Anonymous

Changes

From Dream Cancel Wiki

Orochi Chris (2k2UM)

7,291 bytes added, 16:46, 22 February 2015
no edit summary
[[File:Orochichris.jpg|right|frame]] == Introduction ==
==Movelist==
[[File:Kof02ummovelistorochichris.png]]
==Normals==
* Stand A/C is cancel-able/whiff cancel-able.
* Stand B has great range making it a good poke.
* Stand C goes far and does two hits, it's free cancel-able onthe on the first hit.
* Stand D whiffs on crouching opponents.
'''Jumping'''
*j.D crosses up.
*The hitbox on jump D comes ouyt out really fast, can be used almost consistantly after quick short hops, good air-to-air.
*Jump B/C/D are all instant overhead (hh.B/C/D).
== Throws ==
'''Chi no Batsu''' - (b/f+C) close
*Chris grabs them then runs off of there their face doing three hits.
*Can be broken.
*Regular Knockdown
== Desperation Moves ==
'''Ankoku Orochinagi''' - (qcb hcf+ A/C) hold to delay
*Chris generates a flame then dashes with his right hand forward causing a vast wave of flames to come out and hit the opponent a few times, the start-up to recovery ratio is controlled by how you long you decide to delay the move, the start-up has upper body invincibility up until he lets the flame go, as soon as he does that you can then be hit by anything that hits above his waist, however if the opponent decides to sweep you'll take the hit, this is always the DM and combo ender of choice because it does great damage, the problem is to get the most out of it you may have to rely on super canceling to get it to work properly, the weak version can be linked after his Proximity Unblockable (hcf+K), (qcf+P) when you buffer it during the hit-stun, and if you super cancel it it links after his dp+P as well, the strong vesion doesn'thave as many options because of it's slight slower start-up.
*Upper Body Invincibility
*Nullifies projectiles
*Combos from: Muyou No Ono (f+A), Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+C), Taiyou wo Iru Honoo (qcf+P) hit-stun
'''Daichi No Kurau Gouka''' - (qcfx2+A/C)
*Chris holds his arms behind his back for a few seconds then he throws a flame flaming sphere where it floats toward the opponent hitting them a few times, the flaming spheres hitbox comes out a body length away as soon as Chris releases it, the start-up is too long for it to be used in combos effectively but it does have other uses, one of the more risky choices are that you can use it after knocking the opponent down onto the ground, works as a okizeme tool but the problem is whether or not you feel like spending the meter or not, it's assured that it will keep constant pressure on the opponent as soon as they wake-up which can then give you enough time to run up and apply even more pressure to break their guard or use his Setsudan No Koto (df+B) command normal to start a Max mode combo before they get a chance to block low, it also nullifies projectiles but another on should cancel it out if their fast enough.
*Okizeme tool
*Combos into: Setsudan No Koto (df+B) to Max Mode
== Super Desperation Moves ==
'''Ankoku Orochinagi''' - (qcb hcf+AC) hold to delay
*Chris generates a flame then dashes with his right hand forward causing a vast wave of flames to come out and hit the opponent a few times, the start-up to recovery ratio is still controlled by how you long you decide to delay the move, the start-up has upper body invincibility up until he lets the flame go, as soon as he does that you can then be hit by anything that hits above his waist, however if the opponent decides to sweep you'll take the hit, this is always the DM and combo ender of choice because it does great damage, the flame also goes much farther than before (about 40% of the screen), the problem is to get the most out of it you may have to rely on super canceling to get it to work properly, the weak version can be linked after his Proximity Unblockable (hcf+K), (qcf+P) when you buffer it during the hit-stun, and if you super cancel it it links afte his dp+P as well, it has around the same amount of start-up frames as the strong Ankoku Orochinagi so you want to stick to super cancel ops and Max mode.
*Upper Body Invincibility
*Nullifies projectiles
*Combos from: Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+C), Taiyou wo Iru Honoo (qcf+P) hit-stun
== Hidden Super Desperation Moves ==
'''Sanagi Yaburi wo, wa mau chou''' - (qcfx2+BD)
*Chris transforms into Orochi then raises his hand causing a gigantic full-screen shockwave to hit the opponent 18 hits and do about 65% raw damage, while this is a great HSDM their isn't really any practical way to set it up because the start-up is too long, it might prove useful for punishing very laggy moves like other HSDM that have a long start-up time, Chris is also completely invincible as soon as he turns into Orochi but anytime before you can be hit and then he'll revert back to normal wasting a lot of meter, does a great amount of damage on guard but it's never suggested to aim for that, you're better off saving the meter for Max mode and super canceling imo.
*Full-screen Attack
== Combos ==
'''Max Mode Combos'''
*(BC activate) cl.C/Far C (1), f+A, hcf+K (5), dp+C (3), (SC) qcb hcf+A
*cl.C / Far C (1) / cr.B cr.A, f+A, (BC run) cl.C / Far C (1), f+A, hcf+K (5),dp+C (2), qcb hcf+AC
*j.CD (CH), qcb+P
*j.CD (CH), qcb hcf+P/AC
 
