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

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== Normal Moves ==
== Normal Moves ==


'''Standing'''
*st. A is a good ranged low slash towards the opponent
*st. B is a forward thrust kick
*st. C is a 2 hit diagonal slash that is not cancel-able
*st. D is a round kick that is aimed at the opponent's head
*st. B and st. D are special cancel-able and whiff cancel-able
'''Close'''
*cl. A is a jab that is special cancel-able and can chain into itself and cl. B
*cl. B is a kick that hits the opponent's shins. Hits low and is special cancel-able.
*cl. C has Whip turning around to hit the opponent with the handle of her whip. Special and super cancel-able
*cl. D is a inverted roundhouse kick that aimes at the opponent's head. Special cancel-able
'''Crouching'''
* cr. A: Whip crouches to slash the whip in front of her. Hits OTG after a hcb+C or a heavy kick throw.
* cr. B uses the knife in Whip's boot to deliver a crouching kick aimed at the opponent's foot. It can't chain into itself but can be chained from cl. A or close B. Has good range and is special and super cancel-able.
* cr. C: Whip from a starting crouching position stands up while twirling her dagger. Hits twice, and is special and super cancel-able as well as whiff cancel-able.
* cr. D is a quick & very low profiled sweep. Not cancel-able
'''Jumping'''
*j. A has Whip using her handle of her Whip to hit the opponent at a steep downward angle aiming at 5 o'clock. Can cross up standing and crouching opponents and can be used as an quick instant overhead.
*neutral j. A: Whip uses half of the distance of her whip in front of her in a half circle. Good to use for incoming hops or jumps.
*j. B: good for air-to-ground approaches and can be used as a instant overhead against taller crouching opponents
*j. C: Whip uses her whip to slash at a downward angle below the opponent. Easy to cross-up with and as a fairly large distance which is good for air-to-ground approaches
*neutral j. C similar in concept to neutral j. A but Whip uses the whole distance of the whip to cover in-front of her and below her. Good to use for air-to-air or cover distance in the air at a midrange distance away from the opponent.
*j. D: Whip throws out two horizontal jumping side kicks at the opponent. Hits twice if timed correctly. Good to use while hopping towards or away from the opponent.
*neutral jump D: This flip kick is good for stopping or checking opponents jumping in
'''Blowback'''
st. CD: Whip thrusts the handle of her Whip towards the opponent. Quick, great range, stays out for a decent amount of time and has good recovery.
jump CD: Whip forms her whip as a spear that aimes at a downward diagonal angle toward the opponent. Has a good range, distance and starts up fairly quick. Good for air-to-ground approaches by hopping.


== Throws ==
== Throws ==

Revision as of 22:41, 23 August 2015

Whip.jpg

Movelist

Kof02ummovelistwhip.png

Normal Moves

Standing

  • st. A is a good ranged low slash towards the opponent
  • st. B is a forward thrust kick
  • st. C is a 2 hit diagonal slash that is not cancel-able
  • st. D is a round kick that is aimed at the opponent's head
  • st. B and st. D are special cancel-able and whiff cancel-able

Close

  • cl. A is a jab that is special cancel-able and can chain into itself and cl. B
  • cl. B is a kick that hits the opponent's shins. Hits low and is special cancel-able.
  • cl. C has Whip turning around to hit the opponent with the handle of her whip. Special and super cancel-able
  • cl. D is a inverted roundhouse kick that aimes at the opponent's head. Special cancel-able

Crouching

  • cr. A: Whip crouches to slash the whip in front of her. Hits OTG after a hcb+C or a heavy kick throw.
  • cr. B uses the knife in Whip's boot to deliver a crouching kick aimed at the opponent's foot. It can't chain into itself but can be chained from cl. A or close B. Has good range and is special and super cancel-able.
  • cr. C: Whip from a starting crouching position stands up while twirling her dagger. Hits twice, and is special and super cancel-able as well as whiff cancel-able.
  • cr. D is a quick & very low profiled sweep. Not cancel-able

Jumping

  • j. A has Whip using her handle of her Whip to hit the opponent at a steep downward angle aiming at 5 o'clock. Can cross up standing and crouching opponents and can be used as an quick instant overhead.
  • neutral j. A: Whip uses half of the distance of her whip in front of her in a half circle. Good to use for incoming hops or jumps.
  • j. B: good for air-to-ground approaches and can be used as a instant overhead against taller crouching opponents
  • j. C: Whip uses her whip to slash at a downward angle below the opponent. Easy to cross-up with and as a fairly large distance which is good for air-to-ground approaches
  • neutral j. C similar in concept to neutral j. A but Whip uses the whole distance of the whip to cover in-front of her and below her. Good to use for air-to-air or cover distance in the air at a midrange distance away from the opponent.
  • j. D: Whip throws out two horizontal jumping side kicks at the opponent. Hits twice if timed correctly. Good to use while hopping towards or away from the opponent.
  • neutral jump D: This flip kick is good for stopping or checking opponents jumping in

Blowback

st. CD: Whip thrusts the handle of her Whip towards the opponent. Quick, great range, stays out for a decent amount of time and has good recovery. jump CD: Whip forms her whip as a spear that aimes at a downward diagonal angle toward the opponent. Has a good range, distance and starts up fairly quick. Good for air-to-ground approaches by hopping.

Throws

Alpha - close, b/f + C


Zed - close, b/f + D


Command Moves

Whip Shot - f + B (up to 5 times)


Special Moves

Boomerang Shot - hcf + A/C


Assassin Strike "CODE BB" - dp + A or B or C or D


Hook Shot - qcb + A/C in air


Strength Shot A "Superior" - hcb + A


Strength Shot B "Strength" - hcb + B


Strength Shot C "Victory" - hcb + C


Strength Shot D "Rain" - hcb + D


Desert Eagle - rdp + A/C


Desperation Moves

Sonic Slaughter "Code KW" - qcb, hcf + A/C


Forbidden Calls "Code ™" - qcf x 2 + A/C


Super Desperation Moves

Sonic Slaughter "Code KW" - qcb, hcf + A + C


HSDM

Super Blackhawk - qcb, hcf + B + D


Discussion Threads

Discuss at Dream Cancel


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