The King of Fighters '98/Orochi Chris

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Introduction

Orochi Chris aka Chris of the Flame of Destiny is actually Chris's older brother. He was always jealous of Chris's popularity and success through NAMBLA, especially even his broth didn't even have cool purple flame powers. O.Chris finally got his break, becoming the official spokesperson for the Zippo Manufacturing Company. Zippo's earnings went up tenfold, and O.Chris saw a big sum of that profit. He used this money to buy his way into the King of Fighters tournament.

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
OChris98 colorA.png OChris98 colorB.png OChris98 colorC.png OChris98 colorD.png

Gameplay Overview

O.Chris is a fast, top-tier pressure/mixup/lockdown character with high priority air/ground moves and great combo damage.

He even is considered like the best character of game by chinese top players except Omega Rugal of course.

His mixup options are almost unparalleled; he has a high/low game either from short hop or from blocked attacks, he has a scary crossup game with j.D, and he has a proximity unblockable (ie un-whiffable command throw) that can be used for attack/throw games as well as combos.

In top of that he has some of the highest priority moves in the game in j.CD, df + B, and cr.C.

He has the fastest short hop in the game, and if you pick him in Extra mode, he has the fastest dash in the game as well. His run in Advanced mode is similar to Leona/Heidern's run, in that he can run under some of the higher traveling fireballs in the game (ie the old Art of Fighting team fireballs and Takuma's).

He is a great character for a beginner, though he requires just a bit better execution than normal Chris because he gets his big damage from comboing into super rather than MAX mode.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/3/5 +4/+2 HL
Chris98 stA.png
Identical to st.A
Snkb.gif 4/3/7 +2/0 HL
Chris98 clB.png
Cancelable move that will connect vs crouchers. Usable as a meaty 'tick' into dp + A to either tick or bait a CD counter if you don't feel like doing cr.A > dp + A.
Snkc.gif 3/3+3/29 -15/-17 HL
Chris98 clC1.png
Chris98 clC2.png
Fast, chainable into command normals and specials, used as a combo starter.
Snkd.gif 3/4/18 -2/-4 HL
Chris98 clD.png
Cancelable into specials, but not command normals. More of use to O.Chris than normal Chris.
Standing Far
Snka.gif 4/3/5 +4/+2 C HL
Chris98 stA.png
Can be used as anti-air vs short hop.
Snkb.gif 7/6/9 -3/-5 HL
Chris98 stB.png
Nice speed/range mid poke. Similar to Kyo's standing B.
Snkc.gif 7/3(12)6/17 -3/-5 HL
Chris98 stC1.png
Chris98 stC2.png
Cancelable on 1st hit, one of the few cancelable far standing hard attacks. Connects on smaller crouching characters where cr.C doesn't. Has bad recovery so please whiff cancel it. Relatively slow startup.
Snkd.gif 8/4/29 -13/-15 HL
Chris98 stD.png
You can use it as an early anti-air.
Snkc.gif+Snkd.gif 15/3/28 KD/-9 HL
Chris98 stCD.png
Crouching
Snka.gif 4/3/5 +4/+2 HL
Chris98 crA.png
Use it to combo into f + A off jump-ins if you don't want to worry about not being close enough to hit cl.C. Links into cr.C.
Snkb.gif 3/4/5 +3/+1 L
Chris98 crB.png
Nice range on a cr.B and your main low tool in high/low short hop mixups.
Snkc.gif 2/7+3/17 -7/-9 HL
Chris98 crC1.png
Chris98 crC2.png
2 hits, cancelable on the first. Super fast startup and awesome priority on the first hit. Can be used as an anti-air or a ground poke to hit limbs. As an anti-air, try canceling it into a qcf + A fireball to put them in blockstun. This into hyper hop CD is a popular flowchart, but there are tons of mixups you can do, just like off of a meaty fireball. On the ground, try to whiff cancel it into something like df + B or fireball so you don't whiff the long recovery.
Snkd.gif 8/7/19 KD/-8 L
Chris98 crD.png
Very good sweep, makes Chris's hitbox shrink down. Can be used as anti-air or to beat some moves clean like Terry's Burn Knuckle, or to 'duck' under high fireballs.
Jump
Snka.gif 5/9 -/- H
Chris98 jA.png
good priority vs air-to-air.
Snkb.gif 5/9 -/- H
Chris98 jB.png
Decent air-to-ground poke at long range or air-to-air if they are slightly below you.
Snkc.gif 6/4 -/- H
Chris98 jC.png
jump-in
Snkd.gif 6/4 -/- H
Chris98 jD.png
Your main jump-in and crossup tool. The crossup hitbox is really chunky, and works well with Chris's short hop to cross up crouching opponents. You can go for a short hop D crossup after a blocked jump-in or a cr.B for example.
Snkc.gif+Snkd.gif 15/3+3 KD/- HL
Chris98 jCD1.png
Chris98 jCD2.png
The most infamous jumping move in KOF98. Comes out pretty fast for a CD, stays out for a long time, and covers a huge ass angle in front of Chris. Tons of blockstun like any CD attack. You can use this in MAX mode to trade in your favor with weaker anti-airs (ie weak DPs). If it hits on counter, of course you get another juggle hit. Most use jumping C/D/CD.
Neutral Jump
Snkb.gif 6/9 -/- H
Chris98 njB.png
Command Normals
f + Snka.gif 10/3/26 -9/-11 HL
Chris98 fA.png
Relatively fast and long range cancelable move. Other than being a combo filler, you can use it to punish some things, like incompleted Iori rekkas. Never ever end with this if your combo gets blocked, as it is very unsafe.

