Difference between revisions of "XV Broken/Chris"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Chris Profile.png|thumb|Chris is the vocalist of the rock group C.Y.S. Like his bandmates Shermie and Yashiro, Chris is also a member of the Four Heavenly Kings of Orochi. Though he has no experience in martial arts, his attacks utilize his small frame and speed to overwhelm his opponents.<br/>At first glance, Chris seems like a well-mannered young boy, however his angelic smile hides his devilish demeanor.]] | <section begin="image"/>[[File:KOFXV Chris Profile.png|thumb|Chris is the vocalist of the rock group C.Y.S. Like his bandmates Shermie and Yashiro, Chris is also a member of the Four Heavenly Kings of Orochi. Though he has no experience in martial arts, his attacks utilize his small frame and speed to overwhelm his opponents.<br/>At first glance, Chris seems like a well-mannered young boy, however his angelic smile hides his devilish demeanor.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is an | | intro = {{SUBPAGENAME}} is an rushdown character who bursts his opponents down at incredibly high speed. | ||
| pros= | | pros= | ||
* Rushdown beast. | * Rushdown beast. | ||
* Pro # | * Fast Movement. | ||
* Godlike Jump CD. | |||
* Pro #4 | |||
| cons= | | cons= | ||
* Stubby normals. | * Stubby normals. | ||
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|description= | |description= | ||
* Hits twice, if you're in range for it. | * Hits twice, if you're in range for it. | ||
* 1st hit is cancel-able, which can be a saving grace is you were attempting a Close C but got this instead. | * 1st hit is cancel-able by command normals, which can be a saving grace is you were attempting a Close C but got this instead. | ||
* 2nd hit is cancel-able by special moves. It has enough hitstun to combo into 214C. | |||
}} | }} | ||
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|moveId=chris_cla | |moveId=chris_cla | ||
|description= | |description= | ||
* A special cancel-able close jab, very plus on block. | * A special cancel-able close jab, very plus on block. You can link into cl.C, cl.D, and 2C on hit. | ||
}} | }} | ||
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|moveId=chris_2a | |moveId=chris_2a | ||
|description= | |description= | ||
* This crouching jab can be chained from light normals. | * This crouching jab can be chained from light normals. Fast at 4f and plus on block. Has longer range than far A and combos into 6A. | ||
* Frame traps when cancelled into either of Chris' command normals, but Chris can be thrown during this. | |||
}} | }} | ||
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|moveId=chris_2b | |moveId=chris_2b | ||
|description= | |description= | ||
* Hits low, comes out quick, useful for starting combos, great horizontal range, special cancel-able & chains into other light normals. | * Hits low, comes out quick, useful for starting combos, great horizontal range, special cancel-able & chains into other light normals. Chain into 2A > 6A for stronger combos if you're in range. | ||
* This can't be whiff cancelled, meaning if you buffer 214A behind it and the 2B whiffs, you'll get a far A instead, which can stop hop attempts on the 2B. This is a useful buffer in fishing for stray 2B hits. | |||
}} | }} | ||
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|description= | |description= | ||
* 2 hits, both special cancel-able, though the 2nd whiffs vs crouch block. | * 2 hits, both special cancel-able, though the 2nd whiffs vs crouch block. | ||
** Usually not punishable if this happens. | |||
* Possible use as an anti-air, but the weird forward lean can make him pass under the opponent. | * Possible use as an anti-air, but the weird forward lean can make him pass under the opponent. | ||
* | ** Better against further distance hops. | ||
* Frame traps from 2A. | |||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2=* | |description2=* Air to air normal for trying to hit someone that is above your head level. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* | |description2=* Great air to air that can still catch grounded opponents if needed. Supplement alongisde his fantastic downward angled j.D and j.CD. | ||
}} | }} | ||
====Netural jump B==== | ====Netural jump B==== | ||
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|name=jump 8B | |name=jump 8B | ||
|input=8j.B | |input=8j.B | ||
|description2=* | |description2=* Air to air. Use similarly to forward jump B. | ||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* | |description2=* Worse overall than j.D. Doesn't reach as far out or low. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2=* | |description2=* Has a small cross-up hitbox, but hard to take advantage of on standing opponents. Overall your best jump-in for combos. | ||
}} | }} | ||
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* Low invulnerable. | * Low invulnerable. | ||
* Has tons of pushback when not canceled out of. | * Has tons of pushback when not canceled out of. | ||
* Hard to punish but still fairly negative. Cancelling into 214A is a good option and makes comboing from it easier midscreen. | |||
}} | }} | ||
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|description2=* The money maker. | |description2=* The money maker. | ||
* Really aggressive, downward angled jump CD. | * Really aggressive, downward angled jump CD. | ||
Despite the aggressive angle, it's very hard to jump over this. | |||
}} | |||
==Rush Moves== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=chris_rush1,chris_rush2 | |||
|name=rush | |||
|input=cl.AA/c.AAX | |||
|description2=* Auto combo filler, you won't be using this much. | |||
}} | }} | ||
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|input=6A | |input=6A | ||
|description=* Cancellable long poke. | |description=* Cancellable long poke. | ||
* Combos from light attacks. | * Combos from light attacks on hit and frame traps on block. | ||
* Causes a juggle on air hit. | |||
}} | }} | ||
===Reverse Anchor Kick=== | ===Reverse Anchor Kick=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description2=* Overhead. | |description2=* Overhead. | ||
* Hits twice when cancelled into. | * Hits twice when cancelled into. | ||
* In cancels does the same damage and scaling as 6A. | |||
}} | }} | ||
===Carry Off Kick=== | ===Carry Off Kick=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description3=* Reversal/anti-air. | |description3=* Reversal/anti-air. | ||
* All versions have full invincibility. | * All versions have full invincibility. | ||
* Damage and start-up aren't great. | * Damage and start-up aren't great compared to other reversals. | ||
* EX version causes a hard knockdown. You can do a safejump just by holding up. | |||
}} | }} | ||
===Glider Stomp=== | ===Glider Stomp=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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* Elbow strike into kick follow-up (A & EX hits low). Combo ender. | * Elbow strike into kick follow-up (A & EX hits low). Combo ender. | ||
* A version combos from lights, and leaves the opponent standing for immediate pressure. | * A version combos from lights, and leaves the opponent standing for immediate pressure. | ||
** Safe on block. You can threaten with 623K after to blow up attempts from your opponent to take back your turn, but the risk/reward is not skewed in your favor. | |||
** If you establish this threat however, you can take your turn even on block if your opponent is scared of the 623K. | |||
** Cancels into any of his supers easily, preferably 236236P. | |||
** Keep in mind characters with 1f command grabs can typically punish this move. | |||
* C version knocks down but only combos from heavy attacks. | * C version knocks down but only combos from heavy attacks. | ||
* EX | ** Cancels into his 214214K super easily. | ||
* EX combos from lights and causes a hard knockdown. | |||
}} | }} | ||
===Shooting Dancer Step=== | ===Shooting Dancer Step=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description3= | |description3= | ||
* Elbow strike into overhead follow-up. | * Elbow strike into overhead follow-up. | ||
* The bounce off at the end differs depending on version used, and can be canceled into | * The bounce off at the end differs depending on version used, with the B version bouncing forward behind the opponent, and the D version bouncing backwards. The bounce can be canceled into j.236K. | ||
* The overhead is interruptable by stand jabs. | ** The D version is usually better as Chris can mix-up the timing of the j.236K to potentially hit the opponent trying to punish a blocked 214D. | ||
