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This is a mock-up for an "Advanced Strategy" page for the 2002 UM wiki similar to the one on the 98 UM FE wiki.

Neutral Game: The New Trilemma/Rock-Paper-Scissors

Translation courtesy of Heicko

This is a translation from the JP 02UM atwiki of the 新三すくみ(shinsansukumi) page. 新三すくみ translates literally to "new trilemma", trilemma being the technical term for a rock-paper-scissor type scenario. The "old" trilemma is referring to "short hop < standing light attack < long range low < short hop < etc" KOF flowchart that you will likely have seen before. I recommend checking out the "The Beginner's Incomplete Guide to KOF" for a clear explanation of this if you are unsure. Despite it being termed the "new" rock-paper-scissors, it's not to imply that it didn't exist in previous entries into the KOF series (DandyJ literally goes over it in his guide with 98, albeit not as explicitly). However, my opinion is that it is more pronounced in 02UM than the "old trilemma" hence why they settled on this term.

What is the "New" Rock-Paper-Scissors?

It refers to the three options below:

  1. Early Jump Attack
    • Beats late jump attacks
    • Loses to crouch B (trip)
  2. Late Jump Attack
    • Beats crouch B (trip)
    • Loses to early jump attack
  3. Crouch B (Trip)
    • Beats early jump attack
    • Loses to late jump attack

Why is there a "New" Rock-Paper-Scissors?

In a game like KOF were you often approach the opponent by jumps/hops, naturally how often you contest your opponent in the air will increase.

To win an air-to-air battle, you need to have your jump attack come out quickly.

If we jump and do an early attack, the hitbox will not stay active long enough to cover the landing area. This makes crouch B (tripping) an effective punish.

Discussing the "New" Rock-Paper-Scissors

The less time you are in the air, the risk of your opponent being able to see and react to your early jump attack will decrease.

The exact interaction of the crouch B trip attempt will vary depending on your characters crouch B hitbox and the opponents hurtbox.

When it comes to doing crouch B, you can either "confirm" or "not confirm":

  • The risk in going for crouch B will differ if you are confirming the opponents jump attack or not confirming the jump attack.
  • If you are able to see the opponent has done an early jump attack which has whiffed, you can confirm your crouch B trip and there is no risk.
  • However if you decide to go for crouch B trip without confirming then the risk is high.
  • "Confirming" and "Not confirming" does not only depend on whether or not you are paying attention to your opponents movement. You also have to factor in the length of time the opponent is in the air and the timing of their jump attack.
  • If your opponent is in the air for less time (Super jump compared to Jump compared to Hop), it will make being able to confirm the crouch B trip more difficult.
  • The earlier they press their jump attack, the easier it is to confirm your crouch B trip.
  • A more detailed point that has a factor is that the startup of the crouch B trip will have an affect. Faster startup crouching B attacks will be easier to confirm.

Regarding the crouch B trip:

  • When the opponent lands they are standing, which makes confirming into a combo easier.
  • As long as you have confirmed that you can crouch B trip your opponent, it isn't necessary to hit confirm your combo. So it is possible to go for big punishes like cr.B into Quick Max close C.
  • For characters that can't combo from their crouch B or it is difficult to do so then it is important to check for other tripping options like crouch D.
  • Slide attacks like the ones Chris and King have are also suitable tripping options.

Regarding "Uppercut-style" (cr.C) anti air attacks:

  • Attacks like Yuri or Vice crouch C are able to be executed from a crouching opponent does their jump attack early or late, it can be possible for the crouch C to win.
  • There is also the possibility that they will trade, either way this can negate to apply this rock-paper-scissors type scenario which makes them a good option.

Regarding down to up charge anti air attacks:

  • Similarly to the above cr.C type attacks, these charge attacks can be used to negate the need to go for a potentially risky trip attempt.

Crouching B Speed List

- 2F Startup 
    - 2F active: Lin 
- 3F Startup 
    - 3F active: Joe, May Lee(Hero), Angel 
    - 4F active: Benimaru
    - 5F active: Heidern 
- 4F Startup 
    - 2F active: Kyo-1, Kyo-2
    - 3F active: Terry, Ryo, Leona, Athena, Billy
    - 4F active: Yuri, Ralf, Kasumi, Choi, Chris(both), Takuma(both), Kusanagi 
    - 5F active: Shingo, Blue Mary, Chin 
    - 6F active: Robert(both), King, Ramon 
- 5F Startup 
    - 2F active: Nameless
    - 3F active: Hinako, May Lee(Normal), Kula
    - 4F active: K', Kyo, Andy, Bao, Jhun
    - 5F active: Daimon, Clark, Xiangfei, Kim
    - 6F active: Seth
- 6F Startup 
    - 3F active: Mature, Vice, Vanessa, Foxy
    - 4F active: Mai
    - 5F active: Yamazaki, Iori
- 7F Startup 
    - 3F active: Yashiro(both)
    - 4F active: Kensou (both)
    - 6F active: Whip
- 8F Startup
    - 3F active: Maxima
    - 5F active: Chang
- 9F Startup 
    - 5F active: Shermie

Advanced Techniques

Running Regular Throw

To perform a regular (C or D) throw quickly from a run, you should input the running throw as follows: run, back+C/D. Make sure you are close enough to your opponent for a throw to come out, and try to press C or D very close to the back input, otherwise you may accidentally walk out of range for the throw.

Note: in 2002 UM, after inputting a run (forward, forward), your character will enter a "minimal run" state for 10 frames during which your character will continue to run even if you let go of forward, thus you will not be able to do a running regular throw until at least 11 frames after you begin running. You can get a feel for this minimal run by going into training mode and inputting a run, then holding down or down-back: your character will start crouching the instant they are able to stop running.

Reversal Superjump

In 2002 UM, superjumps are airborne on frame 1: this makes them very useful as a defensive reversal or wake-up option, as you will be able to dodge many lows used as a meaty and if your opponent hits you with a mid or a jump-in, you will get hit in the air meaning you will bounce back or air-reset instead of being left standing in hitstun for a combo, plus since you're jumping you will also avoid any command grabs that throw grounded characters.

Reversal superjumps are useful for avoiding mix-up situations such as the classic jump-in V.S. empty hop low or command grab V.S. strike, and for creating space between you and your opponent. If you are on offense, the easiest and safest way to counter someone using reversal superjump often is to perform a meaty j.CD: if they jump it will hit them and knock them down again, and if they block you have enough frame advantage to re-hop or run up and apply more pressure.

You can buffer superjumps during recovery frames or while you are waking up by pressing down-back/down/down-forward right before you are able to move and then holding up-forward or up-back.

Alternate Guard

(To be added...)

Backturned Corner Cross-up

(To be added...)