The King of Fighters 2002/K9999: Difference between revisions

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-CD is cancellable into command moves(including down+D), specials and DMs<br>
-CD is cancellable into command moves(including down+D), specials and DMs<br>
-f+A is cancellable into DMs only<br>
-f+A is cancellable into DMs only<br>
-free cancellable into moves are qcf+A, qcb+K, dp+P<br>
-free cancellable into moves are crouch D, qcf+A, qcb+K, dp+P<br>
-free cancellable out-of moves are f+A, qcf+A, dp+P<br>
-free cancellable out-of moves are f+A, qcf+A, dp+P<br>
-close D and qcb+D are overheads<br>
-close D and qcb+D are overheads<br>

Revision as of 22:44, 3 July 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 crouch D, 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/DPs/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...
-While his DMs are hard, if you can learn to do them pretty quickly they can be of great use. His gun DM, db hcb df+K will negate and go through projectiles. The sphere DM, db hcb df+P is invincible and quick (although not as quick as Athena's hcbx2+P). The gun DM can be used as an anti-air as well, but it is not guaranteed that all of the hits will make contact, and the opponent may have the opportunity to punish you. It is possible to learn to do them quickly, but an alternate input would be hcbx2 df+P/K
-A good anti-wakeup that K9999 has is his qcf+A. If spaced a bit, and done early on the opponent's, he will usually be forced to block it for some chip damage. K9999 will have a frame advantage and be able to followup with a variety of things such as far C or another qcf+A or crouch D or any attack other attack string. Fast wakeup anti-airs such as Iori's dp+C, will trade hits with the qcf+A. If he does use such counters, you can try baiting him into doing it by throwing out the qcf+A even earlier, such that it whiffs and you are able to block before he has the chance to use a dp+C

Notes:
-the db hcb df+K gun DM, as well as d f df+ABCD SDM are not unpunishable from full screen away, contrary to what many think. It is possible to guard roll the gun DM on the second last hit, making the last hit whiff, giving you enough time to run up and combo K9999. The d f df+ABCD SDM does 18 hits, and should be guard rolled at around the 12th-15th hit, giving you enough time to run up and punish as well. If you roll too early though, you might still get hit as you come out of the roll. Also, the SDM has a tendancy to hit behind K9999, thus rolling behind him when he does it is not a good idea.