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The King of Fighters '98 UMFE/Chris
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