 
==Notes==
 
===Orochi Chris Damage Chart===
 
'''Close Normals'''
 
cl.A - 3 (4)
 
cl.B - 3 (4)
 
cl.C - 9 (11)
 
cl.D - 8 (9)
 
 
'''Far Normals'''
 
st.A - 3 (4)
 
st.B - 3 (4)
 
st.C - 9+4 (11+4)
 
st.D - 11 (14)
 
CD - 14 (18)
 
 
'''Crouch Normals'''
 
cr.A - 2 (2)
 
cr.B - 2 (2)
 
cr.C - 8+3 (10+3)
 
cr.D - 13 (15)
 
 
"Jump Normals'''
 
j.A - 5 (6)
 
j.B - 4 (5)
 
j.C - 9 (11)
 
j.D - 10 (11)
 
j.CD - 12 (12)
 
 
'''Short Hop Normals'''
 
sh.A - 4 (5)
 
sh.B - 3 (4)
 
sh.C - 8 (11)
 
sh.D - 10 (10)
 
 
'''Neutral Jump Normals'''
 
nj.A - 6 (7)
 
nj.B - 5 (6)
 
nj.C - 10 (12)
 
nj.D - 11 (14)
 
 
'''Super Jump Normals'''
 
sj.CD - 10 (10)
 
 
'''Command Normals'''
 
Muyou No Ono (f+A) - 2 (3)
 
 
Jukei No Oni (f+B)
*[Single] - 9+4 (11+4)
*[Canceled] - 6+2 (8+2)
 
 
Setsudan No Koto (df+B) - 7 (7)
 
 
'''Throws'''
 
Chi no Batsu (b/f+C) - 12
 
Ten no Tsumi (b/f+D) - 10
 
 
'''Special Attacks'''
 
Kagami wo Honoo Hofuru
*[qcb+A] - 11(13)
*[qcb+C] - 12 (14)
 
 
Taiyou wo Iru Honoo
*[qcf+A] - 9+4+1 (11+4+1)
*[qcf+C] - 10+4+1 (12+4+1)
 
 
Tsuki wo Honoo Tsumu
*[dp+A] - 11 (14+5)
*[dp+C] - 10+4+1+1 (12+4+1+1)
*[dp+C 4 Hits] - 16 (18)
 
 
Shishi wo Kamu Honoo
*[hcf+K, Breakdown] - 8+3+1*4 (9+3+1*4)
*[6 Hits] - 15 (16)
 
 
'''DM's'''
 
Ankoku Orochinagi
*[qcb hcf+P] - 28 (28)
 
 
Daichi No Kurau Gouka
*[qcfx2+P, Breakdown] - 18+9+4 (18+9+4)
*[3 Hits] - 31 (31)
 
