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The King of Fighters 2002 UM/Angel

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Movelist

Throws

Go Go Futen Girl! - close, / +

Starlit Field - close, / +

Command Moves

Senseless Chatter - +

At Wasteland - in air, / / +

Special Moves

Red Sky of Yaponesia - + /

Mad Murder Roulette - + /


Unchain Circle Starters

Formalist's Blue - +

Citizens of the World - +

Senseless Fists - + /

Reppun Kamui - + /

Beyond Flames - + /


Unchain Circle Links

Bye Bye Rouge - + /

Shelter From Storm - + /

Buggy And Coffin - + /

With A Lamp For Pathway - + /

Train To See Cherry Blossoms - + /

Impotent Symptom - + /


Unchain Circle Feint

Omogatoki - / N/ +


Unchain Circle Finishers

Crown Under Sky - +

Fullmoon Evening - +

State Of Heat Haze - + /

Cosmic Futen Swing - +

Lost Homeland - +

Beyond Flames - + /

Cancel with


Desperation Move

Loyalty Test For Liberalists - + /

Super Desperation Moves

Loyalty Test For Liberalists - +

Winds Fairground - ground counter, +

Blue Monday Parade - anti-air counter, +

Hidden Super Desperation Move

Survivor's Banquet - near downed opponent, +

Quick Starter Combo Reference

Notation

0 Bar

Anywhere


Anywhere, Low

(jump-in), cl.D, f+B(2), hcb+K = 22%
(jump-in), cl.D, f+B(1), df+B, f+K/d+P, qcf+C = 33/30%
• Note: Use f+K on hit and stop at d+P on block.

(jump-in or cr.B), cr.A, b,f+K(1), d+P, f+K, qcf+C = 28%

1 Bar

Anywhere


Anywhere, Low

(jump-in), cl.D, f+B(2), b,dp+P = 33%
(jump-in), cl.D, f+B(1), df+B, d+P, b,dp+P = 40%

(jump-in or cr.B), cr.A, b,f+K(1), d+P, b,dp+P = 33%

3 Bar

Anywhere


Anywhere, Low

(jump-in), cl.D, f+B(2), b,dp+AC = 48%
(jump-in), cl.D, f+B(1), df+B, d+P, b,dp+AC = 55%

(jump-in or cr.B), cr.A, b,f+K(1), d+P, b,dp+AC = 48%

Gameplay Overview

Angel is an unorthodox close range mixup character with complex combos and game flow.
Pros Cons
  • Mixups: Angel has enough mixups to make anyone's head spin. It's fair to say her mixup game is limited only by amount of work you're willing to put into it, and one's imagination. Crossups, overheads, lows, grabs, unblockables, teleports, feints—she has it all and then some. Even if you know all of them, it's still virtually impossible to not get caught by some of them.
  • Very Complex And Unorthodox: Angel is NOT easy to play. For starters, her movelist alone is long enough, with a tricky way different moves chain into each other. Almost all of them have special properties that you need to understand to make them work. Her biggest strength is her mixups, but you need to work hard to make your way in and put on effective pressure. All with plenty glaring weaknesses in a lacking neutral and reversals, as well as some tough inputs and complicated combo flow. All in all, learning Angel is like a game within a game, and she feels like a character designed specifically for seasoned KoF players who already know very well how mixups, pressure, and movement work in this game.
  • Close Range: Angel needs to be in close range to start her mixups. She absolutely must be able to get in at all cost. Without good movement, Angel can easily fall into heavy disadvantage, and be as good as useless.
  • No Meterless Reversal: With no DP, Angel's only real reversal is her DM, that can still easily trade and deal no damage. This makes it tough for her to deal with pressure.
  • Weak Neutral: It's frequently asked, "how does Angel anti-air?". The answer is, there's no easy answer. The barebones neutral of Angel leaves her to deal with things either with just fundamentals (buttons and movement), or with pretty complex unchain tricks.
  • Complex Inputs: While not completely required for starters, some of Angels better combos have pretty big input roadblocks. For one, doing cr.A > b,f+K is one tricky cancel that has no real shortcut. Some unchain moves can also be canceled almost immediately, which comes quite useful, but this requires very fast inputs.
  • Lots Of Work… Some Reward (Maybe): With all said above, once Angel lands her mixups, it may not exactly lead to huge damage. Her easiest combo finisher ends in her jumping back in the neutral, which makes her oki game way more limited. She can easily catch the opponent with an unexpected move, but the damage off of it may simply be too small, even if you spend meter. …Did I say she was hard to play yet?



