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The King of Fighters 2002 UM/King: Difference between revisions
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==Normals== | ==Normals== | ||
'''Close''' | |||
* cl.A/B/C/D are cancel-able | |||
* cl. A is chain-able | |||
* cl. B hits low | |||
* cl.C can be used to stop opponents from jumping over your head | |||
* cl.D hits twice while the first hit is cancel-able which makes it a great combo starter and useful in blockstrings | |||
'''Standing''' | |||
* Far A/B/C/D are not special cancel-able | |||
* Far A is chain-able into itself | |||
* Far B is can whiff on some crouching opponents | |||
* Far A/B/C/D are good standing anti-air normals for hop checking and pre-emptive anti-air | |||
* Far C and D can be Max Mode bypassed into hcb+K as hcb+BC. | |||
* Far C and D can whiff on small crouching height opponents | |||
'''Crouching''' | |||
* Crouching A/B are chain-able | |||
* Crouching B and D hits low and share the same hit-box distance | |||
* Crouch C is special cancel-able and whiff cancel-able | |||
* Crouch C is a very good crouching anti-air which can stop hops and jumps if used in advance | |||
* Crouch D is a really slow sweep and is not whiff cancel-able | |||
'''Jumping''' | |||
* Jump A hits at a downward angle and is good for pre-emptive hop and jump checking | |||
* Jump B is a good air-to-air but whiffs on some crouching opponents | |||
* Jump C share the same animation and range as jump A but starts up slower | |||
* Jump C/D can cross-up but the hit-box is rather small | |||
* Jump D has a sharp downward angle and is best to use as a air-to-ground attack to start combos or blockstrings, as an instant overhead against opponents who have high crouching heights | |||
'''Blowback Attack''' | |||
* Stand CD has lower body invulnerability, moves her sprite forward a bit, slightly resembles her Venom Strike starting animation, and is whiff and hit cancel-able | |||
* Jump CD has a swinging hit-box from the top of her head and swings downward at 30 degree angle. It may whiff on some crouching opponents if performed too late. | |||
====Standing==== | ====Standing==== | ||
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j. D - Downward kick | j. D - Downward kick | ||
* dmg 110 | * dmg 110 | ||
==Throws== | ==Throws== |
Revision as of 18:05, 27 June 2013
Normals
Close
- cl.A/B/C/D are cancel-able
- cl. A is chain-able
- cl. B hits low
- cl.C can be used to stop opponents from jumping over your head
- cl.D hits twice while the first hit is cancel-able which makes it a great combo starter and useful in blockstrings
Standing
- Far A/B/C/D are not special cancel-able
- Far A is chain-able into itself
- Far B is can whiff on some crouching opponents
- Far A/B/C/D are good standing anti-air normals for hop checking and pre-emptive anti-air
- Far C and D can be Max Mode bypassed into hcb+K as hcb+BC.
- Far C and D can whiff on small crouching height opponents
Crouching
- Crouching A/B are chain-able
- Crouching B and D hits low and share the same hit-box distance
- Crouch C is special cancel-able and whiff cancel-able
- Crouch C is a very good crouching anti-air which can stop hops and jumps if used in advance
- Crouch D is a really slow sweep and is not whiff cancel-able
Jumping
- Jump A hits at a downward angle and is good for pre-emptive hop and jump checking
- Jump B is a good air-to-air but whiffs on some crouching opponents
- Jump C share the same animation and range as jump A but starts up slower
- Jump C/D can cross-up but the hit-box is rather small
- Jump D has a sharp downward angle and is best to use as a air-to-ground attack to start combos or blockstrings, as an instant overhead against opponents who have high crouching heights
Blowback Attack
- Stand CD has lower body invulnerability, moves her sprite forward a bit, slightly resembles her Venom Strike starting animation, and is whiff and hit cancel-able
- Jump CD has a swinging hit-box from the top of her head and swings downward at 30 degree angle. It may whiff on some crouching opponents if performed too late.
Standing
st. A - Straight jab
- Hits high
- dmg 25
st. B - King hops and performs a roundhouse
- Hits high
- dmg 55
st. C - Straight punch
- Hits high
- dmg 95
st. D - High kick
- dmg 110
Close
cl. A - Elbow jab
- Hits high
- dmg 25
cl. B - Kick to mid section
- dmg 35
cl. C - Uppercut elbow strike
- Hits high
- dmg 90
cl. D - 2 hit kick
- Hits mid then high
- dmg 115
Crouching
cr. A - Straight jab
- Hits mid
- dmg 20
cr. B - Kick to ankle
- dmg 40
cr. C - Uppercut
- Hits mid
- dmg 95
cr. D - Sweep
- Knocks down
- dmg 105
Jumping
j. A - Steep downward punch
- dmg 33
j. B - Steep upward kick
- Only hits jumping opponents
- dmg 60
j. C - Steep downard punch
- Slower than j. A
- dmg 105
j. D - Downward kick
- dmg 110
Throws
Hold Rush: f + C
- King knees then punches opponent
- dmg 90
Hook Buster: f + D
- Scissor grab and then flips opponent in opposite direction
- dmg 90
Command Moves
Trap Kick - f + B
- King hops forward and hits with an overhead kick
- dmg 90
Slide - df + D
- Slides in opponent
- Does not knock down
- dmg 120
Special Moves
Venom Strike - qcf + B
- Fireball
- dmg 100
Double Strike - qcf + D
- Double fireball
- Hits mid
- 150, if both fireballs connect
Trap Shot - dp + B/D
- Flip kick followed by multiple kicks
- dmg 150
Mirage Kick - hcb + A/C
- Dash forward kick, follwed by several more kicks
- dmg 130
Tornado Kick - hcb + B/D
- Flying kick
- B version hits once, D version hits twice
- dmg - B: 100; D: 110
Mirage Dance - close hcf + A/C
- Volley of kicks ended with a knockdown
- Hits high, mid and low
- dmg 120
DM
Illusion Dance: qcf hcb + B/D
- Hop backward follwed by a volley of attacks
- dmg 210
Surprise Rose: qcf x 2 + B/D
- Flip kick launcher follwed by a volley of aerial kicks
- dmg 210
SDM
Illusion Dance - qcf hcb + BD
- Violent flurry of kicks
- dmg 310
HSDM
Secret Mirage - f, hcf + BD
- King's foot glows with blue energy as she delivers a series of violent kicks.
Combos
BnB's
- cl.D (2), special attack
- cl.B, hcf+P
- cr.B, cr.A, dp+K
Super Canceling
- st.X, hcb+P (3), qcfx2+D
Max Mode Attack Strings
- (corner) hcb+P (4), qcfx2+D
- hcf+P (3), dp+K, (mid screen) qcf+D/(corner) qcf hcb+K
- hcb+P (4), (mid screen) qcfx2+D/(corner) dp+K, qcf hcb+K
Quick Max
- cl. strong, df+D, (BC), (midscreen) hcb+P (4), qcfx2+D/ (corner) hcb+P (3), dp+K, qcf hcb+K
- Far C, (BC)(midscreen) hcb+P (4), qcfx2+D/(corner) hcb+P (3), dp+K, qcf hcb+K
- cr.B, cr.A, cr.B (BC), hcb+P (4),(midscreen) qcfx2+K / (corner) dp+K, qcf hcb+K
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