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===Super cancellable moves=== | ===Super cancellable moves=== | ||
* Mash P > qcf + A | * Mash P > qcf + A | ||
* dp + K (1) | * dp + K (1) | ||
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* DM qcf qcf + P (Full: startup (1st part).) | * DM qcf qcf + P (Full: startup (1st part).) | ||
* SDM qcf qcf + AC (Full: startup & active (1st part).) | * SDM qcf qcf + AC (Full: startup & active (1st part).) | ||
* HSDM qcf | * HSDM qcf qcf + BD (Full: startup & active (1st part).) | ||
=== Moves with autoguard=== | === Moves with autoguard=== |
Latest revision as of 22:33, 23 July 2020
General Info
Crouch height: Low
Jump: 5/38/1
Hop: 5/29/1
Dash: 3/10~∞/3
Backdash: 3/21/3
Wakeup: 20 frames
Recovery roll: 25 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + B
- df + B (Low if not cancelled into.)
- Mash P (Same move as Mash P.)
- hcf + P
- Mash P
- qcf + A (Overhead.)
- qcf + C (Low.)
- hcf + K
- dp + K
- qcb + K
- DM qcf hcb + P
- DM qcf qcf + P
- DM qcf uf + K
- SDM qcf qcf + AC
- HSDM qcf qcf + BD
Notes
Cancellable moves
- Close: A, B, C, D
- Far: B
- Crouch: A, C, D
- CD is cancellable into specials and DMs.
- CD counter is cancellable into mash P.
- f + B is cancellable.
Super cancellable moves
- Mash P > qcf + A
- dp + K (1)
Free cancellable into moves
- hcf + K
- dp + K
- qcb + K
- Mash P
Free cancellable out-of moves
- df + B
- dp + K (1)
- Mash P
- Mash P > qcf + A
Moves with Invincibility
- cr.C (Full: recovery (last part).)
- dp + B (Full: startup. Upper: active (1st part).)
- dp + D (Full: startup & active (1st part).)
- DM qcf uf + K (Full: startup. Upper: active (1st part).)
- DM qcf hcb + P (Full: startup.)
- DM qcf qcf + P (Full: startup (1st part).)
- SDM qcf qcf + AC (Full: startup & active (1st part).)
- HSDM qcf qcf + BD (Full: startup & active (1st part).)
Moves with autoguard
(none)
Other Notes
- C throw is mashable.
- D throw is a backturned hard knockdown.
- Mash P deals more hit stun than a regular special move (21f instead of 19f). It's enough for the qcf + A followup to combo (20f of startup), but not enough to make it a block string.
Combos
Basic Combos
- cr.C / cl.C / cl.D >
- f + B
- DM qcf hcb + P {1 stock}
- hcb + D (May miss some crouchers or if not very close.)
- hcb + B
- Mash P > (Close.)
- qcf + C
- qcf + A >>
- DM qcf hcb + P {67%} {2 stocks}
- SDM qcf qcf + AC {Max Mode + 2 stocks}
- df + B >
- Mash P > ...(Only against ???)
- dp + D
- f + B
- cr.A / cr.B, cr.A x 2 >
- DM qcf hcb + P {1 stock}
- dp + D
- st.B >
- DM qcf hcb + P {1 stock}
- dp + D
- cr.A / cr.B, cr.A >
- Mash P > ...
Max Mode
- cr.C > df + B >> BC, run, cr.C > df + B > mash P > qcf + A >> SDM qcf qcf + AC
Combos Notes
- cl.C/cr.C/cl.D > f + B > hcf + B / hcf + D
Easy and damaging combo that is generally used for punishing moves with bad recovery. Note that to land hcf + D, your character must be very close to the opponent when starting the combo. If you aren't (either because you couldn't run up all the way or you started the combo with a jump attack), then replace hcf + D with hcf + B.
- cl.C / cr.C / cl.D > f + B > DM qcf hcb + P
More damaging version of the above combo. At some distances (which is only really an issue if you are trying to hit with crouch C as opposed to close C or close D), the DM will not combo.