Difference between revisions of "The King of Fighters 2002 UM/King"

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* cl.C can be used to stop opponents from jumping over your head
* cl.C can be used to stop opponents from jumping over your head
* cl.D hits twice while the first hit is cancel-able which makes it a great combo starter and useful in blockstrings
* cl.D hits twice while the first hit is cancel-able which makes it a great combo starter and useful in blockstrings
cl. A - dmg 25<br>
cl. B - dmg 35<br>
cl. C - dmg 90<br>
cl. D - dmg 115<br>


'''Standing'''
'''Standing'''
Line 24: Line 19:
* Far C and D can be Max Mode bypassed into hcb+K as hcb+BC.
* Far C and D can be Max Mode bypassed into hcb+K as hcb+BC.
* Far C and D can whiff on small crouching height opponents
* Far C and D can whiff on small crouching height opponents
Far A - dmg 25<br>
Far B - dmg 55<br>
Far C - dmg 95<br>
Far D - dmg 110<br>


'''Crouching'''
'''Crouching'''
Line 37: Line 27:
* Crouch C is a very good crouching anti-air which can stop hops and jumps if used in advance
* Crouch C is a very good crouching anti-air which can stop hops and jumps if used in advance
* Crouch D is a really slow sweep and is not whiff cancel-able
* Crouch D is a really slow sweep and is not whiff cancel-able
cr. A - dmg 20<br>
cr. B - dmg 40<br>
cr. C - dmg 95<br>
cr. D - dmg 105<br>


'''Jumping'''
'''Jumping'''
Line 51: Line 36:
* Jump D has a sharp downward angle and is best to use as a air-to-ground attack to start combos or blockstrings, as an instant overhead against opponents who have high crouching heights
* Jump D has a sharp downward angle and is best to use as a air-to-ground attack to start combos or blockstrings, as an instant overhead against opponents who have high crouching heights


j. A - dmg 33<br>
j. B - dmg 60<br>
j. C - dmg 105<br>
j. D - dmg 110<br>


'''Blowback Attack'''
'''Blowback Attack'''

Revision as of 16:13, 28 June 2013

King.jpg

Normals

Close

  • cl.A/B/C/D are cancel-able
  • cl. A is chain-able
  • cl. B hits low
  • cl.C can be used to stop opponents from jumping over your head
  • cl.D hits twice while the first hit is cancel-able which makes it a great combo starter and useful in blockstrings

Standing

  • Far A/B/C/D are not special cancel-able
  • Far A is chain-able into itself
  • Far B is can whiff on some crouching opponents
  • Far A/B/C/D are good standing anti-air normals for hop checking and pre-emptive anti-air
  • Far C and D can be Max Mode bypassed into hcb+K as hcb+BC.
  • Far C and D can whiff on small crouching height opponents

Crouching

  • Crouching A/B are chain-able
  • Crouching B and D hits low and share the same hit-box distance
  • Crouch C is special cancel-able and whiff cancel-able
  • Crouch C is a very good crouching anti-air which can stop hops and jumps if used in advance
  • Crouch D is a really slow sweep and is not whiff cancel-able

Jumping

  • Jump A hits at a downward angle and is good for pre-emptive hop and jump checking
  • Jump B is a good air-to-air but whiffs on some crouching opponents
  • Jump C share the same animation and range as jump A but starts up slower
  • Jump C/D can cross-up but the hit-box is rather small
  • Jump D has a sharp downward angle and is best to use as a air-to-ground attack to start combos or blockstrings, as an instant overhead against opponents who have high crouching heights


Blowback Attack

  • Stand CD has lower body invulnerability, moves her sprite forward a bit, slightly resembles her Venom Strike starting animation, and is whiff and hit cancel-able
  • Jump CD has a swinging hit-box from the top of her head and swings downward at 30 degree angle. It may whiff on some crouching opponents if performed too late.

Throws

Hold Rush: f + C

  • King knees then punches opponent
  • dmg 90

Hook Buster: f + D

  • Scissor grab and then flips opponent in opposite direction
  • dmg 90


Command Moves

Trap Kick - f + B

  • King hops forward and hits with an overhead kick
  • dmg 90

Slide - df + D

  • Slides in opponent
  • Does not knock down
  • dmg 120


Special Moves

Venom Strike - qcf + B

  • Fireball
  • dmg 100

Double Strike - qcf + D

  • Double fireball
  • Hits mid
  • 150, if both fireballs connect

Trap Shot - dp + B/D

  • Flip kick followed by multiple kicks
  • dmg 150

Mirage Kick - hcb + A/C

  • Dash forward kick, follwed by several more kicks
  • dmg 130

Tornado Kick - hcb + B/D

  • Flying kick
  • B version hits once, D version hits twice
  • dmg - B: 100; D: 110

Mirage Dance - close hcf + A/C

  • Volley of kicks ended with a knockdown
  • Hits high, mid and low
  • dmg 120


DM

Illusion Dance: qcf hcb + B/D

  • Hop backward follwed by a volley of attacks
  • dmg 210

Surprise Rose: qcf x 2 + B/D

  • Flip kick launcher follwed by a volley of aerial kicks
  • dmg 210


SDM

Illusion Dance - qcf hcb + BD

  • Violent flurry of kicks
  • dmg 310


HSDM

Secret Mirage - f, hcf + BD

  • King's foot glows with blue energy as she delivers a series of violent kicks.


Combos

BnB's

  • cl.D (2), special attack
  • cl.B, hcf+P
  • cr.B, cr.A, dp+K


Super Canceling

  • st.X, hcb+P (3), qcfx2+D


Max Mode Attack Strings

  • (corner) hcb+P (4), qcfx2+D
  • hcf+P (3), dp+K, (mid screen) qcf+D/(corner) qcf hcb+K
  • hcb+P (4), (mid screen) qcfx2+D/(corner) dp+K, qcf hcb+K


Quick Max

  • cl. strong, df+D, (BC), (midscreen) hcb+P (4), qcfx2+D/ (corner) hcb+P (3), dp+K, qcf hcb+K
  • Far C, (BC)(midscreen) hcb+P (4), qcfx2+D/(corner) hcb+P (3), dp+K, qcf hcb+K
  • cr.B, cr.A, cr.B (BC), hcb+P (4),(midscreen) qcfx2+K / (corner) dp+K, qcf hcb+K

Discussion Threads

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