* EX version | * The overhead is interruptable by stand jabs, putting Chris in a counterhit state allowing for full combos from your opponent. | ||
** The animation is similar to 214P, but since 214P is a true blockstring, the opponent can just mash a reversal when they see the first hit, though they are prone to getting hit by the last part of 214A due to them standing. | |||
* Letting the first hit whiff turns the second part of the attack into a long reaching overhead. However the whiff recovery is very long. | |||
* EX version is not an overhead, but instead combos into j.236K/BD for combo extentions. If you don't follow up with j.236K, you get a hard knockdown. | |||
}} | }} | ||
===Direction Change=== | ===Direction Change=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=623A/C/AC | |input=623A/C/AC | ||
|description3=* Chris's command grab. | |description3=* Chris's command grab. | ||
* | * Switches sides | ||
* Its slow speed makes it useful for grabbing people while their throw immunity is wearing off, such as after a blocked light normal or a jump-in. | |||
}} | }} | ||
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|input=236B/D/BD | |input=236B/D/BD | ||
|description3=* A dash that crosses through the opponent. | |description3=* A dash that crosses through the opponent. | ||
* | * The B version goes forward, and the D version goes upward. | ||
* Used to get back in at the end of blockstrings, and to confuse the opponent. | ** The D version can be cancelled into j.236K. | ||
** Heavy normals > 236D > j.236B is even on block and causes a frame trap, though the gap is large enough to be beaten by most light normals. | |||
* No versions have any kind of invulnerability. | |||
* Used to get back in at the end of blockstrings, and to confuse the opponent. | |||
* The EX version goes forwards until it goes behind the opponent, where it then does an attack with an animation similar to 214A. | |||
** On hit, it leaves you plus but far away. On block, it leaves you minus but not punishable except by fast command grabs. | |||
** If the move never goes behind the opponent, Chris suffers a notable recovery period. | |||
}} | }} | ||
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|description3=* Combo super. | |description3=* Combo super. | ||
* Regular version does 5 hits, MAX version 10. | * Regular version does 5 hits, MAX version 10. | ||
* Full jump > short hop is a safe jump against 4f reversals. | |||
}} | }} | ||
===Twister Drive=== | ===Twister Drive=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=214214BD | |input=214214BD | ||
|description3=* Reversal/anti-air super. | |description3=* Reversal/anti-air super. | ||
* Your best super for any juggle combos. | |||
* Has weird timing for comboing into Climax. | * Has weird timing for comboing into Climax. | ||
}} | }} |
Revision as of 23:31, 17 January 2023
Movelist
(*) - EX OK
(!) - MAX OK
Throws
Command Normals
Special Moves
Glider Stomp - + / (Midair Only) (*)
Shooting Dancer Thrust - + / (*)
Shooting Dancer Step - + / (*)
Super Special Moves
Climax Super Special Move
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Chris is an rushdown character who bursts his opponents down at incredibly high speed. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
A
A |
---|
Far B
far B
B
B |
---|
Far C
far C
C
C |
---|
Far D
far D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Netural jump B
jump 8B
8j.B
8j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Step Turn
Step Turn
(close) 4/6C
(close) 4/6C |
---|
Aerial Drop
Aerial Drop
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Spinning Array
Spinning Array
6A
6A |
---|
Reverse Anchor Kick
Reverse Anchor Kick
6B
6B |
---|
Carry Off Kick
Carry Off Kick
3D
3D |
---|
Special Moves
Hunting Air
Hunting Air
623B/D/BD
623B/D/BD |
---|
Glider Stomp
Glider Stomp
j.236B/D/BD
j.236B/D/BD |
---|
Shooting Dancer Thrust
Shooting Dancer Thrust
214A/C/AC
214A/C/AC |
---|
Shooting Dancer Step
Shooting Dancer Step
214B/D/BD
214B/D/BD |
---|
Direction Change
Direction Change
623A/C/AC
623A/C/AC |
---|
Scramble Dash
Scramble Dash
236B/D/BD
236B/D/BD |
---|
Super Special Moves
Chain Slide Touch
Chain Slide Touch
236236AC
236236AC |
---|
Twister Drive
Twister Drive
214214BD
214214BD |
---|
Onslaught Mirage
Onslaught Mirage
2141236CD
2141236CD |
---|