The King of Fighters 2002 UM/Chris
- 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.
- 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 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 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.
- 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
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
Spinning Array - (f + A)
- Chris spins around and swings his arms towards the opponent. This command normal is best used in the middle of combos rather than on it's own. It is very unsafe on block and has terrible recovery if whiffed, but it is special cancel-able on hit which is good if you need shorten it's recovery into something more safe.
Combo Advice: Can be cancelled into any of his special moves and easily into Max Mode.
Reverse Anchor Kick - (f + B)
- Chris performs a two-hit backward handstand kick. The first hit is a mid attack while the second is an overhead. When cancelled into this kick, the overhead properties of the second hit are removed and replaced with a cancel-able property. The range of this kick is rather excellent which makes it good to use as a mid-range poke and to catch crouching opponents in that distance if used in its max range. It also has decent push-back on block which makes it hard to punish. It is possible to use this in the middle of his combo strings but sometimes the kick may whiff it mistimed. It is vulnerable to jump attacks and low profile crouching kicks, so use it carefully.
- Second hit is an overhead attack
- Second hit when cancelled into is special and super cancel-able
Combo Advice: It's best to resort to using Chris's f+A in the middle of combos because it pushes him forward more eliminating the risk of push-back and not connecting properly. But this attack in Max Mode can be cancelled during the first hit which may open up further combo opportunities. This is also a safe move to activate into Max Mode with especially if both hits connect on a crouching opponent, and you can bypass into his hcb+K as hcb+BC.
Carry Off Kick - (df + B)
- A short sliding kick which hits low. This kick is very useful because it has decent start-up, evades numerous attacks and projectiles, and is also very hard to punish at a certain distance. It is also a very good move to confirm into Max Mode, even on block to shorten it's recovery.
- Low attack
- Cancel-able only in Max Mode
Combo Advice: Even though not cancel-able not in Max Mode, you can chain his cr.B, cr.A into the slide to end with a low, while mixing it up with cr.B, cr.A into his f+B for an overhead ending attack. Also, while in Max Mode it is possible to cancel this attack into his special and super attacks for an easy low-hit confirm surprise.
- Attacks and projectiles which df+B can slide under
- - Benimaru's qcf+P
- - Ryo's qcf+P, hcb+K
- - Robert's qcf+C
- - EX Robert's b~f+P
- - Athena's hcf+P
- - K's qcf+P,f+B
- - Foxy's qcf+P
- - Chang's P repeatedly
- - Lin's hcb+P
- - Heidern's b~f+P
Direction Change - (dp + A/C)
- Chris turns around then back-flip's (while grabbing the opponents head) over the opponent to land on the other side of them. The opponent is momentarily stunned and no damage was caused during the flip. This is a delayed command throw with similar uses to Iori's hcb,f+P command grab. It can be used to score damage to the opponent while they are stunned or as an escape mechanism to annoy the opponent or to further confuse and mix-up the opponent. It is a very useful command throw to open up opponents who are blocking too much but it can be extremely dangerous if you use it too randomly or if you are too predicable. It is delayed which means slow start-up and there is no invincibility whatsoever during that phase. This means an opponent looking for it can simply anti-air him or alternate guard if they see it coming...and if it misses, the recovery is so bad, it is relatively easily to punish him when he lands. Overall, it is a useful move to try to mix-up and open up your opponents defenses with but it becomes rather useless in high-level play when the player is anticipating a majority of the time.
- The A (light punch) version has a short throw range and Chris lands closer to the opponent making it easier to attack them while they are stunned.
- The C (heavy punch) version has a much longer throw range but Chris lands much farther from the opponent.
- Delayed command throw
- No damage
Hunting Air - (dp + B/D)
- Chris performs a flip flash kick then lands a character space in front of him. Pretty good anti-air tool for regular and superjumps; not so much for hops though. Both kick strength versions have invincibility during the start-up; which is good for reversals but Chris flips at a steep angle which makes it a very risky anti-air at a mid-to close range, especially since hops are used mostly during this area. The B (light kick) version has a shorter height than the D (heavy version) which makes Chris land on the ground much faster and recover quicker. The heavy kick version has Chris landing at the speed of a regular neutral jump and has horrible recovery if whiffed. Stick to using the light kick version for anti-airing full jumps only and leave the heavy kick version alone.
- Soft knockdown
Combo Advice: Using this flash kick at the end of a combo is a bit risky because it may miss if mistimed. Performing close C, f+A into dp+K is possible but the dp+K must be cancelled very early, while cr.B, cr.A, dp+K is possible but the dp+K must be cancelled very early too.
