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The King of Fighters 2002 UM/Orochi Chris

52 bytes added, 15:27, 3 December 2010
Special Moves
'''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 and DM's like Ankoku Orochinagi (qcb hcf+P)but that requires you to buffer during the hit-stun.
*Nullifies Projeciles
*Combos into: Anything you can run up and use

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