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

From SuperCombo Wiki
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|align="center"| S
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|valign="bottom" style="border-right:0px;"| [[image:K02_jD1.png|center]]
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|align="center"| S
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|colspan="3" | [[image:K02_jC.png|center]]
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|align="center"| 8/3+3/-
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|align="center"| S
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|align="center"| H
|valign="bottom" style="border-right:0px;"| [[image:K02_jD1.png|center]]
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|align="center"| 6/5/-
|align="center"| 6/5/-
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|align="center"| S
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|align="center"| 8/3+4/-
|align="center"| 8/3+4/-
|align="center"| -/-
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|align="center"| S
|align="center"| H
|align="center"| H
|valign="bottom" style="border-right:0px;"| [[image:K02_hD1.png|center]]
|valign="bottom" style="border-right:0px;"| [[image:K02_hD1.png|center]]

Revision as of 04:11, 5 August 2013

K-stance1.gif

General Info

Crouch height: Low
Colors:

Snka.gif Snkb.gif Snkc.gif Snkd.gif
K02 colorA.png K02 colorB.png K02 colorC.png K02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/3/4 +5/+3 R,C,S,Su HL
K02 clA.png
Snkb.gif 4/3/14 -6/-8 R,C,S,Su L
K02 clB.png
Snkc.gif 5/2(2)3/23 -6/-8 C,S,Su HL
K02 clC1.png
K02 clC2.png
Snkd.gif 7/4/26 -10/-12 C,S,Su HL
K02 clD.png
Standing Far
Snka.gif 3/3/7 +2/0 R HL
K02 stA.png
Snkb.gif 6/3/14 -5/-7 HL
K02 stB.png
Snkc.gif 9/5/26 -11/-13 HL
K02 stC.png
Snkd.gif 12/2+2+3/23 -11/-13 HL
Snkc.gif+Snkd.gif 11/6/38 KD/-22 S,Su HL
K02 stCD.png
Crouching
Snka.gif 4/5/6 +1/-1 R,C,S,Su HL
K02 crA.png
Snkb.gif 4/4/6 +2/0 R,Su L
K02 crB.png
Snkc.gif 5/3[3]4/23 -13/-15 C,S,Su HL
K02 crC1.png
K02 crC2.png
Snkd.gif 7/4/26 K/-12 C,S,Su L
K02 crD.png
Jump
Snka.gif 5/15/- -/- H
K02 jA.png
Snkb.gif 7/12/- -/- H
K02 jB.png
Snkc.gif 6/5/- -/- S H
K02 jC.png
Snkd.gif 8/3+3/- -/- S H
K02 jD1.png
K02 jD2.png
Snkc.gif+Snkd.gif 14/5/- KD/- S HL
K02 jCD.png
Neutral Jump
Snka.gif 5/5/- -/- H
K02 jA.png
Snkb.gif 5/8/- -/- H
K02 juB.png
Snkc.gif 6/8/- -/- S H
K02 jC.png
Snkd.gif 8/3+3/- -/- S H
K02 jD1.png
K02 jD2.png
Hop
Snka.gif 5/10/- -/- H
K02 hA.png
Snkb.gif 5/20/- -/- H
K02 hB.png
Snkc.gif 6/5/- -/- S H
K02 hC.png
Snkd.gif 8/3+4/- -/- S H
K02 hD1.png
K02 hD2.png
Command Normals

f+Snka.gif

17/19/20 KD/-21 Su HL
K02 FA.png
Counterwire, hard knockdown. Free cancellable out of
f+Snka.gif
(cancel)
13/19/20 -19/-21 S,Su HL

f+Snkb.gif

13/4/26 -10/-12 H
K02 FB.png
Knocks down airborne opponent
f+Snkb.gif
(cancel)
12/5/26 -11/-13 S HL Knocks down airborne 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)
Snka.gif
K02 QcfA.png
Snkc.gif
K02 QcfC.png
1a. Second Shot - f + B (after The Trigger)
  • Projectile that moves faster if qcf+C was used than if qcf+A was used
KO2 QcfPfB.png
1b. Second Shell - f + D (after The Trigger)
  • Vertical anti-air that knocks opponent into the air for juggles
K02 QcfPfD1.png K02 QcfPfD2.png
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
Snka.gif
K02 DpA1.png K02 DpA2.png K02 DpA3.png
Snkc.gif
K02 DpC1.png K02 DpC2.png K02 DpC3.png
f+Snkd.gif K02 DpCfD1.png K02 DpCfD2.png
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 Narrow Spike (qcb+K), on the ground only
  • Free cancellable into
  • Free cancellable out of
Ground K02 QcbK.png
Air Snkb.gif K02 JqcbB.png
Air Snkd.gif K02 JqcbD.png
4a. Narrow Spike - (during Minute Spike) qcb+K
  • Low attack
  • Supercancellable
  • Free cancellable out of
K02 2xqcbK.png
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
K02 2xqcfP1.png K02 2xqcfP2.png
2. Chain Drive - qcf hcb+P
  • K' 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)
K02 QcfhcbP.png
SDMs
1. Chain Drive - qcf hcb+AC
  • Same properties as qcf hcb+P, except it is not a hard knockdown
K02 QcfhcbAC.png
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
File:QcbCA.png

Notes

  • 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

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

Safejumps

K' has a safejump against Ryo and Kim in the corner off the standard corner combo:

  • [cr.BA/j.C, cr.A/cl.C f+A] xx qcf+C, f+D, f+A, immediately jump forward.

Game Navigation

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Billy Kane
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K9999
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Secret/Orochi Characters
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Orochi Chris
Orochi Shermie
Orochi Yashiro