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

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'''DMs'''<br>
'''DMs'''<br>
1. Heat Drive - qcf, qcf + A or C
1. Heat Drive - qcf, qcf + A or C<br>
-A version comes out faster, but C version will hit if the opponent is right in front of you.
-A version comes out faster, but C version will hit if the opponent is right in front of you.<br>
-Can be held to make unblockable (takes a long time though)
-Can be held to make unblockable (takes a long time though)<br>
2. Chain Drive - qcf, hcb + A or C
2. Chain Drive - qcf, hcb + A or C<br>
-If you miss, K' will be standing there for a long time.
-If you miss, K' will be standing there for a long time.<br>
-If you connect, but your opponent is in the air (or if they block), K' will rush forward with an elbow attack that may or may not hit.
-If you connect, but your opponent is in the air (or if they block), K' will rush forward with an elbow attack that may or may not hit.<br>


'''SDMs'''<br>
'''SDMs'''<br>
1. Chain Drive - qcf, hcb + AC
1. Chain Drive - qcf, hcb + AC<br>
-Same properties as DM Chain Drive, but stronger.
-Same properties as DM Chain Drive, but stronger.<br>


'''HSDMs'''<br>
'''HSDMs'''<br>
1. Crimson Star Road - qcb + C, A
1. Crimson Star Road - qcb + C, A<br>
-Must press C then A quickly in succession
-Must press C then A quickly in succession<br>
-K' travels forward a distance slighty more than his roll (the animations look the same though).  This move has properties similar to Akuma's famous Shun Goku Satsu.  
-K' travels forward a distance slighty more than his roll (the animations look the same though).  This move has properties similar to Akuma's famous Shun Goku Satsu. <br>


'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. C(1)/D, f+A, qcf hcb+P - 50%<br>
1. C(1)/D, f+A, qcf hcb+P - 50%<br>
2. C, f+B, qcb+B - 25%<br>
2. C, f+B, qcb+B - 25%<br>
3. Crouch B, Crouch A, qcf+C, f+B - 20%
3. Crouch B, Crouch A, qcf+C, f+B - 20%<br>
4. qcf + C ~ f+D, Heat Drive (A version)
4. qcf + C ~ f+D, Heat Drive (A version)



Revision as of 23:22, 16 March 2006

Special Moves:
1. The Trigger - qcf + A or C
1a. Second Shot - f + B (after The Trigger)
1b. Second Shell - f + D (after The Trigger) - Knocks opponent into juggle state.

2. Crow Bites - dp + A or C
-A hits twice
-C hits 3 times, can be followed up with f + D for an extra hit.

3. Blackout - qcf + B or D
-Teleport. B goes half screen length and D goes full screen length. CAN be grabbed and hit out of.

4. Minute Spike - qcb + B or D
4a. Narrow Spike - (during Minute Spike) qcb + B or D
-Can be used in air.
-Narrow Spike hits low.

DMs
1. Heat Drive - qcf, qcf + A or C
-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)
2. Chain Drive - qcf, hcb + A or C
-If you miss, K' will be standing there for a long time.
-If you connect, but your opponent is in the air (or if they block), K' will rush forward with an elbow attack that may or may not hit.

SDMs
1. Chain Drive - qcf, hcb + AC
-Same properties as DM Chain Drive, but stronger.

HSDMs
1. Crimson Star Road - qcb + C, A
-Must press C then A quickly in succession
-K' travels forward a distance slighty more than his roll (the animations look the same though). This move has properties similar to Akuma's famous Shun Goku Satsu.

Anywhere:
1. C(1)/D, f+A, qcf hcb+P - 50%
2. C, f+B, qcb+B - 25%
3. Crouch B, Crouch A, qcf+C, f+B - 20%
4. qcf + C ~ f+D, Heat Drive (A version)

Corner:
1. Crouch B, Crouch A, qcf+C, f+D, dp+C, f+D - 45%
2. Crouch B, Crouch A, qcf+C, f+D, qcb+C~A/qcf hcb+P - 45%/55%

Max Mode Activation:
1. Crouch C, BC, walk Crouch C, qcb+Bx2, (C)dp+A(2), (C)qcb+Bx2, dp+A(2), qcb+Bx2, dp+A(1), (S)qcf hcb+AC - 90%
2. Crouch B, Crouch A, qcf+BC, f+D, qcf hcb+AC - 65%

Move Properties:
-cancellable normals are close A, crouch A, close B, close C, crouch C, close D, crouch D, jump C, jump D
-CD is cancellable into specials and DMs
-f+A is a counterwire
-f+B is an overhead
-f+D followup of dp+C is an overhead knockdown
-close B is a low attack
-dp+P on the first and second hit and qcb+Kx2 are supercancellable

Strategies: