Table of Contents

Chronos

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Description

Manual

The Chronos HAR was designed to lend a few precious moments to space ship rescue. It comes in several sizes, from 1.5 meters to the largest 27.5 meter model. The main feature of the Chronos is its Stasis Field Generator, a diamond-shaped machine in the middle of it's chest. The robot is designed and built to channel the energies from this machine for various uses during time-critical rescue missions.

The energy from the Generator can be focused on the mech itself, causing it to phase out and reappear nearby. This helps the 'bot get to locations much faster than running, while taking less energy than conventional matter transfer. When the Chronos comes against solid matter, it can center the Generator on that matter to form a brief doorway, allowing passage through the solid material to its destination. Probably the unit's greatest use centers on the Stasis Activator that the Generator can expel. When this Activator connects with solid matter, it forms a Stasis Field which stops time for a brief period. This is especially useful for containing explosions, slowing effects of poison on a living creature, or stopping objects in motion.

Many companies have also noted the possible uses of Chronos in combat situations.

Matt's FAQ

Being much better suited for Two Player games than the vs Computer Modes, the Chronos is a kick to beat your buddies with after you've mastered the timing required to use him effectively. Not really excelling in any particular strengths nor garnishing any real flaws in regards to Speed, Power, and Armor, the Chronos is pretty well-rounded, but by no means special either. In regards to One Player & Tournament modes, expect to have more trouble with the computer than you do against your friends using the Chronos. Almost all of its moves require that your opponent doesn't react immediately; and as you know, this is basically the only defense the computer knows. And on the higher difficulty levels the computer almost always blocks your attacks or thwarts your Teleport by grabbing you before you even finish materializing beside him. However, I HAVE found a couple of ways that you can cheat against the computer, despite its unfair lack of a reflex allowment, letting you still find all the Unranked Challengers and get both the Chronos' worthless Enhancements.


Strategies

Most people underestimate or misunderstand how the Chronos works, despite all its teleporting special attacks, it is primarily a heavy combo hitting glass cannon. It hits surprisingly hard, and can link together combos with several heavy attacks, as well as having three different basic attacks that moves the bot forward which works well as combo finishers. Of the specials the main one to remember and use is the Matter Phasing (Teleport Kick), as it lets you come in from the back, and is an alternative way of approaching, also good to get away with. The Stasis Activator can be useful mostly as a threat, and the Small-Scale Teleportation does have a use in a few rare situations, but on the whole you won't be using these two as much as the Matter Phasing. The bot will usually try to lure the enemy in close to setup a combo, and try its best to block or evade attacks inn-between.

VS CPU/AI

Matter Phasing should confuse some of the opponents a lot.

VS Human

Chronos is unpredictable, exploit this as much as you can as all of Chronos moves often looks “less” than they are, it really is the bot of deception. Human opponents slip up more often against the Stasis projectile than the AI does, so use it more. And Matter Phasing is again better, as it is hard to block correctly against it, due to the changing direction. Anyways it is all about getting in close before the opponent realizes what happens, and start up a combo.


Upgrades

Tournament Upgrades

Enhancement Effects

Enhancement Localization


Moves

Specials

Basic Attacks

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Bad:
Good:

Combos

This assumes default setting with Rehit mode on.

Basic Combos

Fancy Combos

Tournament Combos



Robyrt's FAQ

1. OVERVIEW

Chronos is a strong contender, because everything he has is easy to use and useful. Stasis Activator is practically a free win when it connects, almost all his normal moves have lots of priority and combo easily, and Matter Phasing helps him get out of bad situations. He can be played as a poke character, an offensive rusher who attacks from all sides, or anywhere in between.


2. TECHNICAL INFO

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 | #1
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     | #2
Matter Phasing            | qcb+K       | 17.5  | Medium KD
Air Matter Phasing        | (air) qcb+K | 17.5  | Medium KD
Short Stasis Activator    | qcf+P       | 0     | #3
Long Stasis Activator     | hcf+P       | 0     | #3
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: First hit is Medium AR, second hit is Light KD AR. #2: 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. #3: 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 with arrow keys. An unfrozen opponent continues his move.

Stats: Forward Speed: 4.3 Back Speed: 3.6 Jump Speed: 13 Fall Speed: 1.05 Armor: 100 Stun Res: 27.5


3. MOVE DETAILS

Normal Moves

P: Jab. One of the worst jabs in the game, because it's fairly slow and Chronos has a lot of moves that overshadow it. In combos, however, it's a lot better, because it chains into itself or (under certain circumstances) your fierces. Like most jabs, it works well as a combo starter against airborne opponents.

b+P: Fierce. Chronos does a vicious backhand that causes a wall hit on an airborne opponent. It's got decent range, hits high, and has a deceptively small upper-body hitbox, making it good to punish almost anything. Anything slow, that is, because b+P is slower than it looks.

f+K: Knee. Chronos' knee covers almost half the screen very quickly, hits both crouching and jumping opponents, and juggles for an air combo. Unfortunately, it also has loads of recovery during which Chronos is airborne, meaning you should only use it when you're sure it'll hit: in a combo, as anti-air (where it will often trade, but not in your favor), or to punish whiffed or blocked moves.

K: Toe kick. Like most standing kicks, Chronos' has lots of priority, decent speed and damage, and OK range. Fortunately, if you ever manage to hit with it, it'll chain into f+K for a knockdown. Great as a juggle opener though, since it does a ton of damage to the stun bar.

b+K: Roundhouse. Chronos does a forward-moving kick that hits once on the way up and once on the way down. The two hits are a natural combo, and it juggles, meaning you can tack on a lot of damage.

Crouching Moves

df+P: Low jab. Chronos' fastest move, but not very distinctive apart from that. Chains into another df+P.

d+P: Low strong. Chronos sticks an arm out with decent range. It doesn't have much priority, but it's a good poke against moves that will beat your low kicks.

db+P: Low fierce. Exactly like low strong, but slower and more powerful. There's not much reason to use it except in combos.

df+K: Low short. Great range and speed and chains into another low kick. Oddly enough, this move doesn't have much priority, but it doesn't need it, since it can usually stuff opposing moves from a safe distance before they even start. Totally safe when blocked, forces opponent to duck, great for tick throws because it's hard to distinguish from low forward.

d+K: Low forward. A slightly slower, more powerful version of low short which is also very useful. Chains into other low kicks, and is a combo (except at max range) to db+K. This move alone can train your opponent to stick out only mid- hitting moves, because all their low- and high-hitters will get stuffed by d+K. Try it and see.

db+K: Slide. The same move as low forward, except it scoots across the screen. Often combos off of other moves for a knockdown, and great for punishing a whiffed move. Bad recovery, except at max range or against the computer.

Special Moves

d,P: Teleport. Chronos dissolves and reappears. Hold left or right to teleport to the screen edge, or nothing to teleport right behind the opponent. Chronos is totally vulnerable as he phases in and out, though, so it's not an offensive move unless combined with an Activator. That doesn't mean it's not useful, though: use Chronos' impressive poke arsenal to get just out of their range, then teleport. As their move whiffs, you'll be at full screen or knee range, your choice. It's also great to run from a jump-in you have no answer for, like Rising Blade or Gargoyle's air game. In this case, teleport behind them to end up about a half-screen away. New players should stay away from this move, as it'll just get them comboed.

qcb+K: Matter Phasing. Chronos leaps toward the back wall and comes out through the front wall in the same arc with a single-footed jumpkick. If he doesn't get enough air to clear the wall, he'll just appear at the opposite wall. While Chronos is vulnerable on startup, he's moving backward, so he's hard to hit, and you can do this while airborne, making it a great move to escape traps. The kick is quite easily blocked and punished, so make sure you're hitting with it close to where Chronos hits the ground, or so high up Chronos is out of range when he lands. Note that it starts juggles, so against predictable opponents, just run away and force them onto the defensive with this move.

qcb+P: The legendary Stasis Activator. Slow, lots of startup and recovery, bad range, but if it hits, it freezes the opponent for several seconds, ripe for a combo. (They can even be thrown if it catches their ground move!) Can be directed with the arrow keys. Use this move as often as humanly possible, just to instill the fear of a death-inducing freeze combo on your opponent. Activator → Teleport will often catch people who like to jump at you. Remember, Chronos can easily create space to throw one.

hcb+P: Extended Stasis Activator. This move stops about half a screen away and stays there for a while. Great for traps: Activator in front of their nose for a free teleport in, Activator as they get up to establish your perfect range, etc.

(close) f+P: Throw. Chronos dematerializes and rematerializes the opponent, which (for no reason) juggles. Well, I guess Chronos needed another way to do obscene damage even if they block. Making the opponent choose between throw and d+K is a situation you should try to set up as often as possible. Note that unlike other juggling throws, Chronos' hurls them into the Power Plant walls.

Jumping Moves

P: Karate chop from above Chronos' head, making it decent air-to-air or as a starter for Activator combos. It's Chronos' only anti-air besides the old block-and-jab standby, so you'll use it more often than you'd like.

K: Double-footed jumpkick. Kinda slow, but hits at a perfect angle and has plenty of priority. You'll be using this a lot, because it combos into a b+K combo to (usually) kill someone.

qcb+K: Air Matter Phasing. Good to run with, not so hot to attack with. Very fun for making anti-airs whiff.


4. COMBOS

Instant Kill Combo #1 jump-in → f+K → jumpkick (stun) qcb+P → jump-in → f+K → df+K → db+P Chronos has many ways to land 100% damage off a jumpkick. The “jump-in” here is (air) K → P x1-3 → b+K. In almost all situations, you can add K before f+K, killing much more easily.

Instant Kill Combo #2 f+P → walk forward, repeat Tournament mode and full arm speed required, plus nearly full agility.

Instant Kill Combo #3 (Showy) (air) K → b+K → d+K → df+K → df+P → P → f+K → uf,P. Repeat. Note that this combo is much much easier without the df+K, and it can be omitted if you do the combo fast enough or against opponents other than Ibrahim.

Most Powerful Ground Combo P x1-3 → b+K You'll usually need a wall for the full three punches, and you'll need to start close to the opponent to do P,P,b+K. Shorter bots can be iffy.

Meaty Moves (late) d+K x1-3 → db+K This isn't anything special, since d+K chains into db+K anyway. The benefit of a meaty hit is usually only one extra d+K.

Chain Combos P → P (hands touching) P → b+P (not close) P → b+K (close) df+P → df/d/db+K db+P → df+P (close) db+P → f+K K → d/df+P K → f+K df+K → df+K d+K → d/df+K (close) d+K → db+K

Basic Combos: Chronos' combos are extremely variable, depending on how well you think you can land P → b+K, his crucial link. Sometimes it's just safer to land either of his normal launchers (b+K or K → f+K) alone and then follow up. Common combo enders include K → f+K, b+K → b+P, and f+K → P → jump attack, depending on the opponent. Against a wall, K → f+K should be your staple juggle, since it's quite easy to combo after. If you hit late with qcb+K or land a wall throw, you can also start juggles. Off a low hit, d+K → db+K does surprising damage.

Tricky Combos: (close, wall) f+P → qcb+P, direct down if necessary → any juggle Juggle with a Matter Phasing for a very showy combo!


Frame Data

Frame Data Page


HAR's: Jaguar, Shadow, Thorn, Pyros, Electra, Katana, Shredder, Flail, Gargoyle, Chronos, Nova