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[[Image:KOF_2002UM_logo.JPG]]  
{{Infobox Game
| gamename    = The King of Fighters 2002 UM
| abbreviation = KOF02UM
| image        = KOF 02UM Main Visual.jpg
| developer    = SNK Playmore
| developer2  = Code Mystics
| publisher    = SNK
| website      = [https://game.snk-corp.co.jp/official/kof2002um/ Original Release]
| website2    = [https://www.snk-corp.co.jp/us/games/steam/kof2002um/ Steam]
| system      = '''Playstation 2'''<br> December 26, 2009
| system2      = '''Xbox 360'''<br> June 24, 2010
| system3      = '''Steam'''<br> February 27, 2015
| system4      = '''Playstation 4'''<br>February 8th, 2021
| netcode      = Rollback
| resources    = [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit?usp=sharing Frame Data Sheet]
| resources2  = [http://dreamcancel.com/forum/index.php?board=24.0 Dream Cancel Forum]
| resources3  = [http://forums.shoryuken.com/discussion/48696/the-king-of-fighters-2002-unlimited-match-thread 02UM SRK Thread]
| community    = [https://discord.gg/8JNXHxf KOF 02UM Discord]
}}
<section begin="desc"/>The King of Fighters 2002 Unlimited Match (KOF 02 UM) is a remake of the classic dream match, The King of Fighters 2002: Challenge to Ultimate Battle. Just like its former version, there is no story in this game, thus allowing SNK to once again add characters who were long dead or missing in the previous story arc.<section end="desc"/>
__NOTOC__
KOF 02 UM boasts a huge roster of 66 playable characters. 43 characters from KOF 2002 return (with the exception of K9999) and in addition, there are 3 EX characters, 12 new NESTS characters, 7 new bosses, and an original character "called" Nameless.


[[Image:Kof2002um_t2.jpg]]
The game also received a system overhaul, including tweaks to character balance, new moves, new DMs, changed properties, re-arranged inputs, new stages for all teams and bosses, new re-done theme songs, and new character art and HUD. All while staying true to the core 3-on-3 system which should cater to old KOF purists and newcomers alike.
[[Image:Kof2k2um.jpg]]


==System==
{|cellpadding="10"
|
*[[The King of Fighters 2002 UM/FAQ|FAQ]]
|
*[[The King of Fighters 2002 UM/Controls|Controls]]
|
*[[The King of Fighters 2002 UM/Movement|Movement]]
|
*[[The King of Fighters 2002 UM/Advanced Strategy|Advanced Strategy]]
|-
|
*[[The King of Fighters 2002 UM/Offense|Offense]]
|
*[[The King of Fighters 2002 UM/Defense|Defense]]
|
*[[The King of Fighters 2002 UM/Gauges|Gauges]]
|
*[[The King of Fighters 2002 UM/Miscellaneous|Miscellaneous]]
|}


==Introduction==
==Characters==


The King of Fighters 2002 Unlimited Match (KOF2K2UM) is a remake of the 7 year old classic the King of Fighters 2002. Just like it's former version there is no story present in this game thus allowing them to once again add characters who were long dead or missing in the previous story arc. Boasting a roster of 66 characters (including the 44 from the original KOF 2002 roster excusing K9999, there are 3 EX characters, 12 new Nests characters never before seen in 2002, 7 new bosses, and an all new character named Nameless), it also received a complete system over-haul, including tweaks in character balance, new moves, new DM's, changed properties, re-arranged inputs, new stages for all the teams and bosses, new re-done theme songs, new character art and HUD, all while staying true to the 3-on-3 system which will should please old KOF purists and new comers alike.
{{02UM Team Chart}}


==Game Systems==
==The Roster==


{|cellpadding="10"
|
{{02UM NewCharacterSelect}}
|}


{{Navbox 2002UM}}


===Attack Notations===
[[Category:The King of Fighters 2k2UM|The King of Fighters 2k2UM]]
A = Light Punch
{{#seo:
 
|description={{#lst:{{FULLPAGENAME}}|desc}}
B = Light Kick
|image=KOF 02UM Main Visual.jpg
 
}}
C = Strong Punch
 
D = Strong Kick
 
CD = Blowback Attack
 
P = With either Low Punch or Strong Punch
 
K = With either Low Kick or Strong Kick
 
AB = Evasive Roll, neutral or forward Ab while make the character roll forward, pressing it in the backward direction will make the character roll backward
 
GCR = Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter
 
GCD = Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter
 
===Movements===
                       
                  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===
 
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
 
charge - [4]6 or [2]8 - b~f or d~u - Hold in one direction then shift to the designated direction
 
tk - 2369 - d/df/f/uf - Tiger Knee Motion
 
hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion
 
b~f - [4]6 - Hold back then press forward
 
d~u - [2]8 - Hold down then press up
 
db/f - 1,6 - press down back then forward
 
d/u - 2,8 - press down then up
 
d,d - 2,2 - press down twice
 
f/b/f - 6,4,6 - press forward back forward
 
qcb hcf - 2141236 - Quarter circle back half circle forward
 
===Other Abbreviations===
 
j. - Jump/jumping - 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.
 
hh. - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward.
 
cl. - Close
 
cr. - Crouch
 
st. - Stand
 
bb. - Backdash
 
 
== Movement and Travel ==
 
'''Running'''
 
Pressing twice the forward direction, the character will run, and so we maintain the forward direction, it will continue to run. There is a minimum length limit during which your character is completely vulnerable. It is still possible to cancel the race in a crouch, a special move, a jump (it will become super jump) or a roll. But it is impossible to cancel the run by blocking. Once the forward direction is released by running, the character has a few frames of recovery before they can recover or start any other action (recovery varies depending on the characters).
 
Pressing twice rear direction, the character will carry a slight leap backward or backdash. The character is in mid-air briefly, so that attacks recieved will reset in the air, and it is unable to be thrown. Unlike other fighting games, the backdashes has no frame of invincibility. The period of startup, frames in the air, recovery, and the distance of the backdash, may vary depending on the characters. Keep in mind that that during the frames in the air while you backdash, it is possible to execute certain special moves or attacks executable command in the air. Only special moves and attacks that are possible to do in all jump heights can be done during the back dash.
 
'''Jumps and Hops'''
 
In KOF2002UM (along with nearly all KOF games) there are 4 different types of jumps:
 
*Normal jump
 
This is a basic jump that you've seen in a majority of fighting games. The jump has a very short start-up frames on the ground, and you cannot be thrown out them. It is still possible to take a hit on the ground during a jump start, so be careful.
 
*Hop
 
This is a short version of the normal jump. Just lightly press (or flick your joystick) the direction of the jump to hop. Some players press the downward direction after jumping to make sure the hop doesn't turn into a normal jump, but it is not mandatory. The startup is the same as the normal jump (very short), but the height and distance traveled is much less.
 
*Super jump
 
If you cancel a run (or dash) by a jump, you get a super jump. Or if you press down quickly after normal jump, you can super jump. The super jump is recognizable by the effect of doubling the sprite (looks like trails or ghosts) of a character during the jump. The distance traveled by this jump is 1.5 times larger than a normal jump, and the character moves faster in the air. The startup of this jump, however, is longer than a normal jump. Also note that the startup of the super jump frames are throwable. You cannot neutral super jump (super jump straight up).
 
*Hyper hop
Pressing the down direction before performing a small jump, or cancel a run by a hop, you will hyper hop. The hyper hop is recognizable by the effect of doubling the sprite of character during the jump. The distance traveled by this kind of jump is 1.5 times larger than a hop, and the character moves faster in the air. The startup of this jump, however, is longer than that of a hop. The start up frames of the hyper hop are throwable and you cannot neutral hyper hop.
 
[http://www.youtube.com/watch?v=r75Lz1Drp8g#t=1m42s For a visual explanation on jumping and hopping, check out this tutorial video]
 
'''Rolling'''
 
Pressing A + B to roll forward or back A + B to roll away from your opponent when standing. You will be invincible in the first frame of the roll, but has a recovery at the end of the animation which is fully punishable. Remember, the roll is fully vulnerable to throws throughout its animation, and it is impossible to throw break them. Don't let your opponent try to roll through you while you're standing or crouching, learn to throw them on reaction. Rolling can be a good defensive solution, but it can expose you to heavy punishment at the end of it, so try to be careful using them and do not abuse it.
 
It is possible to perform a "Super Roll" by just canceling a run to a roll (any frame, even the first). It crosses a longer distance, but will last longer than a normal roll, so use with caution. The length of the roll, the recovery and the distance can vary per character.
 
 
== Defense ==
 
'''Guard Cancel CD (aka Blowback Attack aka Guard Attack etc.)'''
 
Press C + D while in blockstun. It cancels the blockstun by a blow that knocks down the opponent.
The Guard Cancel CD has short frames of invincibility at startup, but has a recovery. It can get you out of a lot of attack strings while you block, and resume the pace of the match.  It makes little damage when it hits (it is possible to kill an opponent if it removes the remaining life to them).  However, its use is limited by 3 factors:
 
*1.) It will cost you one level of your super meter
 
*2.) Your opponent might try to bait your Guard Cancel CD by making you whiff a standing CD while you're in blockstun, which has a slow startup and exposes you to heavy punishment. If you sense that bait attempt, just try to block instead.
 
*3.) This move is not instantaneous and it does have startup. You cannot punish EVERY attack with a Guard Cancel CD successfully, and you can be exposed to punishment at the end of it.
 
'''Guard Cancel AB (Break Roll/Guard Roll/Guard Cancel Roll)'''
 
By pressing only A + B or back + A + B back (to Guard Cancel Roll backwards), while in blockstun, it is possible to roll forward or backward. This roll is completely invincible and unthrowable, and has no frame of recovery. This is one of the most important defensive elements to learn and master, but also one of most outstanding features of the defensive system in KOF.
 
*1.) It will cost you one level of your super meter
 
*2.) If performed at the wrong time and inaccurately, a punishable and fully throw vulnerable regular, normal roll may happen instead or a crouching A (See also Details of the system: priority buttons).
 
*3.) (coming soon)
 
'''Quick Recovery (aka Tech-Roll aka Quick Rise)'''
 
(coming soon)
 
===Miscellaneous===
 
[[Standard Ruleset]]
 
==Character Information==
 
===Wakeup Speed===
 
Some characters get up faster after they get knocked down, some slower, you can calculate the differences here
 
*(-F) The higher the minus frames the faster they get up
 
*(+F) The higher the plus frames the slower they get up
 
 
(-13F) - Ralf, Yuri
 
(-11F) - Athena
 
(-9F) - Whip
 
(-7F) - Yamazaki, Kula
 
(-6F) - Joe, Robert, Angel, Kasumi
 
(-5F) - Kim, B. Mary, Hinako, Mature, Ryo, Foxy, Mai
 
(-3F) - K', Takuma
 
(-2F) - Yashiro, Lin
 
(-1F) - Daimon, Terry, Kensou, Clark, May Lee, Vanessa
 
(0F) - Kyo, Chang, Choi, Vice, Shingo, King, KUSANAGI, Kyo-1, Kyo-2, Nameless
 
(+2F) - Leona, Iori
 
(+3F) - Chris, Heidern, Chin
 
(+4F) - Andy, Bao, Xiangfei
 
(+5F) - Billy, Shermie
 
(+6F) - Benimaru, Ramon, Jhun
 
(+10F) - Maxima
 
 
===Crouching Height===
 
*Crouching Height varies based on the characters height and hitbox data, some character hitxboxes remain high despite crouching which in turn may make them more susceptible to things like Instant Overheads and Cross-ups, while some character hitboxes tend to get smaller when they crouch making it easier for them dodge high hitting attacks and even projectiles, the differences are listed below.
 
 
'''Lowest''' - Chin, Choi, Bao
 
 
'''Low''' - Xiangfei, Joe, Benimaru, Iori, Mature, Vice (during weak attacks), Leona, Athena, Kensou, Mai, Yuri, Yashiro, Chris, Yamazaki, Billy, Kim, Kula, Foxy, Jhun
 
 
'''Middle''' - K’, Whip, Terry, Andy, Kyo, KUSANAGI, Vice, Ralf, Clark, Vanessa,Seth, Ramon, Ryo, Robert, Takuma, May Lee, Shermie, B. Mary, (K9999), Angel, Nameless, Lin, Shingo, Heidern, King, Kasumi, Kyo-1, Kyo-2
 
 
'''High''' - Maxima, Daimon, Hinako
 
 
'''Highest''' - Chang
 
===Tier List===
 
'''Ratio/Point List'''
 
【5】
K', Nameless, Kasumi
 
【4】
King, Kula, Andy, EX Robert, Orochi Chris, Benimaru, Yuri, Hinako, Heidern
 
【3】
Bao, Jhun, Mature, Lin, Chris, Ryo, Kusanagi, Foxy, Daimon
 
【2】
Iori, Orochi Shermie, Choi, Yamazaki, EX Takuma, Mai, Seth, Leona, Clark, Kyo, Terry, B. Mary, Kyo-2, Kim, Xiangfei, Joe
 
【1】
Shingo, Kensou, EX Kensou, Takuma, Ralf, Robert, Billy, Yashiro, Orochi Yashiro, Chin, Angel, Shermie, Vice, Athena, Ramon, Whip 
 
【0】
May Lee, Maxima, Kyo-1, Vanessa
 
 
===Characters===
 
 
'''Single Entry'''
 
[[Nameless (2k2UM)]]
 
 
'''Team Japan'''
 
[[Kyo Kusanagi (2k2UM)]]
 
[[Benimaru Nikaido (2k2UM)]]
 
[[Goro Daimon (2k2UM)]]
 
 
'''Team 96'''
 
[[Iori Yagami (2k2UM)]]
 
[[Mature (2k2UM)]]
 
[[Vice (2k2UM)]]
 
 
'''Fatal Fury Team'''
 
[[Terry Bogard (2k2UM)]]
 
[[Andy Bogard (2k2UM)]]
 
[[Joe Higashi (2k2UM)]]
 
 
'''Art of Fighting Team'''
 
[[Ryo Sakazaki (2k2UM)]]
 
[[Robert Garcia (2k2UM)]]
 
[[Yuri Sakazaki (2k2UM)]]
 
 
'''Psycho Soldier Team'''
 
[[Athena Asamiya (2k2UM)]]
 
[[Sie Kensou (2k2UM)]]
 
[[Bao (2k2UM)]]
 
 
'''Agents Team'''
 
[[Vanessa (2k2UM)]]
 
[[Seth (2k2UM)]]
 
[[Ramon (2k2UM)]]
 
 
'''Team Ikari'''
 
[[Leona Heidern (2k2UM)]]
 
[[Ralf Jones (2k2UM)]]
 
[[Clark Still (2k2UM)]]
 
 
'''New Faces Team'''
 
[[Yashiro Nanakase (2k2UM)]]
 
[[Chris (2k2UM)]]
 
[[Shermie (2k2UM)]]
 
 
'''Orochi Team'''
 
[[Orochi Yashiro (2k2UM)]]
 
[[Orochi Shermie (2k2UM)]]
 
[[Orochi Chris (2k2UM)]]
 
 
'''Team 99'''
 
[[K' (2k2UM)]]
 
[[Maxima (2k2UM)]]
 
[[Whip (2k2UM)]]
 
 
'''Nests Team'''
 
[[Angel (2k2UM)]]
 
[[Kula Diamond (2k2UM)]]
 
[[Foxy (2k2UM)]]
 
 
'''Kim Team'''
 
[[Kim Kaphwan (2k2UM)]]
 
[[Chang Koehan (2k2UM)]]
 
[[Choi Bounge (2k2UM)]]
 
 
'''Jhun Team'''
 
[[Jhun Hoon (2k2UM]]
 
[[Lin (2k2UM)]]
 
[[Shingo Yabuki (2k2UM)]]
 
 
'''Team 97'''
 
[[Ryuji Yamazaki (2k2UM)]]
 
[[Blue Mary (2k2UM)]]
 
[[Billy Kane (2k2UM)]]
 
 
'''Masters Team'''
 
[[Heidern (2k2UM)]]
 
[[Takuma Sakazaki (2k2UM)]]
 
[[Chin Gentsai (2k2UM)]]
 
 
'''Pretty Girls Team'''
 
[[Li Xiangfei (2k2UM)]]
 
[[Hinako Shijou (2k2UM)]]
 
[[May Lee (2k2UM)]]
 
 
'''Womens Team'''
 
[[King (2k2UM)]]
 
[[Mai Shiranui (2k2UM)]]
 
[[Kasumi Todoh (2k2UM)]]
 
 
'''Clone Team'''
 
[[Kusanagi (2k2UM)]]
 
[[Kyo - 1 (2k2UM)]]
 
[[Kyo - 2 (2k2UM)]]
 
 
'''EX Characters'''
 
[[EX Kensou (2k2UM)]]
 
[[EX Robert (2k2UM)]]
 
[[EX Takuma (2k2UM)]]
 
 
'''Boss Characters'''
 
[[Goenitz (2k2UM)]]
 
[[Krizalid (2k2UM]]
 
[[Clone Zero (2k2UM)]]
 
[[Omega Rugal (2k2UM)]]
 
[[Zero (2k2UM)]]
 
[[Igniz (2k2UM)]]
 
[[Geese (2k2UM)]]
 
[[Nightmare Geese (2k2UM)]]

Latest revision as of 16:30, 18 May 2023

The King of Fighters 2002 UM
(KOF02UM)
Developers

SNK Playmore

Code Mystics
Publishers

SNK

Systems

Playstation 2
December 26, 2009

Xbox 360
June 24, 2010
Steam
February 27, 2015
Playstation 4
February 8th, 2021
Official Websites

Original Release

Steam
Online Play

Rollback

Player Resources

Frame Data Sheet

Dream Cancel Forum
02UM SRK Thread
Community Channels

KOF 02UM Discord

The King of Fighters 2002 Unlimited Match (KOF 02 UM) is a remake of the classic dream match, The King of Fighters 2002: Challenge to Ultimate Battle. Just like its former version, there is no story in this game, thus allowing SNK to once again add characters who were long dead or missing in the previous story arc.

KOF 02 UM boasts a huge roster of 66 playable characters. 43 characters from KOF 2002 return (with the exception of K9999) and in addition, there are 3 EX characters, 12 new NESTS characters, 7 new bosses, and an original character "called" Nameless.

The game also received a system overhaul, including tweaks to character balance, new moves, new DMs, changed properties, re-arranged inputs, new stages for all teams and bosses, new re-done theme songs, and new character art and HUD. All while staying true to the core 3-on-3 system which should cater to old KOF purists and newcomers alike.

System

Characters

Team Japan Team 96 Fatal Fury Team Art of Fighting Team
Psycho Soldiers Team Agents Team Team Ikari New Faces Team
Orochi Team Team 99 Nests Team Kim Team
Jhun Team Team 97 Masters Team Pretty Girls Team
Womens Team Clone Team EX Characters Single Entry
Boss Characters


The Roster

The King of Fighters 2002 UM/Kyo KusanagiThe King of Fighters 2002 UM/Benimaru NikaidoThe King of Fighters 2002 UM/Goro DaimonThe King of Fighters 2002 UM/Iori YagamiThe King of Fighters 2002 UM/MatureThe King of Fighters 2002 UM/ViceThe King of Fighters 2002 UM/Terry BogardThe King of Fighters 2002 UM/Andy BogardThe King of Fighters 2002 UM/Joe HigashiThe King of Fighters 2002 UM/NamelessThe King of Fighters 2002 UM/Ryo SakazakiThe King of Fighters 2002 UM/Robert GarciaThe King of Fighters 2002 UM/Yuri SakazakiThe King of Fighters 2002 UM/Athena AsamiyaThe King of Fighters 2002 UM/Sie KensouThe King of Fighters 2002 UM/BaoThe King of Fighters 2002 UM/EX RobertThe King of Fighters 2002 UM/EX TakumaThe King of Fighters 2002 UM/VanessaThe King of Fighters 2002 UM/SethThe King of Fighters 2002 UM/RamonThe King of Fighters 2002 UM/Leona HeidernThe King of Fighters 2002 UM/RalfThe King of Fighters 2002 UM/Clark StillThe King of Fighters 2002 UM/EX KensouThe King of Fighters 2002 UM/Omega RugalThe King of Fighters 2002 UM/GoenitzThe King of Fighters 2002 UM/Yashiro NanakaseThe King of Fighters 2002 UM/ShermieThe King of Fighters 2002 UM/ChrisThe King of Fighters 2002 UM/K'The King of Fighters 2002 UM/MaximaThe King of Fighters 2002 UM/WhipThe King of Fighters 2002 UM/KrizalidThe King of Fighters 2002 UM/Clone ZeroThe King of Fighters 2002 UM/ZeroThe King of Fighters 2002 UM/IgnizThe King of Fighters 2002 UM/Kula DiamondThe King of Fighters 2002 UM/FoxyThe King of Fighters 2002 UM/AngelThe King of Fighters 2002 UM/Kim KaphwanThe King of Fighters 2002 UM/Chang KoehanThe King of Fighters 2002 UM/Choi BoungeThe King of Fighters 2002 UM/Orochi YashiroThe King of Fighters 2002 UM/Orochi ShermieThe King of Fighters 2002 UM/Orochi ChrisThe King of Fighters 2002 UM/Jhun HoonThe King of Fighters 2002 UM/LinThe King of Fighters 2002 UM/Shingo YabukiThe King of Fighters 2002 UM/Ryuji YamazakiThe King of Fighters 2002 UM/Blue MaryThe King of Fighters 2002 UM/Billy KaneThe King of Fighters 2002 UM/GeeseThe King of Fighters 2002 UM/Nightmare GeeseThe King of Fighters 2002 UM/HeidernThe King of Fighters 2002 UM/Takuma SakazakiThe King of Fighters 2002 UM/Chin GentsaiThe King of Fighters 2002 UM/Li XiangfeiThe King of Fighters 2002 UM/Hinako ShijouThe King of Fighters 2002 UM/May LeeThe King of Fighters 2002 UM/KusanagiThe King of Fighters 2002 UM/KingThe King of Fighters 2002 UM/Mai ShiranuiThe King of Fighters 2002 UM/Kasumi TodohThe King of Fighters 2002 UM/Kyo-1The King of Fighters 2002 UM/Kyo-2


Navigation

The King of Fighters 2002 Unlimited Match
System

FAQControlsMovementOffenseDefenseGaugesAdvanced StrategyMiscellaneous

Characters
Bosses