Difference between revisions of "The King of Fighters 2002 UM/K'"

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Eins Trigger - qcf + A/C
Eins Trigger - qcf + A/C


* This is probably one of the best special moves in the game. It covers the hop space in front of K' very well, and starts up rather quickly. Can be whiffed at pretty much any time with little to no risk, and builds meter in the process. It is also frame advantageous if the opponent blocks it at the tip, so it can be used as a fairly strong pressure tool against a cornered opponent.
* This is probably one of the best special moves in the game. It covers the hop space in front of K' very well, and starts up rather quickly. Can be whiffed at pretty much any time with little to no risk, and builds meter in the process. It is also frame advantageous if the opponent blocks it at the tip, so it can be used as a fairly strong pressure tool against a cornered opponent at the right spacing. And it's various follow-ups give it a lot of versatility.  


┗Second Shoot - f + B
┗Second Shoot - f + B

Revision as of 01:03, 2 May 2013

Kdash.jpg

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. It covers the hop space in front of K' very well, and starts up rather quickly. Can be whiffed at pretty much any time with little to no risk, and builds meter in the process. It is also frame advantageous if the opponent blocks it at the tip, so it can be used as a fairly strong pressure tool against a cornered opponent at the right spacing. And it's various follow-ups give it a lot of versatility.

┗Second Shoot - f + B

┗Second Shell - f + D

┗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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