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Orochi Chris (2k2UM)

1,801 bytes added, 15:26, 3 December 2010
Special Moves
== Special Moves ==
'''Tsuki wo Honoo Tsumu''' - (dp+A/C)
*Chris moves his arms with flames in hand in a circular fashion to knock the opponent into the air, comes out okay and the range isn't to bad either but the difference lies in which button you press, the weak version has Chris do one loop then do a short jump at the end doing one hit, the strong version has Chris do two loops then jumps a much higher into the air doing four hits, it's not much of an anti-air because the weak version doesn't go high enough and the strong version lasts too long, very unsafe if you whiff it, combos from strong normals and Muyou No Ono command normal, the strong version is cancel-able on the second and third hit,.
*Super Cancel-able (strong version only)
*Combos from: Strong normals, Muyou No Ono (f+A)
*Combos into: (Super Cancel) weak Ankoku Orochinagi (qcb hcf+A), and MAX Ankoku Orochinagi (qcb hcf+AC) but only on the second hit
'''Taiyou wo Iru Honoo''' - (qcf+A/C)
*Chris throws out a purple flaming wave hitting the opponent a few times, this move is one of his better moves because not only does it couter-act projectiles, on hit it temporary locks the opponent in hit-stun for enough time for you to run up and do a follow-up attack to start another combo, both versions require specific spacing because it comes out and a fixed range as soon as he throws it out, if you use it to close you'll whiff it and if you use it too far the opponent can hyper hop over the wave and punish you accordingly, the weak version is pretty fast and can help build meter on guard or hit, the strong vesion comes out slower but works better as a okizeme tool, you can use just about anything as a follow-up attack, Kagami wo Honoo Hofuru (qcb+P), Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+P), and even most command normals.
*Nullifies Projeciles
*Combos into: Anything you can run up and use
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