The King of Fighters '98: Ultimate Match/Chris

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< The King of Fighters '98: Ultimate Match
Revision as of 18:01, 17 August 2008 by BRPXQZME (talk | contribs) (moves and combos)

Introduction

His moves have been strengthened overall, making them pretty safe.

Chris generally trifles with the opponent by using tricky ground and air offense.

Move list

At a glance

Normal throws
Step Turn (throw) f/b + C
Aerial Drop (throw) f/b + D
Command moves
Spinning Array f + A
Reverse Anchor Kick f + B
Carry-Off Kick df + B
Special moves
Slide Touch qcf + P
Hunting Air dp + K
Shooting Dancer: Thrust hcb + P
Shooting Dancer: Step hcb + K
Scramble Dash qcf + K
Glider Stomp (air) qcf + K
Direction Change dp + P
Super special moves
Chain Slide Touch qcf qcf + P
Twister Drive qcb qcb + K

Normal moves

  • st.C – the first hit is cancelable; Chris has combos that aren’t a problem if you accidentally use this instead of cl.C.
  • cr.B – the reach is long, and it can be spammed.
  • j.D – excelling crossup ability, can be easily cancelled into cl.C.
  • j.CD – the hitbox reaching horizontally has been nearly nullified, which steeply weakens it. It’s still strong downwards, but it’s hard to use simply because the startup is slower now.

Command moves

  • Spinning Array
  • f + A
  • Chris clasps his hands and spins once while traveling forward. It combos from weak moves, and is pivotal to combos, as it is cancelable even without being cancelled into.

  • Reverse Anchor Kick
  • f + B
  • Chris does a handstand, continues into a kick, then returns backwards. When not cancelled into, the second step is an overhead. The reach is long, so you can use it as a low-risk meaty.

  • Carry-Off Kick
  • df + B
  • A sliding kick with long reach and extremely low height. It doesn’t do knockdown, but it does not leave you open if the very tip touches.

Special moves

  • Slide Touch
  • qcf + P
  • The weak version combos from strong attacks. It does knockdown, but it’s liable to misfire in combos; it’s just not recommended.

  • Hunting Air
  • dp + K
  • It does not do knockdown for ground hits. The hitbox has been strengthened, making it a more reliable anti-air.

  • Shooting Dancer: Thrust
  • hcb + P
  • After the elbow, the weak version does a low-hitting sliding kick, and the strong version does a punch (blockable high and low). The weak version drives into the opponent, so it leaves you open if it is blocked. The weak version now does knockdown, and is now safer to use in combos.
  • Shooting Dancer: Step
  • hcb + K
  • After the elbow, Chris rises and treads upon the opponent. The first step does not combo into the second. The second step is an overhead, and does unrollable knockdown when it hits. After the second step, Chris hops forward for the weak version, and backward for the strong version. During this period, it is possible to use Glider Stomp.

  • Glider Stomp
  • (air) qcf + K
  • Chris drops diagonally from the air, putting out a kick; the startup is slow, and the hitbox is weak, making it not so useful.

  • Scramble Dash
  • qcf + K
  • A teleporting move. The weak version moves quickly; the strong version is a bit longer, and Chris comes out of midair. The strong version doesn’t really do much for you, so just use the weak version to be confusing.

  • Direction Change
  • dp + P
  • A non-damaging moving throw in which Chris grabs the opponent’s head, and flips over to the other side. It has invincibility at startup. After, the weak version, it is possible to link into cr.C.

Super special moves

  • Twister Drive
  • qcb qcb + K
  • A strengthened version of Hunting Air. It has invincibility at startup; you can use it for anti-air or interruption. It no longer does glancing blows, which makes it safer for both combos and anti-air. During MAX mode, the pushback is too much to safely combo into this.

  • Chain Slide Touch
  • qcf qcf + P
  • A strengthened version of Slide Touch. The damage is slightly greater than Twister Drive, but it doesn’t have invincibility. One weakness is that it can easily misfire as Direction Change.

Combos

Basic

  • j.D > cl.C >> Spinning Array >> weak Shooting Dancer: Thrust or Twister Drive
  • Safe, even from a jump. Use this for the basic combo.
  • crossup j.D > cr.B >> cl.B >> Spinning Array >> certain special moves
  • Only when very close. The special moves for the combo above will be okay.
  • weak Direction Change > cr.C (1 hit) >> Spinning Array >> certain special moves
  • Basic combo from a throw.
  • cr.B > cr.C (1 hit) >> Spinning Array >> certain special moves
  • Also possible from cr.A; the link is somewhat difficult.

The Basics

Advanced Strategy

Match-Ups