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OMF Chronos


OverviewEdit

Chronos is the only bot that's actually easier against humans (the computer can react instantly to a teleport or phasing). Chronos must be used offensively, but he can easily run and hide with the matter phasing and teleport. He is fairly slow, but he does have a useful slide and roundhouse, and a great jumpkick. Basically, using a Chronos means attacking from all sides until the opponent makes a mistake. Humans in particular have trouble anticipating a Matter Phasing attack or defensive teleport (hold left/right). Impressive normals, easy combos, and the free-win Stasis Activator make Chronos a strong contender.

Move ListEdit

MOVE NAME                 | COMMAND     | DMG.  | TYPE

--------------------------+-------------+-------+-------------

Jump Punch                | (air) P     | 11    | Medium Jump

Jump Kick                 | (air) K     | 12.5  | Medium Jump

Jab                       | P           | 6     | Light AR

Fierce                    | b+P         | 17.5  | Heavy

Knee                      | f+K         | 10    | Light AR

Forward                   | K           | 12.5  | Medium AR

Roundhouse                | b+K         | 13+13 | Light AR

Low Jab                   | df+P        | 4     | Light AR

Low Strong                | d+P         | 11    | Medium AR

Low Fierce                | db+P        | 17    | Heavy

Low Short                 | df+K        | 5     | Low

Low Forward               | d+K         | 10    | Low

Slide                     | db+K        | 15    | Low KD

Small-Scale Teleportation | d,P         | 0     | #1

Matter Phasing            | qcb+K       | 17.5  | Medium KD

Air Matter Phasing        | (air) qcb+K | 17.5  | Medium KD

Short Stasis Activator    | qcf+P       | 0     | #2

Long Stasis Activator     | hcf+P       | 0     | #2

Temporary Departiclizer   | (close) f+P | 22.5  | Medium Throw

Scrap: d,f+P

Destruction: f,b,P during 1st hit

Fire & Ice: qcb+P during 2nd hit

#1: Teleports behind the opponent; hold f or b to teleport to either edge of

    the screen. You are considered to be grounded during the teleport.

#2: Freezes opponent in their current animation frame. Another Activator will

    unfreeze them. In Hyper Mode, you can direct the Short version up/down and

    the Long one left/right. An unfrozen opponent continues his move as normal.



Information Courtesy of "One Must Fall 2097: The Definitive FAQ"

by Robyrt(robyrt@marney.org, http://robyrt.coolserver.net )

Version 1.251

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