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

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Anywhere, Low<br/>
Anywhere, Low<br/>
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(jump-in), cl.C, f+A, df+A, qcf+D / hcb+P>P = 29% / 26%<br/>
(jump-in), cl.C, f+A, (df+A,) qcf+D / hcb+P>P = 29% / 26%<br/>


(jump-in or cr.B), cr.Bx1~2, f+A, df+A, qcf+D / hcb+P>P = 25% / 22%<br/>
(jump-in or cr.B), cr.Bx1~2, f+A, (df+A,) qcf+D / hcb+P>P = 25% / 22%<br/>
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| '''1 Bar'''
| '''1 Bar'''

Revision as of 13:59, 13 December 2021

Movelist

Quick Starter Combo Reference

0 Bar

Anywhere

Anywhere, Low

(jump-in), cl.C, f+A, (df+A,) qcf+D / hcb+P>P = 29% / 26%

(jump-in or cr.B), cr.Bx1~2, f+A, (df+A,) qcf+D / hcb+P>P = 25% / 22%

1 Bar

Anywhere

Anywhere, Low

(jump-in), cl.C, f+A, qcfx2+P = 35%

(jump-in or cr.B), cr.Bx1~2, f+A, qcfx2+P = 31%

Normals

Close

  • cl.A/B/C are cancel-able
  • cl.A and cl.B chains into lights
  • cl.C hits twice, both hits cancel-able
  • cl.D hits twice and causes hard knockdown

Far

  • none of Foxy’s far standing normals are cancel-able.
  • most act as situational pokes and anti-air’s

Crouch

  • cr.B chains into lights and is cancel-able
  • cr.C is special and whiff cancel-able
  • cr.D moves Foxy forward a bit

Jump

  • j.A and j.B cross up, but hard to get much off of
  • j.C has a tendency to whiff crouching opponents
  • generally bad air game

Throws

Daisan No Kagi - Close, (b/f + C)

Daijuuni no Kagi - Close, (b/f + D)

  • causes hard knockdown

Command Moves

No Nanatsu Kinzoku - (f + A)

  • Foxy advances slightly with a fast non-cancellable poke.
  • Spacing tool primarily.

No Nanatsu Kobutsu - (df + A)

  • Foxy advances with a quick strike that is special and super cancellable
  • her best midrange confirm tool.

No Junkan Nanajuu - (f + B)

  • a parry move, will block jump and mid attacks

No Nanajuu Junryuu - (df + B)

  • a parry move, will block lows

Special Moves

Unicorn No Kaku - (qcf + A/C)

  • a very slow projectile that stun-locks the opponent and then causes a soft knockdown.
  • gives Foxy enough time to run in from nearly full screen for a combo before the knockdown occurs.
  • she can also land all hits of her qcfx2 + A/C SDM from midrange.

Taiki no Shoukai - (dp + B/D)

  • Foxy's teleport move. She advances toward the opponent and goes through projectiles.
  • she can cancel into specials, SDMs and both her command parry moves during the teleport.
  • you can also cancel this within its startup frames as a kara into her Chie No Ki for mixup potential.
  • the move will NOT cross through the opponent even during a hard knockdown.

Prenilnium - (dp + A/C)

  • two hit dp that causes soft knockdown.
  • very decent AA and reversal with minor upper and lower body invulnerability.
  • first hit can cancel into Song of Swan SDM.
  • hit box extends partially behind Foxy allowing to hit jumping opponents late.

Hajimari no Ki - (hcb + A/C)

  • Foxy advances with a long rapier poke. Slight advantage on block, hits Mid.

┗Noa No Kaoku - (A/C)

  • on hit you follow up with a spinning rapier strike, causes soft knockdown.
  • you can also cancel into this before the initial strike lands for just the spinning hit which has slight advantage on block, hits mid.

┗Nanajuu no Hoshi - (b + B/D)

  • cancels the move into Foxy's mid/high parry move.
  • decent way to gain ground on an opponent blocking or throwing out jabs.

