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The King of Fighters 2002 UM/Controls: Difference between revisions
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'''X''' = Any button | '''X''' = Any button | ||
'''AB''' = | '''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 | ||
'''GCR''' or '''GCRoll''' = Guard Cancel Roll, press AB 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 | |||
==Movement== | ==Movement== | ||
up (u) | up (u) | ||
| | |||
(ub) up left - 7 8 9 - up right (uf) | (ub) up left - 7 8 9 - up right (uf) | ||
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(db) down left - 1 2 3 - down right (df) | (db) down left - 1 2 3 - down right (df) | ||
| | |||
down (d) | |||
==Movement Abbreviations== | ==Movement Abbreviations== | ||
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==Other Abbreviations== | ==Other Abbreviations== | ||
'''j.''' - Jump/jumping - Press up-back/up/up-forward | '''j.''' - Jump/jumping - Press up-back/up/up-forward | ||
'''nj.''' - Neutral jump - Press up | '''nj.''' - Neutral jump - Press up | ||
'''sj.''' - Super-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward | '''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 | '''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 | '''hh.''' - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward | ||
'''cl.''' - Close | '''cl.''' - Close | ||
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'''bb.''' - Backdash | '''bb.''' - Backdash | ||
'''(C)''' - Free cancel (maxmode) | '''(C)''' - [[The_King_of_Fighters_2002_UM/Gauges#Free_Cancel_.28C.29|Free cancel (maxmode)]] | ||
'''(SC)''' - Super cancel | '''(SC)''' - [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super cancel]] | ||
'''(CH)''' - Counter Hit | '''(CH)''' - [[The_King_of_Fighters_2002_UM/Offense#Counter_Hit|Counter Hit]] | ||
'''(W)''' - Critical Wire : Said move causes a wallbounce on hit | '''(W)''' - [[The_King_of_Fighters_2002_UM/Offense#Critical_Wire_Moves_.28W.29|Critical Wire]] : Said move causes a wallbounce on hit | ||
'''(CW)''' - Counter Wire : Said move causes a wallbounce only on counter 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 | ||
'''OTG''' - [[The_King_of_Fighters_2002_UM/Offense#On_The_Ground_.28OTG.29|On The Ground]] : Said move hits a downed opponent | |||
cr.B'''x1~4''' - You can do 1 to 4 cr.B's here | dp+C'''(2)''' - do the next move after dp+C does 2 hits. Same logic for another move | ||
cr.B'''x1~4''' - You can do 1 to 4 cr.B's here | |||
'''>''' - follow-up, like qcf+A > qcf+P for Kyo's rekka follow-up | '''>''' - follow-up, like qcf+A > qcf+P for Kyo's rekka follow-up | ||
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'''/''' - or | '''/''' - or | ||
'''[A]''' - [[The_King_of_Fighters_2002_UM/Offense#Mash_Moves_.5BX.5D|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 | |||
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