Orochi Chris/Move List

Overview
Orochi Chris, the antithesis of Kyo Kusanagi and one of the Eight Heavenly Kings of Orochi, is an All-Rounder character who excels at both space control and rushdown play.



While still as quick as his regular counterpart, Orochi Chris trades mix-ups and blinding speed in favor of damage output and a more well-rounded moveset, boasting some of the highest damage (metered or otherwise) in virtually any game he appears in.

His normals may be as stubby as those of his normal counterpart's, but at the end of the day, they are the same - which also means Orochi Chris carries over his normal counterpart's dreaded air Blowback, which is always one of the best in the game due to its quick speed and disjointed hitbox. Even in KOF XV, where the move is visibly slower, it's still an obnoxious jump-in that is helpful in getting Chris' pressure going, especially in the corner.

Orochi Chris also has some traces of being a Shotoclone, though compared to straighter examples like Robert or Rock, he's more unorthodox. For example, his usual projectile, Taiyou O Iru Honoo, is a string of multiple projectiles (that, mind you, are difficult to jump in against and can't be reflected in any way), rather than one sole projectile that travels forward. His main anti-air, Tsuki O Tsumu Honoo, isn't particularly great compared to other counterparts, like Kohou or Rising Tackle, but the version is nonetheless solid combo glue. Finally, his main approach tool, Kagami O Hofuru Honoo, is comparable to Terry's Crack Shoot, only with slightly less horizontal range.

Though one thing that he does have going for him is his unique command grab (technically a proximity unblockable, but it still functions like one in practice anyway), Shishi O Kamu Honoo. In the older games, it's one of the most notorious moves in his toolkit due to lacking a whiff animation (which it now has in XV), boasting very quick startup, and is an all-around damaging combo ender, especially since it can cancel directly into the version of Tsuki O Tsumu Honoo.

In layman's terms, Orochi Chris can be treated like a Shotoclone in theory, but that won't always be the case in practice.

Nevertheless, like his original counterpart, he remains an extremely simple and easy-to-learn character while also boasting the speed and maneuverability of his regular self, only now his damage makes him a genuine force to be reckoned with. Orochi Chris can work in just about any position, though his amazing burst damage with meter makes him a suitable battery (2nd) or anchor (3rd) character.

For his original counterpart's moveset, go here.