Introduction
- How to Select the team orochi:
At the character select screen,hold the START button and then input the following code: +
+
NOTE: you have to have ethier orochi leona or orochi iori unlocked in order for this code to work
Strengths | Weaknesses |
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|
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Movelist
Normals
Far Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Close Range Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Crouching Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | None | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | KD | - | - | - | - |
Neutral Jumping Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Diagonal Jump Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Blowback Attack
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Throws
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Command Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Special Moves
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
throw | - | - | - | - | - | - | - | - | - | - | - |
Super Moves
Combos
General notes:
- when in max mode. moves will have more pushback which can be a problem in certian combos. Compared to most character, this is actually very bad for O.Chris for a number of reasons:
- 1. The added pushback on buttons can cause his dp C to not work after his main confirms into f.A (forcing you to do just cr.B,cr.A or just cl.C into dp C)
- 2. Orochinagi won't combo from anything and qcfx2 P will always whiff the next 2 hits outside of one combo.
- 3 (worst of all). It will cause hcf C to whiff in almost every combo scenaro except just doing cl.C / cl.D. While you can do an almost TOD combo in MAX MODE with cl.D,hcf C, the loss of being able to confirm into hcf C (and dp C technically) really hurts O.Chris
all these 3 factors combinded makes O.chris combo ability MUCH WORSE when in MAX MODE compared to most characters
meterless
(midscreen)
- cr.Bx1-2, cr.A, f.A, dp C
O.Chris's main meterless low-confirm combo. This hit-confirm pretty much covers what your gonna do with O.chris. Deals good dmg for a hit-confirm. If your out of range for the command grab to connect then resort to dp C instead. you can also add in another cr.B but the timming is difficult so it's better to just stick to one cr.B.
- cr.B, cr.A, f.A, hcf C, CD / run-up dp A
O.Chris's main meterless low-confirm combo if your in range for the command grab to connect. Unlike in later games you can follow-up with a few things from command grab, both CD and dp A do simallar dmg with CD doing slighty more dmg and giving slighty better oki since you can cancel into qcb P to be in a decent oki posotion (well unless they tech-roll the KND). Be aware that the command grab will often whiff if the hit-confirm is done slighty further out.
- cl.C / cl.D, f.A, dp C
High dmg meterlesss heavy combo. This combo can only be done without a jump-in as implementing one pushes the opponent too far out for dp C to connect.
- (j.X), cl.C / cl.D, dp C / hcf C, CD / run-up dp A
O.Chris's main meterless jump-in and heavy combo. Hcf C does more dmg and gives better oki, while dp C has better concistency.
- (counter-hit), jp.CD, jp.CD
O.chris Jp.CD is very good,so if you ever get a counter hit from it you can follow-up with another one
with meter
(midscreen)
- cr.B, cr.A, f.A qcb,hcf A
Orochi Chris's main metered low combo. if your having 'trouble' inputing the super, input it as cr.A,f.A,hcb,f A
- cr.B, cr.A, f.A, hcf C, qcb,hcf A / qcfx2 A
More damaging variation of the combo above, both supers deal about the same dmg.
- (j.X), cl.C / cl.D, f.A, qcb,hcf A
O.Chris's main metered jump-in and heavy combo.
- (j.X), cl.C / cl.D, hcf C, qcb,hcf A / qcfx2 A
Alternate combo to the one above
- cl.D, hcf C, qcfx2 P
An almost TOD combo that can only be done in MAX MODE but since you sacrifice alot of combo ability for just ONE combo, it's not really worth it IMO (maybe outside of certian punsih senario's). Remember to slightly delay the qcfx2 P super so that you can get all 3 hits of the super
Strategy