Regular Chris info
(Regular) Chris, hereafter called: Chris, is a mobile, high priority combo inspired fighter.
While he is mobile and has high priority under his 'belt', his combos are probably the lowest damage combos in the game, especially when you look at his 'BC' combos which do about as much damage as a Kula Korner Kombo(TM).
Anyway, Chris's basic combo is "Close C, Forward A into ...." and after that you can do his forward teleport, his + A, his anti air kick, etc. there's plenty of options.
Chris has possibly the easiest super cancel combo in the game, off of his + A(during combo) first hit, QCBx2 + K will always combo with that super cancel, so it should look something like:
"Close C or Far C(first hit), Forward A, + A, QCBx2+K(2 stocks)"
Although it looks cool to super cancel, it is likely the most overused combo in the game. And the damage isn't overly impressive, you can also use his other DM, however it does slightly lower damage, -but- it knocks the opponent far away, possibly into a corner situation.
Anyway, Chris, much like Iori, has a command throw(if it can be called a command throw) which causes the opponent to lower his guard briefly and expose his back , thus allowing a free combo. Of course, the fact that the character will be stunned longer doesn't help Chris at all, but still...
One of Chris's great advantages in the game is that he has great mobility, this is due to his good air game, his slide(best in the game) and his 'teleport' move.
His slide can be 'BC' cancelled to start a max mode combo...
His Jump D works as a cross up.
His Jump C works as quick air to air.
Chris is a mid-high tier character, based on the fact that he has high priority moves(Crouch D, Close C, Jump CD etc.) comboed with mobility and a solid air game. He doesn't have any true problem matches in 2002 and he doesn't stand at a particularly 'large' disadvantage against the top tier team, meaning, he doesn't 'hurt' as much as a lot of other characters.
Comparing him to another character, Kula Diamond, who is a mobile *low* priority character, I'd have to say that Chris basically outdoes Kula in every area, simply due to higher priority, mobility and a command throw, Kula's only edge in this comparison is her lovely corner combo and slightly more damaging 'regular' combos.
Not that it makes a huge difference, but Chris's slide is better than Kula's. Kula is cute though, so Kula > Chris !
*Note: Chris has no registered surname, and he is NOT Yashiro/Shermie's son... and yes, Chris is a boy not a girl.
It could be 'implied' that Chris stands for Christian, however it has never been stated anywhere.
Edit:
Chris under his reddish color outfit, reminds me a lot of 'Edward' from Cowboy Bebop...
2k2 - (Regular) Chris
- Archedgar
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- Kain
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Chris can be annoying. You can play mind games with him (not as annoying as Choi, but still) by using empty hops into d.B,cB, +A into whatever. This combo may nail airborne opponents just like with Iori's or Beni's d.B. d.B is also a good and fast poke that can go into the classic d.B, d.B, d.B, s.B combo. s.B is another great poke.
d.C is an underrated defense against airborne Choi, espcially his cheap +P x 4. Timing is the key.
By presuring your opponent with j.CD ad some pokes, you can use your scump spider (dp+A) to get a free combo. Try mixing some +B to keep the enemy guessing so he can eat another scum spider. Or, if he gets tired of getting nailed with a slide into BC cancel, use +B just by walking against him after lotsa pokes. It works 99% of the time against dazed opponents.
Some weaknesses:
Careful with Clark's late hop D and other high priority air-to-air moves if you get too predictable with your jump CD.
Good players know there is a small delay after +A in a blocked combo if you cancelled it into any +something. This is expressly true of top tier and Iori who only needs his +A to make you think twice about this combo.
Finally, +C deals an itsy bit more damage than +A. +A is only useful if your opponent is retarded (or dominated by your mind games)enough to block high the cC, +A, +X combo because he fears you'll use +K and cannot change their low block into high despite how Chris almost screams "Hey, I'm going to use an overhead" during +K. You'll probably get your combo countered or you're opponent will just roll into safety during the small window of lag there's between +A cancelled into +X.
d.C is an underrated defense against airborne Choi, espcially his cheap +P x 4. Timing is the key.
By presuring your opponent with j.CD ad some pokes, you can use your scump spider (dp+A) to get a free combo. Try mixing some +B to keep the enemy guessing so he can eat another scum spider. Or, if he gets tired of getting nailed with a slide into BC cancel, use +B just by walking against him after lotsa pokes. It works 99% of the time against dazed opponents.
Some weaknesses:
Careful with Clark's late hop D and other high priority air-to-air moves if you get too predictable with your jump CD.
Good players know there is a small delay after +A in a blocked combo if you cancelled it into any +something. This is expressly true of top tier and Iori who only needs his +A to make you think twice about this combo.
Finally, +C deals an itsy bit more damage than +A. +A is only useful if your opponent is retarded (or dominated by your mind games)enough to block high the cC, +A, +X combo because he fears you'll use +K and cannot change their low block into high despite how Chris almost screams "Hey, I'm going to use an overhead" during +K. You'll probably get your combo countered or you're opponent will just roll into safety during the small window of lag there's between +A cancelled into +X.
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Re: 2k2 - (Regular) Chris
The regular Chris isn't bad, but sometimes a move comes without knowing and all combos go to break. Expacially the ones when he jump's over the foe. I think he is a good fighter, but not so good for fast battlers, who wants to hit hard too.