f + Snkb.gif

10/2(2)2/23 -5/-7 HL,H
Chris98 fB1.png
Chris98 fB2.png
2 hits, second is overhead. 2nd hit becomes cancelable and non-overhead when chained. Nice fast overhead poke to use at it's max range, and a great move to slow cancel (delay the chain a tiny bit from a cancelable attack to make the 2nd hit retain it's overhead properties). A common high/low mixup is to slow cancel into this or df + B from a cr.C.
f + Snkb.gif (cancel) 10/2(2)2/23 -5/-7 HL
df + Snkb.gif 8/13/10 -3/-5 L
Chris98 dfB.png
Low slide attack. Ducks really low and can go under Athena/Kensou fireballs as well as higher ones. Really godly ground poke. Extremely safe even if done close.

Normal Throws

  • b or f + C - Breakable, front knockdown, face forward, rollable.


  • b or f + D - Breakable, reverse knockdown, back turned, un-rollable.


D throw is preferred. Sets up a meaty qcf + A fireball, into so many mixups I lost count. Examples are short hop D -> whatever, empty short hop -> land cr.B, or hyper hop CD for blockstun and pressure.


Other Normal Moves

  • Run: O. Chris has a short hurtbox during his run and is able to pass below high moves and fireballs - similar to Iori's Maiden Masher super (qcf hcb + P).

Special Moves

  • Fire Balls (qcf + P) - A pseudo-fireball, it creates 3 flame spots that appear in sequence moving forward. A version creates them close together, C version spaces them further apart and reaches fullscreen. This is good for a lot of things; general zoning and blockstun, canceling off of cr.C as an anti-air, as a meaty wakeup, or just to simply cancel ground moves into (though you can be hit before the fireball executes so be careful). As noted above, any time it hits and you're in range, you can combo off of it.


  • Flaming Uppercut (dp + P) - Has upper body invincibility, but is nowhere near a true reversal. C version does lots of stupid hits and generally sucks, so stick to the A version if you're going to use it.


  • Flame Swipe (qcb + P) - C version is a little slower than A, but they combo from the same things. Won't combo at all on a crouching opponent, as it takes longer for the hitbox to reach low. Pretty much only for long-range punishing from f + A or comboing off of fireball from f + A when you have no meter.


  • Flame Throw (hcf + K) - Proximity unblockable. Chris's fast run/short hop makes this a very good asset in mixups. Also serves as his main meterless combo ender as explained above.

Desperation Moves

  • Orochinagi (qcb hcf + P) - A version is faster and combos from hard hits; his source of damage when he has meter. C version doesn't combo, so don't use it. MAX mode version is even slower and does more damage.


  • Hamster Flame Ball (qcf qcf + P) - Stupid move with slow startup,weird hitbox but enough active frames and bad recovery, who cares?.


Fastest Attacks

  • 0F: C throw; D throw
  • 1F: -
  • 2F: cr.C
  • 3F: cl.C; cl.D; cr.B
  • 4F: cl.A; cl.B; st.A; cr.A
  • 5F: -
  • 6F: -
  • 7F: st.B; st.C
  • 8F: st.D; cr.D; df + B
  • 9F: -
  • 10F: f + A; f + B


Combos

  • (cr.B, cr.A) / cl.B >
    • f + A >
      • DM A Orochinagi (qcb hcf + A)
      • (S)DM qcf qcf + A (Close.)
      • Flame Throw (hcf + K) > [junggler] (Omit the cr.B if done from a front jump-in.)
      • Flame Swipe (qcb + P) (Standing.)
      • dp + C (Close.)
    • Flame Throw (hcf + K) > [junggler]
    • dp + C
    • dp + A
    • df + B
    • f + B


  • cl.C / cr.C / st.C (1 hit) >
    • f + A >
      • DM A Orochinagi (qcb hcf + A)
      • (S)DM qcf qcf + A (Close.)
      • Flame Throw (hcf + K) > [junggler] (Point blank, in the corner and out of MAX.)
      • Flame Swipe (qcb + P) (Standing.)
      • dp + C (Close.)
    • DM A Orochinagi (qcb hcf + A)
    • (S)DM qcf qcf + A (Close.)
    • Flame Throw (hcf + K) > [junggler] (Close.)
    • Flame Swipe (qcb + P) (Standing)
    • dp + C (Close.)
    • df + B
    • f + B


  • f + A >
    • DM A Orochinagi (qcb hcf + A)
    • Flame Swipe (qcb + P) (Standing.)

To punish certain moves that require a fast, long range move.


  • cr.C > df + B (whiff cancel timing in case it misses)


  • cr.B, cr.B, cr.B, st.B


  • Fire Balls (fireball) (qcf + P), f + A (optional) >
    • DM A Orochinagi (qcb hcf + A)
    • Flame Swipe (qcb + P) (Standing.)


  • ... hcf + K,
    • dp + A (Out of MAX.) (Must cancel from previous move.)
    • j.D (Reset)


  • cl.D > hcf + AB

Option select.


  • Simple buffers:
    • cl.D > DM qcb hcf + A
      • qcb + D > hcf + A
    • cl.D > (S)DM qcf qcf + A
      • qcf + D > qcf + A


About (S)DM qcf qcf + A: the DM does little less damage than DM qcb hcf + A. The SDM is comboable (and it is the most damaging MAX combo) but will almost always miss the third hit (never see the full 3 hits out of TAS combo videos...), which will leave you vulnerable.


The first combo is really all you need.


Anytime you land a Flame Throw (hcf + K), you have 2 options. Either cancel the last kick into A Dragon Punch (dp + A), or wait until it recovers and super jump + D. The dp + A does more damage and knocks down, while the sj.D does less and resets.


Anytime you land a fireball from close-ish range, Orochinagi (qcb hcf + A) is guaranteed. You can do other stuff like jump-in CD or jump-in combos, but Orochinagi (qcb hcf + A) is reliable and does great damage.


The last combo listed isn't really a combo, but an option select between fireball (qcf + P) and command throw (hcf + K). If the cl.D hits, you will combo into his Flame Throw (hcf + K). If it gets blocked, you will cancel into the qcf + A fireball. You can still be hit between the cl.D and fireball, so this isn't the be-all-end-all of strings, but it's a nice tactic to be aware of.


O.Chris's combo ability gets much worse in MAX mode. He can only combo a command throw (hcf + K) off of cl.D, and the sj.D is the only option afterwards. He can't combo into Orochinagi (qcb hcf + A) at all.


Generally all combos should lead into either his command throw (hcf + K) or DM Orochinagi (qcb hcf + A).


Strategy Corner

  • MAX: cl.C > hcf + K, j.D

deals ??? than

  • cl.C > f + A > qcb hcf + A

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.