_ \    _ \    _ \     __|   |  |  _ _|       __|   |  |   _ \  _ _|    __|
 (   |     /   (   |   (      __ |    |       (      __ |     /    |   \__ \
\___/   _|_\  \___/   \___|  _| _|  ___|     \___|  _| _|  _|_\  ___|  ____/


                       -HONOO NO SADAME NO CHRIS-

                     The Top-Tier Orochi Chris Guide

                      For The King of Fighters '98

                          Applicable on Arcade

                              By Orochi K

                   kartelkertra <at> caramail <dot> com

                        v Final - April 29, 2002

=============================================================================


© 2001-2002, Orochi K. All rights reserved.

This FAQ is for personal use only. Do not distribute it or use it for
profitable purposes. If you want to post  this FAQ on a website, contact me
before doing anything. Plagiarism is a crime, just ask. I have no objection
on my FAQ being posted on someone else's website but you must give credit
where it is due.

Also, please keep in mind that under no circumstances, are you allowed to
make any changes to this FAQ! It must remain as it is and moreover, you are
not allowed to rip off part(s) of this FAQ to put in another FAQ. No
banners or advertisements are to be attached to it and it must remain in
its original form (NO HTML!). Moreover, the site must be a non-commercial
and non-profitable one.

The King of Fighters '98 "Dream Match" © SNK.
Orochi Chris © SNK.


____CONTENTS_________________________________________________________________


1. >>>>> Why? Why? Why?
2. >>>>> Why choose Orochi Chris?
3. >>>>> Does he have special moves?
4. >>>>> Should I use his special moves?
5. >>>>> Can I link or chain his moves?
         - Combos without command moves
         - Combos with command moves
6. >>>>> So, how do I adapt to each situation?
         - When opponent is a turtler
         - When opponent is a freakin' aggressive psycho
         - When opponent doesn't know how to move and just defends
         - When you are pretty close to opponent
         - When opponent takes himself for the centre of the world
         - When opponent is silly and gets cornered
         - After opponent eats dust
         - As wake-up
         - To MAX or not to MAX (Advanced)
         - b / f + AB (Advanced)
         - Advanced vs. Extra
         - Recommended general strategies / Flowcharts
7. >>>>> Are his normal moves useful?
8. >>>>> Still rambling on?
9. >>>>> Have you done your homework?
10. >>>>> Got anybody to thank?



____WHY? WHY? WHY?___________________________________________________________


Since there is no guide for Orochi Chris and I happen to use him a lot,
I'm writing this so you people can become top-tier with him. However, please
note that this is more of an advanced guide. I won't cover his background
info nor his normal moves because he doesn't really rely on those. Instead,
I'll bring forward an analysis for each of his moves, his combos and tips on
using him as well as some specific situation strategies.



____WHY CHOOSE OROCHI CHRIS?_________________________________________________


All right, I'll admit it: he's been toned down. But that doesn't prevent him
from still being a deadly player in the hands of someone who knows how to
play him. Besides, there are a lot of reasons to using him and these are:

a) He is an OROCHI (like me :)).

b) He is top-tier.

c) He wields purple flames.

d) He can be cheap.

e) He is top-tier. Wait, I already said that...



____DOES HE HAVE SPECIAL MOVES?______________________________________________


Yes! Otherwise, what the hell would he be doing in the game?! Sheesh!!

This list has been extracted from Kao Megura's movelist (which is available
at GameFAQs).


- THROWS --------------------------------------------------------------------

Chi no Batsu  :  When close, b / f + C

Ten no Tsumi  :  When close, b / f + D

- COMMAND MOVES -------------------------------------------------------------

Muyou no Ono  :  f + A

Jukei no Oni  :  f + B

Setsudan no Koto  :  df + B

- SPECIAL MOVES -------------------------------------------------------------

Taiyou o Iru Honoo  :  qcf + P

Kagami o Hofuru Honoo  :  qcb + P

Tsuki o Tsumu Honoo  :  f,d,df + P

Shishi o Kamu Honoo  :  When close, hcf + K

- (SUPER) DESPERATION MOVES -------------------------------------------------

Daichi o Harau Gouka  :  qcf,qcf + P

Ankoku Orochi Nagi  :  qcb,hcf + P  (hold P to delay)


And there is a description of each of these moves in the next section. Isn't
that cool? =)


____SHOULD I USE HIS SPECIAL MOVES?__________________________________________


Yes! And what kind of dumb question is that?! Okay, here's an analysis of his
moves and comments on how to use them. The movelist has been extracted from
Kao Megura's excellent FAQ found at GameFAQs. If you're new to KOF and don't
understand the terms and notations, I highly recommend you check out his
guide.

The names in brackets under the Japanese ones are the English translations
and I'll be using these when designating moves in any further section.


-----------------------------------------------------------------------------
Chi no Batsu          When close, b / f + C
[Punishment of Blood]
-----------------------------------------------------------------------------

Chris will briefly hold the opponent by the upper body and will then quite
literally walk on them and during this motion, he'll kick them thrice. As he
finishes, he'll leap back about 3/4 the screen distance and land there.
This is a regular throw but the fact that Chris leaps away and will land
safely out of reach of the opponent is an excellent bonus.

Once you manage to pull the Punishment of Blood, you'll be able to re-think
your strategy during that small time where there is a distinct distance
between you and the opponent. One thing you may do is to pull the Sun Frying
Blaze as soon as you can move again but more on that later!


-----------------------------------------------------------------------------
Ten no Tsumi          When close, b / f + D
[Sin of Heaven]
-----------------------------------------------------------------------------

Chris will hold the opponent and will do a small cartwheel to throw them
on the other side. The Sin of Heaven thus makes you switch sides with the
opponent and is very useful in getting out of corners.

When the opponent is throw, Chris remains in his place such that you'll be
quite close to him as he's getting up and you'll be able to take advantage
of the situation. But you'll still need to be fairly quick though and to
trap the opponent again, thus preventing them from escaping.


-----------------------------------------------------------------------------
Muyou no Ono          f + A
[Futile Axe]
-----------------------------------------------------------------------------

Chris will quickly turn around once as he clasps his hands together and
proceeds to hitting them hard in the stomach. The move is a bit slow to come
out but has quite good recovery which is really surprising since he turns
round when he performs it.

The Futile Axe is a cancellable and you can put a special move just after it
for a neat combo. The Dark Great Serpent Mow Down, when not delayed and when
pulled quickly enough, will combo onto it.

When using it alone, you should however be careful because the move can be
seen coming and if your opponent guesses right, chances that you'll be
countered are very high. It is still useful in those situations due to its
splendind range. Trust me, you can pull this a lot but people will never
be able to predict exactly the range of the swift punch.

The best way of using this (besides using it in damaging combos) is to walk
back and to pull it suddenly as the opponent comes towards you. He'll very
likely eat it and you can then cancel it into a special move.


-----------------------------------------------------------------------------
Jukei no Oni          f + B
[Demon's Severance]
-----------------------------------------------------------------------------

Chris will support himself on his hands and will kick the opponent twice.
The first kick hits low while the second is an overhead. If you cancel into
the Demon's Severance, the second hit no longer acts as an overhead but you
then have the possibility of adding a special move afterwards.

The Demon's Severance is fairly quick to come out and has a nice recovery
even when used alone. It doesn't have that much of a range though which
means you'll need to be quite close to the opponent if you want to use it.
Keep it exclusively for combos, that's where it shines!


-----------------------------------------------------------------------------
Setsudan no Koto          df + B
[Judging Harp]
-----------------------------------------------------------------------------

This is a slide attack and needs to be blocked low. Chris will crouch and
will slide for about 3/5 the screen distance. It's rather slow to come out
but Chris is quick to move forward and recovers quickly from the move.
The Judging Harp is comboable after any normal attack and you can use it in
combos.

Don't abuse it though because it can be seen coming a while away. It's
useful against air opponents as they are landing and can be used for
poking as long as you refrain from testing it against a cornered opponent.
Moreover, just like Iori's Maiden Masher, the Judging Harp will allow you
to slide under, and thus avoid, those mid-level projectiles (the same ones
that Iori can avoid with his DM).


-----------------------------------------------------------------------------
Taiyou o Iru Honoo           qcf + P
[Sun Frying Blaze]
-----------------------------------------------------------------------------

The Sun Frying Blaze is his projectile. Both can do up to 3 hits.

(A) version: The weak version is quicker to come out and it travels about
3/4 the screen distance. It also travels slower and the blasts fade away
less quickly than its stronger counterpart.

(C) version: Comes out rather slowly but moves on quickly and goes the whole
screen. However, if there indeed is a screen distance between you and the
opponent, only 1 hit of the move will connect but that's still enough and
does substantial damage. If you pull this against a cornered opponent such
that it hits, you can them jump forward with the heavy attack and it will
connect as a combo. But you need to time everything right though!

Sadly, both versions are not comboable because in each case, Chris takes
some time to come out and the opening frame has a lag. Worst of all, this
frame makes the Sun Frying Blaze ineffective from up-close. If you're quite
close to the opponent, the blast will just miss them and appear behind
them.

This occurs because as Chris forms the first blast, he does it at a certain
distance from his body. So, if you're quite close to the opponent, the
first blast will appear after the opponent and whenever this happens, you
can just bet you're in very big trouble. Chris will still hold the flame
and your opponent will be able to pull out anything to punish you.


-----------------------------------------------------------------------------
Kagami o Hofuru Honoo          qcb + P
[Mirror Slaying Blaze]
-----------------------------------------------------------------------------

Kinda like Iori's Claw Comb. Chris will lunge forward with his hand engulfed
in his purple flames and the opponent will burn on being hit before being
knocked down.

(A) version: The weak version is quicker to come out but has less range --
about 1/2 the screen distance. Chris also moves slower as he lunges at the
opponent. Good recovery.

(C) version: The strong version takes a bit more time to come out but
has a much better range -- about 3/4 the screen distance. Chris is quicker
performing the move and he'll also rise a tad higher. He takes some time
to recover though.

The Mirror Slaying Blaze is quite a good anti-air too but timing is crucial
when using it against aggressive air-borne opponents. Still, it will save
your ass more than once and it's very effective against grapplers. Both
versions are comboable after a normal move or his cancellable command moves.

The Mirror Slaying Blaze is an excellent move as it allows you to travel
forward and to get close to the enemy and hopefully do some tick damage at
the same time.


-----------------------------------------------------------------------------
Tsuki o Tsumu Honoo          f,d,df + P
[Moon Clipping Blaze]
-----------------------------------------------------------------------------

His basic anti-air but it's been toned down a lot compared to '97.

(A) version: The weak version does only 1 hit but on the other hand, it's
safer as it has a much better recovery time. It is also quicker to come out.

(C) version: The strong version is slow to come out but does 4 hits and is
quite damaging at that too! Chris will move forward as he performs the strong
Moon Clipping Blaze. He'll actually pull two weak ones and finish with a
one that reach higher and hits twice, linking them all together. He's slow
at doing it though.

The Moon Clipping Blaze is your typical-anti air move although the uses of
the strong version are more on the cheap side if you can time it well. You
can combo onto these for greater damage.


-----------------------------------------------------------------------------
Shishi o Kamu Honoo          When close, hcf + K
[Limb Biting Blaze]
-----------------------------------------------------------------------------

The Limb Biting Blaze is an unblockable move where Chris will punch and
kick them slowly for a 6-hit combo. This is, without doubt, Chris' best move.
The animation is simply awesome as you'll really see Chris break open the
opponent's guard by slapping their hands before proceeding to hit them with
all his might.

The Limp Biting Blaze is comboable after a normal move and you'd be better
putting it in combos most of the time (remember that it's a close move
though).


-----------------------------------------------------------------------------
Daichi o Harau Gouka          qcf,qcf + P
[Fire of Sin that Sweeps Over The Earth]
-----------------------------------------------------------------------------

Chris will form a shield around his body and will charge towards the
opponent and if they're hit, they will be sent flying while they're consumed
with the purple flames. You can also notice how Chris jumps up at the end
but the shield moves on alone until it leaves the screen. Isn't that nice
to look at? =)

The DM does only 1 hit and Chris will just move forward before he gets
separated from the shield. During the SDM, he will actually move across the
screen thrice -- he'll go towards the opponent once, come back again in the
same way and charge forward a third time before he jumps up from the shield.

However, although it seems a 3-hit SDM, its maximum number of hits is, in
fact, 2 as the opponent will be knocked down after being hit twice. Indeed,
the first hit will juggle the opponent and the next one will knock them
if the move fully connects on either the first or the second hit. If it's
successful on the third hit, the opponent will be sent flying away.

The Fire of Sin that Sweeps Over The Earth is a real beauty as SDM since your
opponent needs to keep blocking for quite a long time. If you're facing a
newbie, he'll most likely eat it as he'll release his guard after Chris has
charged once. Moreover, the tick damage too is great.

The first frame has invincibility but it's very quick. But you can just note
that O. Chris cannot be punched or kicked out of it once he gets to jump
before ducks again and forms the shield.

Sadly, neither version can be comboed which means you have to be extremely
careful when using it. Due to this, this makes it quite useless and you'll
surely use the Dark Great Serpent Mow Down instead just like me. The best
moment to pull this (S)DM is to do it just as an opponent lands after a jump.
But you will still need to time it right such that it really hits.

Even then, the SDM is quite useless because it will be doing only 1 hit since
the enemy will be air-borne when you pull out the move. Believe it or not,
the only purpose of the SDM is to cause tick damage when I desperately need
it. Otherwise, there's no way in hell I'm using it.

To add on top of all that, the recovery time also sucks. If it's the SDM,
you can still count on the fact that the opponent will be busy wondering
when the move will stop but as DM, you'll easily be punished.


-----------------------------------------------------------------------------
Ankoku Orochi Nagi          qcb,hcf + P  (hold P to delay)
[Dark Great Serpent Mow Down]
-----------------------------------------------------------------------------

C'mon, there's "Orochi Nagi" in it...Do I really need to give a description
and comments?

Just as the name implies, the Dark Great Serpent Mow Down is similar to Kyo's
Orochi Nagi -- the only changes are the flame color and Chris looks way
cooler as he delays the move with only one finger. Bad side is that his body
does not burn but hey, does that matter?!

The DM does only 1 hit while the SDM does the whooping usual 3 hits and BIG
damage. Sadly, only the weak DM is comboable. The strong DM takes some time
to come out even when you don't delay it and it is impossible to include it
in combos.

The SDM isn't comboable, even the weak version due to the lag. It's good for
confusing opponents alone but no need trying to include it in combos.



____CAN I LINK OR CHAIN HIS MOVES?___________________________________________


I'm breaking the combo section into 3 parts:
· Combos without command moves,
· Combos with command moves.

This is because his combos involving his command moves are harder to pull.


