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    Chris by Tony W.

    Version: 1.1 | Updated: 10/06/98 | Search Guide | Bookmark Guide

             "Survival of the fittest is the only rule of the game.
              If you're strong, you live... Too weak, you die.
              But... Don't worry.
              And I'm strong so..."
                               "Tenken no Chris"
                        King of Fighters '98 Chris Guide
                            Version 1.1, by Tony W.
    v1.1  6/10/98  Revised according to feedback from KoF ML members.
                   Updates throughout; most minor, some not so minor.
    v1.0 29/09/98  First released version.
    The latest version of this guide can be found at:
    Please feel free to email me (miku@camtech.net.au) any suggestions,
    additions, corrections, or other comments you may have.
    1.      Introduction
      1.1     Purpose of this document
      1.2     Why Chris is cool
      1.3     Changes from '97
    2.      Background Stuff
      2.1     Biography
      2.2     Colours
      2.3     Intros, Quotes, etc
    3.      Moves
      3.1     Normals
      3.2     Command attacks & throws
      3.3     Specials
      3.4     DMs
    4.      Strategy
      4.1     Combos
      4.2     Advanced vs. Extra
      4.3     Elements of gameplay
      4.4     Matchups
    5.      Acknowledgements/Credits
    1. Introduction
    1.1  Purpose of this document
    The purpose of this document is to provide information about the
    Cephalopod Anthraxia Virus (CeAV). The Cephalopod Anthraxia Virus is a
    virus which affects both the metabolism and nervous system of most
    species of this well known family of molluscs. It is of concern
    particularly to captive breeders for two reasons. Firstly, the
    conditions available in a typical closed aquarium environment are very
    favourable to the virus. Secondly, several frequently "domesticated"
    species such as the common and dwarf octopodes, as well as several
    varieties of commonly bred cuttlefish, are particularly susceptible to
    the virus.
    Additionally, it should be noted that the information contained herein
    is on the whole equally applicable to both the "Advanced" and "Extra"
    strains of the virus. Although in the author's experience the Advanced
    strain is typically more commonly diagnosed, the particular nature of
    this virus makes both strains equally dangerous. Where differences in
    symptoms and/or treatment exist between the two strains, it will be
    explicitly noted in the text.
    As with most related pathogens, the virus has a tendency to mutate
    approximately every year or so. This document deals exclusively with the
    most recently appearing variety (_Arachnis Scumii_ sp.), first described
    in July 1998. This species differs enough from its immediate ancestor
    that no familiarity with the (comparatively rare) latter virus will be
    assumed herein, save a brief primer for those whose experience is based
    on treatment of the 1997 outbreaks.
    Finally, this document will not address the oft-confused but unrelated
    family of viruses, _Orochii_ sp. Although one subspecies of the latter
    bears certain superficial structural resemblances to the _A. Scumii_
    genus, symptoms and treatment are radically different enough to merit
    an entirely separate document. It has also been observed (with some
    relief) in the literature that, not only has this year's strain of
    _Orochii Minimus_ become easier for researchers to cultivate in the
    laboratory, it has also decreased considerably in virulence.
    1.2  Why Chris is cool
     "One is the 'Tenken' Soujiro, that smiling little brat..."
    If you're not interested in listening to my ramblings about fighting
    game and anime characters, skip this section :)
    It's weird, but in any new fighting game I seem to always end up playing
    the character(s) I at first say I hate and/or am never going to touch.
    When KoF'97 first came out, I hardly gave Chris a second look. Early on,
    I remember being of the opinion that he was actually a girl. Once it was
    generally accepted this wasn't the case, he became simply a "cute" kid
    character with an annoying voice (and an annoying jump CD, hahaha). Not
    the sort of character I'd normally ever think of taking up. So what if
    he turned out to be the mortal incarnation of the major villain of the
    entire KoF series. Yawn. Plot stuff doesn't interest me much.
    To discover the true coolness of Chris one must look to the samurai
    anime Rurouni Kenshin, which I first saw a few months after KoF'97's
    release. My theory is that Chris was (rather heavily) based on the
    character Seta Soujiro - the ruthless killer with the appearance and
    disposition of a polite, inscrutably cheerful adolescent boy. A prodigy
    at _kenjutsu_ (Japanese swordsmanship), Soujiro is the right hand of the
    chief nemesis of the story. Having no emotions beneath his deceptively
    sunny exterior, his warped childlike amorality allows him to kill in
    cold blood with a smile on his face. There's a lot more I could say
    about why I think this character simply kicks ass, but since this is a
    Chris guide I'll confine myself to the similarities to Chris. And I
    guess it's weird, but before listing them I should advise anyone
    intending to watch this anime that the following may contain SPOILERS!
    :)  OK, with that out of the way...
    - Soujiro looks just like Chris! The face is the same, and he has the
      same overgrown bowl haircut you see in some of Chris's portraits
      (check Chris's '98 "life bar portrait" for an example).
    - Their voices are very similar, both fundamentally and in the tone in
      which they speak.
    - Personality wise, it's easy to imagine any of Chris's quotes coming
      from Soujiro, and vice versa.
    - Both are introduced as relatively innocuous characters, but are later
      revealed to be among the most dangerous enemies in their respective
      stories. Stretching it a bit, both also form part of a core
      man/woman/boy triumvirate of adversaries.
    - Chris's A button colour scheme (blue top and white pants) matches
      Soujiro's fighting outfit rather well, despite the obvious period
      differences in their clothing.
    - Both their fighting styles are oriented around "speed based attacks."
      ('98 Chris's teleport is particularly reminiscent of Soujiro.)
    - Have you noticed Chris's "foot tapping" animation in the background
      while a team mate is fighting? It's similar to what Soujiro does when
      setting himself for a "Shukuchi" attack.
    - The key ring figurine of Chris has him doing the same thing, only it's
      even more Soujiro-like.
    - Chris's pose during the DM flash of his Twister Drive (QCBx2+K) DM
      looks somewhat like Soujiro poised to unleash a "Bathow-jutsu" (minus
      the sword of course :P). You can find a scan of the latter at:
    I don't know if the inspiration has been officially acknowledged
    anywhere, but suffice it to say there is no doubt in my mind that the
    character of Chris was ripped off of this guy (since I'm pretty sure the
    source material of the anime predates KoF'97 by several years). Hell, in
    my mind, Chris _is_ Soujiro, somehow transported in time to the modern
    age :)  Just for interest's sake, a "shrine" to the Soujiro character
    can be found at: http://www.geocities.com/Tokyo/Dojo/4059/  Have a look
    and see if you agree with me.
    Conversely, if you are already a fan of Chris (or even if you're not,
    but _especially_ if you are) and haven't seen the anime Rurouni Kenshin,
    let me humbly suggest that YOU MUST SEE IT NOW! Particularly episodes 28
    through 62, which form the story arc containing the Chris guy (although
    earlier episodes contain important background material). Pester your
    local anime club, or if you are extremely rich you can order the
    fansubbed tapes from the so-called Shin Sen Gumi at:
    Anyway, that's pretty much the only reason I started playing KoF's very
    own "smiling little brat." Now that I've bored you to death with all
    that, we can get on with the rest of the guide :)
    1.3  Changes from '97
     "Such a mystery. Why would you get so strong so quickly..."
    I think it would be fair to say that '98 Chris is a completely different
    character from '97 Chris. His most useful special from '97, the QCF+P
    Slide Touch, is now obsolete at best. Conversely, the HCB Shooting
    Dancer moves, which were peripheral to say the least in '97, are now
    central to his gameplay. So too is the new DP+K which has replaced the
    equivalent "style points only" Hunting Air of '97. Two of his more
    useful normals (the low C and far D) have been replaced. He has gained
    two new command attacks - a long ranged overhead and an extremely useful
    slide - as well as a teleport and a short ranged version of Orochi
    Yashiro's infamous so-called Scum Spider.
    Some things have remained the same though. His two most useful air
    attacks, the jump D and the evolutionary throwback to '96 jump CD, have
    remained unchanged. His low B and stand B have likewise survived the
    transition and remain his two best poking moves at their respective
    ranges. For combos, his close C and fwd+A command attack are the same as
    they were in '97. His air QCF+K special remains intact, and may be
    employed in the same way this year. He has gained no new DMs, and the
    existing two haven't changed, at least appearance-wise. Finally, his
    peculiar ground CD is still there.
    Overall, Chris is a lot stronger this year. A lower tier character in
    '97, he can now hold his own among the upper echelons of '98's rankings.
    2. Background Stuff
    2.1  Biography
    Of course, we all know the _real_ origin of Chris, but just to bulk the
    guide up a bit, I'll put this stuff in :)  Thanks to Kao Megura's '97
    FAQ for this bit.
    NATIONALITY:    Swedish
    BIRTH DATE:     5/3/1983
    LENGTH:         160 cm
    MASS:           48 kg
    BLOOD TYPE:     AB + Orochi
    HOBBIES:        Cooking
    FAVORITE SPORT: Orienteering
    MOST VALUABLE:  Nature
    HATES THE MOST: Gummy candy, people who touch his head
    FIGHTING STYLE: No particular style, mainly speed-based attacks
    Hahaha, "people who touch his head." :)  Man I love reading these "hates
    the most" sections. Celery. Grasshoppers. Eggplants. The list goes on.
