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The King of Fighters 2002 UM/Controls: Difference between revisions
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==Attack Notations== | ==Attack Notations== | ||
A = Light Punch | '''A''' = Light Punch | ||
B = Light Kick | '''B''' = Light Kick | ||
C = Strong Punch | '''C''' = Strong Punch | ||
D = Strong Kick | '''D''' = Strong Kick | ||
CD = Blowback Attack | '''CD''' = Blowback Attack | ||
P = With either Low Punch or Strong Punch | '''P''' = With either Low Punch or Strong Punch | ||
K = With either Low Kick or Strong Kick | '''K''' = With either Low Kick or Strong Kick | ||
X = Any button | '''X''' = Any button | ||
AB = Evasive Roll, neutral or forward AB will make the character roll forward, pressing it in the backward direction will make the character roll backward | '''AB''' = Evasive Roll, neutral or forward AB will make the character roll forward, pressing it in the backward direction will make the character roll backward | ||
GCR = Guard Cancel Roll, press AB when guarding an attack | '''GCR''' = Guard Cancel Roll, press AB when guarding an attack | ||
GCD = Guard Cancel Blowback Attack, press CD when guarding an attack | '''GCD''' or '''GCCD''' = Guard Cancel Blowback Attack, press CD when guarding an attack | ||
==Movement== | ==Movement== | ||
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==Movement Abbreviations== | ==Movement Abbreviations== | ||
'''d,d''' - 2,2 - press down twice | |||
'''d,u''' - 2,8 - press down then up | |||
'''db,f'''' - 1,6 - press down back then forward | |||
'''f,b,f''' - 6,4,6 - press forward back forward | |||
'''b~f or d~u''' - [4]6 or [2]8 - Charge, hold in one direction then shift to the designated direction | |||
'''d,df~u''' - 2,[3]8 - Running Charge | |||
'''qcf''' - 236 - d,df,f - Quarter circle forward | |||
'''qcb''' - 214 - d,db,b - Quarter circle backward | |||
'''hcf''' - 41236 - b,db,d,df,f - Half circle forward | |||
hcb | '''hcb''' - 63214 - f,df,d,db,d - Half circle backward | ||
'''dp''' - 623 - f,d,df - Dragon Punch motion | |||
d | '''rdp''' - 421 - b,d,db - Reverse Dragon Punch motion | ||
'''tk''' - 2369 - d,df,f,uf - Tiger Knee Motion | |||
d, | '''rtk''' - 2147 - d,db,b,ub - Reverse Tiger Knee Motion | ||
d, | '''hcb f''' - 632146 - f,df,d,db,b,f - Half circle back forward motion | ||
'''qcb hcf''' - 2141236 - Quarter circle back half circle forward | |||
qcb hcf - 2141236 - Quarter circle back half circle forward | |||
==Other Abbreviations== | ==Other Abbreviations== | ||
j. - Jump/jumping - Press up-back/up/up-forward. | '''j.''' - Jump/jumping - Press up-back/up/up-forward. | ||
sj. - Super-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward. | '''sj.''' - Super-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward. | ||
sh. - Short hop - Tap up-back/up/up-forward. | '''sh.''' - Short hop - Tap up-back/up/up-forward. | ||
hh. - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward. | '''hh.''' - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward. | ||
cl. - Close | '''cl.''' - Close | ||
cr. - Crouching | '''cr.''' - Crouching | ||
st. - Standing | '''st.''' - Standing | ||
bb. - Backdash | '''bb.''' - Backdash | ||
(C) - Free cancel (maxmode) | '''(C)''' - Free cancel (maxmode) | ||
(SC) - Super cancel | '''(SC)''' - Super cancel | ||
(CH) - Counter Hit | '''(CH)''' - Counter Hit | ||
(W) - Critical Wire : Said move causes a wallbounce on hit | '''(W)''' - Critical Wire : Said move causes a wallbounce on hit | ||
(CW) - Counter Wire : Said move causes a wallbounce only on counter hit | '''(CW)''' - Counter Wire : Said move causes a wallbounce only on counter hit | ||
dp+C(2) - do the next move after dp+C does 2 hits. Same logic for another move. | dp+C'''(2)''' - do the next move after dp+C does 2 hits. Same logic for another move. | ||
cr. | cr.B'''x1~4''' - You can do 1 to 4 cr.B's here. | ||
> - follow-up | '''>''' - follow-up, like qcf+A > qcf+P for Kyo's rekka follow-up | ||
{{Navbox 2002UM}} | {{Navbox 2002UM}} | ||
[[Category:The King of Fighters 2k2UM]] | [[Category:The King of Fighters 2k2UM]] |
Revision as of 04:48, 17 December 2020
Attack Notations
A = Light Punch
B = Light Kick
C = Strong Punch
D = Strong Kick
CD = Blowback Attack
P = With either Low Punch or Strong Punch
K = With either Low Kick or Strong Kick
X = Any button
AB = Evasive Roll, neutral or forward AB will make the character roll forward, pressing it in the backward direction will make the character roll backward
GCR = Guard Cancel Roll, press AB when guarding an attack
GCD or GCCD = Guard Cancel Blowback Attack, press CD when guarding an attack
Movement
up (u) | (ub) up left - 7 8 9 - up right (uf) (b) left - 4 5 6 - right (f) (db) down left - 1 2 3 - down right (df) | down (d)
Movement Abbreviations
d,d - 2,2 - press down twice
d,u - 2,8 - press down then up
db,f' - 1,6 - press down back then forward
f,b,f - 6,4,6 - press forward back forward
b~f or d~u - [4]6 or [2]8 - Charge, hold in one direction then shift to the designated direction
d,df~u - 2,[3]8 - Running Charge
qcf - 236 - d,df,f - Quarter circle forward
qcb - 214 - d,db,b - Quarter circle backward
hcf - 41236 - b,db,d,df,f - Half circle forward
hcb - 63214 - f,df,d,db,d - Half circle backward
dp - 623 - f,d,df - Dragon Punch motion
rdp - 421 - b,d,db - Reverse Dragon Punch motion
tk - 2369 - d,df,f,uf - Tiger Knee Motion
rtk - 2147 - d,db,b,ub - Reverse Tiger Knee Motion
hcb f - 632146 - f,df,d,db,b,f - Half circle back forward motion
qcb hcf - 2141236 - Quarter circle back half circle forward
Other Abbreviations
j. - Jump/jumping - Press up-back/up/up-forward.
sj. - Super-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward.
sh. - Short hop - Tap up-back/up/up-forward.
hh. - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward.
cl. - Close
cr. - Crouching
st. - Standing
bb. - Backdash
(C) - Free cancel (maxmode)
(SC) - Super cancel
(CH) - Counter Hit
(W) - Critical Wire : Said move causes a wallbounce on hit
(CW) - Counter Wire : Said move causes a wallbounce only on counter hit
dp+C(2) - do the next move after dp+C does 2 hits. Same logic for another move.
cr.Bx1~4 - You can do 1 to 4 cr.B's here.
> - follow-up, like qcf+A > qcf+P for Kyo's rekka follow-up