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

From SuperCombo Wiki
m (category added)
Line 1: Line 1:
== Movelist ==
= Movelist =


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


2. ''Jukei no Oni'': F+LK<br>
1. Chi no Batsu - b/f+C
- If canceled into, the 2nd hit can be canceled into his super or specials<br>
* Chris steps on his opponent a few times and knocks them back in the direction he was facing
- The 2nd hit is also an overhead<br>
- In MAX Mode, either hit becomes cancelable<br>


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


'''Special Moves:'''<br>
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<br>
1. ''Taiyou wo Iru Honoo'': QCF+P<br>
- Chris sends three projectiles forward; the HP ver. travels farther than the LP ver.<br>
- Chris sends three projectiles forward; the HP ver. travels farther than the LP ver.<br>

Revision as of 19:26, 29 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 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. It should also be noted 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

Misc.:
-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