Author Topic: KOF 2002UM - Whip  (Read 5874 times)

nilcam

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KOF 2002UM - Whip
« on: December 27, 2010, 06:50:52 PM »
Throws:
Alpha - close, ;bk / ;fd + ;c
Zed - close, ;bk / ;fd + ;d

Command Moves:
Whip Shot - ;fd + ;a (up to 5 times)

Special Moves:
Boomerang Shot - ;hcf + ;a / ;c
Assassin Strike "CODE BB" - ;dp + ;a / ;b / ;c / ;d
Hook Shot - ;qcb + ;a / ;c in air
Strength Shot A "Superior" - ;hcb + ;a
Strength Shot B "Strength" - ;hcb + ;b
Strength Shot C "Victory" - ;hcb + ;c
  Strength Shot D "Candy" - During Strength Shot pose, hold  ;d
  Strength Shot Hold - ;hcb + ;a / ;b / ;c held down
Desert Eagle - ;rdp + ;a / ;c

Desperation Moves:
Sonic Slaughter "Code KW" - ;qcb, ;hcf + ;a / ;c
Forbidden Calls "Code "  - ;qcf x 2 + ;a / ;c

Super Desperation Moves:
Sonic Slaughter "Code KW" - ;qcb, ;hcf + ;a ;c

HSDM:
Super Blackhawk - ;qcb, ;hcf + ;b ;d
« Last Edit: September 29, 2015, 09:08:00 PM by desmond_kof »

sibarraz

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Re: KOF 2002UM - Whip
« Reply #1 on: August 15, 2011, 09:19:41 PM »
No combos? : (


Waifu Material

Mr Bakaboy

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Re: KOF 2002UM - Whip
« Reply #2 on: August 16, 2011, 02:49:20 AM »
You could always use Strength Shot B into just about anything. Leaves the opponent wide open to attack.
Say it with me now: "Variable input lag BAAAAAAD!!!"

sibarraz

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Re: KOF 2002UM - Whip
« Reply #3 on: August 16, 2011, 02:52:33 AM »
mmm, I will post some


st. b, st. b, cr. b, qcb, hcf + p

st. d, f+a x 5, hcf + P

st.d, f+a x 4, bc, st. b, st. b, cr. b, qcb, hcf + p




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PhoeniX

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Re: KOF 2002UM - Whip
« Reply #4 on: October 10, 2011, 12:28:55 PM »
Sibarraz, it is probably a good idea to distinguish between far standing attacks and close standing attacks.

All your st.B and st.D's are actually cl.B and cl.D. Maybe not if you meant to write far standing B as far.B, it's just that "st." by itself is really ambiguous.

Combos:

(hyperhop C) cl.BB cr.B [qcb,hcf+P/hcf+A (on crouching opponent)/hcf+C (on standing opponent]
cl.D f+AAAAA xx hcf+A (hcf+C whiffs)
C or D throw > rdp+A

Corner:
Counterhit st.CD, hcf+A (no need to cancel, thus it can be hitconfirmed)
Counterhit j.CD, st.CD xx hcf+A

MAX:
cl.D, f+AAAA BC run-in cl.BB cr.B xx qcb, hcf+AC
cr.C BC cr.C xx qcb, hcf+AC
« Last Edit: October 10, 2011, 12:32:46 PM by PhoeniX »

desmond_kof

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Re: KOF 2002UM - Whip
« Reply #5 on: October 10, 2011, 06:50:09 PM »
What differences she has from her OG02 counterpart?
"Do not place so much importance on winning. The fight itself has value."

PhoeniX

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Re: KOF 2002UM - Whip
« Reply #6 on: October 10, 2011, 09:14:07 PM »
Two main nerfs:

-st.CD doesn't have completely invincible recovery anymore. I'm pretty sure all invincibility is gone.
-j.D's two kicks, are closer to each other, so that the space that she 'secures' with a j.D and the amount of hitstun she can get from an early jump-in is way less.

Besides that she got a new super, that's about it.

Remxi

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Re: KOF 2002UM - Whip
« Reply #7 on: October 14, 2011, 03:47:04 AM »
cr.A OTG and you can now cancel dp+X into qcb+P before it goes off the top of the screen.

PhoeniX

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Re: KOF 2002UM - Whip
« Reply #8 on: October 14, 2011, 11:33:29 AM »
cr.A OTG and you can now cancel dp+X into qcb+P before it goes off the top of the screen.

O yeah forgot about the OTG, old school style! She had that in 99 (and 2000?) too. That other change is so crazy, and completely useless. Haha