Angel is a very unorthodox character with a completely unique combo flow and almost unrivaled variety of strings and mixups, however held back by her low-ish damage and overall complexity. At the core of her gameplay lies "unchain"—basically, a chain much like a rekka, but you can choose from a number of the available starters, link hits and finishers to create your own custom chain, as well as cancel some of those into feints / teleports / other. Most of Angel's moves are part of the unchain and can chain into others. Unchain is filled with useful tools such as lows, overheads, grabs, an unblockable, said teleports / feints and other tricks. The player is free to create elaborate mixups and long unpredictable pressure strings. However, this is not easy to do and requires a thorough understanding of pressure/mixups and Angel's highly unorthodox tools (sometimes with pretty tough execution requirements), but even then the damage reward for these is often fairly low. Not only that, Angel doesn't really have much beside the unchain, and both getting in and dealing with pressure can be a real problem for her. The high complexity and the lack of some basic tools makes learning Angel a very tough task for a beginner.

Normals

Close

cl.A

  • Angel does a quick punch, short range and very fast, combos into Mad Murder Roulette but you must be fast, can chain into other light normals stand or crouch, it can also be used to reset the opponent after a Reppun Kamui juggle, using it to combo into her Reppun Kamui (strong) prevents the usual push back from happening.
  • Chains into other light normals stand or crouch
  • Combos into Mad Murder Roulette
  • Combos from Reppun Kamui


cl.B

  • Angel does a quick low kick, more range than her stand A but it comes out much faster, fast enough that you chain from 4 to 6 plus hits in a row, can be used in blockstrings and chained into other light normals.
  • Chains into other light normals


cl.C

  • Angel does a quick left hook, good hit-stun but the range is mediocre, combos into her Senseless Chatter command normals then you can start Unchain Starters from there, Red Sky of Yaponesia will also connect.
  • Combos into Senseless Chatter, and Red Sky of Yaponesia, and Formalists' Blue Unchain Starter.
  • Combos from her jump D when done late


cl.D

  • Angel raises her knee into the air to hit the opponent in the face, comes out slower than her stand C but has more range, combos into Senseless Chatter and so on.
  • Combos into Senseless Chatter, and Red Sky of Yaponesia, and Formalists' Blue Unchain Starter.
  • Combos from her jump D when done late


Standing

st.A

  • Angel does a quick punch, short range and very fast, the same as the close version except with more whiff canceling chances, Red Sky of Yaponesia and Beyond Frames Unchain Starter can connect but it depends on the range, one of the few normals that link into Citizens of the World Unchain Starter.
  • Combos into Red Sky of Yaponesia, Beyond Frames, and Citizens of the World.
  • Whiff Cancel into Mad Murder Roulette to help build meter.


st.B

  • Angel does a quick low kick, more range than her stand A but it comes out much faster, fast enough that you chain from 4 to 6 plus hits in a row, can be used in blockstrings and chained into other light normals, same as the close version, whiff cancels into her Unchain Starters.
  • Combos into Red Sky of Yaponesia, and Beyond Frames.
  • Whiff combos into Unchain Starters.


st.C

  • Angel does an elbow attack hitting the opponent in the face, doesn't have much use besides being an okay poke from around 2 body frames away.


st.D

  • Angel swings her right leg high into the air, just like her stand C except with shorter range.


Crouching

cr.A

  • Angel does a quick punch while crouching, same rules apply except crouching, combos into Mad Murder Roulette and that's about it
  • Combos into Mad Murder Roulette.
  • Chains into other light normals.


cr.B

  • Angel does a quick low (low) kick, just like her stand B exept done while crouching, very good combo starter from low attacks chained or not.
  • Chains into other light normals.


cr.C

  • Angel does an uppercut attack knocking the opponent high into the air, can be used to set-up juggles and resets alike, Unchain Starter (whiff) + Unchain Link (air juggle), or stand A reset, can also combo into her HSDM but it's really risky.
  • Juggles with Unchain Starter (whiff) + Unchain Link (air juggle).
  • Combos into stand A (reset), and HSDM.


cr.D

  • Angel swings her left leg on the ground to trip the opponent, alright start-up and okay recovery, Beyond Frames and Red Sky of Yaponesia to catch up with them after they hit the ground, can be used to set-up up her HSDM but again it's risky.
  • Whiff Cancel-able
  • Combos into HSDM


Jumping

j.A

  • Simple punch, doesn't have too many uses but it does combo into her At Wasteland air command normal.
  • Combos into At Wasteland


j.B

  • Jumping knee strike, a nother very simple air normal, crosses up when timed right.
  • Crosses up when you aim it so that the bottom of her leg hits the opponents head.


j.C

  • Angel jumps and does an elbow drop, this move was pretty made to be a cross up because the hitbox is on her elbow, because of how her hitbox looks the move only hits when you attempt to cross them up otherwise it won't work.
  • Crosses up when you aim it so that her elbow hits the opponents head.
  • Combos into At Wasteland.


j.D

  • Angel jumps then swings her left leg, good range and a good poke, comes out fast to boot, can be used to start combos but you have to use it late then follow-up with a strong normal or something with a good chunk of hit-stun.
  • Crosses up when you aim it so that the upper part of her thigh hits the opponent on the head.
  • Combos into At Wasteland.


Blowback Attack

CD

  • Angel does a quick thrust punch with her right arm, okay range and reocvery, links into Beyond Frames Unchain Links on block to help set-up up high/mid/low combos on un-expecting opponents.
  • Whiff Cancel-able


j.CD

  • A quick heavy kick attack in the air, okay range and good priority, works well after super jumps and hyper hops.

Throws

Go Go Futen Girl! - b/f+C

  • Angel does a quick combo that consists of a few hits then uppercuts them away.
  • Can be broken, regular knockdown


Starlit Field - b/f+D

  • Angel dashes behind her opponent then hops onto of their neck then slits their throat.
  • Can be broken, reverse knockdown

Command Moves

Senseless Chatter - f+B

  • Angel does a quick swing with her right leg hitting the opponent twice, this command normal has a myriad of uses, from chaining into Unchained Circle combos, to set-ups for her HSDM.
  • Combos from Strong normals.
  • Combos into most Unchain Starter moves.
  • Free Cancel-able on the second hit.
  • The First Hit is also free cancel-able but only if you cancel into it first.


At Wasteland - d+D in air

  • Angel jumps toward her opponent with flying knee strike, this move doesn't have much use in combos because of it's rather mediocre hit-stun on contact, despite that it can be used as a meaty attack because it has it's fair share of priority, it's also really useful when regarding her run away game, to elaborate when this move is used during a backdash it will make her jump back farther and faster, the earlier you use it the farther/faster the backdash is.
  • Meaty attack
  • Crosses up, use it during a normal jump and try to aim it so that you have her shin hit the opponents head, after the cross up it's suggest that you use her stand/crouch B as the following attack because they come out fast enough to hit the opponent before they turn around.

Special Moves

Red Sky of Yaponesia - hcb+K

  • Angel quickly dashes towards her opponent (about 80% of the screen) then puts them in a submission hold knocking them to the ground, combos from her strong normals and her command normal Senseless Chatter, can a be used to catch jumping opponents but some timing is required, this move is also pretty safe on block and can help build a lot of meter.
  • Builds meters fast on block
  • Special Attack properties meaning it can be guarded normally despite being a grab
  • Combos from her strong normals, her command normal Senseless Chatter, and juggle attacks


Mad Murder Roulette - rdp+K close

  • Angel grabs her opponent by the head then does a twirl kick knocking them high into the air, best used in the corner to help keep the pressure on your opponent, works well when your on the opposite side of the screen of your opponent as it can be used to safely build meter, take note while the range for this move is short the recovery is a little long, long enough to get hit by most DM's with a fast start-up, this move is also perfect for setting up her HSDM, after using the move it will count as a hard knockdown on your opponent meaning they can't recovery roll when they hit the ground, which gives you the advantage to go for the HSDM whether your mid-screen or have them cornered, they are also in a juggled when they're in the air so follow-ups like sh.CD and Red Sky of Yaponesia will work.
  • Grab properties
  • Safely builds meter on whiff when on the other side of the screen
  • Opponent is in juggled state when airborne
  • Hard Knockdown
  • Combos from light and strong normals

Unchain Flowchart

Courtesy of Neco_Ico

Unchain Circle Starter

Formalist's Blue - df+B

  • Angel steps forward and swings her left leg forward to hit the opponent in the shins, not too bad for an Unchain Circle starter move because it has good range and good recovery, also combos from her Senseless Chatter command normal.
  • Combos from strong normals and Senseless Chatter


Citizens of the World - df+D

  • Angel raises her right leg high into the air to hit the opponent on the head, it's a really good attack but the range is meh and the recovery poor, I would suggest you use it after her stand A to try and throw your opponent off, because instead of anticipating a stand A they'll get hit by an overhead (mind games), this move also has complete lower body invincibility so keep that in the back of your head when you use this move.
  • Overhead Attack
  • Lower Body Invincibility
  • Combos from stand A when whiffed


Senseless Fists - b,f+K

  • Angel does a high kick to her opponent hitting them twice, another very good unchain circle starter move, it has great range (works even when your about a whole body frame away), it doesn't knock them back or onto the ground, it just does a nice amount of hit-stun locking them in place to get from just about anything that comes next, combos from just about all her light/strong normals and her Senseless Chatter command normal, when used on crouching opponents (that aren't guarding) the first hit will whiff but the second one won't.
  • Great Range
  • Combos from most light/strong normals and Senseless Chatter command normal


Reppun Kamui - qcb+P

  • Angel stomps the ground making energy float up from below her then she punches the opponent in the stomach, doesn't combo from much of anything because upon activation the move pushes her back, juggles the opponent into the air for a follow-up air Unchain Circle attack, when guarded it does about 15% Guard Crush meter damage and there is still a small push back effect, there is also a difference between the weak and strong versions, the weak version pushes her back after execution, the strong version however doesn't push her back as far making it more useful in Unchain Links combos.
  • Puts the opponent into a juggled state when they're airborne
  • Stronger version doesn't push back as far
  • Combos into all of her high/mid hitting Unchain Circle links, this excludes Train To See Cherry Blossoms and Impotent Symptom.


