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The King of Fighters 2002 UM/Angel
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 light and strong normals
Unchained Circle Starter
Formalists' Blue = df+B
- Angel steps forward and swings her left leg forward to hit the opponent in the shins, not too bad for an Unchained Circle starter move because it has good range and good recovery.
- Combos from light and strong normals
Citizens of the World = df+D
- Angel raises her right leg high into the air to hit the opponent on the head, it's a really good attack but the range is meh and the recovery poor, I would suggest you use it after her stand A to try and throw your opponent off and end up getting hit by an overhead.
- Overhead Attack
- Combos from stand A
Senseless Fists = b,f+K
- Angel does a high kick to her opponent hitting them twice, another very good unchained circle starter move, it has great range (works even when your about a whole body frame away), it doesn't knock them back or onto the ground, it just does a nice amount of hit-stun locking them in place to get from just about anything that comes next, combos from just about all her light/strong normals and her Senseless Chatter command normal.
- Combos from most light/strong normals
Reppun Kamui= qcb+P
- Angel punches the opponent in the stomach, doesn't combo from much of anything because upon activation the move pushes her back, juggles the opponent into the air for a follow-up air Unchained Circle attack, when guarded it does about 15% Guard Crush meter damage and their is a small push back effect.
- Puts the opponent into a juggled state when they're airborne
- Combos into all of her high/mid hitting Unchained Circle links, this excludes Train To See Cherry Blossoms and Impotent Symptom.
Beyond Frames = hcf+K
- Angel dashes forward and when she gets within close normal distance she quickly disappers then re-appears behind her opponent, this move while it doesn't do any damage can be used in many ways, because of Angels un-predictable playstyle using this move can quickly throw your opponent off their concentration which can then allow you to follow-up with an overhead/low attack/etc before they have time to react, if you use it from a full screen away she'll just run forward for a little bit then just stop, the initial dash is not invincible but when she disappears she is but only for a brief moment, if you want to use it to a start a combo try using something your opponent won't pick up in like crouch B or something with a really fast start-up, it can also be used to quickly catch up to your opponent after her Loyalty Test For Liberalists DM, and can be used to set-up her HSDM.
- Combos from Senseless Chatter and light/strong normals
- Combos into HSDM Survivor's Banquet
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