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The King of Fighters 2002 UM/Chris
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.
- Attacks and projectiles which df+B can slide under
- - Benimaru's qcf+P
- - Ryo's qcf+P, hcb+K
- - Robert's qcf+C
- - EX Robert's b~f+P
- - Athena's hcf+P
- - K's qcf+P,f+B
- - Foxy's qcf+P
- - Chang's P repeatedly
- - Lin's hcb+P
- - Heidern's b~f+P
Special Moves
Direction Change - (dp + A/C)
- Chris turns around then back-flip's (while grabbing the opponents head) over the opponent to land on the other side of them. The opponent is momentarily stunned and no damage was caused during the flip. This is a delayed command throw with similar uses to Iori's hcb,f+P command grab. It can be used to score damage to the opponent while they are stunned or as an escape mechanism to annoy the opponent or to further confuse and mix-up the opponent. It is a very useful command throw to open up opponents who are blocking too much but it can be extremely dangerous if you use it too randomly or if you are too predicable. It is delayed which means slow start-up and there is no invincibility whatsoever during that phase. This means an opponent looking for it can simply anti-air him or alternate guard if they see it coming...and if it misses, the recovery is so bad, it is relatively easily to punish him when he lands. Overall, it is a useful move to try to mix-up and open up your opponents defenses with but it becomes rather useless in high-level play when the player is anticipating a majority of the time.
- The A (light punch) version has a short throw range and Chris lands closer to the opponent making it easier to attack them while they are stunned.
- The C (heavy punch) version has a much longer throw range but Chris lands much farther from the opponent.
- Delayed command throw
- No damage
Hunting Air - (dp + B/D)
- Chris performs a flip flash kick then lands a character space in front of him. Pretty good anti-air tool for regular and superjumps; not so much for hops though. Both kick strength versions have invincibility during the start-up; which is good for reversals but Chris flips at a steep angle which makes it a very risky anti-air at a mid-to close range, especially since hops are used mostly during this area. The B (light kick) version has a shorter height than the D (heavy version) which makes Chris land on the ground much faster and recover quicker. The heavy kick version has Chris landing at the speed of a regular neutral jump and has horrible recovery if whiffed. Stick to using the light kick version for anti-airing full jumps only and leave the heavy kick version alone.
- Soft knockdown
Combo Advice: Using this flash kick at the end of a combo is a bit risky because it may miss if mistimed. Performing close C, f+A into dp+K is possible but the dp+K must be cancelled very early, while cr.B, cr.A, dp+K is possible but the dp+K must be cancelled very early too.
Slide Touch - (qcf + A/C)
- Chris slides forward then executes a thrust punch. Somewhat of a lackluster move when used by itself, but in combos it causes a knockdown (tech-able) while many of his other combo finishers don't cause a knockdown. The reason why it is a lackluster move when performed alone is because it has VERY slow start-up, no invincibility whatsoever and has HORRIBLE recovery on block and on whiff. Some characters can outright punish him with a DM that can reach him and with moderate speed if this attack is blocked. Keep this attack only at the end of combos because of its soft knockdown property.
- The A (light punch) version has faster start-up than the C (heavy punch) version but travels at a shorter distance
- The C (heavy punch) version has much slower start-up than the A (light punch) version but travels much farther
- Soft knockdown
Combo Advice: Only use the A (light punch) version at the end of combos. For example cl. C, f+A, qcf+A or cr. B, cr. A, f+A, qcf+A. It causes a knockdown which a lot of his other connecting combo finishers do not cause.
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
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