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The King of Fighters 2002 UM/Orochi Chris: Difference between revisions
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===0 Stock=== | ===0 Stock=== | ||
'''Starter''' = '''['''cr.C/cl.C/far C (1)''']''' '''/''' '''['''cr.B, cr.A/cl.B''']''' | '''Starter''' = '''['''cr.C(1)/cl.C/far C(1)''']''' '''/''' '''['''cr.B, cr.A/cl.B''']''' | ||
* '''Starter''', f+A, | * '''Starter''', f+A, | ||
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:┗ hcf+K, (dp+A or sj.A/B/C/D) <br> | :┗ hcf+K, (dp+A or sj.A/B/C/D) <br> | ||
:: ( You can't use this with cr.C/cl.C from the front on some characters, keep this conversion for far C(1) if unsure. Soft knockdown. Best damage and carry, use this. ) | :: ( You can't use this with cr.C(1)/cl.C from the front on some characters, keep this conversion for far C(1) if unsure. Soft knockdown. Best damage and carry, use this. ) | ||
* cl.C/D, hcf+K, (dp+A or sj.A/B/C/D) | * cl.C/D, hcf+K, (dp+A or sj.A/B/C/D) | ||
Line 160: | Line 160: | ||
: ( Deals 38% from low and 40% from mid. ) | : ( Deals 38% from low and 40% from mid. ) | ||
* j.CD (CH), run, dp+C(1), (SC) qcb hcf+P | * j.CD (CH), run, dp+C (1), (SC) qcb hcf+P | ||
: ( It needs to be the first hit of the dp, not the second, so you'll often have to delay the dp depending on the distance. 33%. ) | : ( It needs to be the first hit of the dp, not the second, so you'll often have to delay the dp depending on the distance. 33%. ) | ||
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: ( Deals 49% from low and 51% from mid. ) | : ( Deals 49% from low and 51% from mid. ) | ||
* j.CD (CH), run, dp+C(1), (SC) qcb hcf+AC | * j.CD (CH), run, dp+C (1), (SC) qcb hcf+AC | ||
: ( It needs to be the first hit of the dp, not the second, so you'll often have to delay the dp depending on the distance. 45%. ) | : ( It needs to be the first hit of the dp, not the second, so you'll often have to delay the dp depending on the distance. 45%. ) | ||
<br> | <br> | ||
Line 194: | Line 194: | ||
: ( Optimized version of the previous combo that you can start from further away for a good slide conversion. 42%. If you're too far skip hcf+K and go straight to the dp after f+A. ) | : ( Optimized version of the previous combo that you can start from further away for a good slide conversion. 42%. If you're too far skip hcf+K and go straight to the dp after f+A. ) | ||
* f+B(2) [BC run] cr.A, f+A, dp+C(3), (SC) qcb hcb+A | * f+B(2) [BC run] cr.A, f+A, dp+C (3), (SC) qcb hcb+A | ||
: ( Nice overhead conversion. Deals around 32% damage. ) | : ( Nice overhead conversion. Deals around 32% damage. ) | ||
Line 216: | Line 216: | ||
: ( Optimized version of the previous combo that you can start from further away for a good slide conversion. 53%. If you're too far skip hcf+K and go straight to the dp after f+A. ) | : ( Optimized version of the previous combo that you can start from further away for a good slide conversion. 53%. If you're too far skip hcf+K and go straight to the dp after f+A. ) | ||
* f+B(2) [BC run] cr.A, f+A, dp+C(2), (SC) qcb hcb+AC | * f+B(2) [BC run] cr.A, f+A, dp+C (2), (SC) qcb hcb+AC | ||
: ( Nice overhead conversion. Deals around 43% damage. ) | : ( Nice overhead conversion. Deals around 43% damage. ) | ||
Revision as of 20:08, 19 December 2020
Movelist
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 on the 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 out 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
- Chris grabs them then runs off of their face doing three hits.
- Can be broken.
- Regular Knockdown
Ten no Tsumi - (b/f+D) close
- Chris grabs the opponent then flips them into the air then plummeting to the ground.
- Can be broken.
- Reverse Knockdown
- Hard Knockdown
Command Moves
Muyou No Ono - (f+A)
- Chris steps forward then swings his arms forward in the shape of haymaker hitting the opponent in the stomach, has great reach and okay start-up too, combos from strong normals but it's free cancel-able on hit and links into just about all of his special attacks including his Proximity Unblockable and some DM's, can also be used to start Max mode combos but because of the pushback you'll have to be prepared torun afterward.
