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The King of Fighters 2002 UM/Vanessa: Difference between revisions
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==HSDM== | ==HSDM== | ||
Gaia Gear - f, hcf + AC | Gaia Gear - f, hcf + AC | ||
==Combos== | |||
====0 stock==== | |||
j.X, s.C [2 hit], f+A [2 hit], hcf+C/b~f+A | |||
c.B, c.B/c.A, f+A [2 hit], hcf+C/b~f+A | |||
far s.C [2 hit], b~f+A | |||
c.B, f+A [1 hit], qcb+A, any combo | |||
====1 stock==== | |||
xxx, f+A [2 hit], qcb,hcf+P DM | |||
====2 stock==== | |||
j.X, s.C [2 hit], f+A [2 hit], BC run, s.C [2 hit], f+A [1 hit], dp+A [1 hit], dp+C, qcf+B, [dp+A [1 hit], qcf+B]x2, dp+C SC to qcfx2+P DM | |||
I think this is the best compromise between damage and consistency for a maxmode combo. You can start it from c.B, c.A, f+A or f+A for a low/high starter. Watch the vid in the first post for some other ideas. | |||
====3 stock==== | |||
j.X, s.C [2 hit], f+A [2 hit], BC run, s.C [2 hit], f+A [2 hit], qcb,hcf+AC SDM | |||
j.X, s.C [2 hit], f+A [2 hit], BC run, s.C [2 hit], f+A [1 hit], f,hcf+AC HSDM | |||
You can use c.C instead of s.C in these combos for a bit more damage but less hit confirm ability. | |||
==Notes== | |||
====b~f+P followups:==== | |||
hj.A/B/C/D reset. | |||
hh.CD | |||
walk far s.C xx special reset | |||
walk far s.B xx special reset | |||
dp+C (corner only) | |||
qcfx2+P DM (corner only) | |||
dp+C SC to qcfx2+P DM (corner only) | |||
run qcfx2+P DM (b~f+C only) | |||
run c.C xx qcf+D reset (b~f+C only) | |||
====Misc==== | |||
* qcx+K.f+A, qcb+A -> from this you can do any of the followups from b~f+P, even the corner only ones midscreen. Also sets up a variety of ambiguous crossunder resets. Safe on block. | |||
* qcx+K,f+C -> guard crushes but leaves you at disadvantage unless you freecancel it into a teleport. Free combo if they block while you are in maxmode. 2nd hit causes wire on counterhit, followup with DM or reset. | |||
* dp+C and qcb+A.b+C reflect fireballs. | |||
* s.CD can be cancelled to f+A and df+B on hit or whiff. | |||
* No more infinite/linking out of hcf+P by using teleport. | |||
* c.D no longer cancellable. | |||
* j.A, j.C and j.CD are crossups. j.C is an instant overhead. | |||
* qcb+P has upperbody invincibility at startup, and lowers her hitbox during the move. | |||
* qcf+K has upper body invincibility. | |||
* HSDM can OTG with the hurricane part. | |||
==Videos== | ==Videos== |
Revision as of 23:55, 22 October 2010
Throws
Dynamite Puncher - b/f + C close
Clinch Puncher - b/f + D close
Command Moves
One-Two Puncher - f + A
Sliding Puncher - df + B
Special Attacks
Machine Gun Puncher - hcf + A/C (press rapidly for more hits)
Dash Puncher - charge b, f + A/C
Puncher Vision (forward) - qcf + B/D
┣ Upper - f + A
┣Straight - f + C
┗Weaving - b + A/C
Puncher Vision (backward) - qcb + B/D
┣ Upper - f + A
┣Straight - f + C
┗Weaving - B + A/C
Puncher Weaving - qcb + A/C
┣ Dash Puncher - f + A/C
┣Parrying Puncher - b + A/C
┣Puncher Vision (forward) - f + B/D
┗Puncher Vision (backward) - b + B/D
Forbidden Eagle - dp + A
Parrying Puncher - dp + C
DM
Crazy Puncher - qcb, hcf + A/C
Champion Puncher - qcf x 2 + A/C close
Super DM
Crazy Puncher - qcf x 2 + A/C
HSDM
Gaia Gear - f, hcf + AC
Combos
0 stock
j.X, s.C [2 hit], f+A [2 hit], hcf+C/b~f+A
c.B, c.B/c.A, f+A [2 hit], hcf+C/b~f+A
far s.C [2 hit], b~f+A
c.B, f+A [1 hit], qcb+A, any combo
1 stock
xxx, f+A [2 hit], qcb,hcf+P DM
2 stock
j.X, s.C [2 hit], f+A [2 hit], BC run, s.C [2 hit], f+A [1 hit], dp+A [1 hit], dp+C, qcf+B, [dp+A [1 hit], qcf+B]x2, dp+C SC to qcfx2+P DM
I think this is the best compromise between damage and consistency for a maxmode combo. You can start it from c.B, c.A, f+A or f+A for a low/high starter. Watch the vid in the first post for some other ideas.
3 stock
j.X, s.C [2 hit], f+A [2 hit], BC run, s.C [2 hit], f+A [2 hit], qcb,hcf+AC SDM
j.X, s.C [2 hit], f+A [2 hit], BC run, s.C [2 hit], f+A [1 hit], f,hcf+AC HSDM
You can use c.C instead of s.C in these combos for a bit more damage but less hit confirm ability.
Notes
b~f+P followups:
hj.A/B/C/D reset.
hh.CD
walk far s.C xx special reset
walk far s.B xx special reset
dp+C (corner only)
qcfx2+P DM (corner only)
dp+C SC to qcfx2+P DM (corner only)
run qcfx2+P DM (b~f+C only)
run c.C xx qcf+D reset (b~f+C only)
Misc
- qcx+K.f+A, qcb+A -> from this you can do any of the followups from b~f+P, even the corner only ones midscreen. Also sets up a variety of ambiguous crossunder resets. Safe on block.
- qcx+K,f+C -> guard crushes but leaves you at disadvantage unless you freecancel it into a teleport. Free combo if they block while you are in maxmode. 2nd hit causes wire on counterhit, followup with DM or reset.
- dp+C and qcb+A.b+C reflect fireballs.
- s.CD can be cancelled to f+A and df+B on hit or whiff.
- No more infinite/linking out of hcf+P by using teleport.
- c.D no longer cancellable.
- j.A, j.C and j.CD are crossups. j.C is an instant overhead.
- qcb+P has upperbody invincibility at startup, and lowers her hitbox during the move.
- qcf+K has upper body invincibility.
- HSDM can OTG with the hurricane part.
Videos
Training Mode Videos
http://www.nicovideo.jp/watch/sm6553393 (copy and paste here, http://mmcafe.com/nico.html)