-----------------------------------------------------------------------------
Combos without command moves
-----------------------------------------------------------------------------


* Stand A -> stand A
 [2 hits]


* Crouch A -> crouch B
 [2 hits]


* Jump D -> stand C
 [2 hits]


* Jump D -> crouch C
 [3 hits]
 = his crouch C does 2 hits, I'll talk about that in the Strategy section
   and you can find some notes in this combo section too as you scroll down


* Stand C -> qcb + P
 [2 hits]


* Stand C -> f,d,df + A
 [2 hits]


* Stand C -> f,d,df + C
 [5 hits]


* Stand C -> (close) hcf + K
 [7 hits]
 = you need to be close to the opponent _as_ you're pulling the standing
   strong punch for this combo to work


* Stand C -> qcb,hcf + A -DM-
 [2 hits]
 = DM only and it's also quite tough to perform


* Jump D -> stand C -> qcb + P
 [3 hits]


* Jump D -> stand C -> f,d,df + A
 [3 hits]


* Jump D -> stand C -> f,d,df + C
 [6 hits]


* Jump D -> stand C -> (close) hcf + K
 [8 hits]
 = best done against a cornered opponent, still possible anywhere but the
   jump D tends to screw everything and the Limb Biting Blaze will not
   connect -- no kidding, it is tough to perform _even_ in the corner


* Jump -> stand C -> qcb,hcf + A -DM-
 [3 hits]
 = insane combo that is very difficult to perform


|The following which involve the crouch C can only be done when the crouching
strong punch is cancelled after the first hit. If you let the full 2 hits
of the move connect, you won't be able to add in any special moves.|


* Crouch C -> qcb + P
 [2 hits]


* Crouch C -> f,d,df + A
 [2 hits]


* Crouch C -> f,d,df + C
 [5 hits]


* Crouch C -> hcf + K
 [7 hits]


* Crouch C -> qcb,hcf + A -DM-
 [2 hits]
 = his hardest combo


-----------------------------------------------------------------------------
Combos with command moves
-----------------------------------------------------------------------------


* Stand C -> df + B
 [2 hits]


* Cross-over D -> stand C -> df + B
 [3 hits]


* f + A -> qcb + P
 [2 hits]


* f + A -> f,d,df + A
 [2 hits]


* f + A -> f,d,df + C
 [5 hits]


* f + A -> qcb,hcf + A -DM-
 [2 hits]
 = it's not that hard to pull once you get the thang of it


* Stand C -> f + B
 [3 hits]


* Stand C -> f + B -> qcb + C
 [4 hits]
 = I don't really know why this happens, but if you pull the weak version
   of the Mirror Slaying Blaze, you'll get only a 3-hit combo although
   the move does seem to combo in


* Stand A -> stand A -> f + A -> qcb + P
[4 hits]
= your ultimate combo if poking is successful :)


* Stand C -> f + A -> qcb + P
 [3 hits]


* Stand C -> f + A -> f,d,df + A
 [3 hits]


* Stand C -> f + A -> f,d,df + C
 [6 hits]


* Stand C -> f + A -> qcb,hcf + A -DM-
 [3 hits]


|For the following combos, replace cross-over by normal jump if the opponent
is cornered. It is better to start with a cross-over when the opponent is
not cornered because the jump D, coupled with the Futile, Axe tends to
push him away and you'll have trouble making the following move connect.|


* Cross-over D -> stand C -> f + A -> qcb + P
 [4 hits]


* Cross-over D -> stand C -> f + A -> f,d,df + A
 [4 hits]


* Cross-over D -> stand C -> f + A -> qcb,hcf + A -DM-
 [4 hits]
 = hard combo


* Jump D -> stand C -> f + B
 [4 hits]


* Cross-over D -> stand C -> f + B -> qcb + P
 [5 hits]


|The following which involve the crouch C can only be done when the crouching
strong punch is cancelled after the first hit. If you let the full 2 hits
of the move connect, you won't be able to add in any special moves.|


* Crouch C -> f + A
 [2 hits]


* Crouch C -> f + A -> qcb + P
 [3 hits]


* Crouch C -> f + A -> f,d,df + A
 [3 hits]


* Crouch C -> f + A -> f,d,df + C
 [6 hits]


* Crouch C -> f + A -> qcb,hcf + A -DM-
 [3 hits]
 = very hard combo


As you can see, Orochi Chris doesn't have too many combos and some of his
best combos are quite hard to perform due to the Futile Axe. The way it comes
out makes the timing to get his DM to connect very crucial and you need to
practice his combos a lot to master them.



____SO, HOW DO I ADAPT TO EACH SITUATION?____________________________________


I'll be giving brief ways to how to fight and to use Orochi Chris depending
on how the opponent plays and the distance between the two of you.


-----------------------------------------------------------------------------
WHEN OPPONENT IS A TURTLER
-----------------------------------------------------------------------------

If your opponent is a turtler, you can relax because you're in for an easy
win. Hop back too as the round starts and pretend you're also a defensive
player. The opponent will very likely be content with this and will start
with his turtling skills. It is important there is about 3/4 the screen
distance between you.

As the opponent turtles, perform the strong Sun Frying Blaze and he'll very
likely eat it. Even if he manages to avoid it and proceeds to jump at you,
reply with the Moon Clipping Blaze or jump at him with a C attack. You'll
have priority in either case.

Otherwise, your best DM in this situation is the Fire of Sin that Sweeps Over
The Earth because it travels forward and your opponent will be confused if
you indeed pull the SDM. Don't take the risk of jumping into your opponent
even when you're pretty sure you'll hit him. Keep using the Moon Clipping
Blaze and wait for him to come.

As a further note, Orochi Chris's crouch C is an excellent anti-air and has
excellent priority. If you cannot use your special move, you can use it but
you need to be very careful with the timing.



-----------------------------------------------------------------------------
WHEN OPPONENT IS A FREAKIN' AGGRESSIVE PSYCHO
-----------------------------------------------------------------------------

Although Chris has the Moon Clipping Blaze which is a good anti-air, this
won't be enough against overly aggressive players. Again, I'll stress upon
the usefulness of his crouch C. By the way, you should note that his crouch
C is interruptable on the first hit and if you think a special move will
fully connect, go for it.

So, use the Moon Clipping Blaze but only when the chances that it'll work
are high. The problem is that Orochi Chris takes some time to pull either
version and this can be a real drag against fast players as they'll have
more priority and you'll probably never even see the move.

Your jump CD is a kick-ass air move and has very high priority. It'll take
out most moves and you can rely on it a lot if you want but keep in mind
that Chris isn't really good as an air opponent. Still, the jump CD kind of
makes up for that.



-----------------------------------------------------------------------------
WHEN OPPONENT DOESN'T KNOW HOW TO MOVE AND JUST DEFENDS
-----------------------------------------------------------------------------

Actually, you can just refer to the turtlers' strategy since they're pretty
much the same thing.

Another thing you can do against defensive players is to jump in with A or
B. If you still pull it but do it such that it misses, then that's still
better. As you land, quickly perform a stand C and combo with the Limb Biting
Blaze. Of course, any move will do but the close move is the best choice.
But NEVER do this against grapplers since their throws will always get you
as you're stupid enough to land of them.

You can also go for the projectile for tick damage but you run the risk of
getting countered. The jumping attack <-> link combo always works best and
Chris's size enables him to quickly get out of close situations if there
ever is a need to do so. Poke your opponent a lot and as they get confused,
pull a damaging combo when they least expect it.



-----------------------------------------------------------------------------
WHEN YOU ARE PRETTY CLOSE TO OPPONENT
-----------------------------------------------------------------------------

Rejoice 'coz you have a cancellable and that's always deadly when there isn't
much of a distance between you and the opponent. You can perform the Futile
Axe and if it connects, cancel it into a move or a DM if you can. The range
of the move will take even some unsuspecting opponents by surprise and you
can rely on it even as a poking tool.

If your opponent is the rolling type, greet them with the Limb Biting Blaze
or the Fire of Sin that Sweeps Over The Earth as they get up if you do have
a power stock. Rolling opponents are quite easy since the Limb Biting Blaze
is unblockable and they'll always eat it provided you pull it at the right
moment.

His stand C is always good and has nice priority. It can even break into
some of those slower moves and you just need to cancel into it and you'll
have done enough damage from up-close. Remember that his Sun Frying Blaze is
usess against close opponents though, don't ever make the mistake of using
it in such cases or you'll be pretty much dead.



-----------------------------------------------------------------------------
WHEN OPPONENT TAKES HIMSELF FOR THE CENTRE OF THE WORLD
-----------------------------------------------------------------------------

It actually depends on your own play-style when the opponent is at mid-range
but here are some stuff you need to take into consideration as you wield
those purple flames.

This is where the Sun Frying Blaze will shine. Use the weak version only as
the recovery for the strong one can prove fatal but you can still retaliate
with an anti-air if the move misses. A good way of confusing the opponent
is to do a far C and to cancel it on the first hit into the Sun Frying Blaze.
This isn't a combo but your opponent will try to take advantage of the lag
of your far C and as they desperately go for it, the Sun Frying Blaze will
connect.

And you're still safe because the far C has good priority and if ever you
cannot cancel it for any reason, the second hit still counts and can break
through the opponent's animation.

The strong Moon Clipping Blaze is also useful as Orochi Chris goes forward
when he performs it. It's rather risky against grapplers though because they
can roll and then throw you from behind while you are still performing the
move. Still, you can try and do it to get close to the opponent. What may
happen is that once the opponent will still be blocking although you are just
recovering -- this occurs because the move has such a long animation -- and
you can then use the Limb Biting Blaze as you'll now be close to them.


-----------------------------------------------------------------------------
WHEN OPPONENT IS SILLY AND GETS CORNERED
-----------------------------------------------------------------------------

If the opponent is really that silly, don't ever let them get out and mix
all the following to make his life difficult. Getting cornered in KOF is
the worst thing that could possibly happen, so just don't let that happen to
you. Orochi Chris is only average in corner situations -- I mean, comparing
him to guys like Kyo, Terry or Clark -- but he still has his own techniques
to abuse!

· Poke the opponent with your standing and crouching A. If you keep on doing
 this quickly and never stop, you will cause guard crush. When this happens,
 cancel into a move and go for your most damaging combo.

· Jump and do a crouch C. This is really annoying for your opponent and
 you'll _enjoy_ doing that. The chances that your opponent will eat the
 crouch C are very high because the lag of the move fools him into attacking
 you. However, the opening frames have very high priority and will almost
 always break onto anything. You may then cancel into a move after the
 first hit.

· Quickly jump with or without attacking and as you land do a stand C and
 follow with the Limb Biting Blaze. But if you can pull the jumping attack
 too, use it because all will connect since the opponent is cornered.

· Jump in with your CD attack and your opponent will block. Once you land,
 pull the Limb Biting Blaze -- another way to get the move to connect
 successfully. But never use the stand CD attack though.



-----------------------------------------------------------------------------
AFTER OPPONENT EATS DUST
-----------------------------------------------------------------------------

Your best bet in this situation is the (C) Moon Clipping Blaze but be warned
that it isn't always helpful. Why the Moon Clipping Blaze in particular?
Simple! In most cases, your opponent will either roll or he'll attempt to
attack you, hoping to take you by surprise. By pulling the Moon Clipping
Blaze, you'll have a chance of hitting them as they recover from the roll
or if they do attack, it is quite probable that the move will win over
their lame attempt.

The Sun Frying Blaze is also good but it's not that recommended because it
gets rather predictable and the invincibility time of the roll messes
everything up. It does work but you need to time it and skill is required.

And, of course, jump/stand CD will always work as long as you pull those
at the right time! :)



-----------------------------------------------------------------------------
AS WAKE-UP
-----------------------------------------------------------------------------

There are various things you can do after you're knocked downed and as you're
getting up. But before I continue, must I really tell you that all this can
be done only when you have not recovery rolled?! I guess not.

One can't help getting knocked down in the game. Otherwise, you really are
a god and I have nothing more to tell you. Still, getting up after being
knocked down is an art and should be done well so as not to give your
opponent that wonderful feeling of near victory.

If, on waking up, your opponent is at mid range, the best thing you can do
is to whiff a crouching weak punch and to immediately do the weak Mirror
Slaying Blaze. Chances that it'll connect are high and even if it misses,
you'll be close to the opponent where you'll be able to do big damage with
a standing strong punch and the Limb Biting Blaze.

If the opponent is really far away, go for the strong Sun Frying Blaze
instead. It'll be safe to pull since there's a great distance between you and
he can't possibly retaliate. From here, you can either jump in with your
jump CD and trap him by applying a lot of pressure.

If the opponent is close, try doing the Limb Biting Blaze as soon as you get
up but I should probably warn you that this is hard to do. IMO, the best
thing to do in this case is to either whiff some low punches or do a stand
CD.

These are just the best things that you can do. However, you can still try
new things depending on what type of player your character is. Anyway, don't
just get up quite normally for Chris' sake (pun intended :)). This only adds
insult to injury -- get up with an attack.

Something that you also must not do -- and which I just know you would have
done if you weren't here, reading this guide -- is to back and get away as
soon as you get up. This is just plain stupid with Chris. Attack as soon
as you get up. Why? Because since he's beaten you and is feeling superior
right now, your opponent's guard is down and you should try to take advantage
of that.



-----------------------------------------------------------------------------
TO MAX OR NOT TO MAX
-----------------------------------------------------------------------------

[This section focuses only on Orochi Chris in Advanced Mode.]

Ever since the Advanced system was introduced in '97, there has always been
speculation as to whether it was necessary to enable the timer even when
you wouldn't really pull any DM. This is even more present in '98 due to the
fact that the timer now disappears after you pull one DM.

So, the question is: can I use power stocks merely to make Orochi Chris
become MAX but not bother about pulling the SDM?

As you probably already know, MAX makes you deal more damage and a lot of
other advantages. I won't be listing them here since this stuff doesn't
belong to a top-tier character guide but if you need more info, consult
Kao Megura's FAQ.

With Orochi Chris, you can go about using power stocks for everything other
than SDM's. This is mainly because he has no SDM combos and if you're going
to waste 2 stocks to pull a SDM that won't even connect, stop playing right
now.

Which is why I'll encourage you to use his stocks for emergency escapes,
guard cancels, etc...These are important features and since Orochi Chris
isn't that good with SDM's, that's an even better reason to use all the
features to full extent. You can enable the timer too just for the sake of
being more powerful, it's very useful. Don't bother pulling out the SDM
except when you feel that it will really connect, the timer alone will help
you.



-----------------------------------------------------------------------------
B / F + AB (ADVANCED)
-----------------------------------------------------------------------------

Besides the regular advantages, his roll enables you to pull the Limb Biting
Blaze more often. Simply roll forward or back as required and get close to
the opponent to pull the move. This technique works best against opponents
who are getting up. If you time it right, Orochi Chris will be behind them
when they're up and you won't have any difficulty pulling the move. If you're
lucky, you may even be able to pull a standing C since the opponent may be
caught off-guard.

Otherwise, use your roll a lot when in Advanced Mode. Another use for it is
to get close and throw your opponent. It will work most of the time since
throws are unblockable and you'll take the opponent by surprise.



-----------------------------------------------------------------------------
ADVANCED VS. EXTRA
-----------------------------------------------------------------------------

I understand that some people may feel more comfortable with one mode and
will thus use that one but I'll be frank: Chris is mainly meant to be used
in Advanced mode. Note, he is still good in Extra but has some drawbacks
and you won't have the ability to use him well due to those.

Pulling the Limb Biting Blaze is much easier in Advanced mode while it is
fairly difficult to pull in Extra mode.

Of course, you still have the "against CPU"-technique of

Jump move (miss) - L.B.B.

but there's no way you're going to pull that against a human opponent!

Also, Orochi Chris' Advanced roll is extremely quick and it allows you to
switch sides quickly with your opponent and this alone is a deciding factor
as long as you don't abuse it.

Of course, some of you may be Extra mode users but you'll be missing the
best part of Chris if you do that.



-----------------------------------------------------------------------------
RECOMMENDED GENERAL STRATEGIES / FLOWCHARTS
-----------------------------------------------------------------------------

The best starter is the jump CD but if you like to use combos -- and you
should since this is KOF for God's sake -- use the jump C. Yes, jump C! I
actually find it better than the jump D because the latter is rather awkward
to come out and it may cause you to mess up your next hit whatever that is.

However, if you are going for the cross-over, use D all the time because
it has a cool range and Orochi Chris recovers very quickly from it and you
can pull whatever you want once your recover for a nice combo. Jump in with
the strong kick and if you can include a command move after the ground
attack, that's even better.

Anyway, there are various patterns you can use but I'll be giving the best
and safest one. You can easily make your own from my own flowchart.


~ FAR / CLOSE ~


|¯¯¯¯¯¯¯¯¯¯¯|       |¯¯¯¯¯¯¯¯¯¯¯¯|       |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|  Jump CD  | ----> |  stand C   | ----> |  Sun Frying Blaze   |
|  Jump D   |       |  crouch C  |       |  Limb Biting Blaze  |
|___________|       |  (1 hit)   |       |_____________________|
      |             |            |
      |              ¯¯¯¯¯¯¯¯¯¯¯¯                 /|\
      |                                            |
      |
      |                                      |¯¯¯¯¯¯¯¯¯¯¯|
      |             |¯¯¯¯¯¯¯¯¯¯¯|            |  stand A  |         |¯¯¯¯¯¯|
      |-----------> |  stand A  | ---------> |  f + A    |  -----> |  DM  |
      |             |___________|            |  f + B    |         |______|
      |                                      |___________|
      |
      |                                           /|\
      |                                            |
      |
      |             |¯¯¯¯¯¯¯¯|               |¯¯¯¯¯¯¯¯¯¯¯¯|
       -----------> |  roll  | ------------> |  hop in &  |
                    |________|               |  stand A   |
                                             |  stand C   |
                                             |____________|



~ TRAP THE OPPONENT ~


|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|       |¯¯¯¯¯¯¯¯¯¯¯¯|       |¯¯¯¯¯¯¯¯|
|  (C) Sun Frying Blaze     |       |  stand C   |       | f + A  |
|  (C) Moon Clipping Blaze  | ----> |  stand CD  | ----> | f + B  |
|___________________________|       |____________|       |________|
              |                                               |
              |                                               |
              |          |¯¯¯¯¯¯¯¯¯¯|                        \|/
              | -------> | stand A  |---------
              |          | stand B  |        |           |¯¯¯¯¯¯¯¯¯|
              |          |__________|         ---------> |  combo  |
              |                                          |_________|
              |
              |
              |          |¯¯¯¯¯¯¯|                       |¯¯¯¯¯¯¯¯¯|
               --------> |  hop  | --------------------> |  throw  |
                         |_______|                       |_________|



~ DAMAGE & TICK ~


|¯¯¯¯¯¯¯¯¯¯¯|        |¯¯¯¯¯¯¯¯¯¯¯¯|        |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|  Jump CD  | -----> |  stand CD  | -----> |  (A) Moon Clipping Blaze  |
|___________|        |____________|        |___________________________|
                           |
     /|\                   |
      |                    |
      |                   \|/
      |
      |              |¯¯¯¯¯¯¯¯¯¯¯¯|        |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
      |              |  crouch A  |        |  Sun Frying Blaze     |
      |              |  crouch C  | -----> |  Moon Clipping Blaze  |
      |              |  (1 hit)   |        |  Limb Biting Blaze    |
      |              |____________|        |_______________________|
      |                    |
      |                    |                         /|\
      |                    |                          |
      |                   \|/                         |
      |                                               |
      |              |¯¯¯¯¯¯¯¯¯¯¯¯|                   |          |¯¯¯¯¯¯|
        ------------ |  crouch A  | ---------------------------> |  DM  |
                     |____________|                              |______|



~ SPECIAL FLOWCHART ONCE THE OPPONENT IS CORNERED ~


|¯¯¯¯¯¯¯¯¯¯|           |¯¯¯¯¯¯¯¯¯¯¯¯|           |¯¯¯¯¯¯¯¯¯|
|  Jump D  | --------> |  stand C   | --------> |  f + A  | ------
|__________|           |  crouch C  |           |_________|       |
                       |____________|                             |
                              |                                   |
                              |                                  \|/
                              |
                              |       |¯¯¯¯¯¯¯¯¯|       |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
                                --->  |  f + B  | ----> | (C) Sun Frying  |
                                      |_________|       |      Blaze      |
                                                        |_________________|
                                                                 |
                                                                 |
                                           ----------------------|
                                          |                     \|/
                                          |
                                         \|/                |¯¯¯¯¯¯¯¯¯¯¯|
                                                            |  jump CD  |
                                  |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|         |  (+ hit)  |
                                  |  qcb,hcf + A  |         |___________|
                                  |  (DM) (+hit)  |
                                  |_______________|



