| -5/-7 | ||
|align="center"| | |align="center"| Fi,Fo,Su (1st hit) | ||
|align="center"| HL,L | |align="center"| HL,L | ||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbA1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbA1.png|center]] | ||
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* hcb+A makes him finish with a slide kick that hits low, while hcb+C finishes with a punch which doesn't hit low | * 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 | * 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 into | ||
* free cancellable out of on both hits | * free cancellable out of on both hits | ||
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|- | |- | ||
! hcb+[[image:snkc.gif]] | ! hcb+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 18/4(9)4/21 | ||
|align="center"| | |align="center"| -5/-7 | ||
|align="center"| | |align="center"| Fi,Fo,Su (1st hit) | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbA1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chris02_hcbA1.png|center]] |
Revision as of 09:16, 25 March 2014
General Info
Crouch height: Medium
Colors
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Movelist
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