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The King of Fighters 2002 UM/Nameless: Difference between revisions
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[[File:02UM Nameless Profile.png|right|thumb]] | <section begin="image"/>[[File:02UM Nameless Profile.png|right|thumb|x370px]]<section end="image"/>[[File:02UM Nameless 0.gif|right|x300px]] | ||
==Movelist== | ==Movelist== | ||
'''Throws''' | '''Throws''' | ||
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== Quick Starter Combo Reference == | == Quick Starter Combo Reference == | ||
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]''' | |||
|- | |- | ||
| '''0 Bar''' | | '''0 Bar''' | ||
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|- | |- | ||
|} | |} | ||
== Gameplay Overview == | |||
{{StrengthsAndWeaknesses | |||
| description =Nameless is a bit unorthodox character. He possesses a number of unique tools and pokes that are very safe on block and make up his strong mid range / neutral game. But he is best known for his Max Mode combos. He gets very high damage in Max Mode with relatively easy execution and no need for manual run after the activation, and due to his unique multi-hit normals, he gets a very long confirm into the combos. Not only that, he also gets a touch of death combo for 4 bars. All of this established Nameless as the notorious top tier anchor of KoF 02UM. | |||
However, without Max Mode, he is not quite as strong. His meterless damage is fairly low, and his average mixups can make it pretty hard to open up the opponent; besides, with his short jump, he may have trouble actually getting in. Another tricky part about playing him is that his DM is performed with an infamous "pretzel" motion (db,hcb,df+P), which makes the execution of some particular combos for him notoriously hard. | |||
Nameless may be played in a very simple fashion, but his unorthodox tools, as well as low damage without Max Mode make him a bit of a hit or miss character for a beginner. Still, he's an excellent pick for a mid / anchor for more experienced players.}} | |||
==Normals== | ==Normals== | ||
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*Jump CD stays out for a good bit and has great priority. Excellent air-to-air. | *Jump CD stays out for a good bit and has great priority. Excellent air-to-air. | ||
== | ==Throws== | ||
'''Minegumo''' - (b/f+C) close | '''Minegumo''' - (b/f+C) close | ||
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==Combos== | ==Combos== | ||
* cr.B, cr.B/ | * cr.B, cr.B/Ax1~2 can always be used before f+A as a low starter for combos. | ||
* Shorcuts for ''dp+C (SC) db,hcb,df+P'' are '''hcb,f+C | * Shorcuts for ''dp+C (SC) db,hcb,df+P'' are doing dp+C as '''hcb,f+C''' / '''dp,db+C''' / '''f,hcf+C''' then doing '''hcb,df+P''' for the cancel. Use whichever feels most comfortable. | ||
===0 Stock=== | ===0 Stock=== | ||
''Anywhere'' | |||
* cr.A/Bx2~3, f+A = 12~18% | * cr.A/Bx2~3, f+A = 12~18% | ||
= | * cl.C, f+B, f+A / dp+P = 22% | ||
=== | ===1 Stock=== | ||
''Anywhere'' | |||
* cl.C, f+B/f+A(2~3), db,hcb,df+P = 38% | |||
* | * cr.B, cr.B/Ax1~2, f+A(2~3), db,hcb,df+P = 37% | ||
: You can do this as cr.B, '''db'''+B/Ax1~2, f+A(2~3), '''hcb,df+P'''. | |||
===2 Stocks=== | |||
The last dp+C is always optional, you can go straight into db,hcb,df+P from the last qcb+K. | |||
''Anywhere'' | |||
* | * cl.C, f+B, f+A(5), f+BC, f+A(5), (C) dp+A, (C) dp+C, (C) qcb+K, dp+C (SC) db,hcb,df+P = 68% | ||
= | * cl.C, f+B, f+A(4~5), f+BC, f+A(5), (C) dp+C, (C) qcb+K, dp+A, (C) dp+C, (C) qcb+K, dp+C (SC) db,hcb,df+P = 74% | ||
* cl.C, f+B, f+A(4~5), f+BC, f+A(5), (C) dp+C, (C) dp+A, (C) dp+C, (C) qcb+K, dp+C (SC) db,hcb,df+P = 74% | |||
''Corner'' | |||
= | * cl.C, f+B, f+A(5), f+BC, [dp+A, (C) dp+C, (C) qcb+K]x2, dp+C (SC) db,hcb,df+P = 74% | ||
===3 Stocks=== | |||