Beyond Frames - hcf+K

  • Angel dashes around 3/4 screen length and when she reaches the opponent if no Unchain Link was inputted she'll just teleport behind them. The dash itself doesn't build any meter but has a bit of high invincibility after the start-up and before the recovery. This can be used to close in after a b,dp+P/AC near the corner to then use her d,d,d+CD if the opponent failed to recovery roll. Note that done from too far the opponent can hit you if they did tech the knockdown.
If an Unchain Link was inputted, the weak version (hcf+B) will tackle the opponent and then teleport behind and do the Unchain Link move. The tackle isn't a low nor makes the unchain link a true blockstring let alone a frametrap, as soon as the opponent blocks it they know they can reversal for free the other side or even outright hit Angel out of unchain for full punish. hcf+K alone and hcf+B as a starter are virtually useless.
Inputting the Unchain Link after the strong version (hcf+D) will immediately cancel the dash into said Unchain Link, this can prove pretty useful to bypass the pushback on some moves and get better combos.
  • This move has a slightly different version as an Unchain Finisher from which you can then use an Unchain link again, essentially creating a loop. More details in that section.


Unchain Circle Links

Bye Bye Rouge - u+P

  • Angel raises her arm into the air striking the opponent in the face, the range is very short so try to use it after moves that knocking the opponent into the air on contact, strictly speaking this move is more of a carrier (to link moves) than a combo starter so you may end up using it only under certain circumstances, it's also super cancel-able but since the move pushes her back none of her DM's are fast enough to catch them before they guard.
  • Super Cancel-able
  • Juggles the opponent
  • Combos from all Unchain starters


Shelter From Storm - u+K

  • Angel raises her leg into the air hititng the opponent in the face, works the same way as Bye Bye Rouge except with worse range, the combo ops are very limited with this move so if you want to combo into it use it after Reppun Kamui only otherwise you'll just whiff it, it's super cancel-able but you're extremely likely to completely whiff whatever DM you throw out.
  • Juggles the opponent
  • Super Cancel-able
  • Combos from b,f+K(1) and qcb+P (air juggle)


Buggy And Coffin - f+P

  • Angel does a downward fist attack hitting the opponent in the gut, this move comes out at a pretty slow pace and it pushes Angel back upon activation but it also has it's perks, it's an overhead attack and it's a carry move (links Unchain Circle moves together through juggles), and it's also super cancel-able but yeah you'll just whiff it.
  • Super Cancel-able
  • Overhead attack
  • Combos from qcb+P (air juggle) in the corner


With A Lamp For Pathway - f+K

  • Angel's favorite unchain link. She leaps into the air to kick the opponent in the face, comes out fast and it hits overhead, combos from all of her Unchain starters while leaving a lot of time to follow-up on. It's the main carry move for unchain loops with a range also very useful when confirming off b,f+K pokes. It's not great on block so best to be confirmed into but using feint after it may save you once or twice. It's super cancelable but the super only comes out after she lands so it'll surely get blocked or whiff.
  • Hits Overhead
  • Super Cancelable
  • Combos from all Unchain Starters including an air juggle off qcb+P


Train To See Cherry Blossoms - d+P

  • Angel crouches low to the ground to punch the opponent in their feet, comes out very fast and the range is good because Angel moves forward slightly upon activation, hits low to the ground, it's not a carry but can be used as a make-shift combo because it links into all versions of her Loyalty Test For Liberalists DM, can also be whiff canceled into some of Unchain Circle finishers, if the opponent guards the first part of the Unchain Circle Starter this move will so keep that in mind.
  • Hits low
  • Super Cancel-able
  • Combos from all Unchain Starters but qcb+P


Impotent Symptom - d+K

  • Angels jumps forward to kick the opponent in the legs, the start-up a little long but it's still a good move regardless, works a lot like Train to See Cherry Blossoms except with more range, hits low to the ground, it isn't a carry move but it links into her all versions of her Loyalty Test For Liberalists DM, be aware that it's never a good idea to spam this move because the opponent may catch on so keep that in mind, another thing is when this move is chained from her Formalists' Blue command normal the combined distance is actually fullscreen because she sticks her leg out at the end, combos right into all versions of her Loyalty Test For Liberalists DM on hit.
  • Hits low
  • Super Cancel-able


Unchain Circle Feint

Omogatoki - b/N/f+BCD

  • Angel jumps into the air, twirls for a second then lands on her feet, she is completely invincible during about 70% of the neutral twirl and 50% of the forward/backward twirl. This move is mostly used as a read on the opponent doing a reversal to get out of your block pressure only to whiff and get full punished. You can also use it to eliminate whatever amount of recovery frames an Unchain link has. There are three versions of this move, the b+BCD version makes her twirl backwards, the neutral BCD version makes stop on her feet where she stands, the f+BCD version makes her twirl forward, useful for throwing the opponent off their balance and play mindgames.