Slide Touch - (qcf + A/C)
- Chris slides forward then executes a thrust punch. Somewhat of a lackluster move when used by itself, but in combos it causes a knockdown (tech-able) while many of his other combo finishers don't cause a knockdown. The reason why it is a lackluster move when performed alone is because it has VERY slow start-up, no invincibility whatsoever and has HORRIBLE recovery on block and on whiff. Some characters can outright punish him with a DM that can reach him and with moderate speed if this attack is blocked. Keep this attack only at the end of combos because of its soft knockdown property.
- The A (light punch) version has faster start-up than the C (heavy punch) version but travels at a shorter distance
- The C (heavy punch) version has much slower start-up than the A (light punch) version but travels much farther
- Soft knockdown
Combo Advice: Only use the A (light punch) version at the end of combos. For example cl. C, f+A, qcf+A or cr. B, cr. A, f+A, qcf+A. It causes a knockdown which a lot of his other connecting combo finishers do not cause.
Scramble Dash - (qcf + B/D)
- Chris pauses momentarily to quickly teleport dash towards the opponent. The distance of the teleport is approximately a 1/2 screen, measuring from the portrait next to the lifebar to the game clock. It is possible to throw and/or hit Chris during the dash, but he can phase through the opponent on their feet or ones that have been given a hard knockdown. It is a good move to use to close space between you and the opponent, especially after a knockdown. You can also cancel it after a cancel-able normal or command move which can provide confusion to the opponent, especially on block since a lot of Chris' blockstrings are unsafe. There is not a difference between the light and heavy kick versions, however.
- No damage
- Can phase through the opponent, not tech-rolling opponents
- No invincibility
Shooting Dancer Thrust - (hcb + A/C)
- Chris slides forward with an elbow thrust to follow up with a sliding low hitting kick (which has the same sprite as his crouching B) or his Slide Touch punch which hits mid. The sliding kick follow up comes from the light punch (A) version while the punch comes from the heavy punch (C) version. The elbow and the low kick or punch combo for 2 hits and its damage is 10% similar to his qcf+A. The first hit has such slow start-up, the opponent can roll through and evade it (or even punish it with a move with faster start-up, and/or invincibility) before it connects if used in a blockstring (example. cl.C, f+B, hcb+A/C). The second hit doesn't knock the opponent down at all, which is unfavorable to maintain offensive momentum. Actually, the second hit of the light punch (A) version has a few negative frames which can cause him to be punished by a 1-frame command grab, either on block or on hit. A lot of players tend to habitually use this move because it is easier to execute as a combo than his qcf+A because of risk of misfire into his dp+A. It's best to use his qcf+A in combos (or blockstrings if you need to indulge) to avoid the risk of the opponent rolling or punishing it before or after it comes out.
- The A (light punch) version second hit is a low attack
- The C (heavy punch) version second hit is a mid attack
- Super cancel-able on the first hit when not in Max Mode
- Super cancel-able on the first and second hit in Max Mode
Combo Advice: This move combos only from his heavy attacks and his f+A command normal. If you are going to use this in a combo, be sure it connects and try to super cancel from it.
Shooting Dancer Step - (hcb + B/D)
- This move is similar in concept to his Shooting Dancer Thrust. Besides the second hit ending in a low or a mid depending on the button strength, it ends in either of his Glider Stomps (explained below). The second hit (which is an overhead) does not combo at all which can be easily avoid and seen, even if the first hit is blocked.
- Super cancel-able on first hit
- The B (light kick) version second hit has Chris flipping forward
- The D (heavy kick) version second hit has Chris flipping backward in the air
- Both second hits are overhead attacks
Combo Advice: This move combos only from his heavy attacks and his f+A command normal. Not recommend in combos at all because of its slow start-up and bad recovery.
Glider Stomp - in air, (qcf + B/D)
- Chris performs a steep angled dive kick toward the opponent which hits mid. The light kick (B) version has a very steep angle and has fast recovery, while the heavy kick (D) version has a less steep angle and has less recovery. Both of the versions put the opponent in a juggle-able state for a combo or reset, which makes the light kick version the weapon of choice for that because of the short recovery after it hits. Unlike the Glider Stomp used in his Shooter Dancer Step, these stand-alone dive kicks are not overheads. The start-up of both version are somewhat slow which can make them trick to actually land, but they can usually catch an opponent off guard once in a while if they think you are going to regular jump, and they can be useful for evading fireballs in mid-air.
- Soft knockdown
Combo Advice: Even though you cannot combo the Glider Stomp into anything, you can freely juggle the opponent afterwards, especially with the light kick (B) version. He has a very easy 40% combo juggle which starts from his light kick version of this move.
Leading High - (f + B,D)
- Chris performs his Extra Mode evade move from KOF98 with a roundhouse kick follow-up that hits as an overhead. His evade is invincible while his kick isn't. The kick is not cancel-able into his specials (only super cancel-able) and does not knockdown on hit. You can cancel into his cancel-able normals and command moves, which aren't going to combo, but will be very useful against Guard Cancel CD/Blowback attacks because of the invincibility of the evade. It's recovery on block and when it's whiffed isn't too bad but he's open to sweeps, slides and incoming hop attacks if it misses. The way to execute this move is a little tricky at first, but the way it is activate is by pianoing or sliding the buttons from heavy kick to light kick as smooth as possible after pressing or holding forward. This move does have rather slow start-up, which does not have invincibility, only during it's active frames before the kick is released.
- Overhead attack
- Super cancel-able
- Special cancel-able only in Max Mode
- Invincible start-up
Leading Low - (d + B,D)
- Similar to Leading High but the follow-up kick is a low attack which gives the opponent a soft knockdown. A little tougher to execute than his Leading High because it may misfire into a sweep. The range is a bit shorter than the Leading High kick, but it still can be used in the same form and fashion. In Max Mode it is not special cancel-able at all.
- Super cancel-able
- Low attack
- Soft knockdown
Chain Slide Touch - (qcf x 2 + A/C)
- Chris extends his palm, then slides in place forward creating multiple images of himself which hits the opponent 5 times. It gives the opponent a soft knockdown and causes them to fly across the stage. It's start-up is rather slow and doesn't have any invincibility, while it's recovery on block isn't too horrible, but it can be Guard Cancel Rolled then punished easily. You can use it to steam-roll the opponent and chip them out if their health is very low (which might take 5%) but it can be rolled through like a normal projectile or slow travelling attack. You can cancel it from any of his cancel-able normals or command normals which makes it easy to combo into...but your inputs must be clean or else it may misfire into a qcf+P or not come out at all.
- Soft knockdown
Combo Advice: Best to combo after a cl.C, f+A string or crouching B, crouching/standing A, f+A string which is bit more difficult.
Twister Drive - (qcb x 2 + B/D)
- This is basically a super version of his Hunting Air (dp+K) attack. It has invincible start-up but has a rather steep diagonal angle which may cause it to miss if the spacing is badly judged. It generates 10 hits but does less damage than his Chain Slide Touch super. It can be used as a reversal but it can be easily safe-jumped by some characters. It's rather easy to combo into with similar cancel-able properties to his Chain Slide Touch, perhaps easier to execute as well from his f+A. If this move his blocked or whiffed completely, Chris can be easily punished when he lands from the air. There is not a very large difference between the light and heavy kick versions, besides that Chris lands at a farther position in its heavy kick version.
- The light kick version (B) has anywhere juggle properties, meaning that you can freely hit the opponent that is falling from any attack that knocks down. Visual example: 
- Soft knockdown
Combo Advice: Easier to combo from the combo starters explained using his Chain Slide Touch but has lower amount of damage.
Super Desperation Moves
Chain Slide Touch - (qcf x 2 + AC)
- This is a beefed up version of his normal Chain Slide Touch desperation move that does 8 full hits and close to 35% damage to the opponent. It has very fast start-up and the attack range is quite far extending a couple of spaces beyond his crouching D (heavy kick) sweep range. There is no invincibility throughout the whole move and Chris can be knocked out of its activation after the super flash and while he is sliding forward with a projectile, or any normal outside of its range. It is also more unsafe on block than its regular DM counterpart. Aside from all those disadvantages, it is best to combo into this super either outside or in Max Mode because of its high damage output, and it can also chip the opponent fairly well (outputs around 8% of health on block).
- Soft knockdown
Combo Advice: Similar to the DM version, it is best to combo after a cl.C, f+A string or crouching B, crouching/standing A, f+A string which is bit more difficult. Also in Max Mode it's best to combo after his 1st or 2nd hit of his hcb+P attack.
Twister Drive - (qcb x 2 + BD)
- This is a beefed up version of his Twister Drive desperation move that does 15 hits and around 30% damage to the opponent. It has fast and invincible start-up similar to its DM version, but the attack range is still narrow which may be risky to use as an anti-air from an opponent coming from a far distance. Chris lands really close to the opponent when the hits are over but they can tech roll their knockdown. Similar to the DM, if this attack is whiffed or blocked, Chris is left wide and open for punishment.