''' | * Replace ( ''(C) qcb+K, dp+C (SC) db,hcb,df+P'' ) by ( '''(C) qcb+K/df+D, cl.D, d,f,df+ABCD''' ) in any 2 stocks max combo = 78-82% | ||
: You can link it but it's more consistent to late cancel cl.D into d,f,df+ABCD. | |||
''Anywhere'' | |||
cl.B | * cl.C, f+B/f+A(2~3), d,f,df+ABCD = 50% | ||
===4 Stocks=== | |||
* Replace the last ''qcb+K'' by '''df+D''' in any 2 stocks combo. '''Do the dp supercancel''' then after the super, '''(BC), d,f,df+ABCD''' = 100% | |||
: In the corner, the dp+C after df+D will only do 1 hit if you don't delay it. It's best not to delay it but just cancel it on the 1st hit. | |||
===5 Stocks=== | |||
* ''2 stocks combo'' then '''d,f,df+ABCD''' = 100% | |||
==Notes== | |||
===dp+C, (SC) db,hcb,df+P=== | |||
Super Canceling strong Taikuu Katame Shutou Ikusawaza Yoi Tsuki (dp+C) into Senkou Katame Shutou Ougi Yaku Ootori (db,hcb,df+P) is the key to Nameless 4 bar route. Other than doing it raw, two ways to go about it: | |||
: First is to note that you can longcut the DM as hcbx2,df+P which means if you use the longcut hcb,f+C for the dp+C you only need to enter hcb,df+P to get the super cancel. | |||
: Second is to press "db" then do the dp+C without taking your hand of the controller, as soon as you do the dp let go of C then proceed to input the "hcb,df+P" then the DM should come out, it's a very awkward input and has to be done by the second hit, the only way to get it down consistently is to practice. | |||
===Differences between K9999 and Nameless=== | |||
* Visually - K9999's attacks are more organic while Nameless' are mechanical. K9999 rarely uses any flame attacks (apart from dp+P and qcb+K) while Nameless has black and red flames which he uses whenever the glove comes off. Beyond that... | |||
** Sawaribi ([[image:qcf.gif]]+[[image:a.gif]]/[[image:c.gif]]) has Nameless step forward and take his glove off to incinerate the opponent. K9999's version simply has him throw dirt at the opponent. | |||
** Yoizuki ([[image:dp.gif]]+[[image:a.gif]]/[[image:c.gif]]) sees Nameless lunging at the opponent with an arc of flames. K9999 just throws flames in the space above him. | |||
** Amagiri ([[image:qcb.gif]]+[[image:b.gif]]/[[image:d.gif]]) is more or less the same -- both characters jump at the opponent whilst burning them with flames. | |||
** Rasen ([[image:dn.gif]][[image:fd.gif]][[image:df.gif]]+[[image:a.gif]]+[[image:b.gif]]+[[image:c.gif]]+[[image:d.gif]]) has Nameless attack the opponent with a '''GIANT''' drill, basically his f+A on steroids. K9999's is a walking ''AKIRA'' spoiler in comparison. | |||
* K9999 had no generic cr.D sweep in Vanilla ''2002''. The Slide (df+D for Nameless) was his generic cr.D equivalent. | |||
* New moves added for Nameless - Shigure ([[image:fd.gif]]+[[image:b.gif]] - this being K's Sniper Side from ''XI'') and a different HSDM - Rinkou ([[image:hcb.gif]][[image:hcb.gif]]+[[image:a.gif]]+[[image:c.gif]]). | |||
* Nameless' Far C and f+A have more distinct animations. The latter also has better range than K9999's version, as Nameless slides forward some more during the animation. | |||
* Nameless' qcf+P has better range than K9999's version, as Nameless steps forward during the animation. | |||
* K9999's DP covered more space directly in front of him, while Nameless' version goes in an arc that covers more space above him. | |||
* Nameless' Raging Storm has more range than K9999's version, both above and in front of Nameless. | |||
*[ | |||
* | |||
''' | |||
* | |||
''' | |||
cr. | |||
* | |||
* | |||
' | |||
==Videos== | ==Videos== | ||
{{#ev:youtube|WgekbxNjyUY}} | {{#ev:youtube|WgekbxNjyUY|||'''2002UM : Nameless Combo Tutorial'''|frame}} | ||
{{#ev:youtube|iZnAIOoTMuw|||'''KOF 2002 UM - Nikolai-保力達 (Nameless Best Rounds)'''|frame}} | |||
{{#ev:youtube|iZnAIOoTMuw}} | |||
