Difference between revisions of "The King of Fighters XV/Chris/Strategy"

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Anywhere: Hyperhop > Hyperhop (6F)
Anywhere: Hyperhop > Hyperhop (6F)
'''214C'''
Anywhere: Hyperhop (4F)


'''214AC'''
'''214AC'''

Latest revision as of 03:44, 25 November 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Neutral

Pressure

Mixups

214AC 2A(w) 236B

After landing 214AC, whiff 2A, then either buffer 236B or time it. If buffered, the 236B will place Chris on the same side as the opponent. If timed, the 6 input will move Chris slightly forwards before executing the move, and 236B will cross the opponent up. Microwalk away from the opponent before following up to avoid wake up throw.


2B ( DELAY) 2B > 2B > 214A / 2B ( DELAY ) 2B > 2B > 623 A/C

Chris G did on steam a while back. If you hit after the first 2B delay you go into 2B > 2B > 214A but if they block you do 623A/C.

Defense

Safejumps

C Throw

Corner: 2A(w) > f.5B(w) > Hyperhop (4F)

Anywhere: Hyperhop > Hyperhop (6F)

214C

Anywhere: Hyperhop (4F)

214AC

Midscreen: f.5B(w) > Super Jump (4F)

623BD

Anywhere: Neutral Jump (4F)

623AC

Anywhere: 236B > Forwards Jump (4F)

236236A

Anywhere: Super Jump > Hyperhop (4F)

236236AC

Anywhere: 236B > Forwards Jump (4F)

Safe Jump Video

Chris Safe Jumps

Countering Chris

External Resources

Navigation

The King of Fighters XV
System

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Characters