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The King of Fighters 2002 UM/Whip
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Movelist
Normal Moves
Standing
- st. A is a good ranged low slash towards the opponent
- st. B is a forward thrust kick
- st. C is a 2 hit diagonal slash that is not cancel-able
- st. D is a round kick that is aimed at the opponent's head
- st. B and st. D are special cancel-able and whiff cancel-able
Close
- cl. A is a jab that is special cancel-able and can chain into itself and cl. B
- cl. B is a kick that hits the opponent's shins. Hits low and is special cancel-able.
- cl. C has Whip turning around to hit the opponent with the handle of her whip. Special and super cancel-able
- cl. D is a inverted roundhouse kick that aimes at the opponent's head. Special cancel-able
Crouching
- cr. A: Whip crouches to slash the whip in front of her. Hits OTG after a hcb+C or a heavy kick throw.
- cr. B uses the knife in Whip's boot to deliver a crouching kick aimed at the opponent's foot. It can't chain into itself but can be chained from cl. A or close B. Has good range and is special and super cancel-able.
- cr. C: Whip from a starting crouching position stands up while twirling her dagger. Hits twice, and is special and super cancel-able as well as whiff cancel-able.
- cr. D is a quick & very low profiled sweep. Not cancel-able
Jumping
- j. A has Whip using her handle of her Whip to hit the opponent at a steep downward angle aiming at 5 o'clock. Can cross up standing and crouching opponents and can be used as an quick instant overhead.
- neutral j. A: Whip uses half of the distance of her whip in front of her in a half circle. Good to use for incoming hops or jumps.
- j. B: good for air-to-ground approaches and can be used as a instant overhead against taller crouching opponents
- j. C: Whip uses her whip to slash at a downward angle below the opponent. Easy to cross-up with and as a fairly large distance which is good for air-to-ground approaches
- neutral j. C similar in concept to neutral j. A but Whip uses the whole distance of the whip to cover in-front of her and below her. Good to use for air-to-air or cover distance in the air at a midrange distance away from the opponent.
- j. D: Whip throws out two horizontal jumping side kicks at the opponent. Hits twice if timed correctly. Good to use while hopping towards or away from the opponent.
- neutral jump D: This flip kick is good for stopping or checking opponents jumping in
Blowback
- st. CD: Whip thrusts the handle of her Whip towards the opponent. Quick, great range, stays out for a decent amount of time and has good recovery.
- jump CD: Whip forms her whip as a spear that aims at a downward diagonal angle toward the opponent. Has a good range, distance and starts up fairly quick. Good for air-to-ground approaches by hopping.
Throws
Alpha - close, b/f + C
Zed - close, b/f + D
Command Moves
Whip Shot - f + B (up to 5 times)
Special Moves
Boomerang Shot - hcf + A/C
Assassin Strike "CODE BB" - dp + A or B or C or D
Hook Shot - qcb + A/C in air
Strength Shot A "Superior" - hcb + A
Strength Shot B "Strength" - hcb + B
Strength Shot C "Victory" - hcb + C
Strength Shot D "Rain" - hcb + D
Desert Eagle - rdp + A/C
Desperation Moves
Sonic Slaughter "Code KW" - qcb, hcf + A/C
Forbidden Calls "Code ™" - qcf x 2 + A/C
Super Desperation Moves
Sonic Slaughter "Code KW" - qcb, hcf + A + C
HSDM
Super Blackhawk - qcb, hcf + B + D
Discussion Threads
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