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

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Krazykone123 (talk | contribs)
Krazykone123 (talk | contribs)
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'''Senseless Chatter''' = f+B
'''Senseless Chatter''' = f+B
*Angel does a quick swing with her right leg hitting the opponent twice, this command normal has a myriad of uses, from chaining into Unchained Circle combos, to set-ups for her HSDM.
*Angel does a quick swing with her right leg hitting the opponent twice, this command normal has a myriad of uses, from chaining into Unchained Circle combos, to set-ups for her HSDM.
*Free Cancel-able on the secon hit
*Free Cancel-able on the secon hit
*The First Hit is free cancel-able but only if you cancel into it first.
*The First Hit is free cancel-able but only if you cancel into it first.


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'''At Wasteland''' = d+D in air
'''At Wasteland''' = d+D in air
* Angel jumps toward her opponent with flying knee strike, this move doesn't have much use in combos because of it's rather mediocre hit-stun on contact, but it's really useful in her run away game, to elaborate when this move is used during a backdash it will make her jump back farther and faster, the earlier you use it the farther/faster the backdash is.
* Angel jumps toward her opponent with flying knee strike, this move doesn't have much use in combos because of it's rather mediocre hit-stun on contact, but it's really useful in her run away game, to elaborate when this move is used during a backdash it will make her jump back farther and faster, the earlier you use it the farther/faster the backdash is.
* Crosses up, use it during a normal jump aim it so that you have her shin hit the opponents head, after the cross it's suggest that you use her crouch B because it comes fast enough to hit your opponent before they turn around.
* Crosses up, use it during a normal jump aim it so that you have her shin hit the opponents head, after the cross it's suggest that you use her crouch B because it comes fast enough to hit your opponent before they turn around.



Revision as of 16:59, 10 November 2010

Normals

Close

Standing

Crouching

Jumping

Blowback Attack

Throws

Go Go Futen Girl! = b/f+C

  • Can be broken, regular knockdown

Starlit Field = b/f+D

  • Can be broken, reverse knockdown

Command Moves

Senseless Chatter = f+B

  • Angel does a quick swing with her right leg hitting the opponent twice, this command normal has a myriad of uses, from chaining into Unchained Circle combos, to set-ups for her HSDM.
  • Free Cancel-able on the secon hit
  • The First Hit is free cancel-able but only if you cancel into it first.


At Wasteland = d+D in air

  • Angel jumps toward her opponent with flying knee strike, this move doesn't have much use in combos because of it's rather mediocre hit-stun on contact, but it's really useful in her run away game, to elaborate when this move is used during a backdash it will make her jump back farther and faster, the earlier you use it the farther/faster the backdash is.
  • Crosses up, use it during a normal jump aim it so that you have her shin hit the opponents head, after the cross it's suggest that you use her crouch B because it comes fast enough to hit your opponent before they turn around.

Special Moves

Red Sky of Yaponesia = hcb+K

  • Angel quickly dashes towards her opponent (about 80% of the screen) then puts them in a submission knocking them to the ground, combos from her command normal Senseless Chatter, can a be used to catch jumping opponents but some timing is required.
  • Special Attack properties meaning it can be guarded normally despite being a grab
  • Combos from juggle attacks


Mad Murder Roulette = rdp+K close

  • Angel grabs her opponent by the head then does a twirl kick knocking them high into the air, best used in the corner to help keep the pressure on your opponent, it's also the perfect move to use when you want to score a free HSDM, after using the move it will count as a hard knockdown on your opponent meaning they can't recovery roll when they hit the ground, which gives you the advantage to go for the HSDM whether your mid-screen or have them cornered, they are also in a juggled when they're in the air so follow-ups like sh.CD and Red Sky of Yaponesia will work.
  • Grab properties
  • Opponent is in juggled state when airborne
  • Hard Knockdown
  • Combos from lights

Unchained Circle Starter

Formalists' Blue = df+B

Citizens of the World = df+D

Senseless Fists = b,f+K

Reppun Kamui= qcb+P

Beyond Frames = hcf+K

Unchained Circle Links

Bye Bye Rouge = u+P

Shelter From Storm = u+K

Buggy And Coffin = f+P

With A Lamp For Pathway' = f+K

Train To See Cherry Blossoms = d+P

Impotent Symptom = d+K

Unchained Circle Special Move

Omogatoki = b/N/f+BCD


Unchained Circle Finisher

Crown Under Sky = f,f+A

Fullmoon Evening = f,f+C

State Of Heat Haze = f,f+K

Cosmic Futen Swing = qcb+A

Lost Homeland = qcb+C

Beyond Frames = hcf+K

Desperation Moves

Loyalty Test For Liberalists = b, dp+P


Super Desperation Moves

Loyalty Test For Liberalists = b, dp+AC

Winds Fairground = b, dp+BD (counter)

Blue Monday Parade = b, dp+BD (anti-air counter)


HSDM

Survivor's Banquet = d,d,d+CD

Combos

(UC) = Unchained Circle Move

(UCF) = Unchained Circle Finish Move

  • cr.B, cr.A, b f+K, (UCC) f+B, (UCF) qcf+C
  • cr.C, df+B (whiff), (UCC) f+B, (UCC) hcf+B, (UCC) f+B, (UCF) f f+B
  • cl.D, f+B (1), df+B, (UCC) d+P, b dp+P
  • cl.D, f+B (1), (BC run), st.A, b f+K (1), (UCC) d+P, (UCF) f f+A, b dp+AC