- Free Cancel-able
- Combos from: Stand/Crouch C
- Combos into: Tsuki wo Honoo Tsumu (dp+P), Kagami wo Honoo Hofuru (qcb+P, strong version may whiff on characters with lower crouch height), Shishi wo Kamu Honoo (hcf+K), and weak Ankoku Orochinagi (qcb hcf+A)
Jukei No Oni - (f+B)
- Chris does a hand stand then kicks the opponent twice, it's fast and pushes Chris back after activation, combos from strong normals but the push back prevents it from being very useful in combos, links into Kagami wo Honoo Hofuru besides that everything thing isn't safe enough, cancel-able if canceled into on the second hit, the canceling only occurs after Chris has been pushed back from the second hit, when used alone the second hit is an overhead attack.
- Cancel-able if you cancel into it first
- Overhead Attack, 2nd hit only
- Combos from: Stand/Crouch C
- Combos into: Kagami wo Honoo Hofuru (qcb+P)
Setsudan No Koto - (df+B)
- Chris slides to attack the opponents legs, a pretty vanilla command normal compared to his other one's, this move also does not knockdown nor is it cancel-able so you could it's only here for two reasons, one reason is that it can be used as a good poke but only if you space it right, the other reason is to start Max mode combos while keeping the pressure on, because of the initial pushback when you activate Max mode you'll have to run up afterward or use his Far C then use the slide to close the gap, also hits low so it must be blocked low.
- Hits low
- Combos into: Max mode activation
Special Moves
Tsuki wo Honoo Tsumu - (dp+A/C)
- Chris moves his arms with flames in hand in a circular fashion to knock the opponent into the air, comes out okay and the range isn't to bad either but the difference lies in which button you press, the weak version has Chris do one loop then do a short jump at the end doing one hit, the strong version has Chris do two loops then jumps a much higher into the air doing four hits, it's not much of an anti-air because the weak version doesn't go high enough and the strong version lasts too long, very unsafe if you whiff it, combos from strong normals and Muyou No Ono command normal, the strong version is cancel-able on the second and third hit,.
- Super Cancel-able (strong version only)
- Combos from: Strong normals, Muyou No Ono (f+A), Taiyou wo Iru Honoo (qcf+P) hit-stun
- Combos into: (Super Cancel) weak Ankoku Orochinagi (qcb hcf+A), and MAX Ankoku Orochinagi (qcb hcf+AC) but only on the second hit
Taiyou wo Iru Honoo - (qcf+A/C)
- Chris throws out a purple flaming wave hitting the opponent a few times, this move is one of his better moves because not only does it couter-act projectiles, on hit it temporary locks the opponent in hit-stun for enough time for you to run up and do a follow-up attack to start another combo, both versions require specific spacing because it comes out and a fixed range as soon as he throws it out, if you use it to close you'll whiff it and if you use it too far the opponent can hyper hop over the wave and punish you accordingly, the weak version is pretty fast and can help build meter on guard or hit, the strong vesion comes out slower but works better as a okizeme tool, you can use just about anything as a follow-up attack, Kagami wo Honoo Hofuru (qcb+P), Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+P), and even most command normals and DM's like Ankoku Orochinagi (qcb hcf+P) but that requires you to buffer during the hit-stun.
- Nullifies Projeciles
- Combos into: Anything you can run up and use
Kagami wo Honoo Hofuru - (qcb+A/C)
- Chris leaps forward and does a flip with flames coming out of his hands attacking the opponent's upper body, the weak version comes out quick and can be used a anti-air if timed right, knocks down, the strong version makes him jump a little bit farther, also works asan anti-air but you have to aim it so that the flame on the side hits them otherwise you'll miss it, unlike most air attacks this move is not an overhead attack on crouching opponents, and this move also whiffs on low crouch height opponents so keep that in mind, combos from strong normals/Muyou No Ono command/ and Taiyou wo Iru Honoo (qcf+P) hit-stun.
- Combos from: Strong normals, Muyou No Ono (f+A), Taiyou wo Iru Honoo (qcf+P) hit-stun
Shishi wo Kamu Honoo - (hcf+B/D) close
- Chris does a series of attacks hitting the opponent five times knocking the opponent into the air on the last hit, it's a proximity unblockable attack which means it has no whiff animation but also can not be blocked, puts the opponent into a juggled state which when you can follow-up with a st.D or Far normal to reset the opponents body, the last hit is super cancel-able into his Ankoku Orochinagi, the last hit is also free cancel-able into any if his other special attacks, strong Tsuki wo Honoo Tsumu (dp+C) is always the prefered combo ender because you still have super canceling options.
- Super Cancel-able on the last hit
- Proximity Unblockable
- Combos from: Strong normals, Muyou No Ono (f+A), Taiyou wo Iru Honoo (qcf+P) hit-stun
- Combos into: Tsuki wo Honoo Tsumu (dp+A)
Desperation Moves
Ankoku Orochinagi - (qcb hcf+ A/C) hold to delay
- Chris generates a flame then dashes with his right hand forward causing a vast wave of flames to come out and hit the opponent a few times, the start-up to recovery ratio is controlled by how you long you decide to delay the move, the start-up has upper body invincibility up until he lets the flame go, as soon as he does that you can then be hit by anything that hits above his waist, however if the opponent decides to sweep you'll take the hit, this is always the DM and combo ender of choice because it does great damage, the problem is to get the most out of it you may have to rely on super canceling to get it to work properly, the weak version can be linked after his Proximity Unblockable (hcf+K), (qcf+P) when you buffer it during the hit-stun, and if you super cancel it it links after his dp+P as well, the strong vesion doesn'thave as many options because of it's slight slower start-up.
- Upper Body Invincibility
- Nullifies projectiles
- Combos from: Muyou No Ono (f+A), Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+C), Taiyou wo Iru Honoo (qcf+P) hit-stun
Daichi No Kurau Gouka - (qcfx2+A/C)
- Chris holds his arms behind his back for a few seconds then he throws a flame flaming sphere where it floats toward the opponent hitting them a few times, the flaming spheres hitbox comes out a body length away as soon as Chris releases it, the start-up is too long for it to be used in combos effectively but it does have other uses, one of the more risky choices are that you can use it after knocking the opponent down onto the ground, works as a okizeme tool but the problem is whether or not you feel like spending the meter or not, it's assured that it will keep constant pressure on the opponent as soon as they wake-up which can then give you enough time to run up and apply even more pressure to break their guard or use his Setsudan No Koto (df+B) command normal to start a Max mode combo before they get a chance to block low, it also nullifies projectiles but another on should cancel it out if their fast enough.
- Okizeme tool
- Combos into: Setsudan No Koto (df+B) to Max Mode
Super Desperation Moves
Ankoku Orochinagi - (qcb hcf+AC) hold to delay
- Chris generates a flame then dashes with his right hand forward causing a vast wave of flames to come out and hit the opponent a few times, the start-up to recovery ratio is still controlled by how you long you decide to delay the move, the start-up has upper body invincibility up until he lets the flame go, as soon as he does that you can then be hit by anything that hits above his waist, however if the opponent decides to sweep you'll take the hit, this is always the DM and combo ender of choice because it does great damage, the flame also goes much farther than before (about 40% of the screen), the problem is to get the most out of it you may have to rely on super canceling to get it to work properly, the weak version can be linked after his Proximity Unblockable (hcf+K), (qcf+P) when you buffer it during the hit-stun, and if you super cancel it it links afte his dp+P as well, it has around the same amount of start-up frames as the strong Ankoku Orochinagi so you want to stick to super cancel ops and Max mode.
- Upper Body Invincibility
- Nullifies projectiles
- Combos from: Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+C), Taiyou wo Iru Honoo (qcf+P) hit-stun
Hidden Super Desperation Moves
Sanagi Yaburi wo, wa mau chou - (qcfx2+BD)
- Chris transforms into Orochi then raises his hand causing a gigantic full-screen shockwave to hit the opponent 18 hits and do about 65% raw damage, while this is a great HSDM their isn't really any practical way to set it up because the start-up is too long, it might prove useful for punishing very laggy moves like other HSDM that have a long start-up time, Chris is also completely invincible as soon as he turns into Orochi but anytime before you can be hit and then he'll revert back to normal wasting a lot of meter, does a great amount of damage on guard but it's never suggested to aim for that, you're better off saving the meter for Max mode and super canceling imo.
- Full-screen Attack
Combos
You can add a cross-up or deep jump-in to every combo except the (CH) ones.
