Difference between revisions of "The King of Fighters 2002 UM/Chris"

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[http://www.youtube.com/watch?v=DMsN0V2LtzA Chris Master Class]
[http://www.youtube.com/watch?v=DMsN0V2LtzA Chris Master Class]
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]

Revision as of 05:37, 7 May 2013

Chris.jpg

Normal

Close

  • cl. A/B/C/are cancel-able.
  • cl. A/B are chain-able.
  • cl. A and st. A have the same animation
  • cl. A whiffs on crouching opponents except for Maxima, Chang and Daimon
  • cl. D is only special cancel-able.
  • cl. D can be used to stop opponents from trying to jump over Chris' head or jump out of the corner when pressured.
  • cl. C is good for starting mid attack combos.

Standing

  • st. A is chain-able into cr. B, and cr. A and is also command normal cancel-able.
  • st. A is good for stopping incoming hop attacks at a close to mid range
  • st. B is good for stopping incoming hop attacks and has a farther reach than st. A
  • st. C is a moderately long ranged two-hitting punch attack which the first hit is cancel-able
  • st. D can be used to stop incoming hop attacks but has very bad recovery and whiffs on a majority of crouching characters.
  • st. D is not cancel-able

Crouching

  • crouching A/C are cancel-able.
  • crouching A/B are chain-able
  • crouch A hits mid and has a longer activation reach than close B.
  • crouch B hits low and has a very low profile which can anti-air some jump in attacks.
  • crouch C has very fast start-up and is a good grounded anti-air attack
  • crouch D is a very good sweep, has a very low profile but cannot be cancelled.


Jumping

  • Jumping A has a short horizontal range and whiffs on all crouching characters except for Goro, Maxima and Chang
  • Neutral jumping B has a good horizontal range which is good for anti-airing jump and super jump attacks
  • Jumping B has a very good horizontal and diagonal range which is good for air-to-air attacks, and air-to-ground attacks. It can also combo into his cl. C when landing.
  • Jumping C is cancel-able in the air.
  • Jumping C may whiff on some smaller characters while they are crouching.
  • Jumping D is a very good air-to-ground attack but has a shorter horizontal range than j.B. It also has a very annoying cross-up hit-box as well.


Blowback Attack

  • Standing CD is whiff cancel-able and cancel-able on hit.
  • Standing CD has lower body invincibility
  • Jumping CD is cancel-able
  • Jumping CD is good for air-to-air and air-to-ground attacks

Throws

Step Turn - (b/f + C) close

  • Grabs and then steps on the opponent which causes them to fly and land across the stage
  • Can be broken
  • Regular knockdown

Aerial Drop - (b/f + D)

  • Chris grabs the opponent then tosses them a half screen distance
  • Can be broken
  • Hard knockdown

Advice: This throw gives Chris multiple okizeme options and mix-ups. He can either:

- Step back slightly (or stay in the same spot depending on the character), then superjump and cross them up with j.D
- Empty hyper hop into a crouching B
- Step forward slightly then regular jump D to cross-up
- Dash forward a bit then roll for an ambiguous roll set-up
- Any empty jumps into a throw if the opponent rolls

Command Moves

Spinning Array - f + A

Reverse Anchor Kick - f + B

Carry Off Kick - df + B


Special Moves

Direction Change - dp + A/C


Hunting Air - dp + B/D


Slide Touch - qcf + A/C


Scramble Dash - qcf + B/D


Shooting Dancer Thrust - hcb + A/C

  • Super cancellable


Shooting Dancer Step - hcb + B/D

  • Super cancellable


Glider Stomp - in air, qcf + B/D


Leading High - f + BD

  • Super cancellable


Leading Low: d + BD

  • Super cancellable


Desperation Moves

Chain Slide Touch - qcf x 2 + A/C

Twister Drive - qcb x 2 + B/D


Super Desperation Moves

Chain Slide Touch - qcf x 2 + AC

Twister Drive - qcb x 2 + BD


HSDM

Fate of Flame - hcb x 2 + AC


Discussion Threads

Discuss at Dream Cancel


Videos

Chris Master Class


Navigation

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