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The King of Fighters 2002 UM
Introduction
The King of Fighters 2002 Unlimited Match (KOF2K2UM) is a remake of the old school classic the King of Fighters 2002. Just like it's former version there is no story present in this game thus allowing them to once again add characters who were long dead or missing in the previous story arc. Boasting a roster of 66 characters (including the 44 from the original KOF 2002 roster excusing K9999, there are 3 EX characters, 12 new Nests characters never before seen in 2002, 7 new bosses, and an all new character named Nameless), it also received a complete system over-haul, including tweaks in character balance, new moves, new DM's, changed properties, re-arranged inputs, new stages for all the teams and bosses, new re-done theme songs, new character art and HUD, all while staying true to the 3-on-3 system which will should please old KOF purists and new comers alike.
Game Systems
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
AB = Evasive Roll, neutral or forward Ab while 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, can also be done while using a normal, costs one meter
GCD = Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter
Movements
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
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
charge - [4]6 or [2]8 - b~f or d~u - Hold in one direction then shift to the designated direction
tk - 2369 - d/df/f/uf - Tiger Knee Motion
hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion
b~f - [4]6 - Hold back then press forward
d~u - [2]8 - Hold down then press up
db/f - 1,6 - press down back then forward
d/u - 2,8 - press down then up
d,d - 2,2 - press down twice
f/b/f - 6,4,6 - press forward back forward
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. - Crouch
st. - Stand
bb. - Backdash
Movement and Travel
Running
Pressing twice the forward direction, the character will run, and so we maintain the forward direction, it will continue to run. There is a minimum length limit during which your character is completely vulnerable. It is still possible to cancel the race in a crouch, a special move, a jump (it will become super jump) or a roll. But it is impossible to cancel the run by blocking. Once the forward direction is released by running, the character has a few frames of recovery before they can recover or start any other action (recovery varies depending on the characters).
Pressing twice rear direction, the character will carry a slight leap backward or backdash. The character is in mid-air briefly, so that attacks recieved will reset in the air, and it is unable to be thrown. Unlike other fighting games, the backdashes has no frame of invincibility. The period of startup, frames in the air, recovery, and the distance of the backdash, may vary depending on the characters. Keep in mind that that during the frames in the air while you backdash, it is possible to execute certain special moves or attacks executable command in the air. Only special moves and attacks that are possible to do in all jump heights can be done during the back dash.
Jumps and Hops
In KOF2002UM (along with nearly all KOF games) there are 4 different types of jumps:
- Normal jump
This is a basic jump that you've seen in a majority of fighting games. The jump has a very short start-up frames on the ground, and you cannot be thrown out them. It is still possible to take a hit on the ground during a jump start, so be careful.
- Hop
This is a short version of the normal jump. Just lightly press (or flick your joystick) the direction of the jump to hop. Some players press the downward direction after jumping to make sure the hop doesn't turn into a normal jump, but it is not mandatory. The startup is the same as the normal jump (very short), but the height and distance traveled is much less.
- Super jump
If you cancel a run (or dash) by a jump, you get a super jump. Or if you press down quickly after normal jump, you can super jump. The super jump is recognizable by the effect of doubling the sprite (looks like trails or ghosts) of a character during the jump. The distance traveled by this jump is 1.5 times larger than a normal jump, and the character moves faster in the air. The startup of this jump, however, is longer than a normal jump. Also note that the startup of the super jump frames are throwable. You cannot neutral super jump (super jump straight up).
- Hyper hop
Pressing the down direction before performing a small jump, or cancel a run by a hop, you will hyper hop. The hyper hop is recognizable by the effect of doubling the sprite of character during the jump. The distance traveled by this kind of jump is 1.5 times larger than a hop, and the character moves faster in the air. The startup of this jump, however, is longer than that of a hop. The start up frames of the hyper hop are throwable and you cannot neutral hyper hop.
For a visual explanation on jumping and hopping, check out this tutorial video
Rolling
Pressing A + B to roll forward or back A + B to roll away from your opponent when standing. You will be invincible in the first frame of the roll, but has a recovery at the end of the animation which is fully punishable. Remember, the roll is fully vulnerable to throws throughout its animation, and it is impossible to throw break them. Don't let your opponent try to roll through you while you're standing or crouching, learn to throw them on reaction. Rolling can be a good defensive solution, but it can expose you to heavy punishment at the end of it, so try to be careful using them and do not abuse it.
It is possible to perform a "Super Roll" by just canceling a run to a roll (any frame, even the first). It crosses a longer distance, but will last longer than a normal roll, so use with caution. The length of the roll, the recovery and the distance can vary per character.
Defense
Guard Cancel CD (aka Blowback Attack aka Guard Attack etc.)
Press C + D while in blockstun. It cancels the blockstun by a blow that knocks down the opponent. The Guard Cancel CD has short frames of invincibility at startup, but has a recovery. It can get you out of a lot of attack strings while you block, and resume the pace of the match. It makes little damage when it hits (it is possible to kill an opponent if it removes the remaining life to them). However, its use is limited by 3 factors:
- 1.) It will cost you one level of your super meter
- 2.) Your opponent might try to bait your Guard Cancel CD by making you whiff a standing CD while you're in blockstun, which has a slow startup and exposes you to heavy punishment. If you sense that bait attempt, just try to block instead.
- 3.) This move is not instantaneous and it does have startup. You cannot punish EVERY attack with a Guard Cancel CD successfully, and you can be exposed to punishment at the end of it.
Guard Cancel AB (Break Roll/Guard Roll/Guard Cancel Roll)
By pressing only A + B or back + A + B back (to Guard Cancel Roll backwards), while in blockstun, it is possible to roll forward or backward. This roll is completely invincible and unthrowable, and has no frame of recovery. This is one of the most important defensive elements to learn and master, but also one of most outstanding features of the defensive system in KOF.
- 1.) It will cost you one level of your super meter
- 2.) If performed at the wrong time and inaccurately, a punishable and fully throw vulnerable regular, normal roll may happen instead or a crouching A (See also Details of the system: priority buttons).
Quick Recovery (Fall-breaker/Tech-Roll/Quick Rise)
If you press A + B when touching the ground during a knockdown, you will perform a 'quick recovery' or 'fall-breaker'. You will obviously recover more quickly off the ground than you would from a hard knockdown. You will not be OTG (on-the-ground) attacked but you can be thrown on the first frame of the standing recovery animation. There are attacks and certain command throws that have "hard knockdown" properties that mean that you cannot quick recover or fall-breaker from the attack or throw, which provides the opponent potential wake-up options and mix-ups.
Offense
Counter Hit
A counter hit happens when you attack then opponent during the startup frames (?) of the opponents attack. This situation can be recognized on the screen by the appearance of the word "counter", and a very brief white flash. In a counter hit, the damage of the attack are increased. Counter hitting on a character in the air has the effect of extending the hit stun the attack and allowing a hitstun juggle, even if the attack had not been counter launcher. A jump CD hitstun is longer on counter hit and it is very easy to recover with another attack. Some characters have certain moves or command stances that put them in a vulnerable counter hit state (Jhun's stances for example), so be careful.
Video example of an air juggle after a counter hit with jump + CD
Throws
Throws are performed by standing close to the opponent and pressing forward/backward + C or D. If the opponent is out of reach for the throw, the character will perform a stand C or D depending on the button pressed. In general, the C throw projects the opponent forward, and the mug D projects the opponent back (with some exceptions such as Blue Mary chopper with two projecting backward).
To break an incoming throw or tech a throw, you must press the correct throw button the opponent has, either C or D. This can be option selected by piano pressing quick C then D or D then C (or just pressing CD together) on your pad or arcade stick. The timing to tech throws is quite short; a way to practice them is to set the training mode dummy to the AI/CPU and to only block their incoming attacks and try to only tech their incoming throws. The randomness factor from the CPU will help your build up your throw breaking/teching reflect. The situations where you cannot break throws are:
- During a roll
- During the recovery of a special move in "counter hit state"
Air Throws
Some characters (like Yuri and Clark for example) can throw an opponent in mid air. It can be performed by pressing any direction (except up) + C/D during a jump or super jump, take note Air throws unlike regular throws can not be broken.
Command Throws
Some characters have special moves or desperation moves that have the properties of a throw. Unlike normal throws, command throws have a special whiff animation if executed outside of their reach. There are different types of command throws:
- One frame: This is the most common type of command throw. The single frame makes the throw execute almost instantly, which makes them very powerful and formidable both offensively and defensively. They can be used on wake up and will pass through the start up frames of most meaty attacks. Desperation command throws usually have invincible start up frames.
- Delayed: This is another special type of throw and is pretty common amongst the cast. The startup is usually quite slow, but during the startup animation, the character is invincible (the amount varies) and cannot be thrown. They are mainly used as good mixup options or as a reversal because of their invincibility.
- Other: Some characters command throws may either combine both of the properties of a one frame or delayed throw or may either have faster start up or more or zero invincibility frames.
Proximity Unblockables
Some special moves and desperation moves in KOF have an unblockable property to them. These moves are activated only in close range (the distance depends on their activation range), and have no whiff animation when executed out of its reach. The second feature is that the first hit (or all hits in certain exceptions) is completely unblockable. It is possible to roll to avoid the first hit. If performed within range and dodged immediately, the unblockable move will perform it's attack activation animation and they will be fully punishable. Note that some moves have unblockable invincible startup and / or cannot be thrown.
Video example #1, Kasumi's hcb, f + A/C
Video example #2, King's hcf + A/C
On The Ground (OTG)
There are moves that have the ability to hit an opponent that is knocked on the ground. Some of these attacks have the potential to hit standing opponent (it's usually a low attack), but also strike an fallen opponent. The OTG is only guaranteed when placed behind a blow that forces the knockdown.
Examples
Nameless - Kaiten Katatokkan Ougi Rasen (d/f/df+ABCD)
Andy - Kunai Bullet (d,d+P)
Vanessa - Gaia Gear (f hcf+AC)
Hinako - Shiko Toumi (d,d+K)
Instant Overheads and cancels to Standing Overheads
Jump attacks which have very fast startup frames and low hit boxes can be used as instant overheads. An example is Leona's jump D, Kyo jump B or King's jump D. The downward angle of these attacks can hit an crouching opponent if they are done immediately after a neutral jump (or neutral hop).
Video explanation on Instant Overheads
Standing overheads canceled from any cancel-able normal attack will lose their overhead property. For example, Kim's f+B alone is an overhead attack to a crouching opponent, but a close + C to f+B to a crouching blocking opponent will defended just two high/mid attacks.
Counter Wire Attacks (aka CW)
There are some moves that have the property to send the opponent flying to bounce against the edge of the screen. It is possible to juggle the opponent with any move while they are falling from hitting the wall (or edge of the screen). There are however some moves that earn this property only during a counter hit and are marked with the CW acronym in the command list.
Earthquake Moves
Some attacks can knockdown an opponent that is standing anywhere on the screen away from the opponent. An example is Daimon's (dp+A) ground pound attack, or Hinako's (down, down + K) sumo stomp. To avoid getting hit, you must either crouch, or jump. A roll is considered standing, which will make you vulnerable to them too. Keep in mind that an earthquake can be used OTG, ONLY if the character was standing at the time of knockdown. Avoid it by quick recovering (fall breaker) after you've been knocked down.
Roll Cancel (not like Cvs2)
You can cancel any move (or non-cancelable) by a roll (pressing A + B) at the time of the hit. This action can be used to potentially dodge a guard cancel CD early, and can also be used in certain situations combo. Roll canceling uses one super meter stock.
The Super Meter
On the bottom of the screen, there is the super meter/gauge. When charged and built, used for Desperation moves, along with various different offensive and defensive options and possibilities.
- 1 level: desperation move/super, Guard CD cancel, cancel Guard AB, cancel Roll, max mode
- 2 levels: Super cancel, max mode cancel
- 3 levels: Super Desperation move, Hidden Super Desperation Move (Super MAX, Super MAX2)
- 4 levels: Super Cancel to a Super Desperation Move (Super Max)
The number of supers/DMs in stock is indicated by the number appearing next to the gauge, and by the color of the gauge fills. Once loaded up, the word "maximum" appears on the gauge.
The gauge is charged with moves of the following actions:
- A special or normal move on hit or block
- A whiffed special move
- Some attacks with special property
During max mode, the super meter cannot be charged or built.
The maximum number of stocked super levels varies depending on the position of character in the order of the team as follows:
- first character: Stock max 3
- Second character: Stock max 4
- Third character: stock max 5
The super meter/gauge stocks will carry over into the next round.
Super Move/Desperation Move (DM)
A super move/DM is a kind of super special move that will require the use of a single level gauge of super meter. Activation of the move is usually accompanied by a "blue flash activation". Some normal moves and command attacks can be canceled by a Fury.
Super MAX/Super Desperation Move (SDM)
All the characters of the game have one or more Super MAX/SDMs. The activation requires the cost of 3 super meter levels. They are also generally accompanied by a "reddish orange flash activation". In the max mode, the Super MAX/SDM costs one super meter level.
Super MAX2/Hidden Super Desperation Move (HSDM)
Once your life reaches the last 30% and turns orange, your character will gain a new move, the MAX2/HSDM. Like the Super MAX/SDM, it costs 3 super meter levels. The flash activation MAX2 is different from that of a Super MAX and it will show the artwork of your character, and a change in the background.
Super Cancel (SC)
It is possible to cancel some special moves by Super Moves/DMs or Super MAX. You cannot cancel to Super MAX2/HSDM. Super Canceled moves be identified by the notation (SC) in the command list. To achieve the super cancel, perform the DM over the canceled frames of the special move. Keep in mind that some special moves have more or less frames that can be canceled into. It is not possible to cancel a special move that does not connect to an opponent or whiffs. It costs 2 super meter levels to cancel into a DM, and costs 4 to cancel into a SDM.
Miscellaneous
Character Information
Wakeup Speed
Some characters get up faster after they get knocked down, some slower, you can calculate the differences here
- (-F) The higher the minus frames the faster they get up
- (+F) The higher the plus frames the slower they get up
(-13F) - Ralf, Yuri
(-11F) - Athena
(-9F) - Whip
(-7F) - Yamazaki, Kula
(-6F) - Joe, Robert, Angel, Kasumi
(-5F) - Kim, B. Mary, Hinako, Mature, Ryo, Foxy, Mai
(-3F) - K', Takuma
(-2F) - Yashiro, Lin
(-1F) - Daimon, Terry, Kensou, Clark, May Lee, Vanessa
(0F) - Kyo, Chang, Choi, Vice, Shingo, King, KUSANAGI, Kyo-1, Kyo-2, Nameless
(+2F) - Leona, Iori
(+3F) - Chris, Heidern, Chin
(+4F) - Andy, Bao, Xiangfei
(+5F) - Billy, Shermie
(+6F) - Benimaru, Ramon, Jhun
(+10F) - Maxima
Crouching Height
- Crouching Height varies based on the characters height and hitbox data, some character hitxboxes remain high despite crouching which in turn may make them more susceptible to things like Instant Overheads and Cross-ups, while some character hitboxes tend to get smaller when they crouch making it easier for them dodge high hitting attacks and even projectiles, the differences are listed below.
Lowest - Chin, Choi, Bao
Low - Xiangfei, Joe, Benimaru, Iori, Mature, Vice (during weak attacks), Leona, Athena, Kensou, Mai, Yuri, Yashiro, Chris, Yamazaki, Billy, Kim, Kula, Foxy, Jhun
Middle - K’, Whip, Terry, Andy, Kyo, KUSANAGI, Vice, Ralf, Clark, Vanessa,Seth, Ramon, Ryo, Robert, Takuma, May Lee, Shermie, B. Mary, (K9999), Angel, Nameless, Lin, Shingo, Heidern, King, Kasumi, Kyo-1, Kyo-2
High - Maxima, Daimon, Hinako
Highest - Chang
Tier List
Chibayuko, Japan Ratio/Point List
【5】 K', Nameless, Kasumi
【4】 King, Kula, Andy, EX Robert, Orochi Chris, Benimaru, Yuri, Hinako, Heidern
【3】 Bao, Jhun, Mature, Lin, Chris, Ryo, Kusanagi, Foxy, Daimon
【2】 Iori, Orochi Shermie, Choi, Yamazaki, EX Takuma, Mai, Seth, Leona, Clark, Kyo, Terry, B. Mary, Kyo-2, Kim, Xiangfei, Joe
【1】 Shingo, Kensou, EX Kensou, Takuma, Ralf, Robert, Billy, Yashiro, Orochi Yashiro, Chin, Angel, Shermie, Vice, Athena, Ramon, Whip
【0】 May Lee, Maxima, Chang, Kyo-1, Vanessa
Characters
Single Entry
Team Japan
Team 96
Fatal Fury Team
Art of Fighting Team
Psycho Soldier Team
Agents Team
Team Ikari
New Faces Team
Orochi Team
Team 99
Nests Team
Kim Team
Jhun Team
Team 97
Masters Team
Pretty Girls Team
Womens Team
Clone Team
EX Characters
Boss Characters