0 Stock
Starter = [cr.C(1)/cl.C/far C(1)] / [cr.B, cr.A/cl.B]
- Starter, f+A,
- ┗ dp+C
- ( Soft knockdown. Decent carry, good damage. )
- ┗ qcb+C
- ( Whiffs on crouching characters. Soft knockdown. Less damage but better carry than the previous. )
- ┗ hcf+K, (dp+A or sj.A/B/C/D)
- ( You can't use this with cr.C(1)/cl.C from the front on some characters, keep this conversion for far C(1) if unsure. Soft knockdown. Best damage and carry, use this. )
- cl.C/D, hcf+K, (dp+A or sj.A/B/C/D)
- ( Use this against the characters mentioned above. You can choose to end with a superjump normal attack as an air reset. )
- j.CD (CH), hh.CD/qcb+P
1 Stock
- Starter, f+A, qcb hcf+A
- ( Deals 29% from low and 33% from mid. )
- j.CD (CH), qcb hcf+P
- ( Deals 32%. )
- Raw Max Mode
- Starter, f+A, hcf+K (5), (C) dp+C (3), (SC) qcb hcf+A
- ( Deals 43% from low and 45% from mid. )
- Starter, df+B, (C) dp+C (3), (SC) qcb hcf+A
- ( Deals 38% from low and 40% from mid. )
- j.CD (CH), run, dp+C (1), (SC) qcb hcf+P
- ( It needs to be the first hit of the dp, not the second, so you'll often have to delay the dp depending on the distance. 33%. )
2 Stocks
- Starter, f+A, dp+C (3), (SC) qcb hcf+A
- ( Deals 41% from low and 45% from mid. )
- Raw Max Mode
- Starter, f+A, hcf+K (5), (C) dp+C (2), (SC) qcb hcf+AC
- ( Deals 54% from low and 56% from mid. )
- Starter, df+B, (C) dp+C (2), (SC) qcb hcf+AC
- ( Deals 49% from low and 51% from mid. )
- j.CD (CH), run, dp+C (1), (SC) qcb hcf+AC
- ( It needs to be the first hit of the dp, not the second, so you'll often have to delay the dp depending on the distance. 45%. )
- Max Mode Combos
Max = Starter, df/f+A, [BC walk] far C(1)
- Max, df+B, (C) dp+C (3), (SC) qcb hcf+A
- ( Deals 45% from low and 48% from mid. )
- Max, f+A, hcf+K (5), (C) dp+C (3), (SC) qcb hcf+A
- ( Your max 2-bar bnb, nice and easy, use it as much as you can. With df+B, deals 48% from mid and 52% from low. )
- df+B [BC] f+A/df+B, dp+C (3), (SC) qcb hcb+A
- ( df+B must be hit very close. Inflicts around 38% with both df+B. )
- df+B [BC run] cr.A, f+A, hcf+K (5), (C) dp+C (3), (SC) qcb hcf+A
- ( Optimized version of the previous combo that you can start from further away for a good slide conversion. 42%. If you're too far skip hcf+K and go straight to the dp after f+A. )
- f+B(2) [BC run] cr.A, f+A, dp+C (3), (SC) qcb hcb+A
- ( Nice overhead conversion. Deals around 32% damage. )
3 Stocks
- j.CD (CH), qcb hcf+AC
- ( 44%. )
- Max Mode Combos
- Max, df+B, (C) dp+C (2), (SC) qcb hcf+AC
- ( Deals 55% from low and 58% from mid. )
- Max, f+A, hcf+K (5), dp+C (2), (SC) qcb hcf+AC
- ( Your max 3-bar bnb, nice and easy, use it as much as you can. With df+B, deals 59% from mid and 63% from low. )
- df+B [BC] f+A/df+B, dp+C (2), (SC) qcb hcb+AC
- ( df+B must be hit very close. Inflicts around 49% with both df+B. )
- df+B [BC run] cr.A, f+A, hcf+K (5), (C) dp+C (2), (SC) qcb hcf+AC
- ( Optimized version of the previous combo that you can start from further away for a good slide conversion. 53%. If you're too far skip hcf+K and go straight to the dp after f+A. )
