The King of Fighters 2002/Orochi Chris

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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 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+C projectiles move faster than qcf+A and travel further (almost full screen length)


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


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


Strategies