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The King of Fighters 2002 UM/Vanessa: Difference between revisions

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====2 stock====
====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
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====
====3 stock====

Revision as of 23:56, 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

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

http://zoome.jp/LKH/diary/73/

Training Mode Videos

http://www.nicovideo.jp/watch/sm6553393 (copy and paste here, http://mmcafe.com/nico.html)