 
'''SDM's'''
 
MAX Ankoku Orochinagi
*[qcb hcf+AC] - 14*3 (19+14*2)
*[3 Hits] - 42 (47)
 
 
'''HSDM'''
 
Sanagi Yaburi wo, wa mau chou (qcfx2+BD)
*[5 Hits] - 54 (58)
*[10 Hits] - 59 (63)
*[18 Hits] - 67 (71)
*[35 Hits] - 84 (88)
 
 
===Changes from OG2k2===
*O. Chris has new idle animation
 
 
Tsuki wo Honoo Tsumu changes (dp+P)
*Weak has a longer duration
*Strong version can be super canceled on the second hit now
 
 
*Daichi No Kurau Gouka is a new DM
 
* Sanagi Yaburi wo, wa mau chou (HSDM) does more hits now, it also has a changed command
 
==Frame Specifics==
 
===Frame Advantage===
 
'''Close Normals'''
 
cl.A - 5F (+2F)
 
cl.B - 5F (+0F)
 
cl.C - 4F (-17F)
 
cl.D- 5F (-6F)
 
 
'''Far Normals'''
 
st.A - 5F (+2F)
 
st.B - 8F (-5F)
 
st.C
*[1] - 8F
*[2] - 24F (-5F)
 
st.D - 9F (-15F)
 
CD - 16F (-9F)
 
 
'''Crouch Normals'''
 
cr.A - 5F (+2F)
 
cr.B - 4F (+1F)
 
cr.C - 4F (-7F)
 
cr.D - 9F (-7F)
 
 
'''Command Normals'''
 
Muyou No Ono (f+A) - 11F (-11F)
 
Jukei No Oni (f+B)
*[1] - 11F
*[2] - 15F (-7F)
 
Setsudan No Koto (df+B) - 9F (-5F~+6F)
 
 
'''Special Attacks'''
 
Taiyou wo Iru Honoo (qcf+A) - 33F (+27F)→Guard
 
Taiyou wo Iru Honoo (qcf+C) - ?F (+31F)→Guard
 
 
Tsuki wo Honoo Tsumu (dp+A) - 9F (-20F)→[2]Guard
 
Tsuki wo Honoo Tsumu (dp+C) - 9F (-33F)→Guard
 
 
Kagami wo Honoo Hofuru (qcb+A)
*[1] - 17F
*[Stand Guard] - (-18F)
*[Crouch Guard] - (-13F)
 
 
Kagami wo Honoo Hofuru (qcb+C)
*[1] - 17F
*[Stand Guard] - (-20F)
*[Crouch Guard]…(-15F)
 
 
Shishi wo Kamu Honoo (hcf+K) - 11F
 
 
'''DM's'''
 
Ankoku Orochinagi - (qcb hcf+A) - 19F (-29F)
 
Ankoku Orochinagi - (qcb hcf+C) - 21F (-32F)
 
 
Daichi No Kurau Gouka (qcfx2+P) - ?F (+16F)→Guard
 
↑Occurs around 38F
 
 
'''SDM's'''
 
Ankoku Orochinagi - (qcb hcf+AC) - 22F (-10F)
 
 
'''HSDM'''
 
Sanagi Yaburi wo, wa mau chou (qcfx2+BD) - ?F (-65F)
== Videos ==
'''Match videos'''
[http://www.youtube.com/watch?v=BUsVtLcMMIU Orochi Chris vs Mai, Yuri, and Kyo-1]
 
 
==Discussion Threads==
Discuss at [http://dreamcancel.com/forum/index.php?topic=382.0 Dream Cancel]
 
{{Navbox 2002UM}}[http[Category://www.youtube.com/watch?v=BUsVtLcMMIU Orochi Chris vs Mai, Yuri, and Kyo-1The King of Fighters 2k2UM]]