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The King of Fighters '98 UMFE/Chris: Difference between revisions

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== Introduction ==
== Introduction ==
Chris is a tricky rushdown character with a lot of movement options. Chris has some of the fastest movement speed in the game alongside access to teleports, a slide, an aerial divekick and some forwards moving attacks that lets him move around the screen really well. On offense he has access to good low confirms, a pretty safe but slow overhead, an invul jumping command grab and a nice crossup. On defense he does have access to a dp but it is pretty slow, but he can also use his jumping command grab defensively. His supers are also good, one being a great punisher and the other one being a invul reversal. Chris does not have many tools to fight at long range but due to his excellent movement that is not a big problem for him.


== Changes from previous versions ==
Chris is a tricky rushdown character with a lot of movement options. Chris has some of the fastest movement in the game alongside access to teleports, a slide, a divekick, and some forward-moving attacks that let him move around the screen really well. On offense he has access to good low confirms, a pretty safe but slow overhead, an invincible jumping command grab, and a nice crossup. On defense he does have access to a DP; it is pretty slow, but he can also use his jumping command grab defensively. His supers are also good, one being great for punishes and the other one being an invincible reversal. Chris does not have many tools to fight at long range, but due to his excellent movement that is not a big problem for him.
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''
Normals:
* cl.C has 3 frames less recovery
* cl.C has 3 frames less recovery
* df+B has a bigger hurtbox on chris's torso
* projectiles lower that are psycho ball height and lower can't be passed under with it
* increased damage on j.D
* removed j.CDs first hitbox


specials:
* df+B has a bigger hurtbox on Chris's torso, projectiles that are Psycho Ball height and lower can't be passed under with it
 
* Increased damage on j.D
 
* Removed j.CD's first hitbox
 
Specials:
 
* hcb+A now knocks down
* hcb+A now knocks down
* dp+P startup increased by 6 frames and recovery is 3 frames shorter.


Supers;
* dp+P startup increased by 6 frames, and recovery is 3 frames shorter.
 
Supers:
 
* qcbx2+K now connects well against airborne opponents
* qcbx2+K now connects well against airborne opponents


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Specials:
Specials:
* qcf+D less recovery
 
* qcf+D has less recovery


== Normal Moves ==
== Normal Moves ==


''Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN''
'''Close'''
 
* cl.A:
 
* cl.B:
 
* cl.C:
 
* cl.D:
 
'''Standing'''
 
* st.A:
 
* st.B:
 
* st.C:


'''Close'''
* st.D:  
*cl. A:
*cl. B:
*cl. C:
*cl. D:  


'''Stand'''
'''Crouching'''
*st. A:
*st. B:
*st. C:
*st. D:


'''Crouch'''
* cr.A:  
*cr. A:
*cr. B:
*cr. C:
*cr. D:  


'''Jump'''
* cr.B:  
*j. A:
*j. B:
*j. C:
*j. D:  


'''Blowback'''
* cr.C:  
*st. CD:
*j. CD:


== Throws ==
* cr.D:


'''Step Turn: (close)''': b/f + C
'''Jumping'''


'''Aerial Drop: (close)''': b/f + D
* j.A:  


* j.B:


== Command Moves ==
* j.C:


'''Spinning Array''': f + A
* j.D:  


'''Reverse Anchor Kick''': f + B
'''CD Normals'''


'''Carry Off Kick''': df + B
* st.CD:


* j.CD:


== Special Moves ==
== Throws ==


'''Sliding Touch''': qcf + A/C
'''Step Turn:''' <code>b/f+C (close)</code>


'''Aerial Drop:''' <code>b/f+D (close)</code>


'''Hunting Air Blast''': dp + B/D
== Command Moves ==


'''Spinning Array:''' <code>f+A</code>


'''Shooting Dancer Thrust''': hcb + A/C
'''Reverse Anchor Kick:''' <code>f+B</code>


'''Carry Off Kick:''' <code>df+B</code>


'''Shooting Dancer Step''': hcb + A/C
== Special Moves ==


'''Sliding Touch:''' <code>qcf+A/C</code>


'''Gliding Stomp''': (in the air) qcf + A/C
'''Hunting Air Blast:''' <code>dp+B/D</code>


'''Shooting Dancer Thrust:''' <code>hcb+A/C</code>


'''Scramble Dash''': qcf + B/D
'''Shooting Dancer Step:''' <code>hcb+B/D</code>


'''Gliding Stomp:''' <code>qcf+A/C (in air)</code>


'''Direction Change''': dp + A/C
'''Scramble Dash:''' <code>qcf+B/D</code>


'''Direction Change:''' <code>dp+A/C</code>


== Desperation Moves ==
== Desperation Moves ==


'''Twister Driver''': qcb, qcb + B/D
'''Twister Driver:''' <code>qcbx2+B/D</code>


'''Chain Slide Touch''': qcf, qcf + A/C
'''Chain Slide Touch:''' <code>qcfx2+A/C</code>


== Combos ==
== Combos ==


===0 Stock===
'''General Notes'''
 
* In any metered combo, replace qcfx2+A with qcfx2+AC if you have the resources.
 
