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==Attack Notations==
==Attack Notations==


A = Light Punch
'''A''' = Light Punch


B = Light Kick
'''B''' = Light Kick


C = Strong Punch
'''C''' = Strong Punch


D = Strong Kick
'''D''' = Strong Kick


CD = Blowback Attack
'''CD''' = Blowback Attack


P = With either Low Punch or Strong Punch
'''P''' = With either Light Punch or Strong Punch


K = With either Low Kick or Strong Kick
'''K''' = With either Light Kick or Strong Kick


AB = Evasive Roll, neutral or forward AB will make the character roll forward, pressing it in the backward direction will make the character roll backward
'''X''' = Any button


GCR = Guard Cancel Roll, press AB when guarding an attack
'''AB''' = [[The_King_of_Fighters_2002_UM/Movement#Rolling|Roll]], neutral or forward AB will make the character roll forward, pressing it in the backward direction will make the character roll backward


GCD = Guard Cancel Blowback Attack, press CD when guarding an attack
'''ACR''' or '''ACRoll''' = [[The_King_of_Fighters_2002_UM/Offense#Attack_Cancel_AB.2C_ACRoll_.28Roll_Cancel.2FAttack_Cancel_Roll.29|Attack Cancel Roll]], press AB when hitting the opponent with a grounded normal
 
'''GCR''' or '''GCRoll''' = [[The_King_of_Fighters_2002_UM/Defense#Guard_Cancel_AB.2C_GCRoll_.28Break_Roll.2FGuard_Roll.2FGuard_Cancel_Roll.29|Guard Cancel Roll]], press AB when guarding an attack
 
'''GCD''' or '''GCCD''' = [[The_King_of_Fighters_2002_UM/Defense#Guard_Cancel_CD.2C_GCCD_.28aka_GC_Blowback.2C_Guard_Attack_etc..29|Guard Cancel Blowback]], press CD when guarding an attack




Line 25: Line 29:
                          
                          
                   up (u)
                   up (u)
                    |
                    |
   (ub)  up left - 7 8 9 - up right (uf)
   (ub)  up left - 7 8 9 - up right (uf)
        
        
      (b)  left - 4 5 6 - right (f)
    (b)  left - 4 5 6 - right (f)
   
   
  (db) down left - 1 2 3 - down right (df)
  (db) down left - 1 2 3 - down right (df)
                    |  
                    |  
                  down (d)
                  down (d)
 


==Movement Abbreviations==
==Movement Abbreviations==


qcf - 236 - d,df,f - Quarter circle forward
'''d,d''' - 2,2 - press down twice


qcb - 214 - d,db,b - Quarter circle backward
'''d,u''' - 2,8 - press down then up


hcf - 41236 - b,db,d,df,f - Half circle forward  
'''db,f''' - 1,6 - press down back then forward


hcb - 63214 - f,df,d,db,d - Half circle backward
'''f,b,f''' - 6,4,6 - press forward back forward


dp - 623 - f,d,df - Dragon Punch motion
'''b~f or d~u''' - [4]6 or [2]8 - Charge, hold in one direction then shift to the designated direction


rdp - 421 - b,d,db - Reverse Dragon Punch motion
'''d,df~u''' - 2,[3]8 - Running Charge


charge - [4]6 or [2]8 - b~f or d~u - Hold in one direction then shift to the designated direction
'''qcf''' - 236 - d,df,f - Quarter circle forward


tk - 2369 - d,df,f,uf - Tiger Knee Motion
'''qcb''' - 214 - d,db,b - Quarter circle backward


rtk - 2147 - d,db,b,ub - Reverse Tiger Knee Motion
'''hcf''' - 41236 - b,db,d,df,f - Half circle forward


hcb f - 632146 - f,df,d,db,b,f - Half circle back forward motion
'''hcb''' - 63214 - f,df,d,db,d - Half circle backward


b~f - [4]6 - Hold back then press forward
'''dp''' - 623 - f,d,df - Dragon Punch motion


d~u - [2]8 - Hold down then press up
'''rdp''' - 421 - b,d,db - Reverse Dragon Punch motion


db/f - 1,6 - press down back then forward
'''tk''' - 2369 - d,df,f,uf - Tiger Knee Motion


d/u - 2,8 - press down then up
'''rtk''' - 2147 - d,db,b,ub - Reverse Tiger Knee Motion


d,d - 2,2 - press down twice
'''hcb f''' - 632146 - f,df,d,db,b,f - Half circle back forward motion


f/b/f - 6,4,6 - press forward back forward
'''qcb hcf''' - 2141236 - Quarter circle back half circle forward


qcb hcf - 2141236 - Quarter circle back half circle forward
==Other Abbreviations==


d/df~u - 2/[3]8 - Running Charge
'''j.''' - Jump/jumping - Press up-back/up/up-forward


==Other Abbreviations==
'''nj.''' - Neutral jump - Press up
 
'''sj.''' - Super-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward
 
'''sh.''' - Short hop - Tap up-back/up/up-forward
 
'''hh.''' - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward
 
'''cl.''' - Close
 
'''cr.''' - Crouching
 
'''st.''' - Standing
 
'''bb.''' - Backdash
 
'''(C)''' - [[The_King_of_Fighters_2002_UM/Gauges#Free_Cancel_.28C.29|Free cancel (maxmode)]]
 
'''(SC)''' - [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super cancel]]
 
'''(CH)''' - [[The_King_of_Fighters_2002_UM/Offense#Counter_Hit|Counter Hit]]
 
'''(W)''' - [[The_King_of_Fighters_2002_UM/Offense#Critical_Wire_Moves_.28W.29|Critical Wire]] : Said move causes a wallbounce on hit
 
'''(CW)''' - [[The_King_of_Fighters_2002_UM/Offense#Counter_Wire_Moves_.28CW.29|Counter Wire]] : Said move causes a wallbounce only on counter hit


j. - Jump/jumping - Press up-back/up/up-forward.
'''OTG''' - [[The_King_of_Fighters_2002_UM/Offense#On_The_Ground_.28OTG.29|On The Ground]] : Said move hits a downed opponent


sj. - Super-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward.
dp+C'''(2)''' - do the next move after dp+C does 2 hits. Same logic for another move


sh. - Short hop - Tap up-back/up/up-forward.
cr.B'''x1~4''' - You can do 1 to 4 cr.B's here


hh. - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward.
'''>''' - follow-up, like qcf+A > qcf+P for Kyo's rekka follow-up


cl. - Close
'''/''' - or


cr. - Crouch
'''[A]''' - [[The_King_of_Fighters_2002_UM/Offense#Mash_Moves_.5BX.5D|Mash]] A 4 times


st. - Stand
'''•''' - Like '''A • C''', you have to press A then C in quick succession, usually a plink/piano from A to C is best


bb. - Backdash


{{Navbox 2002UM}}
{{Navbox 2002UM}}


[[Category:The King of Fighters 2k2UM]]
[[Category:The King of Fighters 2k2UM]]

Latest revision as of 17:47, 16 January 2022

Attack Notations

A = Light Punch

B = Light Kick

C = Strong Punch

D = Strong Kick

CD = Blowback Attack

P = With either Light Punch or Strong Punch

K = With either Light Kick or Strong Kick

X = Any button

AB = Roll, neutral or forward AB will make the character roll forward, pressing it in the backward direction will make the character roll backward

ACR or ACRoll = Attack Cancel Roll, press AB when hitting the opponent with a grounded normal

GCR or GCRoll = Guard Cancel Roll, press AB when guarding an attack

GCD or GCCD = Guard Cancel Blowback, press CD when guarding an attack


Movement

                  up (u)
                   |
 (ub)  up left - 7 8 9 - up right (uf)
     
    (b)   left - 4 5 6 - right (f)

(db) down left - 1 2 3 - down right (df)
                   | 
                 down (d)


Movement Abbreviations

d,d - 2,2 - press down twice

d,u - 2,8 - press down then up

db,f - 1,6 - press down back then forward

f,b,f - 6,4,6 - press forward back forward

b~f or d~u - [4]6 or [2]8 - Charge, hold in one direction then shift to the designated direction

d,df~u - 2,[3]8 - Running Charge

qcf - 236 - d,df,f - Quarter circle forward

qcb - 214 - d,db,b - Quarter circle backward

hcf - 41236 - b,db,d,df,f - Half circle forward

hcb - 63214 - f,df,d,db,d - Half circle backward

dp - 623 - f,d,df - Dragon Punch motion

rdp - 421 - b,d,db - Reverse Dragon Punch motion

tk - 2369 - d,df,f,uf - Tiger Knee Motion

rtk - 2147 - d,db,b,ub - Reverse Tiger Knee Motion

hcb f - 632146 - f,df,d,db,b,f - Half circle back forward motion

qcb hcf - 2141236 - Quarter circle back half circle forward

Other Abbreviations

j. - Jump/jumping - Press up-back/up/up-forward

nj. - Neutral jump - Press up

sj. - Super-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward

sh. - Short hop - Tap up-back/up/up-forward

hh. - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward

cl. - Close

cr. - Crouching

st. - Standing

bb. - Backdash

(C) - Free cancel (maxmode)

(SC) - Super cancel

(CH) - Counter Hit

(W) - Critical Wire : Said move causes a wallbounce on hit

(CW) - Counter Wire : Said move causes a wallbounce only on counter hit

OTG - On The Ground : Said move hits a downed opponent

dp+C(2) - do the next move after dp+C does 2 hits. Same logic for another move

cr.Bx1~4 - You can do 1 to 4 cr.B's here

> - follow-up, like qcf+A > qcf+P for Kyo's rekka follow-up

/ - or

[A] - Mash A 4 times

- Like A • C, you have to press A then C in quick succession, usually a plink/piano from A to C is best


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