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

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== Introduction ==
== Introduction ==


==Normals==
'''Close'''
* cl. A/B/C/D are cancel-able.
*Close A chains into other light normals.
* Close C is the combo starter of choice because of it's hit-stun, links into all of his command normals.
* Close D does not combo into command normals, but it does combo into special attacks.
'''Standing'''
* 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 first hit.
* Stand D whiffs on crouching opponents.
'''Crouching'''
*cr. A/B/C are cancel-able/whiff cancel-able.
*Crouch B is chain-able.
*Crouch B comes out really fast making it an excellent poke.
*Crouch C can be used as an anti-air attack if timed right, but it can also be used to start combos.
*Crouch D is very fast and sweeps the opponent to the ground on contact.
'''Jumping'''
*j.D crosses up.
*The hitbox on jump D comes ouyt 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).
'''Blowback Attack'''
*CD comes out fast, cancel-able/whiff cancel-able, it also whiffs on crouching opponents unless they have a high crouching hitbox (e.g. Daimon).
*JCD is not only a good air-to-air it can be used for constant pressure during short hops.


== Throws ==
== Throws ==

Revision as of 14:05, 3 December 2010

Orochichris.jpg

Introduction

Normals

Close

  • cl. A/B/C/D are cancel-able.
  • Close A chains into other light normals.
  • Close C is the combo starter of choice because of it's hit-stun, links into all of his command normals.
  • Close D does not combo into command normals, but it does combo into special attacks.


Standing

  • 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 first hit.
  • Stand D whiffs on crouching opponents.


Crouching

  • cr. A/B/C are cancel-able/whiff cancel-able.
  • Crouch B is chain-able.
  • Crouch B comes out really fast making it an excellent poke.
  • Crouch C can be used as an anti-air attack if timed right, but it can also be used to start combos.
  • Crouch D is very fast and sweeps the opponent to the ground on contact.


Jumping

  • j.D crosses up.
  • The hitbox on jump D comes ouyt 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).


Blowback Attack

  • CD comes out fast, cancel-able/whiff cancel-able, it also whiffs on crouching opponents unless they have a high crouching hitbox (e.g. Daimon).
  • JCD is not only a good air-to-air it can be used for constant pressure during short hops.

Throws

Chi no Batsu - (b/f+C) close


Ten no Tsumi - (b/f+D) close

Command Moves

Muyou No Ono - (f+A)


Jukei No Oni - (f+B)


Setsudan No Koto - (df+B)

Special Moves

Tsuki wo Honoo Tsumu - (dp+A/C)


Taiyou wo Iru Honoo - (qcf+A/C)


Kagami wo Honoo Hofuru - (qcb+A/C)


Shishi wo Kamu Honoo - (hcf+B/D) close

  • is a proximity unblockable throw

Desperation Moves

Ankoku Orochinagi - (qcb hcf+ A/C) hold to delay


Daichi No Kurau Gouka - (qcfx2+A/C)

Super Desperation Moves

Ankoku Orochinagi - (qcb hcf+AC) hold to delay

Hidden Super Desperation Moves

Sanagi Yaburi wo, wa mau chou - (qcfx2+BD)

Combos

Videos

Match videos

Orochi Chris vs Mai, Yuri, and Kyo-1