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The King of Fighters 2002 UM/K'

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Normals

Close

Stand

Crouch

Jump

Blowback Attack


Throw

Spot Pile - b/f + C

  • Can be broken
  • Regular knockdown


Knee Strike - b/f+D

  • Can be broken
  • Reverse knockdown


Command Moves

One Inch - f + A

  • K' does a 1 inch punch which connects at about the same range as his far standing C. The main use for this move is to cancel it from K's close standing C as a combo starter. It's rather slow if used on it's own and is very disadvantageous on block whether it's cancelled into or not. But if cancelled into from another normal, it can be special cancelled out of which can make it very safe to use in block strings (i.e. Close C, Forward A, Eins Trigger). Overall it's not the greatest command normal in the game but it has good use sparingly in block strings and as a combo starter when cancelled into from the first hit of Close C.

Knee Assault - f + B

  • This is an amazing command normal which can be normal cancelled into and can always be special cancelled out of with K's air Minutes Spike. It hits overhead and is insanely fast. It can be used after an opponent blocks a hop in to beat fuzzy guarding, or just on an opponent's wake up as part of okizeme. One thing to be wary of with this move though, is that it's punishable on block, even when cancelled into air Minutes Spike. So as long as it's used sparingly, it can be one of the scariest tools in K's arsenal.

Special Moves

Eins Trigger - qcf + A/C

  • This is probably one of the best special moves in the game. The A version is used in most of K's best combos from normals, while the C version has slightly better hitboxes for space control. Covers the hop space in front of K' very well. It starts up very fast, and can be whiffed at pretty much any time with little to no risk, and builds meter in the process. It is also slightly frame advantageous if the opponent blocks it at the tip, so it can be used as a fairly strong and safe pressure tool against a cornered opponent at the right spacing. It's various follow-ups give it a lot of versatility as well.

┗Second Shoot - f + B

  • K' kicks his Eins Trigger horizontally to form a projectile that travels all the way across the screen. The speed of the projectile is determined by whether the A version or the C version of Eins Trigger was used. The C version moves very quickly while the A version moves noticeably slower. This is a good long range zoning tool, but over using it is generally a bad idea because if an opponent jumps over it, you're most likely going to eat a combo.

┗Second Shell - f + D

  • K' kicks his Eins Trigger vertically to cover the area above his head and slightly in front of him. This is a key juggle starter when K' is in close or has the opponent cornered. Also works well as an anti-air against full jumps, which he can almost always follow up with a jump CD or a Minutes Spike. It is frame disadvantageous on block though, so using it too close to a blocking opponent is not recommended.

┗Blackout - b + B/D

┗Second Spike - qcb + B/D


Crow Bites - dp + A/C

┗Secondary Bites - f + B/D


Minutes Spike - qcb + B/D

┗Narrow Spike - qcb + B/D

Desperation Moves

Heat Drive - qcf x 2 + A/C


Chain Drive - qcf hcb + A/C


Super Desperation Moves

Chain Drive - qcf hcb + AC


HDSM

Crimson Star Road - qcb + AC


Combos

  • cl.D, f+A, qcf+P~qcb+D
  • cl.D, qcf hcb+AC
  • cr.B×1~3, qcf+P~qcb+D
  • cr.Bx1~3, qcf+P~f+D, j.X/qcfx2+P
  • f+B, qcb+B
  • cl.C (1), f+A, qcf+P~f+D, j.X/DM
  • Far C, qcb+D~qcb+K/qcfx2+A
  • (CH) f+A, st.X/j.X/qcb+D~qcb+D [dp+C/qcfx2+A/qcf hcb+AC/qcb+C.A]
  • (Corner) cr.B×1~2, qcf+A~f+D, qcf+A~f+B, st.X (dp+C/qcf hcb+P/qcb+C.A)
  • cl.C (1), f+A, (BC) cl.C (1), f+A, [dp+A (2),(DC) qcb+D~qcb+D]×3, dp+C (1), (DC) qcfx2+P/qcf hcb+AC (Corner)
  • (Corner) cr.B×1~2, qcf+A~f+D, (BC) [dp+A (2), (DC)qcb+D~qcb+D]×2~3, dp+C (1), (DC) qcf hcb+AC


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