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The King of Fighters 2002 UM/Nameless

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Normals

Close

  • cl. A/B/C are cancel-able
  • cl.A/B are chain-able
  • cl.C does three hits, it's also cancel-able on any hit, great combo starter
  • cl.D knocks the opponent down
  • cl.D is also an overhead, and does hard knockdown


Stand

  • Far A/B are whiff/cancel-able
  • Far C has good reach and priority, nice poke attack if you space it


Crouch

  • cr.A/B/D are whiff/cancel-able
  • Crouch A/B are chain-able
  • Crouch C does two hits and knocks down, if you space it you can avoid knocking them down
  • Crouch D knocks the opponent down


Jump

  • Jump B crosses up
  • Jump C is a very good meaty attack/jump-in
  • Jump A works a lot like j.C except with less range and priority
  • Jump D has good range so it can be as an air-to-air, it's also an instant overhead


Blowback Attack

  • CD comes out fast but the range is short, whiff/cancel-able
  • Jump CD stays out for a good bit and the hitbox stretches to his other arm

Throw

Kobushi Kumo - (b/f+C)

  • Nameless grabs the opponent then does a shoulder tackle to knock them down
  • Can be broken
  • Regular knockdown


Ura Kumo - (b/f+D)

  • Nameless grabs the opponent then throws them over his shoulder and onto the ground, because of the hard knockdown it makes it perfect for throwing the opponent into the corner or setting them up to be hit by his Drill (Kaiten Katatokkan Ougi Rasen) SDM.
  • Can be broken
  • Reverse knockdown
  • Hard Knockdown
  • Combos into: Kaiten Katatokkan Ougi Rasen SDM

Command Moves

Senkou Ikusa Waza Yukikaze - (f+A)

  • Nameless forms a drill with his left arm then steps forward to hit the opponent six times, it comes out fast to the point that it can combo from some light normals, gives good frame advantage on block, and if you space it can be used as a safe poke from as far as half-screen away because Nameless steps forward and the hitbox stretches to the end ofthe drill, however the drawbacks for this move inlucde that it isn't cancel-able at all unless you use it to activate MAX mode, it gives you next to no meter whether you use it in a combo or not, and it suprisingly doesn't chip health or guard meter, it's suggest that you use it after a normal (stand/crouch) or after his Ashi Katana Ikusawaza Shigure command.
  • Good frame advantage on block
  • Combos from: st./cr.X, Ashi Katana Ikusawaza Shigure (f+B)
  • Combos into: Max mode activation


Ashi Katana Ikusawaza Shigure - (f+B)

  • Nameless steps forward to kick the opponent in the face with his left leg, kinda slow start-up but it goes just as far as his Senkou Ikusa Waza Yukikaze command normal, the special thing about this command normal is that it's free cancel-able into not only special attacks and DM's but other command normals as well, this move is definetly very unique to Nameless because it helps him string together very powerful many other characters can't do, it does more damage when canceled into but since it has a slow start-up it is highly suggested that you use it after a strong normal that does a lot of hit-stun, st.C will work just fine
  • Free Cancel-able
  • Combo from: Strong Normals
  • Combo into: Senkou Ikusa Waza Yukikaze (f+A), Kasanekyaku Ikusawaza Shinonome (df+D), weak Chisou Katame (qcf+A), Taikuu Katame (dp+P), Senkou Katame (db/hcb/df+P), and Kaiten Katatokkan (d/f/df+ABCD)


Kasanekyaku Ikusawaza Shinonome - (df+D)

  • Nameless does a slide attack hitting the opponent in the legs, a pretty simple command normal compared to his other two, this move also does not knockdown so using it for the sake of using it is out of the question, to put it bluntly this move is strictly used to start Max Mode combos or help them along so you can call it a "carry move", outside of this Max mode this move is likely to never get used because it doesn't knockdown and it isn't cancel-able, but in terms of Max Mode this mode can start them on hit then go from their, and while amidst the canceling it can be used in place of the Kyoushou Katame (qcb+D) because in some cases you may need to switch it up, and it hits low so if you get a hit in there's your chance.
  • Hits low
  • Combos from: Strong Normals, Ashi Katana Ikusawaza Shigure (f+B)
  • Combos into: Max Mode activation

Special Moves

Chisou Katame Shutou Ikusawaza Sawarabi - (qcf+ A/C)

  • Nameless leans forward to take the glove off his left hand to send out a large crimson red circular flame to hit the opponent a few times, the weak version comes out quick making it some what spammable and very easy to combo into, does three to five hits total depending on where you use it (far range, mid range, close range) and it does not knock the opponent down, the strong version comes out a bit slower making it a lot harder to combo into so it's more of a okizeme tool, does anywhere from one hit to six but it again varies depending on where you use it, and unlike the weak version this one does knockdown, the weak version can be a very powerful zoning tool because it comes out really fast, the strong version when spaced works well against opponents that are getting up from being grounded because of it's priority and lasting hitbox, one of the drawbacks for this move is that it requires constant spacing if you want to use it in succession, the problem is that the hitbox on shifts so that the time you can expect to hit the opponent is when they're right smack in the middle of the flame as soon as it starts up, if they're right in front of you you may not hit them at all and then you'll be left wide open to be punished so remember that, it also builds next to no meter but that really that big a deal, this move can also nullify other projectiles, does a nice amount of chip damage, and both versions are super cancel-able on hit.
  • Super Cancel-able on hit
  • Nullifies Projectiles
  • Combos from: Strong normals, Ashi Katana Ikusawaza Shigure (f+B)
  • Combos into: Senkou Katame (db/hcb/df+P), and Kaiten Katatokkan (d/f/df+ABCD)


Taikuu Katame Shutou Ikusawaza Yoi Tsuki - (dp+A/C)

  • Nameless takes a step forward swings his left arm forward to hit the opponent with a red ember flame coming out of his hand knocking them into the air, both version have identical start-up animation but the properties are a bit different, the weak version only does on hit, while the strong version does two hits and launches the opponent much higher into the air, both versions do a good amount of guard meter damage but the strong version does almost double the amount the weak verison does, this move can be spaced to prevent from being punished and to take advantage of it's hitbox because it stretches really far, in terms of combo use this move mostly shines in Max mode combos because it's the main attack tool, outside of Max mode it can be used as your average combo ender, it also has super cancelling properties and they activate on hit, your options are: Senkou Katame (db/hcb/df+P) which is very difficult to combo into because of it's input but also it's highly recommended, and then there's Kaiten Katatokkan (d/f/df+ABCD) which isn't really suggested because if you use while they're still airborne you'll only do 8~12 hits which won't be all the damage you can dish out, and if they touch the ground they can safe roll out of the way, it can be used as an anti-air but the timing is a little awkward but if you use the strong version in launches them really high into the air almost of screen, the priority this move has is also really good, on reaction Nameless's dp+A will beat out pretty much every other dp attack in the game that doesn't have a huge amount of auto-guard.
  • Combos from: Strong normals, Ashi Katana Ikusawaza Shigure (f+B)
  • Combos into: Senkou Katame (db/hcb/df+P), and Kaiten Katatokkan (d/f/df+ABCD)


Kyoushou Katame Shutou Ikusawaza Amagirikata - (qcb+B/D)

  • Nameless leaps forward and generates a red ark of fire to hit the opponent once in the face once, the weak version comes out quick and can be used a anti-air if timed right, knocks down, the strong version on the other hand has a significantly longer start-up but it doesn't knockdown because of hit-stun, as far as combo use goes your not to use either version because their start-up is just to slow, and despite fact that it isn't super cancel-able it does have tricks to set-up DM's, this is where the old OG2k2 "Moon Effect" comes into play, what you have to do is land a strong Kyoushou Katame (which does enough hit-stun to do follow-up attack) all while buffering the DM during the move, the trick is to press qcb+D then time that as soon as you touch the ground after you hit them you input the "df+P" or "df+ABCD" to finish the input for the DM to come out, Senkou Katame (db/hcb/df+P), and Kaiten Katatokkan (d/f/df+ABCD) work extremely well with this trick so practice and perfect it because it's an very useful method to learn, this move is also an overhead on crouching opponents.
  • Overhead Attack
  • Combos into: Kakusan Katame (db/hcb/df+P), and Kaiten Katatokkan (d/f/df+ABCD) when buffered

Desperation Moves

Senkou Katame Shutou Ougi Yaku Ootori - db/hcb/df + A/C


Kakusan Katame Shutou Ougi Zetsuei - db/hcb/df + B/D


Super Desperation Moves

Kaiten Katatokkan Ougi Rasen - d/f/df + ABCD


HDSM

Saishuu Katame Shutou Higi Rinkou - hcb x 2 + AC


Combos

  • st. C, f+B, f+A = 22% DMG
  • st. C, f+B, dp+P = 22% DMG
  • st. C, f+B, db hcb df+P = 32% DMG
  • st. C, f+B, d/f/df+ABCD = 50% DMG
  • cr. Bx2~3, f+A = 11~13% DMG
  • st.D, d/f/df+ABCD = 41% DMG
  • (corner BC active) JC, st. C, f+A, dp+C, (DC) qcb+B, (DC) dp+A, (DC) qcb+B, (SC) d/f/df+ABCD
  • JC, st. C, f+B, f+A, (BC) f+B, [dp+A, (DC) dp+C, (DC) qcb+B]x2, (DC) dp+A, (DC) dp+C, (SC) d/f/df+ABCD
  • st. C, f+B, (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) qcb+B, (DC) dp+A, (DC) dp+C, (DC) qcb+K, (DC) dp+C, (SC) db hcb df+P
  • cr. B, f+A (4), (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) qcb+B, (DC) dp+A, (DC) dp+C, (DC) qcb+K, (DC) dp+C, (SC) db hcb df+P
  • st. C, f+B, (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) dp+A, (DC) dp+C, df+D, st. D, d/f/df+ABCD
  • cr. B, f+A (4), (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) dp+A, (DC) dp+C, df+D, st. D, d/f/df+ABCD
  • st. C, f+B, (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC), dp+A, (DC) dp+C, df+D, (DC) dp+C, (SC) db hcb df+P, d/f/df+ABCD
  • cr. B, f+A (4), (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC), dp+A, (DC) dp+C, df+D, (DC) dp+C, (SC) db hcb df+P, d/f/df+ABCD


Notes

Nameless Damage Chart

Close Normals

cl.A - 5 (6)

cl.B - 4 (5)

cl.C - 5+2+1 (6+2+1)

↑Total of 8(9)

cl.D - 12 (14)


Far Normals

st.A - 6 (6)

st.B - 5 (6)

st.C - 5+2+1*4(6+2+1*4)

↑Total of 11(12)

st.D - 11 (13)

CD - 15 (17)


Crouch Normals

cr.A - 2 (2)

cr.B - 3 (4)

cr.C - 9+4 (11+4)

cr.D - 14 (18)


Jump Normals

j.A - 3+1*4 (4+1*4)

j.B - 7 (9)

j.C - 9+4+1*6 (11+4+1*6)

j.D - 10 (12)

j.CD - 14 (14)


Short Hop Normals

sh.A - 2+1*3(2+1*3)

sh.B - 6 (7)

sh.C - 9+4+1 (11+4+1)

sh.D - 10 (12)

sh.CD - 10 (12)


Neutral Jump

nj.A - 3+1*4 (4+1*4)

nj.B - 7 (9)

nj.C - 9+4+1*3 (11+4+1*3)

nj.D - 11 (13)


Command Normals

Senkou Ikusa Waza Yukikaze (f+A)

  • [Breakdown] - 5+2+1*4 (6+2+1*4)
  • [6 Hits] - 11 (12)


Ashi Katana Ikusawaza Shigure (f+B) - 7 (9)


Kasanekyaku Ikusawaza Shinonome (df+D) - 8 (10)


Throws

Kobushi/Ura Kumo - 10


Special Attacks

Chisou Katame Shutou Ikusawaza Sawarabi (qcf+P)

  • [weak] - 3+3+1+3+1 (4+3+1+3+1)
  • [strong] - 3+3+1+3+3+1 (4+3+1+3+3+1)
  • [weak 5 Hits] - 11 (12)
  • [strong 6 Hits] - 14 (15)


Taikuu Katame Shutou Ikusawaza Yoi Tsuki (dp+P)

  • [weak] - 11 (14)
  • [strong] - 11+5 (14+5)


Kyoushou Katame Shutou Ikusawaza Amagirikata (qcb+K) 

  • [weak] - 14 (16)
  • [strong] - 13 (14)


DM's

Senkou Katame Shutou Ougi Yaku Ootori (db/hcb/df+P) - 29 (33)


Kakusan Katame Shutou Ougi Zetsuei (db/hcb/df+K)

  • [Breakdown] - 16+8+3+1*6 (20+8+3+1*6)
  • [5 Hits] - 29 (33)
  • [9 Hits] - 33 (37)


SDM's

Kaiten Katatokkan Ougi Rasen (d/f/df+ABCD)

  • [Breakdown] - 12+5+2+1*16+9 (17+5+2+1*16+9)
  • [16 Hits] - 40 (45)
  • [20 Hits] - 44 (49)


HSDM

Saishuu Katame Shutou Higi Rinkou (hcbx2+AC)

  • [Breakdown] - 19+9+4+1*7 (19+9+4+1*7)
  • [10 Hits] - 39 (39)

Countering DP+A

  • This is a list of Attacks characters can use to counter Nameless's dp+A.


Benimaru

  • qcbx2+K

Orochi Yashiro

  • dp+C(weak version has poor reach)
  • qcfx2+K/BD

Vice

  • hcf+K

Mature

  • hcf+K

K'

  • qcb+K

Joe

  • hcf+D(may have to run forward first)

Terry

  • qcfx2+AC

Hinako

  • d,d+B

Billy

  • hcf+P

Kula

  • qcfx2+P (one hit)

EX Takuma

  • qcf hcb+A/AC
  • f hcf+A/AC

Angel

  • hcb+K

Daimon

  • hcbx2+BD

Kim

  • qcb hcf+K
  • qcb+D(one hit)

Frame Specifics

Frame Advantage

Close Normals

cl. A - 4F (-3F)

cl. B - 5F (-1F)

cl. C [1] - 7F 

  • [3] - (+1F)

cl. D - 17F (-1F)


Far Normals

st. A - 4F (-3F)

st. B - 5F (-1F)

st. C

  • [1] - 10F
  • [All hits] - (-3F)

st. D - 6F (-7F)

CD - 17F (+0F)


Crouch Normals

cr. A - 4F (-1F)

cr. B - 5F (+0F)

cr. C

  • [1] - 9F (+5F)
  • [2] - (+1F)→Stop Hit

cr. D - 8F (-13F)


Command Moves

Senkou Ikusa Waza Yukikaze (f+A) - 10F (+1F)

Ashi Katana Ikusawaza Shigure (f+B) - 14F (-7F)

Kasanekyaku Ikusawaza Shinonome (df+D) - 9F (-2F~+9F)


Special Attacks

Chisou Katame (weak)

  • [1] - 15F 
  • [whole] - (-4F)
  • [end] - (-1F)


Chisou Katame (strong)

  • [1] - 24F
  • [whole] - (-11F)
  • [end] - (-4F)


Taikuu Katame (weak) - 11F (-28F)→Guard

Taikuu Katame (strong)

  • [1] - 11F
  • [whole guard] - (-25F)
  • [end guard] - (-29F)→Distance


Kyoushou Katame (weak) - 26F (+8F)

Kyoushou Katame (strong) - 34F (+16F)


DM's

Senkou Katame (weak) - 10F (-64F)

Senkou Katame (strong) - 10F (-67F)


Kakusan Katame - 20F


SDM's

Kaiten Katatokkan - 17F (-46F)