The King of Fighters 2002/K9999: Difference between revisions

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'''Strategies:'''<br>
'''Strategies:'''<br>
-One of the great things about K9999 is his far standing C.  Its incredible range makes it a strange counter move because some attacks that are usually safe are hit by his far C due to its huge range and speed.  For example, if Iori does the first 2 hits of qcb+P and the second hit is blocked, you can counter with this even though it is usually safe.  While it is not a good idea to spam C a lot (projectiles/jump attacks/counters work well against it), get a feel for when is a good time to counter using it because the openings are much more wider using this.  Jumping into MAX mode and doing some more stuff won't hurt either...
-... However, he has some of hardest cancels to do in the game (they have to be VERY FAST).  A kind of simple one from a far standing C canceled into max mode would be a run into a close stand C into his SDM (d f df+ABCD), and luckily it doesn't cost an extra bar do cancel that.
-While his DMs are hard, if you can learn to do them pretty quickly they become great anti-projectile (gun, not HSDM projectile), anti-dodge (both depending on where they are, dodges that end up close to you the sphere is guaranteed to hit) and anti-air (sphere, while the gun COULD work, it can miss and leave you open) moves.  It is possible to learn to do them quickly, but an alternate input would be hcb+hcf+hcb+ P or K
-Remember that you can do a slide as a MAX mode cancel (df+D I believe).
-A good anti-wakeup that K9999 has is his qcf+P.  It (usually) works against throws as well, since the opponent usually has to block the attack giving some good tick damage.
-If the opponent tries to dodge behind you the d f df+ABCD SDM can still work even if the opponent is on the wrong side as long as they are close to K9999 when the dodge is over

Revision as of 05:38, 24 June 2006

Anywhere:
1. Jump C(hold), Close C, f+A - 30%
2. qcb+D, walk Close C, f+A - 30%
3. qcb+D, db hcb df+P - 35%
4. Close C(Buffer:hcb+C), db hcb df+P(Buffer:hcb df+P) - 33%
5. Crouch D(early on opponent wakeup), db hcb df+P - 33%
6. Close AA(Buffer:hcb+Ax2), db hcb df+P(Buffer:df+P) - 30%

Maxmode:
1. Crouch B, Crouch D, BC, run Close C, f+A(5), (C)dp+A, (C)qcf+C, (C)dp+A, (C)dp+C, db hcb df+P (Corner)
2. Crouch B, Crouch D, BC, run Crouch B, dp+A, (C)dp+C, (C)Crouch D(whiff), dp+A, (C)dp+C, (C)Crouch D, db hcb df+P (Corner)
3. (Already in maxmode) dp+C, (C)qcb+B(whiff), db hcb df+P(in opposite direction) - 40%
4. Close D, BC, d f df+ABCD(immediately after BC) - 55%
5. (Already in maxmode) f+D throw, d f df+ABCD - 55%

Attack Strings:
1. Close C, qcb+D, Close C, qcf+A
2. Close C, qcb+B, qcf+A
3. CD, Crouch D/(qcb+B, qcf+A)
4. Close D, (C)Crouch D, (C)qcb+B (Maxmode)

Move Properties:
-cancellable normals are close A, far A, crouch A, close B, crouch B, close C, jump A, jump C
-CD is cancellable into command moves(including down+D), specials and DMs
-f+A is cancellable into DMs only
-free cancellable into moves are qcf+A, qcb+K, dp+P
-free cancellable out-of moves are f+A, qcf+A, dp+P
-close D and qcb+D are overheads
-dp+P, qcf+P and db hcb df+P nullifies projectiles; db hcb df+K nullifies and shoots through projectiles
-dp+P and qcf+P are supercancellable
-close D is a hard knockdown

Strategies:
-One of the great things about K9999 is his far standing C. Its incredible range makes it a strange counter move because some attacks that are usually safe are hit by his far C due to its huge range and speed. For example, if Iori does the first 2 hits of qcb+P and the second hit is blocked, you can counter with this even though it is usually safe. While it is not a good idea to spam C a lot (projectiles/jump attacks/counters work well against it), get a feel for when is a good time to counter using it because the openings are much more wider using this. Jumping into MAX mode and doing some more stuff won't hurt either... -... However, he has some of hardest cancels to do in the game (they have to be VERY FAST). A kind of simple one from a far standing C canceled into max mode would be a run into a close stand C into his SDM (d f df+ABCD), and luckily it doesn't cost an extra bar do cancel that. -While his DMs are hard, if you can learn to do them pretty quickly they become great anti-projectile (gun, not HSDM projectile), anti-dodge (both depending on where they are, dodges that end up close to you the sphere is guaranteed to hit) and anti-air (sphere, while the gun COULD work, it can miss and leave you open) moves. It is possible to learn to do them quickly, but an alternate input would be hcb+hcf+hcb+ P or K -Remember that you can do a slide as a MAX mode cancel (df+D I believe). -A good anti-wakeup that K9999 has is his qcf+P. It (usually) works against throws as well, since the opponent usually has to block the attack giving some good tick damage. -If the opponent tries to dodge behind you the d f df+ABCD SDM can still work even if the opponent is on the wrong side as long as they are close to K9999 when the dodge is over