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The King of Fighters '97/Orochi Chris

From SuperCombo Wiki
OChris97Win.gif

Introduction

  • How to Select the team orochi:

At the character select screen,hold the START button and then input the following code: U.pngB.pngD.pngF.pngU.pngD.png+Kof.lk.png+Kof.sp.png

NOTE: you have to have ethier orochi leona or orochi iori unlocked in order for this code to work

Strengths Weaknesses
  • Godlike jp.CD
  • high combo dmg, even from light confirms
  • great movement speed
  • good buttons
  • great high and low confirms
  • proximity unblockable that can be comboed off of.
  • lacks a good cross-ups (j.D doesn't have the same hitbox)
  • No Slide (df B)
  • Combo ability becomes worse in MAX MODE
  • extremely laggy moves that slow down the game

Movelist

Normals

Far Normals

st.A
Kof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

st.B
Kof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

st.C
Kof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

st.D
Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

Close Range Normals

cl.A
Kof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

cl.B
Kof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

cl.C
Kof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

cl.D
Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

Crouching Normals

cr.A
D.pngKof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

cr.B
D.pngKof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Low - - - - - - - - - - -

cr.C
D.pngKof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid None - - - - - - - - - -

cr.D
D.pngKof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Low - - - - - - KD - - - -

Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

nj.B
U.pngKof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

nj.C
U.pngKof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

nj.D
U.pngKof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

Blowback Attack

CD
Kof.sp.png+Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

jp.CD
Ub.png/U.png/Uf.png+Kof.sp.png+Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

Throws

Chi no Batsu
B.png/F.png+Kof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Throw - - - - - - - - - - -

Ten no Tsumi
B.png/F.png+Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Throw - - - - - - - - - - -

Command Normals

Spinning Array
F.pngKof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
- - - - - - - - - - - -

Special Moves

Taiyou o Iru Honoo
Qcf.pngP.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lp.png - - - - - - - - - - - -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sp.png - - - - - - - - - - - -

Tsuki o Tsumu Honoo
Dp.pngP.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lp.png - - - - - - - - - - - -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sp.png - - - - - - - - - - - -

Kagami o Hofuru Honoo
Qcb.pngP.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lp.png - - - - - - - - - - - -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sp.png - - - - - - - - - - - -

Shishi o Kamu Honoo
Hcf.pngP.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
throw - - - - - - - - - - -

Super Moves

Ankoku Orochinagi
Qcb.pngHcf.pngP.png (hold)
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lp.png - - - - - - - - - - - -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sp.png - - - - - - - - - - - -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
P.png(SDM) - - - - - - - - - - - -

Daichi o Harau Gouka
Qcf.pngQcf.pngP.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lp.png - - - - - - - - - - - -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sp.png - - - - - - - - - - - -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
P.png(SDM) - - - - - - - - - - - -

Combos

General notes:

  • when in max mode. moves will have more pushback which can be a problem in certian combos. Compared to most character, this is actually very bad for O.Chris for a number of reasons:
  • 1. The added pushback on buttons can cause his dp C to not work after his main confirms into f.A (forcing you to do just cr.B,cr.A or just cl.C into dp C)
  • 2. Orochinagi won't combo from anything and qcfx2 P will always whiff the next 2 hits outside of one combo.
  • 3 (worst of all). It will cause hcf C to whiff in almost every combo scenaro except just doing cl.C / cl.D. While you can do an almost TOD combo in MAX MODE with cl.D,hcf C, the loss of being able to confirm into hcf C (and dp C technically) really hurts O.Chris

all these 3 factors combinded makes O.chris combo ability MUCH WORSE when in MAX MODE compared to most characters

meterless

(midscreen)

  • cr.Bx1-2, cr.A, f.A, dp C

O.Chris's main meterless low-confirm combo. This hit-confirm pretty much covers what your gonna do with O.chris. Deals good dmg for a hit-confirm. If your out of range for the command grab to connect then resort to dp C instead. you can also add in another cr.B but the timming is difficult so it's better to just stick to one cr.B.

  • cr.B, cr.A, f.A, hcf C, CD / run-up dp A

O.Chris's main meterless low-confirm combo if your in range for the command grab to connect. Unlike in later games you can follow-up with a few things from command grab, both CD and dp A do simallar dmg with CD doing slighty more dmg and giving slighty better oki since you can cancel into qcb P to be in a decent oki posotion (well unless they tech-roll the KND). Be aware that the command grab will often whiff if the hit-confirm is done slighty further out.

  • cl.C / cl.D, f.A, dp C

High dmg meterlesss heavy combo. This combo can only be done without a jump-in as implementing one pushes the opponent too far out for dp C to connect.

  • (j.X), cl.C / cl.D, dp C / hcf C, CD / run-up dp A

O.Chris's main meterless jump-in and heavy combo. Hcf C does more dmg and gives better oki, while dp C has better concistency.

  • (counter-hit), jp.CD, jp.CD

O.chris Jp.CD is very good,so if you ever get a counter hit from it you can follow-up with another one

with meter

(midscreen)

  • cr.B, cr.A, f.A qcb,hcf A

Orochi Chris's main metered low combo. if your having 'trouble' inputing the super, input it as cr.A,f.A,hcb,f A

  • cr.B, cr.A, f.A, hcf C, qcb,hcf A / qcfx2 A

More damaging variation of the combo above, both supers deal about the same dmg.

  • (j.X), cl.C / cl.D, f.A, qcb,hcf A

O.Chris's main metered jump-in and heavy combo.

  • (j.X), cl.C / cl.D, hcf C, qcb,hcf A / qcfx2 A

Alternate combo to the one above

  • cl.D, hcf C, qcfx2 P

An almost TOD combo that can only be done in MAX MODE but since you sacrifice alot of combo ability for just ONE combo, it's not really worth it IMO (maybe outside of certian punsih senario's). Remember to slightly delay the qcfx2 P super so that you can get all 3 hits of the super

Strategy

Game Navigation

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EX/Boss Characters
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