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The King of Fighters XV/Chris/Strategy: Difference between revisions
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Anywhere: Hyperhop > Hyperhop (6F) | Anywhere: Hyperhop > Hyperhop (6F) | ||
'''214C''' | |||
Anywhere: Hyperhop (4F) | |||
'''214AC''' | '''214AC''' | ||
Midscreen: f.5B(w) > Super Jump (4F) | Midscreen: f.5B(w) > Super Jump (4F) | ||
'''623BD''' | '''623BD''' |
Latest revision as of 03:44, 25 November 2022
General Gameplan
Neutral
Pressure
Mixups
214AC 2A(w) 236B
After landing 214AC, whiff 2A, then either buffer 236B or time it. If buffered, the 236B will place Chris on the same side as the opponent. If timed, the 6 input will move Chris slightly forwards before executing the move, and 236B will cross the opponent up. Microwalk away from the opponent before following up to avoid wake up throw.
2B ( DELAY) 2B > 2B > 214A / 2B ( DELAY ) 2B > 2B > 623 A/C
Chris G did on steam a while back. If you hit after the first 2B delay you go into 2B > 2B > 214A but if they block you do 623A/C.
Defense
Safejumps
C Throw
Corner: 2A(w) > f.5B(w) > Hyperhop (4F)
Anywhere: Hyperhop > Hyperhop (6F)
214C
Anywhere: Hyperhop (4F)
214AC
Midscreen: f.5B(w) > Super Jump (4F)
623BD
Anywhere: Neutral Jump (4F)
623AC
Anywhere: 236B > Forwards Jump (4F)
236236A
Anywhere: Super Jump > Hyperhop (4F)
236236AC
Anywhere: 236B > Forwards Jump (4F)
Safe Jump Video