    Plus, need I mention the reference to "speed-based attacks?" :)
    2.2  Colours
    A - Light blue shirt/shoes, white pants.
        His old A button Advanced colour from '97. For reasons alluded to
        earlier, this is one of my favourite colours :)
    B - Dark red shirt/shoes, white pants.
        It's darker than his old D button Advanced colour from '97. More
        like Orochi Chris's '97 A button Advanced colour. Anyway, I don't
        pick this one much.
    C - Dark blue shirt/shoes, white pants.
        The blue is pretty close to his A button Extra colour in '97, maybe
        a bit darker. Matches a blue Heidern and Yuri quite nicely, if
        you're into that sort of thing.
    D - Grey shirt/shoes, white pants.
        This is my other favourite colour, since it sort of matches the grey
        Leona whom I have on my team quite often.
    2.3  Intros, Quotes, etc
     "You can't leave this room if you don't beat me.
      Please, be ready to fight."
    Generic Intro
    Hands behind his back, Chris regards his opponent and amiably remarks
    "Yadana, tsuyosou." (Roughly, "Oh no, he/she looks strong.")  He then
    calmly assumes his trademark fighting stance without changing
    expression. This is the generic intro he had in '97. It's the same
    whether he's first up or not.
    Vs. Yashiro
    Chris raises one arm in greeting and cries delightedly "YA-shiro!"
    Yashiro gives a quick "Yo!" in return.
    Vs. Shermie
    Chris raises one arm in greeting and cries delightedly "Shermie!"
    Except he somehow manages to get three syllables out of it :)  Anyway,
    it sounds cool. Shermie waves back and says "hi!"  It's particularly
    cool if you manage to get these two consecutively.
    Vs. Kim
    Facing an evil opponent as he is, Kim performs his "evil is
    unforgiveable!" opening. Initially his back is to the screen. His eye
    glints. As he turns to face Chris, he declares "Aku wa yurusan!"
    followed by a short "huh!" battle cry as he faces up. Chris does his
    generic intro.
    Vs. Chizuru
    Against any member of the New Face Team (and certain other Orochi-
    related characters), Chizuru has a special opening similar to the one
    she had in '97 vs. Orochi himself. She faces up in a ceremonial robe of
    some sort and waves a streamer type thing back and forth for a while.
    For his part, Chris doesn't do anything special.
    Vs. Yamazaki
    The sight of Chris (or indeed any member of the NFT) causes Yamazaki's
    Orochi blood to boil. He clutches his head and laughs insanely, then
    does a brief Snake Arm windup before assuming his normal pose. Chris
    just faces up normally.
    Vs. Rugal
    Finally confronting the source of the Orochi power he has long sought,
    Rugal leans back and laughs maniacally. He then looks at Chris and says
    something like "I was waiting for this chance!"  Again, Chris just faces
    up normally :)
    Victory Poses
    A - The A button pose from '97. Chris turns away from the screen, hands
        behind his back, looks up, and casually wonders aloud "Ashita mo
        hareru kana?" ("Will it be sunny again tomorrow?")  I guess this is
        his most contemptuous win pose.
    B - The B button pose from '97. Hands clasped in front of him, Chris
        smiles as he faces his fallen opponent and cheerfully pronounces
        "Tanoshikatta desu... hai?" ("It was fun... yes?")  Seems to be
        applicable after a close, hard fought round.
    C - You guessed it - the C button pose from '97. Chris puts his hands
        behind his back, smiles as he faces his fallen opponent, and lets
        out a short happy chuckle. Fairly generic in application. But it's
        probably the most reminiscent of you-know-who, so it's one of my
    D - The much awaited NEW POSE! Smiling, Chris puts his hands behind his
        back, turns his body away from his opponent while still looking in
        their direction over his shoulder, and lets out the same short
        happy chuckle. Man, the first time I saw this pose I had to make
        sure I hadn't somehow slipped into a parallel universe, it's so
        different :)
    Winning quote (text)
    "You make me laugh, chump. And laugh. And laugh. And laugh."
    Chump? Hmm. As with most of these things, the less said about that the
    better probably :)
    Chris shrugs, palms outward, as he appeals to the heavens with a
    slightly puzzled/exasperated expression on his face. He says, um...
    something in Japanese (I need translations dammit! Someone with my
    part-time anime fan's vocabulary doesn't have a hope. Unless it's
    something like "Hello, sorry, are you an idiot? I can't forgive you.
    Don't worry. Bye!" :P). Rather than a taunt, to me it seems like the
    kind of thing that's appropriate after _you've_ just stuffed up a
    relatively simple combo or made some other idiotic mistake. For example,
    it looks kind of cool immediately after a botched Scum Spider followup.
    I'd be really interested to know what he actually says though.
    Background animation
    Before he fights: Chris is listening to a walkman. He shuffles/taps one
    foot and nods to the beat, head down. When his team-mate lands a hit he
    gives a brief thumbs-up (without raising his head). When his team-mate
    is hit, he winces but again doesn't look up. If his team-mate wins he
    looks up and pulls the walkman plugs out of his ears. If his team-mate
    loses he looks up and simply smiles and shrugs. After all, this world is
    a survival of the fittest.
    After he's defeated: He's slumped in an awkward kneeling position, one
    shoulder showing. Looks a lot like Yuri's time-out loss, actually. He
    won't move from this position unless a team-mate subsequently wins, in
    which case Chris looks up with a big grin on his face.
    As he flies backward to hit the ground for the final time, Chris's voice
    trails off as he gasps: "Ah - hikari ga..." ("Ah - the light is...").
    Cool huh?
    Time-out loss
    Chris turns his back to the screen and seems to be gazing at his open
    palm. If you want to try and interpret it... um, the hand represents
    his fighting style/ability, and he is wondering how it let him down.
    Cryptic enough for you? :)
    Getting up animation
    I wouldn't normally mention something trifling like this, but have you
    ever really _looked_ at it? He just sort of "peels" himself off the
    ground from the head down, without any visible leverage or assistance
    from his arms or legs. It's quite uncanny. Definitely a weird kid :)
    3. Moves
    When describing Chris's moves I'll rate each one's usefulness on a scale
    of one to five "stars," a technique pioneered by Andrew Park and Greg
    Kasavin in their excellent '97 Kim and Yashiro guides respectively (both
    are available at http://www.gamefaqs.com ).
    3.1  Normals
    Standing A
    I can't really see any point distinguishing between the far and close
    versions. They both look identical (a short, standing jab) and are both
    interruptable. So I'll just regard it as the one crap-ranged,
    whiffs-on-a-lot-of-crouchers move. Pretty much the only useful thing
    about it is that it is interruptable and links after a low B. Even
    there, Chris has better options.
    Usefulness: Nigh useless [*----]
    Far B
    A quick standing kick to the opponent's side with the far leg. This is
    Chris's best stationary poke. It's quick, has good range, will hit
    crouchers (as in it won't whiff), and will stuff hops and jump attempts
    from within its range. Use it liberally, either as a simple poke or to
    gain the initiative prior to some other form of offence.
    Usefulness: Very useful [*****]
    Close B
    An interruptable high kick done with the near leg. It can be linked
    after a low B. Has more range than the standing A, and, despite its
    appearance, it never whiffs on crouchers.
    Usefulness:  Fairly useless [**---]
    Far C
    A short ranged elbow followed by a long ranged backfist strike with the
    other arm for a total of two hits. Looks a bit like his fwd+A command
    attack. The first hit (the elbow) is interruptable, which is useful
    because it doesn't matter so much if you get this instead of a close C,
    so you don't have to be so worried about getting close enough. Other
    than that overlap, I don't see this as being very useful. It's not a
    terrible move by itself, but for any possible application Chris has a
    better option.
    Usefulness: Marginally useful [***--]
    Close C
    A single hit standing uppercut delivered with both hands clasped
    together. Interruptable and doesn't whiff on crouchers. This is your
    best move to start a combo from close-in when your opponent is
    vulnerable, as well as your best move to follow up a deep jump-in
    attack. You'll pretty much always want to interrupt it into a fwd+A +
    followup. Don't be too shy about the range, because the first hit of the
    far C serves much the same purpose (although you have to be a bit
    quicker to interrupt the latter).
    Usefulness: Quite useful [****-]
    Far D
    Chris leans back and performs a high roundhouse kick with one leg. About
    its only useful property is that it provides a mediocre alternative to
    the low C as a normal move air defence. If you've got time to think
    about it, use the low C if the jumper is more out in front of you, and
    the standing D if they are closer to being overhead. If you haven't got
    time to think about it, just use the low C (of course a kick DP or DM is
    usually a better choice than either).
    Usefulness: Fairly useless [**---]
    Close D
    Another interruptable high kick, higher and closer to the body than the
    close B. The handstand from '97 has been replaced with what appears to
    be recycled animation from the apex of a Twister Drive DM.
    I haven't really found a use for this move. It would constitute a
    potential alternative to the close C for combo purposes, except that
    (peculiarly) you _can't interrupt it into command attacks (ie. the
    fwd+A), only specials._ To my knowledge it's unique among single button
    normals in that respect, although the same property can be found in many
    ground CDs.