{{#ev:youtube|de91khNqov0|||'''네임리스 플레이 모음(Nameless Best Rounds) -SANWA M`(엠대쉬)'''|frame}} | {{#ev:youtube|de91khNqov0|||'''네임리스 플레이 모음(Nameless Best Rounds) -SANWA M`(엠대쉬)'''|frame}} | ||
{{#ev:youtube|z2VgsFvcZwM|||'''Dilkay Nameless Best Rounds KOF2002UM ディルケイ 「ネームレス」ベストラウンド''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} | |||
{{#ev:youtube|B2Gn2NU0l3U|||'''KOF 2002 UM Dilkay Nameless best rounds Part 2''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} | |||
{{#ev:youtube|REqUqj0_5Oc}} | {{#ev:youtube|REqUqj0_5Oc}} | ||
Latest revision as of 17:49, 4 August 2024
Movelist
Throws
Command Moves
Special Moves
Desperation Moves
Super Desperation Move
Hidden Super Desperation Move
0 Bar |
Low Anywhere |
cr.B, cr.A/st.B, f+A = 14% (jump-in), cl.C, f+B, f+A = 22% |
1 Bar |
Low Anywhere |
cr.B, cr.A/st.B, f+A(3), db,hcb,df+P = 37% (jump-in), cl.C, f+B/f+A(3), db,hcb,df+P = 38% |
3 Bar |
Low
|
cr.B, cr.A/st.B, f+A(3), d,f,df+ABCD = 48% (jump-in), cl.C, f+B/f+A(3), d,f,df+ABCD = 49% |
Gameplay Overview
Nameless is a bit unorthodox character. He possesses a number of unique tools and pokes that are very safe on block and make up his strong mid range / neutral game. But he is best known for his Max Mode combos. He gets very high damage in Max Mode with relatively easy execution and no need for manual run after the activation, and due to his unique multi-hit normals, he gets a very long confirm into the combos. Not only that, he also gets a touch of death combo for 4 bars. All of this established Nameless as the notorious top tier anchor of KoF 02UM.
However, without Max Mode, he is not quite as strong. His meterless damage is fairly low, and his average mixups can make it pretty hard to open up the opponent; besides, with his short jump, he may have trouble actually getting in. Another tricky part about playing him is that his DM is performed with an infamous "pretzel" motion (db,hcb,df+P), which makes the execution of some particular combos for him notoriously hard.
Nameless may be played in a very simple fashion, but his unorthodox tools, as well as low damage without Max Mode make him a bit of a hit or miss character for a beginner. Still, he's an excellent pick for a mid / anchor for more experienced players.
Normals
Close
- cl. A/B/C are cancel-able
- cl.A/B are chain-able
- cl.C does three hits, it's also cancel-able on any hit. Good combo starter, but a bit slow—may be hard to combo into after j.A/j.C.
- cl.D is a slow overhead that causes hard knockdown.
Stand
- Far A/B are whiff/cancel-able
- Far C has good reach and priority, nice poke attack if you space it
Crouch
- cr.A/B/D are whiff/cancel-able
- Crouch A/B are chain-able
- Crouch C does two hits and knocks down, if you space it you can avoid knocking them down
- Crouch D knocks the opponent down
Jump
- Jump A is a deep downward attack that is slow on startup but does up to 6 hits. In order to do more hits, it should be done early in the jump. A very important pressure tool for Nameless that allows him a very long time to confirm into a combo. Main jump-in attack.
- Jump B crosses up
- Jump C is similar to j.A, but goes further forward. A very good meaty attack/jump-in, as well as a defensive air-to-air, but slow on startup.
- Jump D has good range so it can be as an air-to-air, it's also an instant overhead
Blowback Attack
- CD comes out fast but the range is short, whiff/cancel-able
- Jump CD stays out for a good bit and has great priority. Excellent air-to-air.
Throws
Minegumo - (b/f+C) close
- Nameless grabs the opponent then does a shoulder tackle to knock them down
- Can be broken
- Regular knockdown
Murakumo - (b/f+D) close
- Nameless grabs the opponent then throws them over his shoulder and onto the ground, because of the hard knockdown it makes it perfect for throwing the opponent into the corner or setting them up to be hit by his Drill (Kaiten Katatokkan Ougi Rasen) SDM.
