The C version gets you maximum meterless damage.
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The A version does a bit less damage but recovers much better.
![gamefaqs the king of fighters 98 gamefaqs the king of fighters 98](https://gamefaqs.gamespot.com/a/screen/full/1/4/2/63142.jpg)
Generally you will always want to end with Shooting Dancer: Thrust (hcb + P). cr.B, qcf + A/B > qcf + P (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.).cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + P.cl.C / st.C (1 hit) / cl.D / cl.A / cl.B > (S)DM qcb qcb + K.You can omit the cr.B to make this work on most characters at point blank range. Large opponents only: cr.B, cr.A, cr.C (1 hit) > f + A >.st.C (1 hit) > (S)DM qcb qcb + K (Easy buffer to super.).1st combo (Preferably with cr.C or st.C, because you end up out of close range and will need to walk to use cl.C.).You can use this to go through a CD counter by canceling into it if you're feeling cool.Ĭhris has quite a few combo options as far as enders go. B version is faster with shorter invincibility, D version is slower with longer invincibility. Twister Drive aka Honkey Das Mas Ne (qcb qcb + K) - Invincible flash kick super.Chain Slide Touch aka Talk To The Hand (qcf qcf + P) - Usually used to combo from a dp + A when you have meter.It will miss against some crouching characters. At high levels, players seem to be able to see this almost as well as O.Yashiro's, so test your opponent with it and change accordingly. You can even use this is a reversal wakeup move if you think your opponent won't jump, or to go through a CD counter by canceling into it. Really annoying grab move that is similar to O.Yashiro's but much faster, harder to see, and has some invincibility. Direction Change (dp + P) - A version preferred of course.D version doesn't knock down so use as anti-air only. You can use the B version to hit pokes on the ground after blocked chains but I wouldn't recommend it. Hunting Air (dp + K) - Weak for an anti-air move, even for KOF98.The recovery sucks so I wouldn't recommend using it much. You can also jump back and do it I guess. You could use this to hit someone after they block your j.CD very high. Glider Stamp (air qcf + K) - Dive kick-type move, can be canceled from a jump C or jump CD.Also note that if oyu get hit out of the D version, it counts as an anti-air hit. D version travels in the air and has a larger invincible area on the bottom, but is vulnerable above waist-height. Scramble Dash (qcf + K) - B version travels on the ground and is invincible on the bottom of his feet and the top of his head.After second attack block/hit you bounce, and may use Glider Stamp (air qcf + K), but it will not combo. It's not really a mixup with hcb + A, as the timing is completely different for blocking high/low. Shooting Dancer: Step (hcb + K) - Same as Thrust except the 2nd hit is overhead.I would recommend stopping at cr.B, cr.A or jump-in, cr.A off a jump-in if you get blocked. The A version is almost safe on block, but very fast attacks can still hit you. A version has better recovery, sets up for a crossup, leaves you closer, and ends with a low hit, while the C version does more damage. Shooting Dancer: Thrust (hcb + P) - You main combo ender.Just use if you want a knockdown in the corner off a combo. Slide Touch (qcf + P) - A version preferred because C version doesn't combo from anything.
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