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

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'''Command Normals:'''<br>
'''Command Normals:'''<br>
1. Muyou no Ono - f+A<br>
1. Muyou no Ono: F+LP<br>
- cancellable
- Cancelable when canceled into (e.g. St. HP-->F+LP-->F, D, DF+P)


2. Jukei no Oni - f+B<br>
2. Jukei no Oni: F+LK<br>
- cancellable on the second hit if cancelled into<br>
- If canceled into, the 2nd hit can be canceled into his super or specials<br>
- overhead on the second hit<br>
- The 2nd hit is also an overhead<br>
- free cancellable out of on both hits
- In MAX Mode, either hit becomes cancelable<br>


3. Setsudan no Koto - df+B<br>
3. Setsudan no Koto: DF+LK<br>
- low attack<br>
- Hits Low, and is free cancelable in MAX Mode<br>
- free cancellable out of


'''Special Moves:'''<br>
'''Special Moves:'''<br>
1. Taiyou wo Iru Honoo - qcf+P<br>
1. Taiyou wo Iru Honoo: QCF+P<br>
- Chris sends three balls of flame forward, qcf+C travels further than qcf+A<br>
- Chris sends three projectiles forward; the HP ver. travels farther than the LP ver.<br>
- qcf+A recovers faster, allowing you to run up or jump and continue the combo
- The LP ver. recovers faster, allowing you to run up or jump in to start a combo.<br>


2. Kagami wo Hofuru Honoo - qcb+P<br>
2. Kagami wo Hofuru Honoo: QCB+P<br>
- Chris jumps forward with a flame in front of him, traveling about a half screen distance<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>
- qcb+C travels slightly more than qcb+A, and does less than a jab's worth of damage more than qcb+A<br>
- The HP ver. travels slightly farther and does slightly more damage as well than the LP ver.<br>
- this move can negates normal and DM projectiles when the flame appears in front of Chris. However, it should never be attempted to be used against DM projectiles since it is very easy to get yourself killed doing so<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>
- free cancellable into


3. Tsuki wo Tsumu Honoo - dp+P<br>
3. Tsuki wo Tsumu Honoo: F, D, DF+P<br>
- dp+C is supercancellable on the third hit only<br>
- The HP ver. can be Super Canceled on the 3rd hit only. <br>
- free cancellable into<br>
- 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>
- dp+A is free cancellable out, dp+C is free cancellable out of on the first three hits only


4. Shishi wo Kamu Honoo - hcf+K<br>
4. Shishi wo Kamu Honoo: HCF+K next to opponent<br>
- a throw with some startup time, that doesn't have any invincibility. The opponent can mash a little bit after Orochi Chris has begun the throw, and hit him out of it<br>
- Although it is super cancelable on the last hit, nothing will combo after it.<br>
- there is no whiffing animation for this throw. If the hcf+K isn't going to hit the opponent (such as when the opponent is in blockstun), then close D/far D comes out instead<br>
- You can Free Cancel out of any of the first 5 hits only during MAX Mode.<br>
- can be cancelled on the last hit into any special move, although only dp+A will combo normally<br>
- supercancellable on the last hit, although anything you supercancel into will whiff anyway, unless only the last hit of hcf+K hit the opponent (and counterhit them), which is difficult to achieve<br>
- free cancellable out of on the first five hits


'''DMs:'''<br>
'''DMs:'''<br>
1. Ankoku Orochi Nagi - qcb hcf+P<br>
Ankoku Orochi Nagi: QCB, HCF+P (C)<br>
- qcb hcf+A comes out faster than qcb hcf+C or qcb hcf+AC
- The LP ver. comes out faster than the HP & SDM ver. Hence, the LP ver. should be used in combos.<br>
- Like Kyo's DM, it can be delayed by holding the button.<br>


'''SDMs:'''<br>
'''SDMs:'''<br>
1. Ankoku Orochi Nagi - qcb hcf+AC
Ankoku Orochi Nagi: QCB, HCF+2P (C)
- See notes for the DM ver. Note that Chris does not get the flame effect that Kyo has during his QCB, HCF+2P.<BR>


'''HSDM:'''<br>
'''HSDM:'''<br>
1. Sanagi wo yaburi, chou wa mau - D C d C D
"Sanagi wo yaburi, chou wa mau" - HK, HP, Down, HP, HK


'''Notes:'''<br>
'''Notes:'''<br>
-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<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
-CD is cancellable into specials and DMs


== Combos ==
== Combos ==

Revision as of 05:25, 30 October 2007

Movelist

Command Normals:
1. Muyou no Ono: F+LP
- Cancelable when canceled into (e.g. St. HP-->F+LP-->F, D, DF+P)

2. Jukei no Oni: F+LK
- If canceled into, the 2nd hit can be canceled into his super or specials
- The 2nd hit is also an overhead
- In MAX Mode, either hit becomes cancelable

3. Setsudan no Koto: DF+LK
- Hits Low, and is free cancelable in MAX Mode

Special Moves:
1. Taiyou wo Iru Honoo: QCF+P
- Chris sends three projectiles forward; the HP ver. travels farther than the LP ver.
- The LP ver. recovers faster, allowing you to run up or jump in to start a combo.

2. Kagami wo Hofuru Honoo: QCB+P
- 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.
- The HP ver. travels slightly farther and does slightly more damage as well than the LP ver.
- 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

3. Tsuki wo Tsumu Honoo: F, D, DF+P
- The HP ver. can be Super Canceled on the 3rd hit only.
- 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.

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

DMs:
Ankoku Orochi Nagi: QCB, HCF+P (C)
- The LP ver. comes out faster than the HP & SDM ver. Hence, the LP ver. should be used in combos.
- Like Kyo's DM, it can be delayed by holding the button.

SDMs:
Ankoku Orochi Nagi: QCB, HCF+2P (C) - See notes for the DM ver. Note that Chris does not get the flame effect that Kyo has during his QCB, HCF+2P.

HSDM:
"Sanagi wo yaburi, chou wa mau" - HK, HP, Down, HP, HK

Notes:
-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).
-CD is cancellable into specials 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%

Maxmode:
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:
1. Close A/Crouch A, Close C/Crouch C
2. c.B, c.A

Strategies