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The King of Fighters 2002 UM/Controls
Attack Notations
A = Light Punch
B = Light Kick
C = Strong Punch
D = Strong Kick
CD = Blowback Attack
P = With either Light Punch or Strong Punch
K = With either Light Kick or Strong Kick
X = Any button
AB = Roll, neutral or forward AB will make the character roll forward, pressing it in the backward direction will make the character roll backward
ACR or ACRoll = Attack Cancel Roll, press AB when hitting the opponent with a grounded normal
GCR or GCRoll = Guard Cancel Roll, press AB when guarding an attack
GCD or GCCD = Guard Cancel Blowback, press CD when guarding an attack
Movement
up (u) | (ub) up left - 7 8 9 - up right (uf) (b) left - 4 5 6 - right (f) (db) down left - 1 2 3 - down right (df) | down (d)
Movement Abbreviations
d,d - 2,2 - press down twice
d,u - 2,8 - press down then up
db,f - 1,6 - press down back then forward
f,b,f - 6,4,6 - press forward back forward
b~f or d~u - [4]6 or [2]8 - Charge, hold in one direction then shift to the designated direction
d,df~u - 2,[3]8 - Running Charge
qcf - 236 - d,df,f - Quarter circle forward
qcb - 214 - d,db,b - Quarter circle backward
hcf - 41236 - b,db,d,df,f - Half circle forward
hcb - 63214 - f,df,d,db,d - Half circle backward
dp - 623 - f,d,df - Dragon Punch motion
rdp - 421 - b,d,db - Reverse Dragon Punch motion
tk - 2369 - d,df,f,uf - Tiger Knee Motion
rtk - 2147 - d,db,b,ub - Reverse Tiger Knee Motion
hcb f - 632146 - f,df,d,db,b,f - Half circle back forward motion
qcb hcf - 2141236 - Quarter circle back half circle forward
Other Abbreviations
j. - Jump/jumping - Press up-back/up/up-forward
nj. - Neutral jump - Press up
sj. - Super-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward
sh. - Short hop - Tap up-back/up/up-forward
hh. - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward
cl. - Close
cr. - Crouching
st. - Standing
bb. - Backdash
(C) - Free cancel (maxmode)
(SC) - Super cancel
(CH) - Counter Hit
(W) - Critical Wire : Said move causes a wallbounce on hit
(CW) - Counter Wire : Said move causes a wallbounce only on counter hit
OTG - On The Ground : Said move hits a downed opponent
dp+C(2) - do the next move after dp+C does 2 hits. Same logic for another move
cr.Bx1~4 - You can do 1 to 4 cr.B's here
> - follow-up, like qcf+A > qcf+P for Kyo's rekka follow-up
/ - or
[A] - Mash A 4 times
• - Like A • C, you have to press A then C in quick succession, usually a plink/piano from A to C is best