===Meterless===
 
''Low''
''Low''
* cr.B, cr.A, f+A, hcb+A


''Anywhere''
: <code>cr.B, cr.A, f+A, hcb+A</code>
* (jump-in), cl.C, f+A, hcb+A


* dp+P, cl.C, f+A, hcb+A
''Mid/Jump-In''
 
: <code>(j.X), cl.C, f+A, hcb+A</code>
: Can be combo-ed after a jump-in.
 
''Other''
 
: <code>dp+P, cl.C, f+A, hcb+A</code>
 
===With Meter===


===1 Stock===
''Low''
''Low''
* cr.B, cr.A, f+A, qcfx2+A


''Anywhere''
: <code>cr.B, cr.A, f+A, qcfx2+A</code>
* (jump-in), cl.C, f+A, qcfx2+A
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C, f+A, qcfx2+A</code>
 
''Other''


* dp+P, cl.C, f+A, qcfx2+A
: <code>dp+P, cl.C, f+A, qcfx2+A</code>


'''Quick Max'''
===With Quick MAX===


''Low''
''Low''
* cr.B, cr.A, ABC, cl.C, f+A, hcb+A


===3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode===
: <code>cr.B, cr.A, ABC, cl.C, f+A, hcb+A</code>
* In any 1 stock combo, replace qcfx2+A with qcfx2+AC


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 04:35, 16 October 2021


Introduction

Chris is a tricky rushdown character with a lot of movement options. Chris has some of the fastest movement in the game alongside access to teleports, a slide, a divekick, and some forward-moving attacks that let him move around the screen really well. On offense he has access to good low confirms, a pretty safe but slow overhead, an invincible jumping command grab, and a nice crossup. On defense he does have access to a DP; it is pretty slow, but he can also use his jumping command grab defensively. His supers are also good, one being great for punishes and the other one being an invincible reversal. Chris does not have many tools to fight at long range, but due to his excellent movement that is not a big problem for him.

Changes from Previous Versions

98 to 98UM

Normals:

  • cl.C has 3 frames less recovery
  • df+B has a bigger hurtbox on Chris's torso, projectiles that are Psycho Ball height and lower can't be passed under with it
  • Increased damage on j.D
  • Removed j.CD's first hitbox

Specials:

  • hcb+A now knocks down
  • dp+P startup increased by 6 frames, and recovery is 3 frames shorter.

Supers:

  • qcbx2+K now connects well against airborne opponents

98UM to 98UMFE

Specials:

  • qcf+D has less recovery

Normal Moves

Close

  • cl.A:
  • cl.B:
  • cl.C:
  • cl.D:

Standing

  • st.A:
  • st.B:
  • st.C:
  • st.D:

Crouching

  • cr.A:
  • cr.B:
  • cr.C:
  • cr.D:

Jumping

  • j.A:
  • j.B:
  • j.C:
  • j.D:

CD Normals

  • st.CD:
  • j.CD:

Throws

Step Turn: b/f+C (close)

Aerial Drop: b/f+D (close)

Command Moves

Spinning Array: f+A

Reverse Anchor Kick: f+B

Carry Off Kick: df+B

Special Moves

Sliding Touch: qcf+A/C

Hunting Air Blast: dp+B/D

Shooting Dancer Thrust: hcb+A/C

Shooting Dancer Step: hcb+B/D

Gliding Stomp: qcf+A/C (in air)

Scramble Dash: qcf+B/D

Direction Change: dp+A/C

Desperation Moves

Twister Driver: qcbx2+B/D

Chain Slide Touch: qcfx2+A/C

Combos

General Notes

  • In any metered combo, replace qcfx2+A with qcfx2+AC if you have the resources.

Meterless

Low

cr.B, cr.A, f+A, hcb+A

Mid/Jump-In

(j.X), cl.C, f+A, hcb+A
Can be combo-ed after a jump-in.

Other

dp+P, cl.C, f+A, hcb+A

With Meter

Low

cr.B, cr.A, f+A, qcfx2+A

Mid/Jump-In

(j.X), cl.C, f+A, qcfx2+A

Other

dp+P, cl.C, f+A, qcfx2+A

With Quick MAX

Low

cr.B, cr.A, ABC, cl.C, f+A, hcb+A

Strategy & Tips

Videos

King of Fighters 98 UM FE: Chris Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro