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The King of Fighters 2002 UM/Bao: Difference between revisions
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* cl. D hits twice and isn't cancel-able. It is a very good and easy confirm into Max Mode, and is only special cancel-able in Max Mode. It is also very hard to punish on block because Bao gets pushed back. | * cl. D hits twice and isn't cancel-able. It is a very good and easy confirm into Max Mode, and is only special cancel-able in Max Mode. It is also very hard to punish on block because Bao gets pushed back. | ||
''' | '''Stand''' | ||
* st. A/B/C/D are not cancel-able or chain-able. | * st. A/B/C/D all hit mid and are not cancel-able or chain-able. | ||
* st. A is a short ranged jab which can stop incoming hops at a very close range. | |||
* st. B hits mid despite its animation. | * st. B hits mid despite its animation. | ||
* st. C is a shoulder thrust which can stop incoming hops as well but has bad whiff recovery | |||
* st. D has lower body invincibility which can evade most slides and ground skimming projectiles except for Kusanagi's qcf+P and Iori's qcf+P | * st. D has lower body invincibility which can evade most slides and ground skimming projectiles except for Kusanagi's qcf+P and Iori's qcf+P | ||
'''Crouch''' | |||
* cr. A/C are cancel-able and hit mid. | |||
* cr. B is chain-able into itself as well as cr.A, st. A, cl. A and st. B. | |||
* cr. C has a great distance, lowers Bao's hurtbox, and is hit and whiff cancel-able into his ground command normals and specials. | |||
* cr. D is a sweep that is not cancel-able and has bad whiff recovery. | |||
'''Jumping''' | |||
* j. B/C/D can cross-up a majority of standing and crouching characters | |||
* j. A is cancel-able into his d+B air command normal. It can also be used as an instant overhead on crouching opponents. | |||
* Neutral j. A is a downward fist swing which is cancel-able into his d+B air command normal, and has fast start-up like j.A. | |||
* j. B is a jumping knee attack which is good for air-to-ground offense. | |||
* Neutral j. B is a jumping side-kick which is good for stopping full jumps in an air-to-air position. | |||
* j. C is good for jump-in attacks and is a bit harder to cross-up opponents than j.B and j.D | |||
* Neutral j. C hits standing opponents twice and hits jumping opponents once. | |||
* j. D can be used as an air-to-ground attack, and as a jump away ground-to-air against hops and jump-in attacks. It also has a easy cross-up hitbox as well. | |||
* Neutral j. D is similar to neutral j. C that it hits standing opponents deep twice and jumping opponents once. Use j. A or j. B instead as a neutral jump anti-air to avoid it getting beaten out by the opponents jump attack. | |||
==Throws== | ==Throws== |
Revision as of 19:38, 16 October 2013
Normals
Close
- cl. A/B/C are cancel-able and hit mid
- cl. A and B aren't chain-able
- cl. C has very fast start-up, cancel-able and is good for a close combo starter.
- cl. D hits twice and isn't cancel-able. It is a very good and easy confirm into Max Mode, and is only special cancel-able in Max Mode. It is also very hard to punish on block because Bao gets pushed back.
Stand
- st. A/B/C/D all hit mid and are not cancel-able or chain-able.
- st. A is a short ranged jab which can stop incoming hops at a very close range.
- st. B hits mid despite its animation.
- st. C is a shoulder thrust which can stop incoming hops as well but has bad whiff recovery
- st. D has lower body invincibility which can evade most slides and ground skimming projectiles except for Kusanagi's qcf+P and Iori's qcf+P
Crouch
- cr. A/C are cancel-able and hit mid.
- cr. B is chain-able into itself as well as cr.A, st. A, cl. A and st. B.
- cr. C has a great distance, lowers Bao's hurtbox, and is hit and whiff cancel-able into his ground command normals and specials.
- cr. D is a sweep that is not cancel-able and has bad whiff recovery.
Jumping
- j. B/C/D can cross-up a majority of standing and crouching characters
- j. A is cancel-able into his d+B air command normal. It can also be used as an instant overhead on crouching opponents.
- Neutral j. A is a downward fist swing which is cancel-able into his d+B air command normal, and has fast start-up like j.A.
- j. B is a jumping knee attack which is good for air-to-ground offense.
- Neutral j. B is a jumping side-kick which is good for stopping full jumps in an air-to-air position.
- j. C is good for jump-in attacks and is a bit harder to cross-up opponents than j.B and j.D
- Neutral j. C hits standing opponents twice and hits jumping opponents once.
- j. D can be used as an air-to-ground attack, and as a jump away ground-to-air against hops and jump-in attacks. It also has a easy cross-up hitbox as well.
- Neutral j. D is similar to neutral j. C that it hits standing opponents deep twice and jumping opponents once. Use j. A or j. B instead as a neutral jump anti-air to avoid it getting beaten out by the opponents jump attack.
Throws
Phantom Head Attack - f/b + C
Critical Throw - f/b + D
Command Moves
Kawasaki - f + A
Senheki Shu - f + B
Sensyou Shu - df + B
Rikatsu Shu - df + D
- Wire damage
Sousho - in air, d + A
Banda - in air, d + B
Special Moves
Psycho Ball Attack: Raise - qcf + A
Psycho Ball Attack: Boung - qcf + B
Psycho Ball Attack: Front - qcb + B
Psycho Ball Attack: Aerial Front - in air, qcb + A
Psycho Ball Attack: Aerial Bound - in air, qcf + B
Psycho Ball Crush: Raise - qcf + C
- Super cancellable
Psycho Ball Crush: Bound - qcf + D
Psycho Ball Crush: Front - qcb + C
- Super cancellable
Psycho Ball Crush: Aerial Front - In air, qcb + C
Psycho Ball Crush: Aerial Bound - in air, qcf + D
Desperation Moves
Psycho Ball Attack MAX - qcb x 2 + A/C
Psycho Ball Crush Special - qcb x 2 + B/D
Super Desperation Moves
Psycho Ball Attack MAX - qcb x 2 + AC
Psycho Ball Attack IIDX - f, hcf + BD
HSDM
Psycho Ball Gravity - qcf x 2 + AC
Videos
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