Unchain Circle Finishers

Crown Under Sky - f,f+A

  • Angel swings her right arm (right hook) uppercuting the opponent into the air, comes out fast and if you whiff the recovery isn't too bad either, after the initial hit their is a brief pause then the opponent flies into the air, during that brief you are free to super cancel the move into any version of her Loyalty Test For Liberalists DM, can also be used to set-up up her HSDM Survivor's Banquet.
  • Juggles the opponent
  • Super Cancel-able
  • Combos from all Unchain Links but f+K


Fullmoon Evening - f,f+C

  • Angels swings her right arm (right hook) again except this time she aims for the opponents face knocking them away, comes out a bit slower than Crown Under Sky but it's just as powerful, after the initial hit both the opponent and Angel freeze for about half a second then the opponent flies away across the screen, unlike Crown Under Sky this move is not super cancel-able on hit but you can super cancel it by whiffing it, this move is also unblock-able and can be used to set-up her HSDM in the corner.
  • You can cancel its start-up and only its start-up into a super.


State Of Heat Haze - f,f+K

  • Angel swings both her legs in a cartwheel like fashion and hits the opponent three times (once with one leg, then two more times with the other), good start-up and range, the recovery isn't too bad either because it pushes her back afterward, the 2nd and 3rd hits of this move are considered overheads, can be used to set-up her HSDM Survivor's Banquet.
  • Overhead Attack, 2nd and 3rd hit only
  • Hard Knockdown


Cosmic Futen Swing - qcf+A

  • Angel jumps forward on top of the opponents head, poses, then she cuts the opponents throat,she switches sides with the opponent after the throw, poor reocvery if whiffed but the range of the jump is still good so may get lucky, works best when the opponent is in the corner or after a move with a chunk of hit-stun.
  • Grab Properties


Lost Homeland - qcf+C

  • Angel grabs the opponent then kicks off of them, the whiff animation is really short so it's not a big deal if you miss with it, the initial start-up is pretty much instant unlike Cosmic Futen Swing, combos from most Unchain Links as long they aren't already being juggled in the air beforehand.
  • Grab Properties
  • Combos from all Unchain Links


Beyond Frames - hcf+K

  • Angel dashes around 3/4 screen length and when she reaches the opponent if no Unchain Link was inputted she'll just teleport behind them. The dash itself doesn't build any meter and unlike the Unchain Starter version it doesn't have any invincibility but you can cancel it by pressing D.
Where it becomes interesting is that both versions of the finisher can be used like the heavy version of the starter. In other words, inputting an Unchain Link after this finisher will immediately cancel the dash into said Unchain Link, thus starting a new Unchain string. However it is important to not that unlike how you can do up to 3 Unchain Links off an Unchain Starter, an Unchain string started from a hcf+K finisher is only allowed 1 Unchain Link before having to go into a finisher.
Due to the nerfs of her 02 juggles this move isn't the heart of her combos anymore, but looping her unchain moves with this is still the basis of her close-up pressure and shenanigans so try and be creative.
  • Cancel the dash by pressing D

Desperation Moves

Loyalty Test For Liberalists - b, dp+P

  • Angel dashes toward her opponent and when she hits them she does a combo (mostly consisting of Unchained Moves) ending with a uppercut knocking the opponent away, the strong version has a significantly faster start-up than the weak version, combos from the majority of her Unchained Starter/Links/Finishers and her Senseless Chatter command move, the distance Angel goes to start the DM goes about 55% of the screen but the actual dash goes full screen, to gauge the distance of the start-up of the DM is blue after image she makes when she runs toward them, as soon as the blue after image goes away she slides toward her opponent (which is the recovery part of the DM) leaving her wide open to be punished, when guarded she'll just run right into them giving the opponent some frame advantage, it does work against airborne opponents but you can't use any Unchained Circle move to juggle into it without super canceling otherwise you'll whiff it, because the finisher knocks the opponent away you can use this to your advantage, if you use it in the corner it can help set-up her HSDM Survivor's Banquet and if done midscreen just use Beyond Frames to catch up with them then do the HSDM but make sure you don't forget to buffer it during the Beyond Frames.
  • Combos from Unchained Starter/Links/Finishers, and Senseless Chatter Command Normal

Super Desperation Moves

Loyalty Test For Liberalists - b, dp+AC

  • Angel dashes toward her opponent and when she hits them she does a combo (mostly consisting of Unchained Moves), does a Starlit Field grab (to switch sides with the opponent), followed up with a State of Heat Haze to a Fullmoon Evening hitting the opponent in the spine knocking them to the other side of the screen, combos from the majority of her Unchained Starter/Links/Finishers and her Senseless Chatter command move just like the normal version, the special does more damage, the distance Angel goes to start the DM is fullscreen now instead of halfway and if the opponent jumps over her she'll continue to run for a brief moment, the blue after image is still their and can be used to gauge just how far the start-up goes, as soon as the blue after image goes away she slides toward her opponent (which is the recovery part of the DM) leaving her wide open to be punished, however this particular version of the move doesn't make Angel slide unless the opponent guards the start-up, and even if they the do the slide (recovery) afterward is still pretty short, it does work against airborne opponents like the previous version but you can't use any Unchained Circle move to juggle into it without super canceling otherwise you'll whiff it.
  • Combos from Unchained Starter/Links/Finishers, and Senseless Chatter Command Normal


