When cancelled into this kick, the overhead properties of the second hit are removed and replaced with a cancel-able property. The first hit is a mid attack while the second is an overhead.
It is very unsafe on block and has terrible recovery if whiffed, but it is special cancel-able on hit which is good if you need shorten it's recovery into something more safe.Ĭombo Advice: Can be cancelled into any of his special moves and easily into Max Mode. This command normal is best used in the middle of combos rather than on it's own. Chris spins around and swings his arms towards the opponent.Step back slightly (or stay in the same spot depending on the character), then superjump and cross them up with j.D - Empty hyper hop into a crouching B - Step forward slightly then regular jump D to cross-up - Dash forward a bit then roll for an ambiguous roll set-up - Any empty jumps into a throw if the opponent rolls Command Moves Chris grabs the opponent then tosses them a half screen distanceĪdvice: This throw gives Chris multiple okizeme options and mix-ups.Grabs and then steps on the opponent which causes them to fly and land across the stage.Jumping CD is good for air-to-air and air-to-ground attacks.Standing CD has lower body invincibility.Standing CD is whiff cancel-able and cancel-able on hit.It also has a very annoying cross-up hit-box as well. Jumping D is a very good air-to-ground attack but has a shorter horizontal range than j.B.Jumping C may whiff on some smaller characters while they are crouching.Jumping B has a very good horizontal and diagonal range which is good for air-to-air attacks, and air-to-ground attacks.Neutral jumping B has a good horizontal range which is good for anti-airing jump and super jump attacks.Jumping A has a short horizontal range and whiffs on all crouching characters except for Goro, Maxima and Chang.crouch D is a very good sweep, has a very low profile but cannot be cancelled.crouch C has very fast start-up and is a good grounded anti-air attack.crouch B hits low and has a very low profile which can anti-air some jump in attacks.crouch A hits mid and has a longer activation reach than close B.D can be used to stop incoming hop attacks but has very bad recovery and whiffs on a majority of crouching characters. C is a moderately long ranged two-hitting punch attack which the first hit is cancel-able B is good for stopping incoming hop attacks and has a farther reach than st. A is good for stopping incoming hop attacks at a close to mid range A and is also command normal cancel-able. C is good for starting mid attack combos. D can be used to stop opponents from trying to jump over Chris' head or jump out of the corner when pressured. A whiffs on crouching opponents except for Maxima, Chang and Daimon Fate of Flame - + Quick Starter Combo Reference 0 BarĬr.B, cr.A/st.A, f+A, hcb+A(1) (SC) qcfx2+A = 30%