- Can be broken
- Reverse knockdown
- Hard Knockdown
Command Moves
Senkou Ikusa Waza Yukikaze - (f+A)
- Nameless forms a drill with his left arm then steps forward to hit the opponent six times, it comes out fast to the point that it can combo from some light normals, gives good frame advantage on block, and if you space it can be used as a safe poke from as far as half-screen away because Nameless steps forward and the hitbox stretches to the end of the drill. It is super cancellable unless canceled from f+B, although it's more often used to activate MAX mode. Some drawbacks of f+A are that it gives you next to no meter whether you use it in a combo or not, and it surprisingly doesn't chip health or guard meter, it's suggested that you use it after a normal (stand/crouch) or after his Ashi Katana Ikusawaza Shigure command.
- Supercancelable unless canceled from f+B
- Good frame advantage on block
- Combos from: st./cr.X, Ashi Katana Ikusawaza Shigure (f+B)
- Combos into: Max mode activation, Senkou Katame (db,hcb,df+P) and Kaiten Katatokkan (d,f,df+ABCD)
Ashi Katana Ikusawaza Shigure - (f+B)
- Nameless steps forward to kick the opponent in the face with his left leg, kinda slow start-up but it goes just as far as his Senkou Ikusa Waza Yukikaze command normal, the special thing about this command normal is that it's cancel-able into not only special attacks and DM's but other command normals as well, this move is definitely very unique to Nameless because it helps him form very solid strings many other characters can't do, it does more damage when canceled into but since it has a slow start-up it is highly suggested that you use it after a strong normal that does a lot of hit-stun, st.C will work just fine
- Cancel-able
- Combo from: Strong Normals
- Combo into: Senkou Ikusa Waza Yukikaze (f+A), Kasanekyaku Ikusawaza Shinonome (df+D), weak Chisou Katame (qcf+A), Taikuu Katame (dp+P), Senkou Katame (db,hcb,df+P), and Kaiten Katatokkan (d,f,df+ABCD)
Kasanekyaku Ikusawaza Shinonome - (df+D)
- Nameless does a slide attack hitting the opponent in the legs, a pretty simple command normal compared to his other two, this move also does not knockdown so using it for the sake of using it is out of the question, to put it bluntly this move is strictly used to start Max Mode combos or help them along so you can call it a "carry move", outside of this Max mode this move is likely to never get used because it doesn't knockdown and it isn't cancel-able, but in terms of Max Mode this mode can start them on hit then go from there, and while amidst the canceling it can be used in place of the Kyoushou Katame (qcb+D) because in some cases you may need to switch it up, and it hits low so if you get a hit in there's your chance.
- Hits low
- Combos from: Strong Normals, Ashi Katana Ikusawaza Shigure (f+B)
- Combos into: Max Mode activation
Special Moves
Chisou Katame Shutou Ikusawaza Sawarabi - (qcf+A/C)
- Nameless leans forward to take the glove off his left hand to send out a large crimson red circular flame to hit the opponent a few times, the weak version comes out quick making it some what spammable and very easy to combo into, does three to five hits total depending on where you use it (far range, mid range, close range) and it does not knock the opponent down, the strong version comes out a bit slower making it a lot harder to combo into so it's more of a okizeme tool, does anywhere from one hit to six but it again varies depending on where you use it, and unlike the weak version this one does knockdown, the weak version can be a very powerful zoning tool because it comes out really fast, the strong version when spaced works well against opponents that are getting up from being grounded because of it's priority and lasting hitbox, one of the drawbacks for this move is that it requires constant spacing if you want to use it in succession, the problem is that the hitbox on shifts so that the time you can expect to hit the opponent is when they're right smack in the middle of the flame as soon as it starts up, if they're right in front of you you may not hit them at all and then you'll be left wide open to be punished so remember that, it also builds next to no meter but that really that big a deal, this move can also nullify other projectiles, does a nice amount of chip damage, and both versions are super cancel-able on hit.
- Super Cancel-able on hit
- Nullifies Projectiles
- Combos from: Strong normals, Ashi Katana Ikusawaza Shigure (f+B)
- Combos into: Senkou Katame (db,hcb,df+P), and Kaiten Katatokkan (d,f,df+ABCD)
Taikuu Katame Shutou Ikusawaza Yoi Tsuki - (dp+A/C)
- Nameless takes a step forward swings his left arm forward to hit the opponent with a red ember flame coming out of his hand knocking them into the air, both version have identical start-up animation but the properties are a bit different, the weak version only does on hit, while the strong version does two hits and launches the opponent much higher into the air, both versions do a good amount of guard meter damage but the strong version does almost double the amount the weak verison does, this move can be spaced to prevent from being punished and to take advantage of it's hitbox because it stretches really far, in terms of combo use this move mostly shines in Max mode combos because it's the main attack tool, outside of Max mode it can be used as your average combo ender, it also has super cancelling properties and they activate on hit, your options are: Senkou Katame (db,hcb,df+P) which is very difficult to combo into because of it's input but also it's highly recommended, and then there's Kaiten Katatokkan (d,f,df+ABCD) which isn't really suggested because if you use while they're still airborne you'll only do 8~12 hits which won't be all the damage you can dish out, and if they touch the ground they can safe roll out of the way, it can be used as an anti-air but the timing is a little awkward but if you use the strong version in launches them really high into the air almost of screen, the priority this move has is also really good, on reaction Nameless's dp+A will beat out pretty much every other dp attack in the game that doesn't have a huge amount of auto-guard.
- Super Cancel-able
- Anti-Air
- Combos from: Strong normals, Ashi Katana Ikusawaza Shigure (f+B)
- Combos into: Senkou Katame (db,hcb,df+P), and Kaiten Katatokkan (d,f,df+ABCD)
Kyoushou Katame Shutou Ikusawaza Amagirikata - (qcb+B/D)
- Nameless leaps forward and generates a red ark of fire to hit the opponent once in the face once, the weak version comes out quick and can be used a anti-air if timed right, knocks down, the strong version on the other hand has a significantly longer start-up but it doesn't knockdown because of hit-stun, as far as combo use goes your not to use either version because their start-up is just to slow, and despite fact that it isn't super cancel-able it does have tricks to set-up DM's, this is where the old OG2k2 "Moon Effect" comes into play, what you have to do is land a strong Kyoushou Katame (which does enough hit-stun to do follow-up attack) all while buffering the DM during the move, the trick is to press qcb+D then time that as soon as you touch the ground after you hit them you input the "df+P" or "df+ABCD" to finish the input for the DM to come out, Senkou Katame (db,hcb,df+P), and Kaiten Katatokkan (d,f,df+ABCD) work extremely well with this trick so practice and perfect it because it's an very useful method to learn, this move is also an overhead on crouching opponents, another thing both versions also give a great amount of frame advantage on block, the weak version puts the opponent into a juggled state on counter hit which can allow you to combo into his Kakusan Katame Shutou Ougi Zetsuei (db,hcb,df+B/D) which isn't possible before hand.
- Overhead Attack (strong version only)
- Air-borne Attack
- Weak Counter Hit juggle
- Combos into: Kakusan Katame (db,hcb,df+P), and Kaiten Katatokkan (d,f,df+ABCD) when buffered
- (CH) Only: Kakusan Katame Shutou Ougi Zetsuei - (db,hcb,df+B/D) after (qcb+B)
Desperation Moves
Senkou Katame Shutou Ougi Yaku Ootori - (db,hcb,df+A/C)
- Nameless raises his arms then slams making a huge blood red flame to engulf his entire body, the animation and start-up for both versions are identical but the strong version has slightly worse recovery although the move is very unsafe on block anyway, easily the DM of choice because it has a lot of possibilities, it has an invincible start-up and it eats projectiles that are throw at it or already in it's hitbox, this move works as an incredible anti-air as it completely destroying anything they try to throw out when they're in the airborne, it can be used as a reversal but make sure they're really high in the air because empty jumps are always an option for the opponent to increase their chances of blocking it, it can destroy opponents that try to roll pass you because the flame covers his entire body, super canceling options go from comboing it from Ashi Katana Ikusawaza Shigure (f+B) which is rather easy, Chisou Katame (qcf+P) difficult, Taikuu Katame (dp+P) also difficult but highly suggested to learn because it's extremely useful in Max Mode, and strong Kyoushou Katame (qcb+D) which takes advantage of hit-stun to land a free DM without the aid of super canceling, it does a hard knockdown which makes comboing into his Kaiten Katatokkan Ougi Rasen (d,f,df+ABCD) SDM very easy, the input is usually difficult for some people so be sure to practice up.
- Hard Knockdown
- Nullifies Projectiles
- Combos from: Ashi Katana Ikusawaza Shigure (f+B), Chisou Katame (qcf+P), Taikuu Katame (dp+P), and strong Kyoushou Katame (qcb+D)
- Combos into: Kaiten Katatokkan Ougi Rasen (d,f,df+ABCD)
Kakusan Katame Shutou Ougi Zetsuei - (db,hcb,df+B/D)
- Nameless takes off his glove to shot invisibile projectiles at the opponent hitting them five times, this DM is strictly a standalone move because it doesn't combo into anything but it also doesn't combo from anything either except under certain cricumstances, while it isn't suggested this move can be used as an anti-air and upon hitting them it will push them back into the air, this move can be combo'd into but only on counter hit, if you manage to get a counter hit with weak Kyoushou Katame (qcb+B) it will put the opponent into a juggled state to follow-up with an attack, for it to work you have to use the "Moon Effect" which requires you to buffer the DM during the qcb+B before hand in order for the DM to come out fast enough to hit them, the raw damage the DM does is okay but it's strictly up to you whether to use it or not.
- Combos from: Kyoushou Katame (qcb+B) on counter hit
Super Desperation Move
Kaiten Katatokkan Ougi Rasen - (d,f,df+ABCD)
- Nameless transforms his left arm into to a really big drill hitting the opponent 20 times, this move is really good but can also be a real pain to use correctly, the perks this move has is that the hitbox is full screen and it even stretches to the back of Nameless as well, it can and will hit opponents that are knocked down however to get the most out of it is suggested that you use a move that does a hard knockdown to prevent safe rolling, his D throw / Close D / and Senkou Katame DM's are great choices because you need to get all twenty hits in to get all the damage out of it, it can also be done after moves that do a lot of hit-stun so strong Kyoushou Katame (qcb+D) is good and if you have the meter weak Chisou Katame (qcf+A) is a good choice as well although it isn't really suggested, their are also a variety of uses when the opponent is in the air but you're likely to miss out on the max amount of damage, and if they try to GCA or safe roll it they're going to take some damage no matter what, and if their health is low enough they can be chipped to death, this move does have it's drawbacks though, if you use the drill while a projectile is traveling towards you the projectile will hit Nameless and cancel the DM wasting a huge amount of meter, he can also be countered via counter DM/SDM's, to be honest there's no reason to use this move outside of combos because it already has enough set-ups to prove that just using it out of the blue is a waste of time and a frivolous use of meter, the input is very simple so practice comboing into it or using your own or designated set-ups as much as possible.
- OTG properties
- Juggle Properties
- Combos from: Close D, Ashi Katana Ikusawaza Shigure (f+B), Chisou Katame (qcf+P), Taikuu Katame (dp+P), Kyoushou Katame (qcb+D), Senkou Katame (db,hcb,df+P)
Hidden Super Desperation Move
Saishuu Katame Shutou Higi Rinkou - (hcbx2+AC)
- Nameless takes the glove off of his left hand to form an enormous pillar of fire to rise from the the ground with an image of "Izlude" in the flames amidst the carnage, this move is pretty much useless because while you can combo into it the start-up is just way too long, it would also be a decent anti-air if it just wasn't so slow but might get lucky if they used a regular jump instead of the usual super jump or hyper hop, the damage isn't too bad but it doesn't warrant using it over a Max Mode combo or his Kaiten Katatokkan Ougi Rasen (d,f,df+ABCD) SDM, this move does have it's good points though, the hitbox takes up about 75% of the screen meaning one mistake can mess them up bad, it nulllifies projectiles and bypasses the one's that are already close, Nameless is also invincible during the start-up and the majority of the HSDM so if you use it to challenge other HSDM's this will bypass there HSDM completely and will hit them if they're too close, however if their HSDM lasts longer than yours (e.g. Orochi Chris's "Sanagi Yaburi wo, wa mau chou" HSDM) you will get hit because the invincibility wears off as soon as the flame dissipates, use it wisely that's all I can say.
- Invincibile start-up, and through out the majority of the HSDM
Combos
- cr.B, cr.B/Ax1~2 can always be used before f+A as a low starter for combos.
- Shorcuts for dp+C (SC) db,hcb,df+P are doing dp+C as hcb,f+C / dp,db+C / f,hcf+C then doing hcb,df+P for the cancel. Use whichever feels most comfortable.
0 Stock
Anywhere
- cr.A/Bx2~3, f+A = 12~18%
- cl.C, f+B, f+A / dp+P = 22%
1 Stock
Anywhere
- cl.C, f+B/f+A(2~3), db,hcb,df+P = 38%
- cr.B, cr.B/Ax1~2, f+A(2~3), db,hcb,df+P = 37%
- You can do this as cr.B, db+B/Ax1~2, f+A(2~3), hcb,df+P.
2 Stocks
The last dp+C is always optional, you can go straight into db,hcb,df+P from the last qcb+K.
Anywhere
- cl.C, f+B, f+A(5), f+BC, f+A(5), (C) dp+A, (C) dp+C, (C) qcb+K, dp+C (SC) db,hcb,df+P = 68%
- cl.C, f+B, f+A(4~5), f+BC, f+A(5), (C) dp+C, (C) qcb+K, dp+A, (C) dp+C, (C) qcb+K, dp+C (SC) db,hcb,df+P = 74%
- cl.C, f+B, f+A(4~5), f+BC, f+A(5), (C) dp+C, (C) dp+A, (C) dp+C, (C) qcb+K, dp+C (SC) db,hcb,df+P = 74%
Corner
- cl.C, f+B, f+A(5), f+BC, [dp+A, (C) dp+C, (C) qcb+K]x2, dp+C (SC) db,hcb,df+P = 74%
3 Stocks
- Replace ( (C) qcb+K, dp+C (SC) db,hcb,df+P ) by ( (C) qcb+K/df+D, cl.D, d,f,df+ABCD ) in any 2 stocks max combo = 78-82%
- You can link it but it's more consistent to late cancel cl.D into d,f,df+ABCD.
Anywhere
- cl.C, f+B/f+A(2~3), d,f,df+ABCD = 50%
4 Stocks
- Replace the last qcb+K by df+D in any 2 stocks combo. Do the dp supercancel then after the super, (BC), d,f,df+ABCD = 100%
- In the corner, the dp+C after df+D will only do 1 hit if you don't delay it. It's best not to delay it but just cancel it on the 1st hit.
5 Stocks
- 2 stocks combo then d,f,df+ABCD = 100%
Notes
dp+C, (SC) db,hcb,df+P
Super Canceling strong Taikuu Katame Shutou Ikusawaza Yoi Tsuki (dp+C) into Senkou Katame Shutou Ougi Yaku Ootori (db,hcb,df+P) is the key to Nameless 4 bar route. Other than doing it raw, two ways to go about it:
- First is to note that you can longcut the DM as hcbx2,df+P which means if you use the longcut hcb,f+C for the dp+C you only need to enter hcb,df+P to get the super cancel.
- Second is to press "db" then do the dp+C without taking your hand of the controller, as soon as you do the dp let go of C then proceed to input the "hcb,df+P" then the DM should come out, it's a very awkward input and has to be done by the second hit, the only way to get it down consistently is to practice.
Differences between K9999 and Nameless
- Visually - K9999's attacks are more organic while Nameless' are mechanical. K9999 rarely uses any flame attacks (apart from dp+P and qcb+K) while Nameless has black and red flames which he uses whenever the glove comes off. Beyond that...
- Sawaribi (+/) has Nameless step forward and take his glove off to incinerate the opponent. K9999's version simply has him throw dirt at the opponent.
- Yoizuki (+/) sees Nameless lunging at the opponent with an arc of flames. K9999 just throws flames in the space above him.
- Amagiri (+/) is more or less the same -- both characters jump at the opponent whilst burning them with flames.
- Rasen (++++) has Nameless attack the opponent with a GIANT drill, basically his f+A on steroids. K9999's is a walking AKIRA spoiler in comparison.
- K9999 had no generic cr.D sweep in Vanilla 2002. The Slide (df+D for Nameless) was his generic cr.D equivalent.
- New moves added for Nameless - Shigure (+ - this being K's Sniper Side from XI) and a different HSDM - Rinkou (++).
- Nameless' Far C and f+A have more distinct animations. The latter also has better range than K9999's version, as Nameless slides forward some more during the animation.
- Nameless' qcf+P has better range than K9999's version, as Nameless steps forward during the animation.
- K9999's DP covered more space directly in front of him, while Nameless' version goes in an arc that covers more space above him.
- Nameless' Raging Storm has more range than K9999's version, both above and in front of Nameless.
Videos
External Links
Check Nameless's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel