KOF 2002 - Orochi Chris strats?

gmw

Mai's Apprentice
Joined
Apr 7, 2003
Posts
1,811
I've started playing 2002 again after leaving it for a long time, and trying to get into playing with characters I never really used much. I dig Orochi Chris a ton, but I'm having a tough time really getting into my game since I've never used any of the incarnations of Chris much at all - can anyone run down some basic strats with O. Chris for versus play like good b&b combos, good ways to set up traps, etc?
 

Mushiki

flaming petrosexual,
15 Year Member
Joined
Nov 13, 2003
Posts
11,434
I haven't played 2002 for a while, but I remember some things about Orochi Chris play.

His aereal CD has insane priority just like his aereal D, which has also a very good crossup range.

One of my favourite "standard" Chris combos is the following -

crossup jD, cB, sA, fA, hcf+D, dp+A

It's a classic Orochi Chris combo - there are also variations, all thanks to supercancels.

[BC mode] crossup jD, cB, sA, fA, hcf+D XX dp+C XX qcb, hcf+P DM (Orochinagi)
 

LWK

Earl of Sexyheim
20 Year Member
Joined
Jan 5, 2001
Posts
18,096
Dont focus your game on combos with him. His jD/jCD is pure priority and can eat dp's or you can use it to get the high up trade damage.

A good combos he has

cx jD sC fwdA bc, sC fwdA hcf D, *wait a bit*, dpc then orochinagi

This eats damage, dont bother running up for the next sC fwdA unless you dont cross up. When you cx you have the advantage of the 'push', because your op is fucked. This is how I use vanessa's infinite because its just better with a cx prior.

I use jB as my bnb started because it guarantee's the C as a link, I dont bother running jD risk unless its a guarantee, or if I am trying to control with a air game.

so bnb
jB sC fwdA hcb a/b. If its b, make sure you do hcf B if they guard the high hit. (air rebound) Also, WHENEVER you have 2 stocks do his hcb x 2 B dm as a sc cancel when the first hit of hcb A/B registers.

Mix those two variations like crazy, dont do one of them to many times, because its a risk.

cB is a pressure I use if they get scared and guard my air game.

So, jCD *guarded*, me> cB cB cB, short hop jD/jB, bnb etc.
 
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G-Product

Benimaru's Hairdresser
Joined
Sep 10, 2004
Posts
782
Cancel Chart

A B C D
standing C C X/X C
standing close C C C C
crouching C C C/X X
jumping X X X X
jumping diagonal X X X X

Special Normals

Useless Axe: Press f + A
Doomed Demon: press f + B
Amputation: press df + B

Special Moves

Flames in Need of the Sun: f, d, df + A or C (strong) SC
Flames in need of a Sun: d, df, f + A or C
The Mirrors Vanquishing Flames: d, db, b + A or C
Flames That Bite The Lion: Near opponent, b,db,d,df,f + B or D (strong) SC

Super Moves

Serpent Of The Dark Ages: d,db,b,db,d,df,f + A or C (hold to delay)

MAX 2

Serpent Of The Dark Ages: d,db,b,db,d,df,f + A + C (hold to delay)

Exceed

Orochi: Press D, C, d, C,D

Some nifty combos I found

Jumping deep D, standing close C, Useless Axe, Flames in need of the sun (C)

Jumping deep D, standing close C, Useless Axe, Flames That Bite The Lion (D)

Jumping deep D, standing close C, Useless Axe, Flames in need of the sun (C) (3 hits) Super Cancel, Serpent of the dark ages

Now some may look at Orochi Chris as soem Kyo wanna-be...wrong! Ororchi Chris may be more of a close range character with good pokes yes. Decent wake-up game as well.

Jumping D is a great combo starter and is a great cross-up

Amputation can be good to use to get close to an opponent espcially after a knock down, same with The Mirrors Vanquishing Flames (A)

his best pokes I'd say are far away C, standing close C, Useless Axe, Doomed Demon since it backs u up to safety. Crouching HP and his Flames In need of the sun are his best anti-airs.

If u get ya opponent in the corner with his command throw combo, go for a stock activate.

The Mirrors Vanquishing can be used to punish a projectile from the right range at the right time.

His Exceed does stupid damage. But he is only invicibile during the attack, on the start-up he has no invicibility.

The second hit on Doomed Demon is his only over-head.

Flames in need of a Sun is the worst projectile, it will go through a standing close opponent, comes out too slow and doesn't combo. Only use (A) from maximum sparingly for safety.
 
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