- f+B(2) [BC run] cr.A, f+A, dp+C (2), (SC) qcb hcb+AC
- ( Nice overhead conversion. Deals around 43% damage. )
Notes
Orochi Chris Damage Chart
Close Normals
cl.A - 3 (4)
cl.B - 3 (4)
cl.C - 9 (11)
cl.D - 8 (9)
Far Normals
st.A - 3 (4)
st.B - 3 (4)
st.C - 9+4 (11+4)
st.D - 11 (14)
CD - 14 (18)
Crouch Normals
cr.A - 2 (2)
cr.B - 2 (2)
cr.C - 8+3 (10+3)
cr.D - 13 (15)
"Jump Normals
j.A - 5 (6)
j.B - 4 (5)
j.C - 9 (11)
j.D - 10 (11)
j.CD - 12 (12)
Short Hop Normals
sh.A - 4 (5)
sh.B - 3 (4)
sh.C - 8 (11)
sh.D - 10 (10)
Neutral Jump Normals
nj.A - 6 (7)
nj.B - 5 (6)
nj.C - 10 (12)
nj.D - 11 (14)
Super Jump Normals
sj.CD - 10 (10)
Command Normals
Muyou No Ono (f+A) - 2 (3)
Jukei No Oni (f+B)
- [Single] - 9+4 (11+4)
- [Canceled] - 6+2 (8+2)
Setsudan No Koto (df+B) - 7 (7)
Throws
Chi no Batsu (b/f+C) - 12
Ten no Tsumi (b/f+D) - 10
Special Attacks
Kagami wo Honoo Hofuru
- [qcb+A] - 11(13)
- [qcb+C] - 12 (14)
Taiyou wo Iru Honoo
- [qcf+A] - 9+4+1 (11+4+1)
- [qcf+C] - 10+4+1 (12+4+1)
Tsuki wo Honoo Tsumu
- [dp+A] - 11 (14+5)
- [dp+C] - 10+4+1+1 (12+4+1+1)
- [dp+C 4 Hits] - 16 (18)
Shishi wo Kamu Honoo
- [hcf+K, Breakdown] - 8+3+1*4 (9+3+1*4)
- [6 Hits] - 15 (16)
DM's
Ankoku Orochinagi
- [qcb hcf+P] - 28 (28)
Daichi No Kurau Gouka
- [qcfx2+P, Breakdown] - 18+9+4 (18+9+4)
- [3 Hits] - 31 (31)
SDM's
MAX Ankoku Orochinagi
- [qcb hcf+AC] - 14*3 (19+14*2)
- [3 Hits] - 42 (47)
HSDM
Sanagi Yaburi wo, wa mau chou (qcfx2+BD)
- [5 Hits] - 54 (58)
- [10 Hits] - 59 (63)
- [18 Hits] - 67 (71)
- [35 Hits] - 84 (88)
Changes from OG2k2
- O. Chris has new idle animation
Tsuki wo Honoo Tsumu changes (dp+P)
- Weak has a longer duration
- Strong version can be super canceled on the second hit now
- Daichi No Kurau Gouka is a new DM
- Sanagi Yaburi wo, wa mau chou (HSDM) does more hits now, it also has a changed command
Frame Specifics
Frame Advantage
Close Normals
cl.A - 5F (+2F)
cl.B - 5F (+0F)
cl.C - 4F (-17F)
cl.D- 5F (-6F)
Far Normals
st.A - 5F (+2F)
st.B - 8F (-5F)
st.C
- [1] - 8F
- [2] - 24F (-5F)
st.D - 9F (-15F)
CD - 16F (-9F)
Crouch Normals
cr.A - 5F (+2F)
cr.B - 4F (+1F)
cr.C - 4F (-7F)
cr.D - 9F (-7F)
Command Normals
Muyou No Ono (f+A) - 11F (-11F)
Jukei No Oni (f+B)
- [1] - 11F
- [2] - 15F (-7F)
Setsudan No Koto (df+B) - 9F (-5F~+6F)
Special Attacks
Taiyou wo Iru Honoo (qcf+A) - 33F (+27F)→Guard
Taiyou wo Iru Honoo (qcf+C) - ?F (+31F)→Guard
Tsuki wo Honoo Tsumu (dp+A) - 9F (-20F)→[2]Guard
Tsuki wo Honoo Tsumu (dp+C) - 9F (-33F)→Guard
Kagami wo Honoo Hofuru (qcb+A)
- [1] - 17F
- [Stand Guard] - (-18F)
- [Crouch Guard] - (-13F)
Kagami wo Honoo Hofuru (qcb+C)
- [1] - 17F
- [Stand Guard] - (-20F)
- [Crouch Guard]…(-15F)
Shishi wo Kamu Honoo (hcf+K) - 11F
DM's
Ankoku Orochinagi - (qcb hcf+A) - 19F (-29F)
Ankoku Orochinagi - (qcb hcf+C) - 21F (-32F)
Daichi No Kurau Gouka (qcfx2+P) - ?F (+16F)→Guard
↑Occurs around 38F
SDM's
Ankoku Orochinagi - (qcb hcf+AC) - 22F (-10F)
HSDM
Sanagi Yaburi wo, wa mau chou (qcfx2+BD) - ?F (-65F)
Videos
Match videos Orochi Chris vs Mai, Yuri, and Kyo-1
External Links
Check Orochi Chris's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel