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The King of Fighters 2002 UM/Chris: Difference between revisions

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'''Combo Advice:''' Can be cancelled into any of his special moves and easily into Max Mode.
'''Combo Advice:''' Can be cancelled into any of his special moves and easily into Max Mode.


'''Reverse Anchor Kick''' - (f + B)
'''Reverse Anchor Kick''' - (f + B)
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'''Combo Advice''': It's best to resort to using Chris's f+A in the middle of combos because it pushes him forward more eliminating the risk of push-back and not connecting properly. But this attack in Max Mode can be cancelled during the first hit which may open up further combo opportunities. This is also a safe move to activate into Max Mode with especially if both hits connect on a crouching opponent, and you can bypass into his hcb+K as hcb+BC.
'''Combo Advice''': It's best to resort to using Chris's f+A in the middle of combos because it pushes him forward more eliminating the risk of push-back and not connecting properly. But this attack in Max Mode can be cancelled during the first hit which may open up further combo opportunities. This is also a safe move to activate into Max Mode with especially if both hits connect on a crouching opponent, and you can bypass into his hcb+K as hcb+BC.


Carry Off Kick - df + B
 
'''Carry Off Kick''' - (df + B)
 
* A short sliding kick which hits low. This kick is very useful because it has decent start-up, evades numerous attacks and projectiles, and is also very hard to punish at a certain distance. It is also a very good move to confirm into Max Mode, even on block to shorten it's recovery.
 
* Low attack
 
* Cancel-able only in Max Mode
 
'''Combo Advice:''' Even though not cancel-able not in Max Mode, you can chain his cr.B, cr.A into the slide to end with a low, while mixing it up with cr.B, cr.A into his f+B for an overhead ending attack. Also, while in Max Mode it is possible to cancel this attack into his special and super attacks for an easy low-hit confirm surprise.


==Special Moves==
==Special Moves==

Revision as of 17:05, 1 June 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)

  • Chris spins around and swings his arms towards the opponent. This command normal is best used in the middle of combos rather than on it's own. It is very unsafe on block and has terrible recovery if whiffed, but it is special cancel-able on hit which is good if you need shorten it's recovery into something more safe.

Combo Advice: Can be cancelled into any of his special moves and easily into Max Mode.


Reverse Anchor Kick - (f + B)

  • Chris performs a two-hit backward handstand kick. The first hit is a mid attack while the second is an overhead. When cancelled into this kick, the overhead properties of the second hit are removed and replaced with a cancel-able property. The range of this kick is rather excellent which makes it good to use as a mid-range poke and to catch crouching opponents in that distance if used in its max range. It also has decent push-back on block which makes it hard to punish. It is possible to use this in the middle of his combo strings but sometimes the kick may whiff it mistimed. It is vulnerable to jump attacks and low profile crouching kicks, so use it carefully.
  • Second hit is an overhead attack
  • Second hit when cancelled into is special and super cancel-able

Combo Advice: It's best to resort to using Chris's f+A in the middle of combos because it pushes him forward more eliminating the risk of push-back and not connecting properly. But this attack in Max Mode can be cancelled during the first hit which may open up further combo opportunities. This is also a safe move to activate into Max Mode with especially if both hits connect on a crouching opponent, and you can bypass into his hcb+K as hcb+BC.


Carry Off Kick - (df + B)

  • A short sliding kick which hits low. This kick is very useful because it has decent start-up, evades numerous attacks and projectiles, and is also very hard to punish at a certain distance. It is also a very good move to confirm into Max Mode, even on block to shorten it's recovery.
  • Low attack
  • Cancel-able only in Max Mode

Combo Advice: Even though not cancel-able not in Max Mode, you can chain his cr.B, cr.A into the slide to end with a low, while mixing it up with cr.B, cr.A into his f+B for an overhead ending attack. Also, while in Max Mode it is possible to cancel this attack into his special and super attacks for an easy low-hit confirm surprise.

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


Discussion Threads

Discuss at Dream Cancel


Videos

Chris Master Class


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