Difference between revisions of "The King of Fighters 2002 UM/Foxy"

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== Desperation Moves ==
== Desperation Moves ==


'''Shrödinger No Neko''' - qcb x 2 + A/C- Foxy slashes her 'hair flag' above her draping the opponent then jumps slashing them many time in the air. A good combo ender, it can also be used as situational anti air as its hitbox extends decently above Foxy as well as in front.
*'''Shrödinger No Neko''' - qcb x 2 + A/C- Foxy slashes her 'hair flag' above her draping the opponent then jumps slashing them many time in the air. A good combo ender, it can also be used as situational anti air as its hitbox extends decently above Foxy as well as in front.


'''Hakuchou no Shi'''- qcf x 2 + A/C- Foxy phases forward and then connects for a multi hit combo that causes soft knock down. Though it looks like her teleport move at the beginning she is not projectile invincible during the Super. Good whiff punish as it hits from nearly full screen.
*'''Hakuchou no Shi'''- qcf x 2 + A/C- Foxy phases forward and then connects for a multi hit combo that causes soft knock down. Though it looks like her teleport move at the beginning she is not projectile invincible during the Super. Good whiff punish as it hits from nearly full screen.


'''┗Tsukino Gin''' - f + A/C- cancel during the phase portion of the Super that hits overhead and allows a juggle on hit
'''┗Tsukino Gin''' - f + A/C- cancel during the phase portion of the Super that hits overhead and allows a juggle on hit

Revision as of 18:26, 1 October 2014

Foxy.jpg

Normal Moves

Close

  • cl.A/B/C are cancellable
  • cl.A and cl.B chains into lights
  • cl.C hits twice, both hits cancellable
  • cl.D hits twice and causes hard knockdown

Stand

  • none of Foxy’s far standing normals are cancellable.
  • most act as situational pokes and anti-air’s

Throws

Daisan No Kagi - Close, b/f + C

Daijuuni no Kagi - Close, b/f + D


Command Moves

No Nanatsu Kinzoku - f + A: Foxy advances slightly with a fast non-cancellable poke. Spacing tool primarily.

No Nanatsu Kobutsu - df + A: Foxy advances with a quick strike that is special and super cancellable, her best midrange confirm tool.

No Junkan Nanajuu - f + B: a parry move like Ryo’s will block jump and mid attacks

No Nanajuu Junryuu - df + B: a parry move like Ryo’s will block lows

Special Moves

  • Unicorn No Kaku - qcf + A/C: a very slow projectile that stun-locks the opponent and then causes a soft knockdown. Gives Foxy enough time to run in from nearly full screen for a combo before the knockdown occurs. She can also land all hits of her qcfx2 + A/C SDM from midrange.
  • Taiki no Shoukai - dp + B/D: Foxy's teleport move. She advances toward the opponent and goes through projectiles. She can cancel into specials, SDMs and both her command parry moves during the teleport. You can also cancel this within its startup frames as a kara into her Chie No Ki for mixup potential. The move will NOT cross through the opponent even during a hard knockdown.
  • Prenilnium - dp + A/C- two hit dp that causes soft knockdown. Decent AA and reversal with minor upper and lower body invulnerability. First hit can cancel into Song of Swan SDM. Hit box extends partially behind Foxy allowing to hit jumping opponents late.
  • Hajimari no Ki - hcb + A/C- Foxy advances with a long rapier poke. Slight advantage on block, hits Mid.

┗Noa No Kaoku - A/C- on hit you follow up with a spinning rapier strike, causes soft knockdown. You can also cancel into this before the initial strike lands for just the spinning hit which has slight advantage on block, hits mid.

┗Nanajuu no Hoshi - back + B/D- cancels the move into Foxy's mid/high parry move. Decent way to gain ground on an opponent blocking or throwing out jabs.

  • Chie No Ki - qcf + B/D- Foxy slides toward the opponent with a low kick then a rapier slash. causes soft knockdown is even on block.

┗Tsukino Gin - f + A/C- a cancel where Foxy spins in the air slashing here rapier. Hits overhead so it's a great mixup tool, but very unsafe on block. Causes soft knockdown. You can cancel into this near startup or very late int the slide. Super cancelable.

Desperation Moves

  • Shrödinger No Neko - qcb x 2 + A/C- Foxy slashes her 'hair flag' above her draping the opponent then jumps slashing them many time in the air. A good combo ender, it can also be used as situational anti air as its hitbox extends decently above Foxy as well as in front.
  • Hakuchou no Shi- qcf x 2 + A/C- Foxy phases forward and then connects for a multi hit combo that causes soft knock down. Though it looks like her teleport move at the beginning she is not projectile invincible during the Super. Good whiff punish as it hits from nearly full screen.

┗Tsukino Gin - f + A/C- cancel during the phase portion of the Super that hits overhead and allows a juggle on hit

┗No Chishiki ki - down + B/D- cancel during the phase portion of the Super that goes into a slide and allows a juggle on hit

Super Desperation Moves

•No Wakusei Inoru - qcf x 2 + A + C in air- Foxy slashes down in the air and causes a wave of power to come from behind the opponent, Hits mid even the downward slash at beginning. Sometimes the downward slash will cause parts of the follow not to connect depending on Foxy's position when it hits.

Hidden Super Desperation Move

•Mitsubachi - qcf x 2 + B + D- Foxy points her rapier to the sky and rushes forward enveloped in power. On hit it does 100% damage, but also Foxy blows up and dies, singing a sad song. You can combo into this with close C, but it's expensive and you lose a character. Situational or troll use mostly.

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