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The King of Fighters 2002 UM/Orochi Chris: Difference between revisions
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== Introduction == | == Introduction == | ||
==Normals== | |||
'''Close''' | |||
* cl. A/B/C/D are cancel-able. | |||
*Close A chains into other light normals. | |||
* Close C is the combo starter of choice because of it's hit-stun, links into all of his command normals. | |||
* Close D does not combo into command normals, but it does combo into special attacks. | |||
'''Standing''' | |||
* Stand A/C is cancel-able/whiff cancel-able. | |||
* Stand B has great range making it a good poke. | |||
* Stand C goes far and does two hits, it's free cancel-able onthe first hit. | |||
* Stand D whiffs on crouching opponents. | |||
'''Crouching''' | |||
*cr. A/B/C are cancel-able/whiff cancel-able. | |||
*Crouch B is chain-able. | |||
*Crouch B comes out really fast making it an excellent poke. | |||
*Crouch C can be used as an anti-air attack if timed right, but it can also be used to start combos. | |||
*Crouch D is very fast and sweeps the opponent to the ground on contact. | |||
'''Jumping''' | |||
*j.D crosses up. | |||
*The hitbox on jump D comes ouyt really fast, can be used almost consistantly after quick short hops, good air-to-air. | |||
*Jump B/C/D are all instant overhead (hh.B/C/D). | |||
'''Blowback Attack''' | |||
*CD comes out fast, cancel-able/whiff cancel-able, it also whiffs on crouching opponents unless they have a high crouching hitbox (e.g. Daimon). | |||
*JCD is not only a good air-to-air it can be used for constant pressure during short hops. | |||
== Throws == | == Throws == |
Revision as of 14:05, 3 December 2010
Introduction
Normals
Close
- cl. A/B/C/D are cancel-able.
- Close A chains into other light normals.
- Close C is the combo starter of choice because of it's hit-stun, links into all of his command normals.
- Close D does not combo into command normals, but it does combo into special attacks.
Standing
- Stand A/C is cancel-able/whiff cancel-able.
- Stand B has great range making it a good poke.
- Stand C goes far and does two hits, it's free cancel-able onthe first hit.
- Stand D whiffs on crouching opponents.
Crouching
- cr. A/B/C are cancel-able/whiff cancel-able.
- Crouch B is chain-able.
- Crouch B comes out really fast making it an excellent poke.
- Crouch C can be used as an anti-air attack if timed right, but it can also be used to start combos.
- Crouch D is very fast and sweeps the opponent to the ground on contact.
Jumping
- j.D crosses up.
- The hitbox on jump D comes ouyt really fast, can be used almost consistantly after quick short hops, good air-to-air.
- Jump B/C/D are all instant overhead (hh.B/C/D).
Blowback Attack
- CD comes out fast, cancel-able/whiff cancel-able, it also whiffs on crouching opponents unless they have a high crouching hitbox (e.g. Daimon).
- JCD is not only a good air-to-air it can be used for constant pressure during short hops.
Throws
Chi no Batsu - (b/f+C) close
Ten no Tsumi - (b/f+D) close
Command Moves
Muyou No Ono - (f+A)
Jukei No Oni - (f+B)
Setsudan No Koto - (df+B)
Special Moves
Tsuki wo Honoo Tsumu - (dp+A/C)
Taiyou wo Iru Honoo - (qcf+A/C)
Kagami wo Honoo Hofuru - (qcb+A/C)
Shishi wo Kamu Honoo - (hcf+B/D) close
- is a proximity unblockable throw
Desperation Moves
Ankoku Orochinagi - (qcb hcf+ A/C) hold to delay
Daichi No Kurau Gouka - (qcfx2+A/C)
Super Desperation Moves
Ankoku Orochinagi - (qcb hcf+AC) hold to delay
Hidden Super Desperation Moves
Sanagi Yaburi wo, wa mau chou - (qcfx2+BD)
Combos
Videos
Match videos