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The King of Fighters 2002 UM/Bao: Difference between revisions
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==Throws== | ==Throws== | ||
'''Phantom Head Attack''' - (f/b + C) close | |||
* Grabs the opponent, headbutts them, then jumps away | |||
* Can be broken and counter mashed | |||
* Hard knockdown | |||
'''Advice:''' Bao recovers before the opponent stands up and lands in a favorable position for a cross up j.D or j.2A on the opponent's wake up. The opponent can choose to counter mash against the headbutts to lower the damage (full damage is 10%) or they can choose not to mash as a defensive tactic to run the clock timer or Bao's Max Mode timer if it's activated. | |||
'''Critical Throw''' - (f/b + D) close | |||
==Command Moves== | ==Command Moves== |
Revision as of 22:14, 31 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. B can link into close D.
- 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.
Blowback Attack
- Stand CD is a very good grounded anti-air, Bao's hurtbox shrinks down momentarily (there is no invincibility) then releases a massive head butt. Be careful of the slow start-up. Stand CD is not cancel-able either.
- Jump CD is one of Bao's best air-to-air attacks, just mindful that it can whiff on crouching opponents if performed too early in the hop or jump.
Throws
Phantom Head Attack - (f/b + C) close
- Grabs the opponent, headbutts them, then jumps away
- Can be broken and counter mashed
- Hard knockdown
Advice: Bao recovers before the opponent stands up and lands in a favorable position for a cross up j.D or j.2A on the opponent's wake up. The opponent can choose to counter mash against the headbutts to lower the damage (full damage is 10%) or they can choose not to mash as a defensive tactic to run the clock timer or Bao's Max Mode timer if it's activated.
Critical Throw - (f/b + D) close
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
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