Combo Advice: You can combo this in the same way like his Chain Slide Touch DM, but keep in mind that it may fully miss or not connect all 15 hits if cancelled too late because of its skinny hitbox range.
Fate of Flame - (hcb x 2 + AC)
- Chris transforms into Orochi Chris. The transformation when perform close can hit the opponent (10% damage, mid hit detection) and cause them to be momentarily stunned; enough time for a follow-up attack. The transformation lasts only a single round. Best to use this HSDM in a Max Mode combo or if you really want to play as Orochi Chris if you have the meters.
Combo Advice: Keep in mind that you can only cancel into this move from cancel-able normals and command moves, and it's best in the corner because of the push-back it gives the opponent mid-screen.
- cr.B x 3 [3 hits]
- cr.B x 3, st. B [4 hits]
- cr.B, cl. B, dp + B [3 hits]
- cr.B, st. A, st. B [3 hits]
- cr.B, cr.A/st.A/cl.B, df+B [3 hits]
- cr.B, cr.A/st.A/cl.B, f + A, hcb + A/C [5 hits]
- cr.B, cr.A/st.A/cl.B, f + A, qcf+A [4 hits]
- cl.C/cr.C, f+A, dp+B [3 hits]
- cl.C/cr.C, f+A, qcf+A [3 hits]
- The qcf+A gives the opponent a tech-able knockdown
- cl.C/cr.C, f+A, hcb + A/C [4 hits]
- air qcf+B, hcb+D, air qcf+D [4 hits]
- The damage output on this combo is 40%
- cr.B, cr.A/st.A/cl.B, f + A, qcfx2 + A/C [8 hits]
- approx. 25% damage
- cr.B, cr.A/st.A/cl.B, f + A, qcbx2 + B/D [8 hits]
- approx. 20% damage
- cl.C/cr.C, f+A, qcfx2 + A/C [7 hits]
- approx. 30% damage
- cl.C/cr.C, f+A, qcbx2 + B/D [12 hits]
- approx. 25% damage
- cr.B, cr.A/st.A/cl.B, f + A, qcfx2 + A+C [11 hits]
- approx. 40% damage
- cr.B, cr.A/st.A/cl.B, f + A, qcbx2 + B+D [18 hits]
- approx. 35% damage
- cl.C/cr.C, f+A, qcfx2 + A+C [10 hits]
- approx. 42% damage
- cl.C, f+A, qcbx2 + B+D [17 hits]
- approx. 38% damage
Max Mode Attack Strings
- cr.B, cr.A, df+B/f+B, hcb+A (2), qcfx2 + P [10 hits]
- approx. 32% damage
- You can use df+B or f+B to start a combo to go directly into hcb+A if you like.
- cr.B, cr.A, df+B/f+B, hcb+A (2), qcfx2 + A+C [13 hits]
- approx. 45% damage
- cr.B, cr.A, f+A (BC) cl.C, f+A, hcb+A (2), qcfx2 + P [12 hits]
- approx. 35% damage
- You can replace f+A with df+B if you like for a bit more damage.
- cr.B, cr.A, df+B (BC) cl.C, df+B, hcb+A (2), qcfx2 + P [12 hits]
- approx. 39% damage
- A bit more difficult to land using df+B to Max Mode activate afterwards. Must dash quickly after activation to have cl.C connect
- J.D, cl.C, df+B (BC) f+A, hcb+A (2), qcfx2 + P
- approx. 48% damage
- (crossup) j.D, cl.C, df+B (BC), cl.C, f+B, hcb+A (2), qcfx2 + P
- 50% damage
- This works because the opponents hitbox shape changes whilst backturned. It causes the cl.C to connect easier after df+B Max Mode activation.
- df+B (BC) df+B, hcb+A (2) qcfx2 + P
- approx 34% damage
- A little tricky to land at first, make sure your inputs return to neutral after Max Mode activation then proceed in canceling df+B into hcb+A.
- f+B (2nd hit) (BC) f+A, hcb+A, qcfx2 + P
- approx 30% damage
- This is against a crouching opponent that blocks the first but gets hit by the 2nd hit of Chris' overhead.
- cr. B, cr. A, f+A (BC) cl.C, f+A, qcf+A, f+D~B, cr. C, qcf+B, qcbx2 + K
- Approx 35% damage
- Be sure to super as quickly as you can after the qcf+B dash for the hits to combo properly.
- Flashy combo but doesn't do as much damage as an easier combo.
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