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

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'''Jukei No Oni''' - (f+B)
'''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, when used alone the second hit is an overhead attack.
*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
*Cancel-able if you cancel into it first
*Overhead Attack, 2nd hit only
*Overhead Attack, 2nd hit only
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'''Setsudan No Koto''' - (df+B)
'''Setsudan No Koto''' - (df+B)
*Chris slides to attack the opponents legs
*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 ==
== Special Moves ==

Revision as of 14:51, 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

  • Chris grabs them then runs off of there 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)


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

Orochi Chris vs Mai, Yuri, and Kyo-1