    Intuitively you might also expect it to be useful as an air defence
    against crossup attempts, but I've almost never seen it work well like
    that. About the only time I see this move is when Chris is walking in
    for a D throw attempt but the opponent is out of range/in block stun/
    Usefulness: Nigh useless [*----]
    Stand CD
    Leaving the ground completely for a moment, Chris twists horizontally in
    mid-air as he thrusts forward with both legs for a single interruptable
    hit. Being a CD, it will knock the opponent over if it connects. It's
    slow to come out, but the fact that it leaves the ground means that it
    can, at least in theory, be used on anticipation to pass over low
    attacks from the opponent and hit them. Unfortunately it tends to whiff
    on some crouching characters, the combination of which two facts can
    lead to some amusing exchanges :)  It's also something to keep in mind
    when you're contemplating doing a CD counter with Chris - if it's a low
    attack you're CD countering, it's possible you'll miss them.
    Note that despite the fact Chris is off the ground, he's still
    considered to be on the ground as regards what specials he can interrupt
    the standing CD into. That is to say, he could interrupt it into a Scum
    Spider (DP+P) for example, but not a Glider Stomp (QCF+K in the air).
    Note also that, like many CDs, you _may not chain a command attack off
    it_ despite the fact that it is interruptable. No big deal really, but
    an interesting piece of trivia nontheless.
    Just as a final useless piece of information, the animation is also used
    for his "throw escape."  Yuri is like this too. Hell, maybe everyone is
    and I've been too thick to notice it.
    Usefulness: Fairly useless [**---]
    Low A
    A simple interruptable crouching jab. This move isn't particularly fast
    for a low A, in fact both range and speedwise it loses out to the low B.
    So this isn't your move to be used in close-range poke wars - you want
    the low B for that. Where this move can be useful is in link combos. For
    example, it can be linked after a low B and then interrupted into a
    fwd+A or whatever else. It's got the best range out of your possible
    options here, and obviously won't whiff on crouchers :)
    Furthermore, the low A can itself be linked into a low C (the first hit
    of which can then be interrupted into a fwd+A or whatever else). See the
    combo and strategy sections for more details.
    This move can be blocked either high or low.
    Usefulness: Marginally useful [***--]
    Low B
    Chris supports himself with his hands briefly as he performs a fast stab
    at the opponent's shins with his near leg. The result is a single
    non-interruptable hit that must be blocked low. Both very fast and
    deceptively long, this is the move you'll be using in close-in poke war
    situations. Use it liberally, either as simple push back (nothing gets
    the job done like a low B barrage followed by a standing B barrage), or
    to gain the initiative so you can attempt some nasty in-close tactic
    like a crossup hop/jump D, Scum Spider, fwd+B overhead, or maybe a
    simple walk-in throw.
    If you're close enough you can even start combos off this move by
    linking it into a low A, close standing B, standing A, or low C. What
    more could you ask for?
    Usefulness: Very useful [*****]
    Low C
    A rising two hit punch done from a semi-kneeling position. The first hit
    is interruptable. This move replaces Chris's awesome '97 low C, and
    predictably it's not as good. It's still quite useful as an air defence
    against opponents who aren't directly overhead, and it's also extremely
    good at stuffing rolls (it's the move of choice for that application
    IMHO). As mentioned earlier, it is also possible to use this move after
    a low A or low B in a link combo.
    If you're not using it for one of those three applications, however, I
    wouldn't advise just sticking this move out, since it has a tendency to
    whiff on crouching characters.
    Usefulness: Marginally useful [***--]
    Low D
    Chris assumes the "pushup" position and pistons both legs at his
    opponent's shins. This costs him his balance and is rather slow to
    recover. In keeping with most low Ds, it must be blocked low and knocks
    the opponent over if it connects. As well as being laggy, it's not all
    that fast to come out either (certainly nothing like Iori's, for
    example), and it's not interruptable. It has _slightly_ more range than
    the low B, but certainly that's not enough to make it worth using
    (there's always the slide, remember?). The combination of the long
    recovery time and the fact that Chris gets down so low means the low D
    can be used to duck under high fireballs (Athena's, Kensou's, Takuma's
    etc.), but again why would you bother when you've got the slide?
    Overall, it's probably one of the worst low Ds in the game. I don't
    suggest you use it at all.
    Usefulness: Nigh useless [*----]
    A preliminary note on jumping attacks:
    In '98 Chris's jumping attacks are the same whether they are done from
    a vertical jump or a diagonal jump (this was not the case in '97). And
    we wondered how they were managing to stuff so much into the game with
    this hardware, those sneaky SNK rascals.
    Jumping A
    Chris extends one arm down at a shallow angle and strikes with his palm.
    I don't see this move being too useful, but will admit that I haven't
    messed around with it much.
    Uselessness: Nigh useless [*----]
    Jumping B
    Chris extends one leg down at a shallow angle and strikes with his foot.
    Again, I don't find this move useful, but haven't fiddled around with it
    much. Hopping back and forth with B might be useful occasionally for
    general harassment.
    Usefulness: Nigh useless [*----]
    Jumping C
    A quick downward punch at roughly a 45 degree angle. The horizontal
    range on this move is quite low, but it comes out quickly enough that it
    is sometimes useful to surprise your opponent with in air-to-air
    situations where the jumping CD would be too slow. The priority is quite
    good too.
    This move is interruptable, so if you wanted to be really weird I guess
    you could do stuff like jump C, QCF+K (although it won't combo).
    Usefulness: Marginally useful [***--]
    Jumping D
    Chris twists away from the screen and strikes downward with one leg at
    roughly a 45 degree angle. This is your best jumping combo starter. It's
    also great at crossing up. Another thing to note is that it now comes
    out a lot faster than it did in '97 (where it was kind of slow).
    Usefulness: Very useful [*****]
    Jumping CD
    Chris swings both legs together in an arc from upward to downward. Kind
    of slow to come out, but the priority is truly godlike - one of the
    highest priority air attacks in the game. Use it early and use it often.
    A jump or hyper-jump CD is a great way to get in close while possibly
    outprioritising any air defence your opponent may attempt. Only certain
    counters (eg. Yamazaki's Sado-maso), moves that have autoguard (eg.
    Terry's Rising Tackle), or moves that have true invulnerable windows
    (eg. Clark's Frankensteiner) will be consistently effective against it.
    It's also great for air-to-air if you do it early (ie. if you can get it
    out in time). You can even outprioritise Iori's infamous jump D,
    although it helps to be in the air first.
    Again, if you want to be weird, it's interruptable into the Glider Stomp
    (QCF+K in the air). And of course as a CD, it knocks the opponent down.
    Curiously, it can be blocked low.
    Usefulness: Too good [*****]**
    3.2  Command Attacks and Throws
    Spinning Array (Fwd + A)
    Man, I wish I could have phrased the above so it didn't rhyme. Anyway,
    this is the old faithful from '97. Chris clasps his hands together and
    spins around completely, arms extended, in a long ranged single hit
    bludgeoning move. This move is interruptable (whether chained or not)
    and chains successfully off anything, so it is very useful. Needless to
    say, most of your combos will involve this move. It's also your longest
    ranged stationary poke.
    In '97, the heavy Slide Palm (QCF+C) was the preferred followup.
    However, with the changes that have occured this year not only has the
    fwd+A -> QCF+C combo become somewhat unreliable, but it has also been
    superceded by the new and improved HCB moves as followups. In
    particular, both HCB+P variations combo flawlessly off the fwd+A from
    all but absolute maximum range for both their hits. The HCB+P moves are
    also unpunishable if blocked, so that little sequence is a good thing to
    toss out occasionally from mid-long range. Be warned though, that an
    opponent who is on the ball and has a really quick, high priority move
    (like for example Ryo's DP or certain DMs) can hit Chris _between the
    fwd+A and the HCB followup_ if the fwd+A is blocked. A corollary to this
    fact is that _any_ character should be able to roll through (or dodge)
    the move and probably punish Chris afterward. So if your opponent starts
    doing any of this to you, um, don't use the fwd+A -> HCB+P so much when
    it could be blocked. Sage advice, I know.
    You can combo DMs off a close move -> fwd+A starter as long as you
    didn't have a jumping attack in there as well. Except maybe a crossup,
    not quite sure about that yet. Oh, and also, this doesn't include a Scum
    Spider - you _can_ combo close C -> fwd+A -> (S)DM after a successful
    Scum Spider. Anyway, on MAX only, the QCFx2+P SDM will combo. If you
    don't have MAX, only the QCBx2+K DM will combo.
    On the down side, you are left fairly vulnerable if you whiff the fwd+A,
    and it does occasionally miss certain crouching characters. It's also
    vulnerable to coincidentally timed jumps and rolls. Finally, if your
    opponent is really on the ball, you can be swept out of this move (try
    it against CPU Mai, Ryo, or Yashiro in a bad mood, for example, and
    you'll see what I mean).
    Usefulness: Very useful [*****]
    Reverse Anchor Kick (Fwd + B)
    Chris balances on his hands and does a splits, kicking forward with one
    leg for two hits. It's his standing D animation from '97. The second
    hit is overhead when the move is not chained, and is interruptable when
    the move is chained. However, since it's a two hit move, it pushes the
    opponent further away than the equivalent chain involving a fwd+A, and
    as such nothing will combo off it.
    It's best used in isolation as an overhead and/or poke. Although it's
    easier to see coming that many of the other overheads in the game, it's
    still quick enough to be useful when thrown in occasionally. As a poke
    its range is comparable to that of the fwd+A. The two hits also make it
    very difficult to roll through.
