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|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Chris02_fA.png|center]] | |colspan="2" | [[image:Chris02_fA.png|center]] | ||
| | | '''Muyou no Ono - f+A''' | ||
* does very little damage but comes out fast enough to punish some fast recovering moves from a distance | |||
|- | |- | ||
! <br>f+[[image:snkb.gif]]<br><br> | ! <br>f+[[image:snkb.gif]]<br><br> | ||
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|align="center"| L | |align="center"| L | ||
|colspan="2" | [[image:Chris02_dfB.png|center]] | |colspan="2" | [[image:Chris02_dfB.png|center]] | ||
| | | '''Setsudan no Koto - df+B''' | ||
* safe on block from many distances though it's best if it is spaced | * safe on block from many distances though it's best if it is spaced | ||
|- | |||
|colspan="8" align="center"| '''Special Moves''' | |||
=== | |- | ||
!rowspan="2"| qcf+[[image:snka.gif]] | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Chris02_qcfA1.png|center]] | |||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Chris02_qcfA2.png|center]] | |||
|rowspan="4"| '''Taiyou wo Iru Honoo - qcf+P''' | |||
* Chris sends forth three balls of flame that travel forward | * 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+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) | * qcf+C projectiles move faster than qcf+A and travel further (almost full screen length) | ||
|- | |||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Chris02_qcfA3.png|center]] | |||
|valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Chris02_qcfA4.png|center]] | |||
|- | |||
!rowspan="2"| qcf+[[image:snkc.gif]] | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Chris02_qcfC1.png|center]] | |||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Chris02_qcfC2.png|center]] | |||
|- | |||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Chris02_qcfC3.png|center]] | |||
|valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Chris02_qcfC4.png|center]] | |||
|} | |||
=== Special Moves === | |||
2. Kagami wo Hofuru Honoo - qcb+P | 2. Kagami wo Hofuru Honoo - qcb+P | ||
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* cancellable normals are close A, crouch A, far A, close B, close C, crouch C, far C(1), close D(specials and DMs only) | * 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 | * CD is cancellable into special moves and DMs | ||
* D throw is a backturned hard knockdown | |||
== Combos == | == Combos == |
Revision as of 02:53, 16 September 2013
General Info
Crouch height: Medium
Colors
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Movelist
Special Moves
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
- D throw is a backturned hard knockdown
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