Winds Fairground = b, dp+BD (counter)

  • Angel lifts her leg into the air doing a pose, if the opponent does a regular attack while she is posing she will grab them then hit them in the chest a couple times with the last hit knocking them away, the start-up is fast and will initiate as soon as they attack her, their is also no DM flash, this move is very situational because while it is a counter it requires some timing, but because it's counter it can be used in a variety of ways, it can counter low/mid/high normals, CD attacks, DM/SDM's, HSDM's, and even unblockable moves, this SDM also has complete invincibility at start-up which is about long enough for most projectiles regular or DM to fly right past her hitxbox, the drawbacks for this move are that she can still be hit with projectiles that have a wider hitxbox and are moving at a slow speed, and she can be thrown at anytime when this move is active, it's all about timing.
  • Ground Counter


Blue Monday Parade = b, dp+BD (anti-air counter)

  • Angel lifts her leg into the air doing a pose, if the opponent does a regular air attack while she is posing she will grab them out of the air and slam them to the ground, the start-up is fast and will initiate as soon as they attack her, their is also no DM flash, once again a very situational because while it is a counter it requires timing, just like Winds Fairground except it counters jump normals, j.CD attacks, air DM/SDM's, etc.
  • Anti-Air Counter

Hidden Super Desperation Move

Survivor's Banquet = d,d,d+CD (near downed opponent)

  • When triggered near a downed opponent, Angel poses then says "Can you taste The Angel's extraordinary skill?" then starts to dash left to right mimicing a wrestler repelling off the ropes in the wrestling ring, after the second dash she stops where the opponent is downed then performs The Rock's famous "People's Elbow" dealing a good chunk of damage (50% health), definitely one of the better HSDM's in the game because it does A lot of damage, the range of activation is also pretty good, however if this move is inputted too late Angel will do the pose but the HSDM won't start-up, it also means you'll have to suffer through the long recovery time and you'll waste three meters, this move has a lot of set-ups that go from "normal" to "guaranteed to work" but that will be listed in a section later on.
  • Works after regular knockdowns but if the opponent rolls it won't work
  • If done too late it won't start-up
  • Guaranteed to work after any hard knockdown, when close or in the corner
  • Unique Set-ups


Combos

Starters

Low = cr.B, cr.B/A, b,f+K(1)

b,f+K(1) will whiff on crouching(K’, Joe, Benimaru, Iori, Mature, Vice, Leona, Athena, Kensou, Mai, Yuri, Yashiro, Chris, Kula, Foxy, Jhun, Angel). It does work on crouching(Bao, Chin, Choi) though, somehow.
If you replace cr.B/A with st.B/A, you can do it as cr.B, b+B/A, f+K. st.A has less range and more height making it whiff on the same crouchers as b,f+K(1) plus crouching Bao. Using cr.A is best.
You can add an extra cr.B but then the combo will start whiffing on some characters unless it's after a jump cross-up. If unsure, don't.

High = cl.D, f+B(1), df+B/b,f+K(1)

b,f+K(1) and df+B do the same damage but the former is safer and gives you more range. Default to it if you can do it reliably.
b,f+K(1) will whiff on crouching (Bao, Jhun, Yuri), use df+B on them instead.
To add a jump-in, you need it to be pretty deep so feel free to remove f+B(1) for consistency after a non-cross-up jump-in.

Starter = Low or High


0 Stock

Anywhere

  • df+D, f+K, qcf+C
Overhead combo.
  • cr.B, st.B, rdp+K, hcb+K
Your low option without unchain, very tight, hardly ideal. You can add another st.B but it's incredibly tight, not recommended.
  • (j.X,) cl.D, f+B(2), hcb+K
Your only option if you don't want to use unchain moves. Not much damage but nice and simple.

 ★ Low, d+P, f+K, qcf+C

Whiffs on crouching Bao on top of the ones previously mentioned. You can add a jump-in but it'll be pretty tight if it's not a cross-up.

 ★ Low, d+P, f,f+A, hcb+K

These last two are your main bnb's from standing. This one gives you much better oki but it whiffs on crouching Bao and the others too.