Chie No Ki - (qcf + B/D)

  • Foxy slides toward the opponent with a low kick then a rapier slash.
  • causes soft knockdown is even on block.

┗Tsukino Gin - (f + A/C)

  • a cancel where Foxy spins in the air slashing her rapier.
  • hits overhead so it's a great mixup tool, but very unsafe on block.
  • causes soft knockdown.
  • you can cancel into this near startup or very late int the slide. Super cancelable.

Desperation Moves

Shrödinger No Neko - (qcb x 2 + A/C)

  • Foxy slashes her 'hair flag' above her draping the opponent then jumps slashing them many time in the air.
  • a good combo ender, it can also be used as situational anti air as its hitbox extends decently above Foxy as well as in front.
  • Hard knockdown

Hakuchou no Shi - (qcf x 2 + A/C)

  • Foxy phases forward and then connects for a multi hit combo that causes soft knock down.
  • though it looks like her teleport move at the beginning she is not projectile invincible during the Super.
  • good whiff punish as it hits from nearly full screen.

┗Tsukino Gin - (f + A/C)

  • cancel during the phase portion of the Super that hits overhead and allows a juggle on hit

┗No Chishiki ki - (down + B/D)

  • cancel during the phase portion of the Super that goes into a slide and allows a juggle on hit

Super Desperation Move

No Wakusei Inoru - (qcf x 2 + A + C) in air-

  • Foxy slashes down in the air and causes a wave of power to come from behind the opponent, hits mid even the downward slash at beginning.
  • Sometimes the downward slash will cause parts of the follow not to connect depending on Foxy's position when it hits.

Hidden Super Desperation Move

Mitsubachi - (qcf x 2 + B + D)

  • Foxy points her rapier to the sky and rushes forward enveloped in power.
  • On hit it does 100% damage, but also Foxy blows up and dies, singing a sad song.
  • You can combo into this with close C, but it's expensive and you lose a character.
  • Situational or troll use mostly.


Combos

You can add a jump-in to every combo. In which case it's best to remove a cr.B at the start if there's more than one. Starter = (cl.C / cr.Bx1~3), f+A

Stick to 2 cr.B's for consistency.

0 Stock

Anywhere

  • Starter, dp+C / qcf+K / hcb+P>P

 ★ Starter, df+A, qcf+D / hcb+P>P


1 Stock

Anywhere

  • Starter, qcfx2+P / qcbx2+P

 ★ Starter, df+A, qcfx2+P / qcbx2+P

For qcfx2+P, you have to delay df+A if you add a jump-in unless you stick to 1 or 2 cr.B's.


2 Stocks

Max = cl.C/cr.Bx1~2, f+A, delay df+A, [ BC run, cr.B, f+A, delay df+A ] or [ BC walk, f+A, delay df+A ]

The walk one is easier but costs you around 2% damage and you need to be a tiny bit closer on the first cr.B. Doesn't change spacing if you use cl.C.

Anywhere

  • Starter, (dp+C(1) / hcb+P), (SC) qcfx2+P / qcbx2+P
  • Starter, df+A, hcb+P, (SC) qcfx2+P / qcbx2+P
  • Starter, dp+C(1), (SC) qcfx2+P > f+P, dp+C
You need a decent amount of distance away from the corner for qcfx2+P to last long enough so you can use the f+P follow-up.
  • Max, qcf+D(2), (C) hcb+P, (SC) qcfx2+P / qcbx2+P
  • Max, qcf+D(2), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C
  • Max, qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P / qcbx2+P
  • Max, qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C


3 Stocks

Anywhere

  • Replace the dp+C ender by qcbx2+P in 2 stocks combos.

Anywhere

  • cl.C(1), qcfx2+BD


4 Stocks

  • Replace the dp+C ender by dp+C(1), (SC) qcfx2+P / qcbx2+P in 2 stocks combos.

Corner

  • qcfx2+P > d+K, qcfx2+BD

Videos

台灣-阿澤.Aze (Foxy Best Rounds)

External Links

Check Foxy's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

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