The King of Fighters 2002/K': Difference between revisions

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(Too many mistakes in the hitbox data to be of use.)
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== Strategies ==
== Strategies ==
==Hitbox and Frame Data==
close A (startup: 3, active: 3, recovery: 4)
[[File:KdashclA.png]]
close B (startup: 4, active: 3, recovery: 14)
[[File:KdashclB.png]]
close C (startup: 5, active: 2(2)3, recovery: 23)
[[File:KdashclC1.png]] [[File:KdashclC2.png]]
close D (startup: 7, active: 3, recovery: 22)
[[File:KdashclD.png]]
standing A (startup: 3, active: 3, recovery: 7)
[[File:KdashstA.png]]
standing B (startup: 6, active: 3, recovery: 14)
[[File:KdashstB.png]]
standing C (startup: 9, active: 5, recovery: 26)
[[File:KdashstC.png]]
standing D (startup: 12, active: 2+3+3, recovery: 23)
[[File:KdashstD.png]] [[File:KdashstD2.png]] [[File:KdashstD3.png]]
standing CD (startup: 11, active: 6, recovery: 38)
[[File:KdashstCD.png]]
crouching A (startup: 4, active:5, recovery: 6)
[[File:KdashcrA.png]]
crouching B (startup: 4, active: 4, recovery: 6)
[[File:KdashcrB.png]]
crouching C (startup: 5, active: 3[3]4, recovery: 23)
[[File:KdashcrC1.png]][[File:KdashcrC2.png]]
crouching D (startup: 7, active: 4, recovery: 26)
[[File:KdashcrD.png]]
vertical jump A (startup: 5, active: 5)
[[File:KdashjA.png]]
vertical jump B (startup: 5, active: 8)
[[File:KdashvjB.png]]
vertical jump C (startup: 6, active: 8)
[[File:KdashjC.png]]
vertical jump D (startup: 8, active: 3+3)
[[File:KdashjD1.png]] [[File:KdashjD2.png]]
jump A (startup: 5, active: 6+9)
[[File:KdashjA.png]][[File:KdashjA2.png]]
jump B (startup: 7, active: 9+3)
[[File:KdashjB.png]][[File:KdashjB2.png]]
jump C (startup: 6, active: 5)
[[File:KdashjC.png]]
jump D (startup: 8 active: 3+3)
[[File:KdashjD1.png]] [[File:KdashjD2.png]]
jump CD (startup: 14, active: 5)
[[File:KdashjCD.png]]
hop A (startup: 5, active: 10)
[[File:KdashjA.png]]
hop B (startup: 5, active: 20)
[[File:KdashjB.png]]
hop C (startup: 6, active: 5)
[[File:KdashjC.png]]
hop D (startup 8, active: 3+4)
[[File:KdashjD1.png]][[File:KdashjD2.png]]
hop CD (startup: 14, active: 5)
[[File:KdashjCD.png]]
f+A (startup: 17, active: 19, recovery: 20) canceled: (startup: 13 active: 19, recovery: 20)
[[File:KdashfA.png]]
f+B (startup: 13, active: 4, recovery: 26)canceled: (startup: 12, active: 5, recovery: 26)
[[File:KdashfB.png]]
qcf+A (startup 11, active: 10, recovery: 17)
[[File:Kdashqcf+A.png]]
qcf+C (startup: 10, active: 12, recovery: 20)
[[File:Kdashqcf+C.png]]
qcf+A > f+B (startup: 11, active: 17, 1, recovery: 27)
[[File:Kdashqcf+A.png]][[File:Kdashqcf+PfB.png]]
qcf+C > f+B (startup: 10, active: 19, 1, recovery: 27)
[[File:Kdashqcf+C.png]][[File:Kdashqcf+PfB.png]]


[[Category:The King of Fighters 2002]]
[[Category:The King of Fighters 2002]]

Revision as of 17:57, 19 April 2011

K-stance1.gif

Movelist

Command Normals

1. One Inch - f+A
- counterwire
- hard knockdown
- cancellable to DMs, cancellable to special moves if cancelled into
- free cancellable out of

2. Knee Assault - f+B
- overhead
- cancellable if cancelled into
- free cancellable out of
- has a frame disadvantage even if it hits the opponent

Special Moves

1. The Trigger - qcf+P
- qcf+C comes out faster than qcf+A, but recovers slower
- negates normal projectiles
- can be followed up by Second Shot (f+B) or Second Shell (f+D) - there exists a bug where, if K' did his qcf+P on a waking up K9999, who decided to do his db hcb df+P moon DM, the moon DM will be negated entirely by the qcf+P. K9999's sphere animation will still be visible but since it was negated, K' can now just walk right through it

1a. Second Shot - f + B (after The Trigger)
- projectile that moves faster if qcf+C was used than if qcf+A was used

1b. Second Shell - f + D (after The Trigger)
- vertical anti-air that knocks opponent into the air for juggles

2. Crow Bites - dp+P
- dp+A is supercancellable on both hits, dp+C is supercancellable on the first two hits on the ground
- dp+C can be followed up by f+D, which is an overhead hard knockdown. The f+D followup is free cancellable out of
- dp+C has some startup invincibility
- free cancellable into
- free cancellable out of on all hits

3. Blackout - qcf+K
- teleport's K' forward. qcf+B goes half screen length and qcf+D goes full screen length
- can be hit out of it fairly easily

4. Minute Spike - qcb+K
- can be done in the air as well
- can be followed up by Minute Spike (qcb+K), on the ground only
- free cancellable into
- free cancellable out of

4a. Narrow Spike - (during Minute Spike) qcb+K
- low attack
- supercancellable
- free cancellable out of

DMs

1. Heat Drive - qcfx2+P
- A version comes out faster, but C version will hit if the opponent is right in front of you
- can be held to make unblockable (takes a long time though)
- hard knockdown

2. Chain Drive - qcf hcb+P
- throws his sunglasses...if he whiffs, he will stand there for a long time, otherwise he will dash forward
- hard knockdown
- qcf hcb+C is more likely to juggle than qcf hcb+A (mainly if used after his qcf+C, f+D)

SDMs

1. Chain Drive - qcf hcb+AC
- same properties as qcf hcb+P, except it is not a hard knockdown

HSDMs

1. Crimson Star Road - qcb+C,A
- A must be pressed immediately after C
- K' travels forward a distance slighty more than his roll
- unblockable

Notes

-cancellable normals are close A, crouch A, close B, close C, crouch C, close D, crouch D, jump C, jump D, hop CD
-CD is cancellable into specials and DMs
-close B is a low attack


Combos

Anywhere

1. Close C(2), f+B, qcb+B - 25%
2. Crouch B, Crouch A, qcf+C, f+B - 20%
3. Close C(1), f+A, qcf hcb+P - 50%
4. Close C(1), f+A, qcb+Kx2, (S)qcf hcb+P - 55%

Corner

1. Crouch B, Crouch A, qcf+C, f+D, CD/(dp+C, f+D) - 32%/37%
2. Crouch B, Crouch A, qcf+C, f+D, qcf hcb+P - 55%
3. Close C(1), f+A, qcf+C, f+D, CD/(dp+C, f+D) - 40%/45%
4. Close C(1), f+A, qcf+C, f+D, qcf hcb+P - 65%

Counterhit

1. f+A(counterhit), qcf hcb+C(doesn't always hit)/qcfx2+P - 45%/31%

Maxmode

1. Crouch B, Crouch A, qcf+BC, f+D, qcf hcb+AC - 65%
2. Crouch C, BC, walk Crouch C, qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC - 90%
3. Crouch B, Crouch A, qcf+BC, f+D, dp+A(1), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC


Strategies