The King of Fighters 2002/Orochi Chris

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< The King of Fighters 2002
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Movelist

Command Normals:
1. Muyou no Ono - f+A
- cancellable

2. Jukei no Oni - f+B
- cancellable on the second hit if cancelled into
- overhead on the second hit
- free cancellable out of on both hits

3. Setsudan no Koto - df+B
- low attack
- free cancellable out of

Special Moves:
1. Taiyou wo Iru Honoo - qcf+P
- Chris sends three balls of flame forward, qcf+C travels further than qcf+A
- qcf+A recovers faster, allowing you to run up or jump and continue the combo

2. Kagami wo Hofuru Honoo - qcb+P
- Chris jumps forward with a flame in front of him, traveling about a half screen distance
- qcb+C travels slightly more than qcb+A, and does less than a jab's worth of damage more than qcb+A
- this move can negates normal and DM projectiles when the flame appears in front of Chris. However, it should never be attempted to be used against DM projectiles since it is very easy to get yourself killed doing so
- free cancellable into

3. Tsuki wo Tsumu Honoo - dp+P
- dp+C is supercancellable on the third hit only
- free cancellable into
- dp+A is free cancellable out, dp+C is free cancellable out of on the first three hits only

4. Shishi wo Kamu Honoo - hcf+K
- a throw with some startup time, that doesn't have any invincibility. The opponent can mash a little bit after Orochi Chris has begun the throw, and hit him out of it
- there is generally no whiffing animation for this throw. If the hcf+K isn't going to hit the opponent (such as when the opponent is in blockstun), then close D/far D comes out instead
- can be cancelled on the last hit into any special move, although only dp+A will combo normally
- supercancellable on the last hit, although anything you supercancel into will whiff anyway, unless only the last hit of hcf+K hit the opponent (and counterhit them), which is difficult to achieve
- free cancellable out of on the first five hits

DMs:
1. Ankoku Orochi Nagi - qcb hcf+P
- qcb hcf+A comes out faster than qcb hcf+C or qcb hcf+AC

SDMs:
1. Ankoku Orochi Nagi - qcb hcf+AC

HSDM:
1. Sanagi wo yaburi, chou wa mau - D C d C D

Notes:
-cancellable normals are close A, far A, crouch A, close B, close C, far C(1), crouch C, close D(special and DMs only), jump C
-CD is cancellable into specials and DMs


Combos

Anywhere:
1. Close C, f+B, qcb+C - 25%
2. Close C, f+A, hcf+K, dp+A - 35%
3. Close C, f+A, qcb hcf+A - 40%

Maxmode:
1. ~(qcf+A, Jump D), Close C, f+A, BC, Far C(1), f+A, hcf+K(5), (C)dp+C(3), (C)qcb+P/(S)qcb hcf+A

Normal Links:
1. Close A/Crouch A, Close C/Crouch C


Strategies