    Usefulness: Quite useful [****-]
    Carry Off Kick (DwnFwd + B)
    Chris slides forward with one leg outstretched. It's long-ranged, hits
    low, is fast enough that it's hard to block (let alone counter) on
    reaction, and is unpunishable if blocked from anything approaching
    reasonable range. In short, it's a really nasty and annoying move that
    probably should have been banned by the Geneva convention.
    From your perspective as a Chris player, it's a move that - along with
    the jump CD and the low and standing Bs - you can and should just toss
    in whenever you can't think of anything better to do. As long as you
    don't become _too_ predictable, it's almost never a bad option and will
    be effective in many different situations. You can use it to get in
    close pretty much at will. Used liberally, it will greatly reduce your
    opponent's mobility since they need to be constantly worrying about it
    and blocking low so much. This slide doesn't knock over if it hits, so
    with the recovery being what it is you get to play fun mind games with
    your opponent afterward whether it's blocked or not (more about this
    The slide is quite useful defensively as well. Because of the motion
    it will _option select with the low B_ if your opponent rolls past you
    just as you go to do the latter, and the resulting slide will stuff
    their roll. It will also hit opponents who are landing from a jump, and
    since the slide travels low enough that most jumping attacks not done
    specifically late will whiff on it, it's a useful incidental air defence
    as well. Last but not least, you can use it to slide under "high"
    fireballs (Athena's, Kensou's, Takuma's, "alternate" AoF characters',
    etc.) on reaction and hit the fireballer.
    Again, what more could you ask for? He didn't need this move.
    Usefulness: Too good [*****]**
    Step Turn (Fwd/Back + C [close])
    Otherwise known as the punch throw. Chris grasps his opponent briefly
    and then "runs up" him or her like a miniature version of Yuri's kick
    DM. This throw will leave your opponent on the same side of you. The
    opponent can recovery roll as they land from this throw.
    Usefulness: Very useful [*****]
    Aerial Drop (Fwd/Back + D [close])
    A.k.a. the kick throw. Chris grabs his opponent and flips over backward,
    using his angular momentum to toss them away. Looks a bit like Yuri's
    kick throw actually. Weird, why do I keep comparing things to Yuri?
    Anyway, as with Yuri's - ahem - as with a lot of kick throws, this will
    leave the opponent on the _opposite_ side of you, and I don't think they
    can recovery roll as they land. On a more superfluous note, I reckon
    there's a few frames in Chris's recovery from this throw that look like
    they were used in the Scum Spider animation.
    So which is the best throw to use? They leave the opponent on different
    sides of you, so there are corner issues to be considered. If your
    opponent is cornered and you want to keep them there, you should clearly
    use the punch throw. Likewise, if _you're_ the one cornered you should
    use the kick throw.
    Other than that, you might think that the opponent being unable to
    recovery roll after the kick throw is enough of an advantage to make it
    the superior choice. However, note that while both option select into
    interruptable heavy hits (which have the additional useful property of
    hitting _upward_, in that such a hit will often tag an opponent who
    jumps at the last minute), remember that the close D may not be
    interrupted into a fwd+A. So if you wanted to get really fancy and
    buffer in a fwd+A after all your walk-in throw attempts to take
    full advantage of the option select, you couldn't do it with the kick
    throw. Talk about minor issues though. I guess in the end it comes down
    to personal preference. I need to check on the relative damages of the
    two throws in case there's a difference.
    Usefulness: Very useful [*****]
    3.3  Specials
    Slide Touch (QCF + P)
    Chris lunges forward and gives a close-fisted punch to the opponent's
    midsection. The C version is slower to come out, but travels further.
    Both versions of the move knock over if they connect. This was probably
    his best special in '97, but that's all changed now. For one thing,
    it's been slowed down - enough such that Chris's trademark '97 combo of
    close C, fwd+A, QCF+C is no longer reliable. Both versions of the move
    have also been given increased recovery, and are now punishable if
    blocked. Finally, in '97 he used to strike with his palm after the
    None of this matters too much though (except possibly that last one - I
    thought it looked cooler with the palm), because the powered-up HCB+P
    moves have evolved to fill that yawning ecological niche quite nicely.
    You won't find yourself using the Slide Touch much at all in '98. The A
    version might _possibly_ come out faster than the first hit of a HCB+X,
    in which case it's potentially useful for punishing slightly laggy
    blocked moves when you end up just a bit too far away to start a combo
    and don't have stock. But that's about it.
    Usefulness: Fairly useless [**---]
    Scramble Dash (QCF + K)
    The full potential of Chris's trademark speed is finally unleashed. You
    see a brief after-image of him pushing off, there's a short "swish!"
    sound and then before you can think, he's travelled about 2/3 of the
    way across the screen. An indescribably cool move. For all intensive
    purposes it's a teleport - it will pass through the opponent. Using B
    will cause Chris to dash along the ground, while in the D version he
    will cross the distance with a single blindingly fast leap. The latter
    version will clear fireballs like Iori's that travel along the ground.
    Both versions travel (approximately) the same distance. Chris is fully
    vulnerable while dashing/leaping, but whereas most teleport type moves
    gain their advantage through some form of invulnerability window or
    ambiguity in destination, the thing that makes this one useful is the
    sheer raw speed of it. There's a tiny bit of recovery, but even
    factoring that in you will often be able to teleport and
    hit/throw/whatever your opponent before they can recover/react, provided
    you don't try it every five seconds of course. It also makes a great
    escape when you're cornered.
    Usefulness: Marginally useful [***--]
    Direction Change (DP + P)
    Chris flips forward into the air, grabs his opponent by the head and
    swings over them, leaving them momentarily exposed to a rear attack.
    It's very similar to Orochi Yashiro's extremely nasty move from '97.
    Historically this move is often referred to on the KoF ML as the Scum
    Spider (a Mary Spider with the properties of Iori's Scum Gale), so I'll
    call it that here too. Chris's Scum Spider doesn't have the range
    range that Orochi Yashiro's does. I'm pretty sure there's a slight
    difference in range between versions (the C version has more), but it's
    low enough so that you'll have to be officially "in close" (within your
    low B range) to attempt it successfully. To compensate for that, it's
    quite fast compared to other moves with arachnoid nomenclature. Of
    course it's unblockable, but as with Mary's and Orochi Yashiro's
    Spiders, an opponent performing any type of jump becomes completely
    immune regardless of proximity, and will likely hit you either in the
    air or during the brief recovery after you've landed.
    Despite this, the damage payoff from the free combo you get when you
    land this move makes it worth attempting reasonably often from in close.
    Try it after you've blocked a move from the opponent that leaves them
    safe, but gives you the initiative - they might well be blocking low,
    anticipating a retaliatory poke. Alternatively, try it after _they've_
    blocked a safe move of _yours_ (slide, jump D/CD. HCB+P being the most
    common examples) if you think they'll continue blocking in fear of a
    DP+K or kick DM. You can also chuck it in at random during a low or
    standing B barrage up close with a reasonable chance of success. It's
    a good move to use sometimes as the opponent is getting up, if you think
    they'll try and block. Another thing you can try is to roll past your
    opponent and immediately do a Scum Spider - seeing a roll, most players
    will try and hit you with a barrage of low attacks, or block; few will
    instinctively _jump_ (against Chris anyway), at least until they've seen
    this trick. One final thing you might want to experiment with is to
    interrupt blocked combos (or single hits) into a Scum Spider for a sort
    of pseudo-"tick" - for example, jump D, close C, fwd+A -(interrupt)->
    Scum Spider. Or low B, low A-(interrupt)-> Scum Spider. Or simply fwd+A
    -(interrupt)-> Scum Spider. Or whatever. It's certainly not hard for the
    opponent to get out of if they're expecting it, but it will at least
    force them to stay awake while blocking your combos. Furthermore, if you
    can react to your Scum Spider "tick" combo actually hitting by doing a
    HCB+P or DM on the fly instead (or react to your combo attempt being
    blocked by doing a Scum Spider instead occasionally, depending on which
    way you look at it), you'll really be kicking goals.
    As you can see, there are many little tricks you can use to land this
    move. If you mix things up enough you'll land one or two here and there,
    and that should be all it takes to be well on the way to winning the
    As for followups... well, I guess many things are possible but IMHO the
    most useful are:
    close/far C (1 hit), fwd+A, HCB+C    (without stock)
    close/far C (1 hit), fwd+A, QCBx2+K  (stock but not MAX)
    close/far C (1 hit), fwd+A, QCFx2+P  (stock and MAX)
    If you're having trouble timing the C after the Scum Spider, I suggest
    doing it earlier than you might expect. Depending on some factor I
    haven't quite figured out yet (possibly the version of the Scum Spider
    used), sometimes it will come out as a far C and sometimes as a close C.
    In either case you can do the combo without having to move.
    Usefulness: Very useful [*****]
    Hunting Air (DP + K)
    Leaving a momentary after-image of himself crouching on the ground,
    Chris shoots diagonally forward into the air and performs a fast
    somersault kick. His foot leaves a brief light blue circular wake.
    Forget the crappy (but cool looking) Hunting Air from '97, this one is
    much more useful. One of its main uses is as a bog standard uppercut-
    type air defence. It's very solid against all but the highest priority
    air attacks (Iori's jump D, Joe's jump D, Chris's jump CD :P). It hits
    in a wide arc, so doesn't miss incoming jumpers unless they're nearly
    overhead. Certainly it has _huge_ reach forward in the air.
    It's also great at hitting limbs on the ground, so it's always worth
    buffering after a slide or HCB+P if you think they'll stick something
    out (unless you want to try the kick DM instead, of course :) ).
    Unsurprisingly, as a pseudo-uppercut it makes a reasonable wake-up
    move too. Use the B version of the Hunting Air for limb-hitting/wake-up,
    as the D version won't knock over grounded opponents.
    Naturally this move has nasty punishable recovery if blocked or whiffed,
    but what do you expect.
    Usefulness: Quite useful [****-]
    Shooting Dancer Thrust (HCB + P)
    Chris lunges forward and strikes with his (Fist? Shoulder? Elbow? I'll
    have to actually pay attention one of these days), followed by either
    a low B style kick (A version) or a Slide Touch style punch (C version).
    The second hit of the A version must be blocked low (as in '97, Chris
    will quip "Shita da yo!" ("Below you!") as he does it). The second hit
    of the C version can be blocked anywhere (but possibly does more damage?
    I still have to check this). In both cases, the second hit will combo if
    the first hits. Both versions are completely unpunishable if blocked.
    This is a great move now. The inclusion of that early first hit has made
    all the difference. It will combo off any interruptable heavy hit (in
    particular, once you've played Chris for a while you will _dream_ about
    close C, fwd+A, HCB+P combos). You're usually safe putting it in whether
    the combo was blocked or not, so it's also your workhorse special move
    for ticking off damage and generally building up that ole' guard crush
    meter. But beware of opponents trying to sneak an uppercut, DM, or roll
    between the fwd+A and the HCB+P when they block it. That is to say, it's
    not a true combo if blocked.
    Neither version of the move will knock the opponent down if it hits, so
    both can be used to set up further mind games with throw/DP+K/overhead/
    Scum Spider/whatever whether blocked or not.
    I wouldn't suggest using this move in isolation very often, since the
    startup is kind of vulnerable (especially to sweeps). I'd advise making
    the opponent block with a preliminary standing B or two before firing it
    up, or alternatively 2-in-1ing off an isolated fwd+A poke. Strangely
    enough, the first hit of a HCB+X seems to be fairly good against air
    attacks though.
    In combos I'd suggest using the C version for the possibly greater
    damage (it's gotta have something going for it, right?). If you're not
    sure whether the move will be blocked or not (ie. you did it on its
    own, or off a single fwd+A) then you might want to go for the A version,
    since you never know when your opponent might fall asleep and you'll
    catch them with the last low kick. Possibly even try one of the HCB+K
    overhead versions, if you're pretty sure the opponent will block -
    they're probably more likely to catch him/her off guard with the second
    hit, but the downside is you don't get a combo if the first hit lands.
    Usefulness: Very useful [*****]
    Shooting Dancer Step (HCB + K)
    This is the overhead version of the Shooting Dancer Thrust. The startup
    and first hit is the same as the latter. Chris will then leap into the
    air (with a cry of "Ue da yo!" ("Above you!")) and deliver a stomp to
    the opponent's head, This must be blocked high, and will knock the
    opponent over if it hits. Note that the stomp will not combo even if
    the first hit of the move connects.
    After delivering the stomp Chris will bounce off and land about 1/3 of
    the screen away, either continuing forward to land behind the opponent
    (B version) or bouncing back to land in front of the opponent (D
    version). In both cases the "bouncing away" phase can be cancelled into
    a Glider Stomp (QCF+K). In the case of the D version this can be done
    throughout the bouncing away phase, so depending on what the opponent is
    doing you should be able to time/space your Glider Stomp such that you
    escape from the whole experience unpunished. In the case of the B
    version, the Glider Stomp must be done before Chris actually gets behind
    his opponent (I think), ie. almost _immediately_. From this range the
    Glider Stomp itself is often punishable.
    What happens if you don't cancel the "bouncing away" animation? Well,
    depending on the opponent, you can _sometimes_ get away with it as long
    as you're not near the corresponding corner (your corner in the case of
    the D version, the opposite corner in the case of the B version). Your
    opponent may have a rushing move that can hit you as you land/recover,
    or they may simply be fast enough to dash after you and hit you.
    What it boils down to is that this is a move that should be used pretty
    infrequently. Maybe once or twice a round just to keep the opponent
    honest. The second hit is not difficult to block on reaction - when
    dealing with any HCB move, the best protocol for the opponent is to
    block low as a general rule and switch to high if Chris leaves the
    ground after the first hit. But if you use it rarely enough you might
    occasionally catch someone. When you do use it, I'd generally stick to
    the D version so you have the option of cancelling safely into a Glider
    Stomp. The B version might be used on occasion as a stylish way of
    getting out of the corner, if you can 2-in-1 it off something or
    otherwise get the initiative.
    Usefulness: Fairly useless [**---]
    Glider Stomp (QCF + K in air)
    From an airborne position, Chris suddenly lunges diagonally downward to
    strike with his extended leg. It's another speed-based move that makes a
    "whoosh!" noise and leaves a brief after-image behind. You also get to
    hear Chris's C win pose chuckle just as he does it (which kind of
    telegraphs it a bit, actually). Despite its appearance, this move can be
    blocked low.
    The B version comes down at a steeper angle than the D version. If done
    at the apex of a vertical jump, the D version will hit from just over
    half screen. The B version will hit from just under 1/3 screen.
    Although you certainly can't start combos using this move (someone will
    probably correct me on this one :P), the recovery is kind of OK. You
    should be safe when this move is blocked if you spaced it correctly,
    meaning you chose the correct version from about the correct height and
    neither whiffed nor hit too "shallowly" (early).  You should aim to hit
    your opponent at about waist height or below. It's more forgiving than
    say a Phoenix Arrow but less so than a Hishoukyaku.
    As far as applications go, the business about cancelling the bounce-back
    animation of a Shooting Dancer Step has already been described. Other
    than that, it's pretty much like all moves of its type. Occasionally
    jump straight up (or back, if you're really close), and if you see your
    opponent coincidentally whiff something do it straight away. Otherwise
    wait for the safe height/spacing, or stick out some other jumping attack
    on the way down. You might also occasionally surprise someone by firing
    it up well into a backward jump as they advance after you.
    Usefulness: Marginally useful [***--]
    3.4  DMs
    Chain Slide Touch (QCF, QCF + P)
    DM:  Chris performs a series of five short dashing strikes with his
         palm. The last one knocks the opponent over.
    SDM: Chris performs a series of seven short dashing strikes with his
         palm, with a huge burst of orange energy accompanying each one. He
         finishes with a similarly endowed lunging strike, knocking the
         opponent over.
    As he starts the DM he's saying "Enryonaku ikimasu!" ("Without
    hesitation, here I come!"). This is the less useful of Chris's two DMs.
    At DM the first hit comes out quite quickly (it's among the quickest of
    all Chris's moves), but has poor range. The DM version will combo off a
    close heavy hit, but will not combo off a close C, fwd+A chain. Still,
    the speed of that first hit makes it occasionally useful for punishing
    laggy blocked moves that leave you just a bit too far away to start a
    better combo, and where you haven't got time to dash in (King's Mirage
    Kick being an example).
    On SDM the first hit has more range, so it _will_ combo off a close C,
    fwd+A chain started on the ground for the ultimate Scum Spider followup.
    If you're having trouble with overlaps with the Scum Spider during this
    combo, try delaying the button press just a little bit. The SDM is also
    similarly useful for punishment of blocked moves.
    Other than combos and occasional punishment, this DM isn't that useful.
    Because of its fairly crap priority, it's not useful for outprioritising
    your opponent's attacks on reaction/anticipation. For the same reason
    it's also fairly crap as wake-up (the kick DM is better), and neither
    is it any sort of air defence at all (even if you hit an airborne
    opponent, they will bounce away safely after taking one or maybe two
    Usefulness: Marginally useful [***--]
    Twister Drive (QCB, QCB + K)
    DM:  Chris winds up and launches himself forward into the air,
         performing multiple Hunting Air somersault kicks. At the peak of
         his ascent there is a pause, then he shoots back to the ground in a
         Glider Stomp-like fashion.
    SDM: The above prefaced with a similar (but lower) assault. Other than
         in certain pathological situations, the opponent will always be
         juggled by the second series of kicks if the first hits.
    As he starts the DM he's saying "Honki dashimasu ne" ("I'm putting forth
    seriously" (?)).
    This is your best DM by far. It really kicks ass now. In stark contrast
    to last year, the priority on it is pretty much unquestionable even at
    DM level. I'm pretty sure there's at least one invulnerable frame in the
    startup somewhere (again, even at DM level), as I've had hit frames
    literally right on top of me when I've done it and I ended up hitting
    At DM level it will combo off a close C, fwd+A chain started on the
    ground (it won't on SDM level - I guess the additional MAX pushback puts
    the opponent out of its fairly suck range). This is the best Scum Spider
    followup if you have stock but not MAX.
    The great priority means it's an excellent air defence at both levels.
    Being a multi-hit affair, you want to do it as late as possible against
    a jumper to maximise your damage. Do it too early and you might only get
    two crappy hits.
    The invulnerable frame(s) coupled with the priority also make it an
    awesome wake-up move (Chris's best, and only one worth mentioning other
    than DP+B). It's similarly great for outprioritising your opponent's
    attacks up close and nabbing them. And needless to say, it's perfect for
    use late against rushing attacks.
    To sum up, you should get a lot of opportunities to land this move. From
    mid range, occasionally just start performing the motion and if you see
    them do a rushing attack (beware of dash fakes though), follow through
    with it and hit the button. Likewise, if you see them hop or even jump,
    follow through and hit the button (remember later is better for jumps).
    As wake-up, or after a blocked slide, jump CD, or HCB+P, buffer the
    motion and hit the button if you see them stick out anything.
    One cautionary note: The horizontal range on this move is lower than
    you'd think, so I'd advise against using it to punish whiffed/blocked
    moves unless they've really stuffed themselves down your throat (in
    which case you'll have better options). Likewise with wake-up and "limb
    grabbing" - don't try it from very far away at all or you might
    completely whiff. A DP+B is probably a better choice for limb grabbing
    and wake-up if you're not sure about the range.
    Usefulness: Very useful [*****]
    4.  Strategy
    Just jump CD and slide all day.
    5.  Acknowledgements/Credits
    If you think you should be here and you're not, let me know :)
    * The membership and administration of the King of Fighters Mailing
      List. Email kof-request@dhp.com with SUBSCRIBE as the subject to
    * Adelaide's "Tilt" arcade (the first arcade here to get KoF'98), and
      the KoF regulars there.
    * Nene - fellow Chris player and initial proofreader.
    * Shlomo Abraham - administrative assistant to the writer and creator
      of the FAQ.
    * Various KoF ML members for their feedback and suggestions:
    "But wait! I can't just do that! It's cheesy. And scrubby. Plus, it's
    turtling. I want to _combo_ my opponent!"
    4.1  Combos
     "Oh, it's his nickname. That means he is a little genius at killing."
    This section almost certainly still needs work. Bear with me :)
    It'll be better once I have the cart. At least all the common/useful in
    an actual match combos should be here.
    A (?) means I'm pretty sure but not 100% sure about the combo.
    Jumping combos
    Jump D, close C, fwd+A, HCB+P           - Pretty much the only jumping
                                              combo you'll need.
    (?) Crossup D, close C, fwd+A, QCBx2+K  - DM only
    (?) Crossup D, close C, fwd+A, QCFx2+P  - SDM only
    Ground combos (includes Scum Spider followups)
    Close/far C (1 hit), fwd+A, HCB+P    - The old faithful.
    Close/far C (1 hit), fwd+A, QCBx2+K  - DM only.
    Close/far C (1 hit), fwd+A, QCFx2+P  - SDM only.
    Link combos
    Low B, stand A, fwd+A, HCB+P
    Low B, close B, fwd+A, HCB+P
    Low B, low A, fwd+A, HCB+P
    (?) Low B, [stand A/close B/low A], fwd+A, QCBx2+K  - DM only
    (?) Low B, [stand A/close B/low A], fwd+A, QCFx2+A  - DM or SDM
    (?) Low C (1 hit), fwd+A, QCFx2+A                   - DM or SDM
    VCD combos
    Thanks to Yasakani for posting these. i cannot confirm them yet.
    (?) Crossup D, low A, low C, fwd+A, QCFx2+A
    (?) DP+P, low B, low A, low C, fwd+A, HCB+A  - Corner
    5.  Acknowledgements/Credits
    If you think you should be here and you're not, let me know :)
    * The membership and administration of the King of Fighters Mailing
      List. Email kof-request@dhp.com with SUBSCRIBE as the subject to
    * Adelaide's "Tilt" arcade (the first arcade here to get KoF'98), and
      the KoF regulars there.
    * Nene - fellow Chris player and initial proofreader.
    * Shlomo Abraham - administrative assistant to the writer and creator
      of the FAQ.
    * Various KoF ML members for their feedback and suggestions:
    What, still not enough for you? You want even _more_ strategy? No? Well,
    here's some anyway. Most of this stuff is kind of obvious and/or generic
    at the moment. Hopefully I'll figure out (or someone will tell me) some
    more subtle/tricky stuff later. Plus, a lot of it has probably already
    been said in one way or another somewhere in the "moves" section, so
    apologies in advance if I get too redundant.
    4.2  Advanced vs. Extra
    Although I'm a fairly hard core Advanced player, I can see a case for
    using Chris in Extra mode. Moves like the teleport, slide, and the
    various lunging attacks should in theory offset the mobility loss caused
    by the lack of the Advanced dash, even though his Extra dash is too
    short to be useful IMHO. Both modes can now hop, so there's no
    distinction to be made there. The extra 25% damage on MAX is always
    useful, although since comparitively few of Chris's moves knock the
    opponent over he may have a harder time charging up than other
    characters (you might want to put your Extra Chris towards the end of
    the team for this reason). On the bright side, you don't have to worry
    about the capriciously random "mood" system that Advanced mode enjoys.
    Individual preference for rolls or dodges might also play a part.
    Personally I don't roll much, so it's not a big issue for me. I also
    have to rather shamefully admit that I don't know anything about Chris's
    dodge attack or what he can do with it. I'll have to fiddle around with
    that later (this guide rocks with skill, doesn't it? :P).
    For pros of Advanced Mode we have obviously the throw escapes, although
    even they are tighter to pull off this year. The biggest advantage given
    to Chris by Advanced Mode IMHO is that due to his style of play - his
    frequent largish risk-free blocked combos, and his relatively safe basic
    offense in general, he charges up stocks quite quickly. As a rule of
    thumb I like to save one stock for the ever-present possibility of
    landing a Twister Drive DM, and MAX myself if and when I get two or
    more. I don't use CD counters or MAX rolls much, unless I'm full on
    stock _and_ MAXed (very rare).
    In summary, I can't clearly recommend one mode over the other. He's OK
    in either, really.
    4.3  Elements of gameplay
    At the core of your game will be four moves: the jump CD, the slide, and
    the low and far standing Bs. With these four moves you have the tools to
    effectively control the distance to most opponents, and possibly score a
    few incidental hits in the bargain. If you want to be up close, you can
    get in with a jump CD or slide. If you want to be far away again, you
    can poke your way out with a combination of low and standing Bs. This is
    the fundamental framework into which you will insert Chris's various
    offensive techniques.
    Poking with fwd+A -> HCB+X
    This is a good tactic to try fairly often, since the range and speed on
    the fwd+A can catch people not blocking. Additionally, since it's not
    telegraphed by a preceding jump D, standing C combination, it should be
    harder for the opponent to try something nasty on reaction between the
    fwd+A and the HCB+X if they do block. The fwd+A also helps shield the
    somewhat vulnerable startup of the HCB+X.
    If it hits, you also get both hits on a HCB+P followup FOR FREE! If it's
    blocked, you hopefully get to do some tick and guard crush damage, and
    then you're in close for a nice follow-up guessing game.
    Obviously you want to do this from a fairly reasonable distance, but not
    _too_ far - just toward the limit of your standing B range (or a bit
    further) is good. You will not want your opponent to jump just as you do
    the fwd+A, so it might be a good idea to pin them (at least
    psychologically) with a stand B or two beforehand if you're in range.
    Another alternative would be to throw a fwd+A -> HCB+X poke in right
    after you've just DPed them out of the air, when they might not be in
    such a jumpin' mood.
    So which variation of HCB+X should you use? I talked about this a fair
    bit in the "Moves" section, but here's a brief recap:
    HCB+C     Advantages: Both hits combo. More damage?
           Disadvantages: Won't ever "trick" the opponent if blocked.
    HCB+A     Advantages: Both hits combo, second low hit might "trick"
                          the opponent.
           Disadvantages: Less damage than HCB+C? Less "tricky" than the
                          kick variations.
    HCB+D     Advantages: Second overhead hit might "trick" the opponent.
           Disadvantages: Second hit doesn't combo after first.
                          Potentially risky if blocked.
                          Doesn't leave you close for a possible guessing
    HCB+B     Advantages: Second overhead hit might "trick" the opponent.
           Disadvantages: Second hit doesn't combo after first.
                          HCB+D is just as "tricky," and less risky if
                          Doesn't leave you close for a possible guessing
    Pretty clearly the punch versions should be your stock followup (I'd
    suggest using the A version). I'd suggest throwing in a kick variation
    only rarely, maybe once a round on average. And there I'd advise
    sticking to the D version with it's safer Glider Stomp followup window,
    unless your proximity to the corner is an issue.
    Poking with fwd+B
    Not only is this an overhead (on the second hit), but it's also one of
    your longer-ranged moves. So it's fairly useful to stick out one of
    these from longish (stand B or a bit further) range on a semi-regular
    basis. From this sort of range, the first hit will whiff so your
    opponent will have less warning about the second hit (the overhead).
    If you've been going kind of heavy on the slides and/or low Bs, a sudden
    long ranged overhead thrown into the mix might pose a bit of a problem
    for all but dedicated caffiene drinkers. It's also a safer option than
    the fwd+A - the double hit tends to stuff rolls, and it seems to be
    better at stuffing coincidental jumps.
    Mind games after blocked moves
    This is where you'll get a lot of your damage as Chris. The blocked
    moves referred to are mainly the slide, HCB+P, and the jump CD. Each is
    unpunishable and leaves you close to your opponent. The opponent will
    have the initiative (except in the case of the jump CD), but whatever
    they decide to do, you have a counter for it. Here is a list of some of
    your options:
    # DP + B     (buffered, then react to their attack)
    # QCBx2 + K  (buffered, then react to their attack)
    # Nothing    (just block, hoping they whiff something big)
    * Crossup jump D
    * Overhead
    * Throw
    * Scum Spider
    The options marked with a # are applicable if you expect your opponent
    to attempt to _retaliate_ in some way, while those marked with a * are
    applicable if you expect them to _block_.