~ THE GRAPPLER'S (CHEAP) TECHNIQUE ~


|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|          |¯¯¯¯¯¯¯¯¯¯¯¯|          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|  Sun Frying Blaze  | -------> |  crouch C  | -------> |  roll behind  |
|____________________|          |____________|          |_______________|
         |                                                      |
         |                                                      |
         |                                                      |
        \|/                                                    \|/

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|          |¯¯¯¯¯¯¯¯¯¯|         |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|  any jump attack  | ------>  |  misses  | ------> |  Limb Biting Blaze  |
|  except CD        |          |__________|         |_____________________|
|___________________|



___ARE HIS NORMAL MOVES USEFUL?______________________________________________


~ FAR B ~

His far standing weak kick comes out quick and has excellent recovery. Most
importantly, that's his best poking tool and you can just abuse it after
cornering the opponent if you want to guard crush them. It also has nice
priority and will startle jumping opponents and lead them to the ground
where you can pull a nice combo.



~ CROUCH B ~

It has the same uses as above but much better recovery time and practically
no lag. It isn't interruptable but you truthfully don't need it since it
is so fast you can pull something else after Orochi Chris has recovered.
Once you corner your opponent, jump with a heavy attack and continue with
the crouch B.



~ FAR C ~

His far standing high punch is one of his best attack. The opening animation
has auto-guard and the first hit has very high priority. Moreover, it can
be cancelled into a special move or a DM at the second hit and that isn't
in the least hard to perform.

It also has an excellent range and will hit unsuspecting opponents more
than once. Abuse this move whenever there is some distance between Orochi
Chris and the opponent.

It's not very effective against small characters though but the second hit
can still confuse them and you'll have landed one important hit. Note that
you cannot combo after the second hit though.



~ CROUCH C ~

Another 2-hit attack with some priority! His crouch C comes out rather slow
but again has some invincibility during the opening animation and will
win over almost any ground attack. You need to cancel into it to combo after
it though. You can use any special move or his Dark Great Serpent Mow Down
once you've done so.

His crouching strong punch is also his best anti-air. It has an excellent
range and will hit anyone who tries to jump at you, so use it against
aggressive and jumping opponents. If the first hit connects as soon as the
character lands, you just have to cancel it and go for a damaging combo.



~ STAND CD ~

His heavy attack comes out slowly but has good priority and is interruptable.
It's useful in poking the opponent or if you want to cause guard crush. You
should use it a lot against cornered opponents to tick them off and mix it
with other moves to confuse them a lot.



~ JUMP CD ~

Am I dreaming or what?! His jumping heavy attack has INSANE priority and will
win over almost everything. Jump with this attack and you'll be able to get
in close while avoiding any of the opponent's anti-air attacks. Has good
recovery but the start-up lag makes Orochi Chris vulnerable during the first
part but only the fast characters will be able to take advantage of that.



~ JUMP D ~

His jumping strong kick is also an easy overlap and this is essential in his
best combos. You'd be better becoming familiar with is right away because
you'll be needing it a lot. Has an excellent range although the angle of
the kick is awkward and has good recovery time.


The rest of his normal moves are just the decent types and don't really have
any advantages. You'll be using the ones listed above most of the time.



____STILL RAMBLING ON?_______________________________________________________


Phew, I seem to have finally made it! I've covered everything important about
Orochi Chris and you shouldn't have any problem mastering him now. If you
ever want to e-mail me, my address is at the top of the FAQ. If you do
e-mail me, put "Orochi Chris" as the subject line. Otherwise, I will not
even read your mail and you will just have wasted your time. I reply to
every "sane" mail I receive  as  long  as  you are polite and don't act
lika a jerk.

Thx for reading!



___HAVE YOU DONE YOUR HOMEWORK?______________________________________________


· Version 1.00 on December 27, 2001 - First release at 100% done!


· Version 2.00 on December 29, 2001 - Strategies updated with new situations.
                                     ASCII. New flowchart.


· Version 2.50 on January 2, 2002 - Redid third flowchart.


· Version 2.60 on January 4, 2002 - New strategies.


· Final version on January 15, 2002 - Last revision.


· Final version on April 29, 2002 - E-mail change.


____GOT ANYBODY TO THANK?____________________________________________________


I would like to thank the following persons for making this guide possible:

· SNK of Japan (now known as Playmore)
 Pretty obvious...

· Jeff "CJayC" Veasey <www.gamefaqs.com>
 For posting my FAQs (and reviews) on his site.

· Kao Megura
 Orochi Chris' bio and movelist have been extracted from his excellent FAQ.
 If you haven't read his FAQ yet, do so now.

· Tony W.
 He's the author of the original Chris guide. I took some info from his
 accurate FAQ while typing up the moves descriptions.

· EX Andy
 His flowcharts in his Heavy D! FAQ (which is really great by the way)
 inspired me to do the same here. Check his FAQ, it's a work of art!

Thanks for reading and putting up with my ramblings! :)
You can access all of my other guides at:
http://www.gamefaqs.com/features/recognition/8556.html

- EOF -
© 2001-2002, Orochi K. All rights reserved.