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

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'''Special Normals:'''<br>
1. One Inch - f + A (counterwire)<br>
2. Knee Assault - f + b (overhead)<br>
-Can be canceled into Minute Spike<br>
'''Special Moves:'''<br>
'''Special Moves:'''<br>
1. The Trigger - qcf + A or C<br>
1. The Trigger - qcf + A or C<br>
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-Narrow Spike hits low.<br>
-Narrow Spike hits low.<br>


'''DMs'''<br>
'''DMs:'''<br>
1. Heat Drive - qcf, qcf + A or C<br>
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.<br>
-A version comes out faster, but C version will hit if the opponent is right in front of you.<br>
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-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>
-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<br>
1. Chain Drive - qcf, hcb + AC<br>
-Same properties as DM Chain Drive, but stronger.<br>
-Same properties as DM Chain Drive, but stronger.<br>


'''HSDMs'''<br>
'''HSDMs:'''<br>
1. Crimson Star Road - qcb + C, A<br>
1. Crimson Star Road - qcb + C, A<br>
-Must press C then A quickly in succession<br>
-Must press C then A quickly in succession<br>
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3. Crouch B, Crouch A, qcf+C, f+B - 20%<br>
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)
5. f+A (counter hit), Heat Drive or dp+C ~ f+D


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


'''Max Mode Activation:'''<br>
'''Max Mode Activation:'''<br>

Revision as of 23:30, 16 March 2006

Special Normals:
1. One Inch - f + A (counterwire)
2. Knee Assault - f + b (overhead)
-Can be canceled into Minute Spike

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) 5. f+A (counter hit), Heat Drive or dp+C ~ f+D

Corner:
1. qcf+C ~ f+D, CD
2. Crouch B, Crouch A, qcf+C, f+D, dp+C, f+D - 45%
3. 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: