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

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


'''Corner:'''<br>
'''Corner:'''<br>
1. qcf+C ~ f+D, CD <br>
1. Crouch B, Crouch A, qcf+C, f+D, CD/(dp+C, f+D) - 32%/37%<br>
2. Crouch B, Crouch A, qcf+C, f+D, dp+C, f+D - 45%<br>
2. Crouch B, Crouch A, qcf+C, f+D, qcf hcb+P - 55%<br>
3. Crouch B, Crouch A, qcf+C, f+D, qcb+C~A/qcf hcb+P - 45%/55%
3. Close C(1), f+A, qcf+C, f+D, CD/(dp+C, f+D) - 40%/45%<br>
4. Close C(1), f+A, qcf+C, f+D, qcf hcb+P -
 
'''Counterhit:'''<br>
1. f+A(counterhit), qcf hcb+C(doesn't always hit)/qcfx2+P - 45%/31%


'''Max Mode Activation:'''<br>
'''Max Mode Activation:'''<br>
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%<br>
1. Crouch B, Crouch A, qcf+BC, f+D, qcf hcb+AC - 65%<br>
2. 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%<br>
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


'''Move Properties:'''<br>
'''Move Properties:'''<br>
-cancellable normals are close A, crouch A, close B, close C, crouch C,  
-cancellable normals are close A, crouch A, close B, close C, crouch C,  
close D, crouch D, jump C, jump D<br>
close D, crouch D, jump C, jump D, hop CD<br>
-CD is cancellable into specials and DMs<br>
-CD is cancellable into specials and DMs<br>
-f+B is cancellable only if cancelled into, f+A can be cancelled into DMs by itself, as well special moves if cancelled into<br>
-f+A is a counterwire<br>
-f+A is a counterwire<br>
-f+B is an overhead<br>
-f+B and the f+D followup of dp+C are overheads<br>
-f+D followup of dp+C is an overhead knockdown<br>
-qcfx2+P and the f+D followup of dp+C are hard knockdowns<br>
-close B is a low attack<br>
-close B is a low attack<br>
-dp+P on the first and second hit and qcb+Kx2 are supercancellable<br>
-dp+P on the first and second hit and qcb+Kx2 are supercancellable


'''Strategies:'''
'''Strategies:'''

Revision as of 19:55, 13 June 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. Close C(1), f+A, qcf hcb+P - 50%
2. Close C, f+B, qcb+B - 25%
3. Crouch B, Crouch A, qcf+C, f+B - 20%

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 -

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

Max Mode Activation:
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

Move Properties:
-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
-f+B is cancellable only if cancelled into, f+A can be cancelled into DMs by itself, as well special moves if cancelled into
-f+A is a counterwire
-f+B and the f+D followup of dp+C are overheads
-qcfx2+P and the f+D followup of dp+C are hard knockdowns
-close B is a low attack
-dp+P on the first and second hit and qcb+Kx2 are supercancellable

Strategies: