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

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'''Special Normals:'''<br>
'''Special Normals:'''<br>
1. One Inch - f + A (counterwire)<br>
1. One Inch - f+A<br>
2. Knee Assault - f + b (overhead)<br>
- counterwire<br>
-Can be canceled into Minute Spike<br>
- hard knockdown<br>
- cancellable to DMs, cancellable to special moves if cancelled into<br>
- free cancellable out of
 
2. Knee Assault - f+B<br>
- overhead<br>
- cancellable if cancelled into<br>
- free cancellable out of<br>
- has a frame disadvantage even if it hits the opponent


'''Special Moves:'''<br>
'''Special Moves:'''<br>
1. The Trigger - qcf + A or C<br>
1. The Trigger - qcf+P<br>
- qcf+C comes out faster than qcf+A, but recovers slower<br>
- negates projectiles<br>
- can be followed up by Second Shot (f+B) or Second Shell (f+D)
 
1a. Second Shot - f + B (after The Trigger)<br>
1a. Second Shot - f + B (after The Trigger)<br>
1b. Second Shell - f + D (after The Trigger) - Knocks opponent into juggle state.<br>
- projectile that moves faster if qcf+C was used than if qcf+A was used


2. Crow Bites - dp + A or C<br>
1b. Second Shell - f + D (after The Trigger)<br>
-A hits twice<br>
- vertical anti-air that knocks opponent into the air for juggles
-C hits 3 times, can be followed up with f + D for an extra hit.<br>


3. Blackout - qcf + B or D<br>
2. Crow Bites - dp+P<br>
-Teleport. B goes half screen length and D goes full screen length.  CAN be grabbed and hit out of.<br>
- dp+A is supercancellable on both hits, dp+C is supercancellable on the first two hits on the ground<br>
- dp+C can be followed up by f+D, which is an overhead hard knockdown. The f+D followup is free cancellable out of<br>
- dp+C has some startup invincibility<br>
- free cancellable into<br>
- free cancellable out of on all hits


4. Minute Spike - qcb + B or D<br>
3. Blackout - qcf+K<br>
4a. Narrow Spike - (during Minute Spike) qcb + B or D<br>
- teleport's K' forward. qcf+B goes half screen length and qcf+D goes full screen length<br>
-Can be used in air.<br>
- can be hit out of it fairly easily
-Narrow Spike hits low.<br>
 
4. Minute Spike - qcb+K<br>
- can be done in the air as well<br>
- can be followed up by Minute Spike (qcb+K), on the ground only<br>
- free cancellable into<br>
- free cancellable out of
 
4a. Narrow Spike - (during Minute Spike) qcb+K<br>
- low attack<br>
- supercancellable<br>
- free cancellable out of


'''DMs:'''<br>
'''DMs:'''<br>
1. Heat Drive - qcf, qcf + A or C<br>
1. Heat Drive - qcfx2+P<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>
-Can be held to make unblockable (takes a long time though)<br>
- can be held to make unblockable (takes a long time though)<br>
2. Chain Drive - qcf, hcb + A or C<br>
- hard knockdown
-If you miss, K' will be standing there for a long time.<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>
2. Chain Drive - qcf hcb+P<br>
- throws his sunglasses...if he whiffs, he will stand there for a long time, otherwise he will dash forward<br>
- hard knockdown<br>
- qcf hcb+C is more likely to juggle than qcf hcb+A (mainly if used after his qcf+C, f+D)


'''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 qcf hcb+P, except it is not a hard knockdown


'''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>
- A must be pressed immediately after C<br>
-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. <br>
- K' travels forward a distance slighty more than his roll<br>
- unblockable


'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. Close C, f+B, qcb+B - 25%<br>
1. Close C(2), f+B, qcb+B - 25%<br>
2. Crouch B, Crouch A, qcf+C, f+B - 20%<br>
2. Crouch B, Crouch A, qcf+C, f+B - 20%<br>
3. Close C(1), f+A, qcf hcb+P - 50%<br>
3. Close C(1), f+A, qcf hcb+P - 50%<br>
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2. Crouch B, Crouch A, qcf+C, f+D, qcf hcb+P - 55%<br>
2. Crouch B, Crouch A, qcf+C, f+D, qcf hcb+P - 55%<br>
3. Close C(1), f+A, qcf+C, f+D, CD/(dp+C, f+D) - 40%/45%<br>
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 -  
4. Close C(1), f+A, qcf+C, f+D, qcf hcb+P - 65%


'''Counterhit:'''<br>
'''Counterhit:'''<br>
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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
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>
'''Notes:'''<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, hop CD<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>
-close B is a low attack
-f+A is a counterwire<br>
-f+B and the f+D followup of dp+C are overheads<br>
-f+A, qcf hcb+P, qcfx2+P and the f+D followup of dp+C are hard knockdowns<br>
-close B is a low attack<br>
-dp+P on the first and second hit and qcb+Kx2 are supercancellable


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

Revision as of 06:57, 7 July 2006

Special Normals:
1. One Inch - f+A
- counterwire
- hard knockdown
- cancellable to DMs, cancellable to special moves if cancelled into
- free cancellable out of

2. Knee Assault - f+B
- overhead
- cancellable if cancelled into
- free cancellable out of
- has a frame disadvantage even if it hits the opponent

Special Moves:
1. The Trigger - qcf+P
- qcf+C comes out faster than qcf+A, but recovers slower
- negates projectiles
- can be followed up by Second Shot (f+B) or Second Shell (f+D)

1a. Second Shot - f + B (after The Trigger)
- projectile that moves faster if qcf+C was used than if qcf+A was used

1b. Second Shell - f + D (after The Trigger)
- vertical anti-air that knocks opponent into the air for juggles

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

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 Minute Spike (qcb+K), on the ground only
- free cancellable into
- free cancellable out of

4a. Narrow Spike - (during Minute Spike) qcb+K
- low attack
- supercancellable
- free cancellable out of

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

2. Chain Drive - qcf hcb+P
- 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)

SDMs:
1. Chain Drive - qcf hcb+AC
- same properties as qcf hcb+P, except it is not a hard knockdown

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

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

Notes:
-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
-close B is a low attack

Strategies: