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The King of Fighters 2002 UM/Foxy: Difference between revisions
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[[File:02UM Foxy Profile.png|right|thumb]][[File:02UM Foxy 0.gif|right|x300px]] | <section begin="image"/>[[File:02UM Foxy Profile.png|right|thumb]]<section end="image"/>[[File:02UM Foxy 0.gif|right|x300px]] | ||
==Movelist== | ==Movelist== | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is a flexible character with a | | intro = {{SUBPAGENAME}} is a flexible character with a sizable selection of tools and some of the most damaging [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super Cancel]] combos. | ||
| pros= | | pros= | ||
* '''Adaptable''': Sporting a meterless reversal/anti-air, parries, multiple lows and overheads, cross-ups, teleports, and | * '''Adaptable''': Sporting a meterless reversal/anti-air, parries, multiple lows and overheads, cross-ups, teleports, and decent utility supers, Foxy can be a threat with or without meter. | ||
* '''Good | * '''Good Confirms''': Foxy can always get a combo with good damage into knockdown in her 2B range. | ||
* '''Great CDs''': On counter hit, both her standing and jumping CD will wall bounce her opponent. She can often combo into one of her supers from everywhere on the screen, and at some spacings even her One-Hit-Kill HSDM will land. | |||
| cons= | | cons= | ||
* '''Bad options for the midrange ''': If she is outside of her amazing 2B range, Foxy | * '''Bad options for the midrange''': If she is outside of her amazing 2B range, Foxy only has her albeit great CD's left with other lackluster pokes in terms of speed and hitboxes, and her other jumping attacks are also ill-suited to be air-to-airs. | ||
* '''All of her options must be committed to''': While she has a | * '''All of her options must be committed to''': While she has a number of options, most of them are very specialized. Using them at the wrong moment can get Foxy punished. If her CD's can break the opponent's defense, she then has to take risks in neutral if she wants to get in. | ||
* '''Steep learning curve''': Due to the aforementioned high number of specialized tools, as well as | * '''Steep learning curve''': Due to the aforementioned high number of specialized tools, as well as above average execution, with dropped combos often leaving her in a very punishable state, Foxy demands a lot in the player's part. | ||
}} | }} | ||
== Normals == | == Normals == | ||
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==Videos== | ==Videos== | ||
{{#ev:youtube|2BM5_FvMdE4|||'''台灣-阿澤.Aze (Foxy Best Rounds)'''|frame}} | {{#ev:youtube|2BM5_FvMdE4|||'''台灣-阿澤.Aze (Foxy Best Rounds)'''|frame}} | ||
{{#ev:youtube|lCmSyyxjiRA|||'''Dilkay FOXY Best Rounds KOF 2002 UM''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} | |||
{{#ev:youtube|3R66zIA8mek|||'''Zer0-Cool Foxy Best Rounds - KOF 2002 UM''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} | |||
==External Links== | ==External Links== |
Latest revision as of 18:01, 4 August 2024
Movelist
Throws
Command Moves
Special Moves
Desperation Moves
Super Desperation Move
Hidden Super Desperation Move
0 Bar |
Anywhere Anywhere, Low |
(jump-in), cl.C, f+A, (df+A,) qcf+D / hcb+P>P = 29% / 26% (jump-in or cr.B), cr.Bx1~2, f+A, (df+A,) qcf+D / hcb+P>P = 25% / 22% |
1 Bar |
Anywhere Anywhere, Low |
(jump-in), cl.C, f+A, qcfx2+P = 35% (jump-in or cr.B), cr.Bx1~2, f+A, qcfx2+P = 31% |
Gameplay Overview
Foxy is a flexible character with a sizable selection of tools and some of the most damaging Super Cancel combos. | |
Pros | Cons |
|
|
Normals
Close
- cl.A/B/C are cancel-able
- cl.A and cl.B chains into lights
- cl.C hits twice, both hits cancel-able
- cl.D hits twice and causes hard knockdown
Far
- none of Foxy’s far standing normals are cancel-able.
- most act as situational pokes and anti-air’s
Crouch
- cr.B chains into lights and is cancel-able
- cr.C is special and whiff cancel-able
- cr.D moves Foxy forward a bit
Jump
- j.A and j.B cross up, but hard to get much off of
- j.C has a tendency to whiff crouching opponents
- generally bad air game
Throws
Daisan No Kagi - Close, (b/f + C)
Daijuuni no Kagi - Close, (b/f + D)
- causes hard knockdown
Command Moves
No Nanatsu Kinzoku - (f + A)
- Foxy advances slightly with a fast non-cancellable poke.
- Spacing tool primarily.
No Nanatsu Kobutsu - (df + A)
- Foxy advances with a quick strike that is special and super cancellable
- her best midrange confirm tool.
No Junkan Nanajuu - (f + B)
- a parry move, will block jump and mid attacks
No Nanajuu Junryuu - (df + B)
- a parry move, will block lows
Special Moves
Unicorn No Kaku - (qcf + A/C)
- a very slow projectile that stun-locks the opponent and then causes a soft knockdown.
- gives Foxy enough time to run in from nearly full screen for a combo before the knockdown occurs.
- she can also land all hits of her qcfx2 + A/C SDM from midrange.
Taiki no Shoukai - (dp + B/D)
- Foxy's teleport move. She advances toward the opponent and goes through projectiles.
- she can cancel into specials, SDMs and both her command parry moves during the teleport.
- you can also cancel this within its startup frames as a kara into her Chie No Ki for mixup potential.
- the move will NOT cross through the opponent even during a hard knockdown.
Prenilnium - (dp + A/C)
- two hit dp that causes soft knockdown.
- very decent AA and reversal with minor upper and lower body invulnerability.
- first hit can cancel into Song of Swan SDM.
- hit box extends partially behind Foxy allowing to hit jumping opponents late.
Hajimari no Ki - (hcb + A/C)
- Foxy advances with a long rapier poke. Slight advantage on block, hits Mid.
┗Noa No Kaoku - (A/C)
- on hit you follow up with a spinning rapier strike, causes soft knockdown.
- you can also cancel into this before the initial strike lands for just the spinning hit which has slight advantage on block, hits mid.
┗Nanajuu no Hoshi - (b + B/D)
- cancels the move into Foxy's mid/high parry move.
- decent way to gain ground on an opponent blocking or throwing out jabs.
Chie No Ki - (qcf + B/D)
- Foxy slides toward the opponent with a low kick then a rapier slash.
- causes soft knockdown is even on block.
┗Tsukino Gin - (f + A/C)
- a cancel where Foxy spins in the air slashing her rapier.
- hits overhead so it's a great mixup tool, but very unsafe on block.
- causes soft knockdown.
- you can cancel into this near startup or very late int the slide. Super cancelable.
Desperation Moves
Shrödinger No Neko - (qcb x 2 + A/C)
- Foxy slashes her 'hair flag' above her draping the opponent then jumps slashing them many time in the air.
- a good combo ender, it can also be used as situational anti air as its hitbox extends decently above Foxy as well as in front.
- Hard knockdown
Hakuchou no Shi - (qcf x 2 + A/C)
- Foxy phases forward and then connects for a multi hit combo that causes soft knock down.
- though it looks like her teleport move at the beginning she is not projectile invincible during the Super.
- good whiff punish as it hits from nearly full screen.
┗Tsukino Gin - (f + A/C)
- cancel during the phase portion of the Super that hits overhead and allows a juggle on hit
┗No Chishiki ki - (down + B/D)
- cancel during the phase portion of the Super that goes into a slide and allows a juggle on hit
Super Desperation Move
No Wakusei Inoru - (qcf x 2 + A + C) in air-
- Foxy slashes down in the air and causes a wave of power to come from behind the opponent, hits mid even the downward slash at beginning.
- Sometimes the downward slash will cause parts of the follow not to connect depending on Foxy's position when it hits.
Hidden Super Desperation Move
Mitsubachi - (qcf x 2 + B + D)
- Foxy points her rapier to the sky and rushes forward enveloped in power.
- On hit it does 100% damage, but also Foxy blows up and dies, singing a sad song.
- You can combo into this with close C, but it's expensive and you lose a character.
- Situational or troll use mostly.
Combos
You can add a jump-in to every combo. In which case it's best to remove a cr.B at the start if there's more than one.
- You can always slightly delay df+A after f+A for more consistency.
Starter = (cl.C / cr.Bx1~3), f+A
- Stick to 2 cr.B's for consistency.
0 Stock
Anywhere
- Starter, dp+C / qcf+K / hcb+P>P
★ Starter, df+A, qcf+D / hcb+P>P
1 Stock
Anywhere
- Starter, qcfx2+P / qcbx2+P
★ Starter, df+A, qcfx2+P / qcbx2+P
- For qcfx2+P, you have to delay df+A if you add a jump-in unless you stick to 1 or 2 cr.B's.
2 Stocks
Max = cl.C/cr.Bx1~2, f+A, delay df+A, [ BC run, cr.B, f+A, delay df+A ] or [ BC walk, f+A, delay df+A ]
- The walk one is easier but costs you around 2% damage and you need to be a tiny bit closer on the first cr.B. Doesn't change spacing if you use cl.C.
Anywhere
- Starter, (dp+C(1) / hcb+P), (SC) qcfx2+P / qcbx2+P
- Starter, df+A, hcb+P, (SC) qcfx2+P / qcbx2+P
- Starter, dp+C(1), (SC) qcfx2+P > f+P, dp+C
- You need a decent amount of distance away from the corner for qcfx2+P to last long enough so you can use the f+P follow-up.
- Max, qcf+D(2), (C) hcb+P, (SC) qcfx2+P / qcbx2+P
- Max, qcf+D(2), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C
- Max, qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P / qcbx2+P
- Max, qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C
3 Stocks
Anywhere
- Replace the dp+C ender by qcbx2+P in 2 stocks combos.
Anywhere
- cl.C(1), qcfx2+BD
4 Stocks
- Replace the dp+C ender by dp+C(1), (SC) qcfx2+P / qcbx2+P in 2 stocks combos.
Corner
- qcfx2+P > d+K, qcfx2+BD
Videos
External Links
Check Foxy's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel