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The King of Fighters 2002 UM/Chris: Difference between revisions
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[http://www.youtube.com/watch?v=DMsN0V2LtzA Chris Master Class] | [http://www.youtube.com/watch?v=DMsN0V2LtzA Chris Master Class] | ||
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[[Category:The King of Fighters 2k2UM]] |
Revision as of 05:37, 7 May 2013
Normal
Close
- cl. A/B/C/are cancel-able.
- cl. A/B are chain-able.
- cl. A and st. A have the same animation
- cl. A whiffs on crouching opponents except for Maxima, Chang and Daimon
- cl. D is only special cancel-able.
- cl. D can be used to stop opponents from trying to jump over Chris' head or jump out of the corner when pressured.
- cl. C is good for starting mid attack combos.
Standing
- st. A is chain-able into cr. B, and cr. A and is also command normal cancel-able.
- st. A is good for stopping incoming hop attacks at a close to mid range
- st. B is good for stopping incoming hop attacks and has a farther reach than st. A
- st. C is a moderately long ranged two-hitting punch attack which the first hit is cancel-able
- st. D can be used to stop incoming hop attacks but has very bad recovery and whiffs on a majority of crouching characters.
- st. D is not cancel-able
Crouching
- crouching A/C are cancel-able.
- crouching A/B are chain-able
- crouch A hits mid and has a longer activation reach than close B.
- crouch B hits low and has a very low profile which can anti-air some jump in attacks.
- crouch C has very fast start-up and is a good grounded anti-air attack
- crouch D is a very good sweep, has a very low profile but cannot be cancelled.
Jumping
- Jumping A has a short horizontal range and whiffs on all crouching characters except for Goro, Maxima and Chang
- Neutral jumping B has a good horizontal range which is good for anti-airing jump and super jump attacks
- Jumping B has a very good horizontal and diagonal range which is good for air-to-air attacks, and air-to-ground attacks. It can also combo into his cl. C when landing.
- Jumping C is cancel-able in the air.
- Jumping C may whiff on some smaller characters while they are crouching.
- Jumping D is a very good air-to-ground attack but has a shorter horizontal range than j.B. It also has a very annoying cross-up hit-box as well.
Blowback Attack
- Standing CD is whiff cancel-able and cancel-able on hit.
- Standing CD has lower body invincibility
- Jumping CD is cancel-able
- Jumping CD is good for air-to-air and air-to-ground attacks
Throws
Step Turn - (b/f + C) close
- Grabs and then steps on the opponent which causes them to fly and land across the stage
- Can be broken
- Regular knockdown
Aerial Drop - (b/f + D)
- Chris grabs the opponent then tosses them a half screen distance
- Can be broken
- Hard knockdown
Advice: This throw gives Chris multiple okizeme options and mix-ups. He can either:
- - Step back slightly (or stay in the same spot depending on the character), then superjump and cross them up with j.D
- - Empty hyper hop into a crouching B
- - Step forward slightly then regular jump D to cross-up
- - Dash forward a bit then roll for an ambiguous roll set-up
- - Any empty jumps into a throw if the opponent rolls
Command Moves
Spinning Array - f + A
Reverse Anchor Kick - f + B
Carry Off Kick - df + B
Special Moves
Direction Change - dp + A/C
Hunting Air - dp + B/D
Slide Touch - qcf + A/C
Scramble Dash - qcf + B/D
Shooting Dancer Thrust - hcb + A/C
- Super cancellable
Shooting Dancer Step - hcb + B/D
- Super cancellable
Glider Stomp - in air, qcf + B/D
Leading High - f + BD
- Super cancellable
Leading Low: d + BD
- Super cancellable
Desperation Moves
Chain Slide Touch - qcf x 2 + A/C
Twister Drive - qcb x 2 + B/D
Super Desperation Moves
Chain Slide Touch - qcf x 2 + AC
Twister Drive - qcb x 2 + BD
HSDM
Fate of Flame - hcb x 2 + AC
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