 ★ (j.X,) Starter, f+K/d+P, qcf+C

Main bnb from jumping. f+K has more damage and range so is preferred on hit while d+P is much safer so preferred on block.
  • (j.X,) cl.D, f+B(1), hcf+D, d+P, (f+K,) qcf+C
Okay damage but poor oki, the previous one is preferred.
  • (j.X,) cl.D, f+B(1), hcf+D, d+P, f,f+A, hcb+K
Less damage but better oki than the starter route.
  • (j.X,) cl.D, f+B(1), hcf+D, u+K, d+P, qcf+C
No reason to do this one outside of the fact that you can whiff d+P and the qcf+C will still land.
  • cr.C, df+B (whiff), f+K, (hcf+K, f+K,) f,f+K
Not actually very useful but fancy. It's much easier to do the full version close to the corner. You can't do it in dead corner.
  • j.C (cross-up), st.Bx9
Troll string.

Corner

  • (j.X,) High, d+P, f+K, qcf+C
Best meterless damage.

 ★ (j.X,) cl.D, f+B(1), b,f+K(2), f+K, qcf+C

Same damage as above on a slightly easier combo.
  • cr.C, df+D (whiff), f+P, u+K, d+P (whiff), f+K, f,f+K
More damaging dead corner version of the fancy combo.
  • qcb+P, u+K,
┗ d+P (whiff), f+K, f,f+K
┗ f,f+C/K
Good to know how to convert off a meaty qcb+P.


The damage values are without jump-in and with the optional brackets.

1 Stock

Anywhere

  • (j.X,) cl.D, f+B(2), b,dp+P
33%.
  • (j.X,) Starter, d+P, b,dp+P
High does 40%. Low does 33% with cr.B, cr.A and 36% with cl.D.
  • (j.X,) cl.D, f+B(1), hcf+D, (u+K,) d+P, b,dp+P
Using u+K here is tight, especially with a non cross-up jump-in. 36%.


2 Stocks

Max = (j.X,) cl.D, f+B(1), BC run

Anywhere

  • cr.B, cr.B/A, b,f+K(1), d+P, f,f+A, (SC) b,dp+P
37%.
  • (j.X,) cl.D, f+B(1), hcf+D, d+P, f,f+A, (SC) b,dp+P
38%.
  • Max, cl.D, f+B(2), b,dp+P
36%.
  • Max, cl.D, b,f+K(1), d+P, (SC) b,dp+P
37%.
  • Max, cl.D, f+B(1), hcf+D, d+P, f,f+A, (SC) b,dp+P
38%.
  • Max, High, d+P, (SC) b,dp+P
40%.
  • Max, cr.C, df+B (whiff), f+K, (hcf+K, f+K,) f,f+K(1), (SC) b,dp+P
You can't do this in dead corner. 40%.
  • Max, cl.D, f+B(1), hcf+D, d+P, f,f+A, (C) qcb+P, u+P, f,f+K(1), (SC) b,dp+P
You need to whiff cancel qcb+P into u+P fast enough to not see qcb+P actually start. This is unnecessarily hard, use the next one instead unless you wanna style. 42%.

 ★ Max, cl.D, f+B(1), b,f+K(1), (C) qcb+C, (SC) b,dp+P

Needs a fairly tight run but worth the damage for how short it is. You can omit the f+B(1) after the run to get a bit more leeway. 42%.
  • cr.B, st.B, rdp+K, short walk, raw BC, d,d,d+CD
Instead of walking, you can run then activate or the reverse. If you activate first, buffer d,d during it then f,f to run and quickly d+CD. Obviously no need to run in the corner but you should default to walking in the first place, it's easier. You can add another st.B but it's incredibly tight, not recommended. 54%.

Corner

  • (j.X,) cl.D, b,f+K(1), d+P, f,f+A, (SC) b,dp+P
41%.
  • Max, cl.D, b,f+K(1), d+P, f,f+A, (SC) b,dp+P
40%.
  • Max, cr.C, df+B (whiff), f+K, f,f+K(1), (C) qcb+P, f+K, f,f+K(1), (SC) b,dp+P
44%.
  • Max, cr.C, df+B (whiff), f+K, hcf+K, f+K, f,f+K(1), (C) qcb+P, f+K, f,f+K(1), (SC) b,dp+P
Longer version of the previous. You gotta start this one a bit away from the corner, you want to be very close to the corner by the qcb+P cancel. 45%.
  • Max, cr.C, df+D (whiff), f+P, u+K, d+P (whiff), f,f+K(1), (SC) b,dp+P
40%.
  • Max, cr.C, df+D (whiff), f+P, u+K, d+P (whiff), f+K, f,f+K(1), (C) qcb+P, f+K, f,f+K(1), (SC) b,dp+P
Longer version of the previous. 46%.
  • Max, cl.D, f+B(1), hcf+D, d+P, f,f+A, (C) qcb+P, delay f+P, u+K, hcf+K, qcb+P, f+K, f,f+K(1), (SC) b,dp+P
You need to whiff cancel qcb+P into f+K fast enough to not see qcb+P actually start. This is unnecessarily hard, use the next one instead unless you wanna style. 46%. You can do b,f+K(1) instead of f+B(1), hcf+D to get 47%

 ★ Max, cl.D, f+B(1), b,f+K(1), (C) qcb+C, u+K, d+P (whiff), f+K, f,f+K(1), (SC) b,dp+P

Needs a fairly tight run but worth the damage for how short it is. You can omit the f+B(1) after the run to get a bit more leeway. 47%.


3 Stocks

  • Replace b,dp+P by b,dp+AC in 1 stock combo
  • Replace b,dp+P by b,dp+AC in 2 stocks max combo
b,dp+AC adds 16% to the damage with b,dp+P.

Anywhere

  • cr.B, st.B, rdp+K, hcf+K, d,d,d+CD
If you're close to the corner just do raw BC then d,d,d+CD to make it 2 stocks instead of 3. You can add another st.B but it's incredibly tight, not recommended. 54%.

 ★ Max, cr.A/st.A, rdp+K, run, d,d,d+CD

Great damage for an easy combo if the opponent is standing. st.A will miss on crouching(K’, Joe, Benimaru, Iori, Mature, Vice, Leona, Athena, Kensou, Mai, Yuri, Chris, Kula, Foxy, Angel), you'll have to use the harder cr.A cancel. 58%.

Corner

  • qcb+P, u+K, f,f+K, d,d,d+CD
Mainly meant to use qcb+P's great meaty potential. qcb+A is more active and has slightly more range while qcb+C is better on block and has slightly more damage, qcb+A is a bit better. With qcb+A, 58%.
  • Max, cl.D, f+B(1), b,f+K(1), (C) qcb+C, u+K, f,f+K, d,d,d+CD
You need to slightly delay u+K against Yuri to get the f,f+K hard knockdown. 68%.


4 Stocks

Anywhere

  • cr.B, cr.B/A, b,f+K(1), d+P, f,f+A, (SC) b,dp+AC
53%.
  • (j.X,) cl.D, f+B(1), hcf+D, d+P, f,f+A, (SC) b,dp+AC
54%.

Corner

  • (j.X,) cl.D, b,f+K(1), d+P, f,f+A, (SC) b,dp+AC
57%.

Notes

Free Stylin'

This section will cover Unchain Circle Link Chains, Unchain Starters/Links/Finshers that combos or go into DM. This doesn't account for max mode-only routes.

Unchain Circle Link Chains
You can always swap the last two links

1. Bye Bye Rouge - u+P (1 -> 2 -> 3)

2. Impotent Symptom - d+K (2 -> 1 -> 6)

3. Buggy And Coffin - f+P (3 -> 2 -> 1)

4. Shelter From Storm - u+K (4 -> 3 -> 5)

5. Train To See Cherry Blossoms - d+P (5 -> 4 -> 3)

6. With A Lamp For Pathway - f+K (6 -> 5 -> 4)


Unchain Circle Starter + Link

Formalists's Blue - (df+B)

  • u+P / f+K / d+P

Citizens of the World - (df+D)

  • u+P / f+K / d+P

Senseless Fists - (b,f+K)

  • u+P / f+K / d+P
  • u+K (b,f+K(1) only)
  • f+P (b,f+K(2) only)

Reppun Kamui - (qcb+P)

  • u+P / u+K / f+P / f+K (Air Juggle hits)


Unchain Circle Link + Finisher

  • As long as the opponent is grounded, every unchain link but f+K combos into f,f+A and qcf+C
  • f+K only combos into qcf+C
  • It's possible to combo some links into f,f+K or f,f+C off some specific qcb+P air juggles routes.


Loyalty Test For Liberalist's (b,dp+P) Unchain DM Cancel

  • u+P / u+K / f+P / d+P / d+K
  • f,f+A (SC only)

Changes from OG2k2

Her UC (chain) system is pretty much the same, but :

  • Her BCD dodge now doesn't offer almost complete invincibility. In 02og, the move was invincible during near 100% of the duration of the neutral version and something like 95% invincible (small vulnerability at the end) for either backwards or froward movement. In 02um, it's closer to 70% for neutral, and 50% invincible for backwards or forward movement (she is vulnerable after the initial spin is done).
  • Her infinite got removed, as a consequence of that (or as a cause, as you might see it) she can no longer use her UC link u+P to juggle the enemy while in mid air (heavily limiting the combos that you could do aside the infinite), there is however still room for some flashy combos.
  • Her df+B no longer needs to be blocked low.
  • Her Loyalist Test for the liberalist DM/SDM (b,dp+P/AC) can now be done outside "UC" Chain system and have a lot more recovery, going from being +9 on block to -11.
  • Her HSDM isn't a counter anymore but simply an OTG with a new motion (d,d,d+CD ). Ergo, she now has an expensive but damaging follow up to her few hard knockdowns ( rdp+K and a high hit of f,f+K ).

Videos

Angel combos by Franck Frost
台灣-阿澤.Aze (Angel Best Rounds)

Wind Fairgrounds/Blue Monday Parade SDM Exhibition

1. Nameless

http://www.youtube.com/watch?v=DAt5-ghp5yM

External Links

Check Angel's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

Discuss at Orochinagi

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