    Although this section refers to _blocked_ moves, note that these
    techniques will be applicable even after a slide or HCB+P _connects_
    since they don't knock your opponent over.
    More generally, this list applies pretty much whenever you're close to
    your opponent, although you may need to gain the initiative with a low B
    or whatever so you've got time to buffer any motions (since your
    opponent generally won't be in block stun). If you're feeling
    particularly spontaneous, remember that another available option is to
    jump back or up, ready to Glider Stomp any whiffed move.
    Jump D combo attempts
    Don't forget that like everyone else, you can occasionally get lucky
    with these. Things like anticipating a laggy low move from up close with
    a hop D combo attempt still work. Another good trick is to jump in with
    either CD or D, assuming/hoping they'll block, then straight away jump
    again with D - you'll be perfectly spaced for a crossup, while their
    first instinct will be to block low in the _other_ direction, expecting
    a followup from your previous attack.
    Even if a jump D combo is blocked, you've still done a bit of tick
    damage, a whole lot of guard crush damage, and you're left up close for
    a nice guessing game to boot.
    Using links: low B -> X
    As a preface to this section, I'll say that IMHO these links aren't as
    useful to Chris as they are to characters like say Kim or Ralf, who need
    the extra time afforded by the link to both charge their special move
    and to see if the combo will actually connect (since doing the move
    otherwise would leave them vulnerable). Chris has no charge moves and
    his standard combos tend to be safe if blocked anyway, so he can get
    along fine without bothering about these links. They do add a bit of
    sting to his close-in game, but they aren't _essential_ by any means.
    Nevertheless, I'll include a section on them for completeness.
    Chris can link his excellent low B into his standing A, close standing
    B, low A, and low C. If you want to use these things, typically, you'll
    be aiming for something like low B -(link)-> X -(interrupt)-> fwd+A
    -(interrupt)-> followup. Each of the candidates for "X" mentioned above
    has advantages and disadvantages, although some have more of one than
    the other :)  Here's a summary:
      Low A -    Advantages: Longest range, hits all crouchers.
              Disadvantages: Low A -> fwd+A possibly overlaps with Slide
                             Palm (or even Scum Spider if you're a spaz).
      Low C -    Advantages: Range is reasonable.
                             More damage (even though you must interrupt the
                             first hit, it's still a heavy move right?).
              Disadvantages: A _lot_ harder to time the link than with the
                             light moves.
                             May whiff on crouchers if you're a bit too far
                             Vulnerable lag if whiffed.
                             Overlaps may be a problem, as above.
    Close B -    Advantages: Hits all crouchers, no overlap.
              Disadvantages: Low A and low C have more range.
    Stand A -    Advantages: No overlap, um... that's about all :P
              Disadvanatges: Smallest range, whiffs a lot on crouchers.
                             OK in "empty hop -> low B" case described
    Looking at the above chart, the low A looks like the clear winner unless
    you're having tangible problems with associated overlaps. The low C
    might be there as well, except that it's significantly harder to pull
    off. The standing moves don't seem to have much going for them. But of
    course it all comes down to personal preference in the end.
    So, how do you make these things useful in an actual match? One thing
    you can do is simply to get into the habit of tapping out the whole
    sequence (or at least the start of it) instinctively whenever you're
    really close to your opponent and have nothing better to do. Initially
    it will be easier to do if you know an opportunity is coming, so start
    by employing your choice of link combo as one of your stock followups to
    an offensive approach (roll, dash, telelport) that you initiate. Once
    you've got it down, try and start using it any time your opponent is up
    close and you'd normally stick out a single (or more than a single) low
    B. That is, whenever you'd normally go "Yikes! He's right next to me!
    Better do a few low Bs," instead do say low B, low A, fwd + A, buffer a
    followup motion, and then worry about whether you actually hit with the
    low B (not that it usually matters if your followup was a HCB+P anyway).
    If that becomes your instinctive response to any sudden "close proximity
    of opponent" situation rather than a mindless barrage, then you're in
    good shape. However, none of this is anything that can't be done just as
    safely and effectively with a single close C as the combo starter.
    One trick that can't be done just as well with a close C I'll call the
    "empty hop -> low B" trick. The idea is to suddenly hop in from
    reasonably close range and, instead of attacking in the air, go straight
    into a low B link combo upon landing. It works because the opponent is
    still blocking high, waiting for the air attack. Obviously you want to
    do it while air defence isn't the topmost thought in your opponent's
    mind, either due to the unexpectedness of the hop or because you've
    otherwise intimidated them into blocking your jumping attacks
    (*coughjumpCDcough*). Unsurprisingly this trick can be (and is often)
    employed by other characters as well. People who've played as/against
    offensive Kyos, for example, probably know it pretty well.
    Using the Teleport
     "It'll be one step short..."
    With a move as cool as this in your arsenal, it would be a shame if it
    never served any useful function. Fortunately there are a few
    applications that come to mind involving it.
    One thing that's fun to do every once in a while, and can be quite
    effective, is to simply use the intimidating speed of the teleport to
    your advantage in a straightforward offensive fashion. From longish
    range, dash backward to get the spacing approximately right (so you will
    land very close to your opponent). Then just B teleport in and do some
    random shit - throw (especially effective in my experience), DP, Spider,
    combo (this might be a good time to attempt a low B link combo, since
    you'll hopefully end up very close), whatever. Your Scramble Dash is so
    fast that you'll often be able to get there before they can react, and
    once they do react they'll have to guess what you're doing. Ideally
    you'd want to space the teleport exactly enough so that it's ambiguous
    even what side of the opponent you'll end up on.
    If you're up against a character with a ground FB (Iori, Saishu, Rugal,
    '94 Kyo, RB2 Terry), always keep your D teleport in mind for clearing
    their FB and possibly hitting them before they recover. Give them plenty
    of opportunities to throw one as you meander apparently uncertainly
    around your D teleport distance, on a hair trigger to nail that QCF+D
    Obviously the teleport provides an excellent means of escaping the
    corner. Extending this realisation to its logical conclusion, we find
    it's also an excellent means of keeping away from your opponent
    generally. Indeed, when you're ahead and time's running out it can be
    fun to do exactly that. Allow yourself to be backed near or into the
    corner, then when you get an opportunity teleport through your opponent
    to safety (using a B teleport to go under jumps and a D teleport to go
    over a grounded opponent makes it less likely you'll be accidentally
    hit). Stand there grinning at them until they come after you again, then
    repeat the process. Do this for a while, then just when you think
    they're getting desperate/frustrated beyond the point of caution,
    suddenly counterattack and finish them off. Or don't :)
    Chris has a really good wake-up move: the Twister Drive (S)DM (QCBx2+K).
    Whenever you're getting up and have stock, buffer this motion and hit
    the button if/when you see them attack. If you don't have a DM
    available the DP+B can be used as an acceptable substitute, or you can
    always just try and block of course (or jump if you suspect a wake-up
    throw attempt is coming).
    When you're the one standing over your temporarily prone opponent, I'd
    suggest you mix up the following things as they get up:
    - Crossup jump D
    - Scum Spider
    - Overhead (fwd + B)
    - Throw (DON'T try this on grapplers)
    - Nothing (Walk in purposefully, then stop and crouch block just as they
               stand up.)
    Obviously if your opponent is someone with a great wake-up DM like Ralf
    or Athena and they have stock, you should modify your alternatives
    Air defence
    I thought it might be useful to summarise all your options here under
    the one heading.
    Ground-to-air (roughly in descending order of usefulness):
    - Late QCBx2 + K (S)DM
    - Early DP + K
    - Low C
    - Standing D
    - Jump CD, if you have time
    - Jump C, if you need it quickly
    Mixing it up
     "Having no emotions, no one can really anticipate him in any way."
    Unpredictability is of course helpful when playing any character, but I
    can't think of anyone who can profit from it as much as Chris. You have
    attacks that hit your opponent when they're blocking high (slide),
    attacks that hit them when they're blocking low (fwd+B), attacks that
    hit no matter which way they're blocking (throw, Scum Spider), attacks
    that hit _unless_ they're blocking (Twister Drive DM or DP+K up close,
    fwd+A from nowhere into a HCB combo), attacks that hit them if they jump
    (DP+K), and attacks that hit them if they don't jump (Scum Spider). You
    can cross the screen in an instant (teleport). With all this, if you
    play your cards right, you can have your opponent helplessly thinking
    "what the hell is going on here?", and that everything they do, or don't
    do, is a mistake. Above everything else, being hard to anticipate and
    constantly outguessing your opponent will be the real key to your
    success as a Chris player. I can present various techniques here, but
    it's up to you as the player to be unpredictable enough in using them
    that they become consistently successful.
    4.3  Matchups
     "I guess their match comes down to..."
    Rather than a blow by blow description of what to do versus each
    individual character (the stuff from the previous section should work,
    that's what it's there for, right? :) ), this will simply be a
    collection of random tidbits that are useful to keep in mind during
    particular matchups.
    If it's '98 Kyo, your slide eats his firefists for breakfast. Watch for
    the low counter if you do it too often though.
    If it's '94 Kyo, you can D teleport over his fireballs.
    It's best to try to stay on the attack against Benimaru. Playing
    defensively will only lead to you getting eventually tick damaged/
    crossed up to death.
    Whenever you block a Shinkuu Katategoma (that annoying spinning kick
    that does 800 million points of tick damage), mash on the slide. Unless
    he spaced it perfectly, you should hit him with it afterward.
    A good Benimaru player will devote a fair portion of his life to trying
    to cross you up. See the section on fighting Shermie for suggestions
    on how to deal with this.
    His jump D can out-prioritise your DP+K, but your QCBx2+K DM still works
    fairly well on his jumps.
    Other than than, um... good luck :)
    If you're up against a scrub style Ralf (stand C and low C all day), you
    won't have much luck poking with fwd+A or anything else for that matter.
    The best idea is to get outside his stand C range and hyper jump in
    (he's got crap for air defence, unless he's charged), then try something
    tricky up close. If you lose the initiative, try and get back out again
    and repeat. Rolling and teleporting are pretty useless, since ralph
    would "punch" u
    And need I mention, don't ever attack a stock-endowed Ralf when he's
    down with a ground based attack.
    Still a really nasty character. Between his Frankensteiner and his
    awesome jump D, he can confine you to the ground pretty well (!). You've
    also got to actually watch the ranges that you slide from (imagine
    that!), because of the awesome reach of his backbreaker. I pretty much
    suck against Clark, so you should probably do the exact opposite of what
    I say. But IMHO it's best to play a conservative game against him. Keep
    him back on the ground with liberal use of standing B, and _always_ be
    watching for the jump. Punish jumps with the kick DM, DP+K, low C,
    whatever... just _don't let him land next to you_! Jump up/back and
    air-block if you have to.
    You also need to worry about rolls - if you see him trying to roll
    through a standing B or whatever, don't try to mash your way out. The
    best idea is probably to hop straight up (although if you _anticipate_ a
    roll, _you_ can usually throw _him_, hehehe). If you hop straight up
    whenever you see a roll (or dash) coming, you'll hopefully be able to
    punish the whiff animation of the nearly inevitable grab tacked on the
    For offense against Clark, you probably want to pretty much avoid poking
    with fwd+A since it's so easy to jump over. Fwd+B might be OK to use
    occasionally. The best idea though is probably to knock him over somehow
    (you'll probably have to use a CD counter) and then try a crossup D or
    Scum Spider on him as he gets up. Do _not_ try any close ground based
    attacks :)
    You can slide in to hit him whenever he does his spinning ball move and
    you're out of range.
    Some Choi players will try and abuse their drill claw move. They'll use
    the old in-in-in-out at every opportunity, hoping to catch you in the
    air for a malenky bit of ultra-violence. This is good news for you,
    since your jump CD will beat their drill claw move cleanly (as well as
    anything else they can throw at you from the ground). Beat them at their
    own one move game :)
    The Choi players you've got to watch are those that spend most of their
    time doing huge jumps and hyper jumps all over the place, staying far
    out of reach of your jumping attacks while gaining incidental damage
    with their own as well as the Hishoukyaku. They'll also be trying to
    cross you up at every opportunity (see the section on Shermie for
    advice on this).
    My advice: Slide.
    Remember you can D teleport over his FBs. You might have a bit of a
    problem dealing with his godlike jumping D. Not only can it give you a
    run for your money air-to-air, but it will also tend to outprioritise
    anything you throw at it from the ground. See the section on Chris for
    suggestions on handling moves like this.
    Another thing to be aware of when fighting Iori is that he can Maiden
    Masher DM you between a blocked fwd+A and any HCB followup.
    Sli- wait a minute, this guy can hit slides with his FBs! The nerve!
    If it's RB2 Terry, remember you can D teleport over his FBs.
    His Hurricane Uppers hit your slides as well. His jumping D has gained a
    whole shiteload of priority this year, and can beat your DP+K cleanly.
    See the section on Chris for tips on dealing with moves like this.
    Slide. If it's RB2 Andy, slide. It goes under his FBs.
    You can slide under her FBs. _Don't_ attack her when she's knocked over
    with stock, since her SCB DM is an awesome wake-up and does huge damage.
    You can slide under his FBs.
    Slide. Unpredictably, of course, or he'll nail you with a Rush:1E08 DP+P
    This is another guy who can give you problems air-to-air, with his own
    nasty jump D and CD. Stick to the ground more in this fight.
    One thing that makes Shermie dangerous is that she has a really nasty
    crossup jump C. I've found the best defence against it is as follows:
    When you see it coming, perform a low C in the _opposite_ direction (the
    side she'll end up on after she jumps). So when you see her jump over
    you, hold dwnfwd and press C. Hopefully you'll hit her or at least
    trade (and as a general rule, if you plan on trading frequently, MAX
    yourself ASAP :) ). If this doesn't work very well for you, another way
    out is to immediately roll in the direction she jumped _from_.
    Contrary to the impression given by the rest of this matchups section,
    players who slide too predictably/often aren't that big of a problem.
    Just get in the habit of doing sporadic vertical hops/jumps at random
    every now and again. Sooner or later your slide happy opponent will
    happen to slide at the same time as you jump, and you'll be able to
    combo (or at least hit) him/her on the way down. Simple no? This applies
    when fighting other characters with safe slides too (eg. King, Chizuru).
    The other issue you'll have to deal with when fighting Chris is the jump
    CD. How do you deal with a move that can outprioritise anything you
    throw at it? Fortunately, there is a way that, with a bit of educated
    outguessing of your opponent, you can still come out on top without
    resorting to the same thing. What you need to do is mix up your air
    defence in a way that forces him to guess when to stick out his attack
    (early or late). For example, suppose your opponent jumps at you
    intending to time his attack to hit you on the ground. If you suddenly
    jump at him and stick out an early jump C, for example, he (hopefully)
    won't be able to react in time to change his plans and you'll hit him.
    So next time he jumps, he might stick out his attack early in order to
    counter a repeat jump C counterattack attempt. That's when you want to
    be doing a late air defence like a crouch C or ideally a really late
    kick DM or SDM. And remember _you_ don't _have_ to guess - you can
    always just block, which is a luxury the jumper doesn't have. It also
    saves you from eating a huge combo every time you guess wrong about an
    early attack :)  Again, this technique can be applied to any character
    who can outprioritise all your air defences with his/her jumping attacks
    One more thing about fighting Chris - remember to unsettle him by
    touching his head as often as possible. He hates it remember? Go all out
    on the Scum Spiders, and whenever you land one, rub it in by saying (as
    you're doing the followup combo) "Well, how did you like that? Guess I
    touched your head then, huh?"  You'll annoy him and have his mind in
    conflict in no time, and you'll win. It's all about psychological
    Remember you can D teleport over his FBs.
    You can slide under his FBs.
    You can slide under '94 Ryo's FBs. One thing you need to be aware of
    when fighting '94 Ryo is that his A DP has such good range and recovery
    that, if you block it, he can immediately follow it up with another to
    hit any retaliatiory attack you may attempt. Basically, it's a safe move
    for him to tick off damage with. If you want to hit him afterward, you
    need to fake him out into doing _another_ one after the first, which
    will whiff. Then you can hit him.
    Another thing you need to be aware of when fighting Ryo is that he is an
    example of a character who can hit you between a blocked fwd+A and any
    HCB followup (with his DP).
    You can slide under '94 Robert's FBs.
    You can slide under '94 Yuri's FBs.
    See the Chris section for suggestions on handling slide happy players.
    You can slide under her Kachosens.
    You can slide under her FBs. She's another character who can give you a
    run for your money air-to-air, but air-to-ground she's not so great.
    See the Chris section for suggestions on handling slide happy players.
    Don't jump so much, since the combination of the A Snake Arm and the
    Sado-Maso counter gives Yamazaki a respectable air defence against you.
    You can't slide so much since both his low A and his low counter are
    effective against it.
    Heavy D!
    You can D teleport over his Reppukens.
    "I think he's been watching too much 'Sliders'."   - Luche.
    5.  Acknowledgements/Credits
    If you think you should be here and you're not, let me know :)
    * The membership and administration of the King of Fighters Mailing
      List. Email kof-request@dhp.com with SUBSCRIBE as the subject to
    * Adelaide's "Tilt" arcade (the first arcade here to get KoF'98), and
      the KoF regulars there.
    * Nene - fellow Chris player and initial proofreader.
    * Shlomo Abraham - administrative assistant to the writer and creator
      of the FAQ.
    * Various KoF ML members for their feedback and suggestions:
      EX Andy, Yasakani, Ranchan, Shlomo Abraham, Brian Lui, Pancho.
    * Biographical data, move names, and translations taken from FAQs by
      Kao Megura.
    * Translation of vs. Rugal opening from Henry Moriarty's Rugal guide,
      available at: http://mmcafe.telnet.or.jp/kof98/rugal98.txt
    * VCD combos posted by Yasakani.
    * Various quotes from Rurouni Kenshin, (c) Watsuki Nobuhiro, Jump
      Comics, and Sony Entertainment. Subtitles (c) Shin Sen Gumi/Hecto.
    * The Cephalopod page, http://is.dal.ca/~ceph/wood.html
                            "So... I'll be back soon."

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