The King of Fighters 2002/K9999: Difference between revisions

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== Movelist ==
'''Command Normals:'''<br>
1. Urusee-! - f+A<br>
- cancellable into DMs only<br>
- free cancellable out of on all hits
'''2. Crouch D - d+D'''<br>
- K9999 slides forward, this does not knock the opponent off his feet<br>
- acts as a command move in the sense that normals can cancel into it<br>
- hits low<br>
- free cancellable into<br>
- free cancellable out of
'''Special Moves:'''<br>
1. Acchihe itteroo! - qcf+P<br>
- negates normal projectiles, except for Robert's<br>
- supercancellable on all hits<br>
- free cancellable into<br>
- free cancellable out of on all hits
2. Kudakeroo! - qcb+K<br>
- K9999 jumps forward with a flame in front of him<br>
- qcb+D is an overhead, can be followed up by a combo if it hits<br>
- qcb+D can easily jump over ground projectiles as it jumps higher and further<br>
-qcb+B has some invincibility as he is coming down<br>
- free cancellable into
3. Wareroo! - dp+P<br>
- supercancellable on all hits<br>
- free cancellable into<br>
- free cancellable out of<br>
- can negate normal and DM projectiles<br>
- dp+A is a reasonably fast anti-air, although dp+C is far too slow<br>
- dp+C has some startup invincibility<br>
- dp+A can hit behind K9999, thus it is reasonable good against crossup attacks
'''DMs:'''<br>
1. Tsuki...(Moon) - db hcb df+P<br>
- a great anti-air that covers a circular region around K9999 (including behind him)<br>
- comes out relatively quickly, only problem with it is that the motion is not that easy to do on reaction<br>
- negates normal projectiles<br>
- K9999 is invincible during the DM, as well as a little bit while he is recovering
2. Temee mo oucchimae!! - db hcb df+K<br>
- K9999 takes out his gun and fires 5 or 9 shots (if you are about 4/5 of a full screen away from the opponent) horizontally. Each shot can negate normal and DM projectiles<br>
- startup is usually bit too much to combo off anything but it is fast enough to easily punish fireballers<br>
- generally unpunishable if the opponent blocks all attacks. However, the opponent can guard roll on the second last hit, making the last hit whiff, and giving him more than enough time to run forward and punish
'''SDMs:'''<br>
1. Chikara ga...katte ni...uwaaaa!! - d f df+ABCD<br>
- generally unpunishable if the opponent blocks all attacks. However, the opponent can guard roll on the 12th-16th hit, making the last the rest of the hits whiff, giving him more than enough time to run up and punish. If the SDM is rolled too early, then the last hits will still hit the opponent<br>
- has a tendancy to hit behind K9999, thus it can catch people rolling behind K9999 when he does it
'''HSDM:'''<br>
1. Kore wa, maru de....!! - (f b)x4(air)<br>
- most of the motion can be done on the ground, then the final "f b" can be done during a backdash<br>
- it does good chip damage, but has very slow startup, and very bad recovery
'''Notes:'''<br>
-cancellable normals are close A, far A, crouch A, close B, crouch B, close C, jump A, jump C<br>
-CD is cancellable into command moves(including down+D), specials and DMs<br>
-close D and qcb+D are overheads<br>
-close D is a hard knockdown
== Combos ==
'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. Jump C(hold), Close C, f+A - 30%<br>
1. Close C, f+A - 18%<br>
2. qcb+D, walk Close C, f+A - 30%<br>
2. qcb+D, walk Close C, f+A - 30%<br>
3. qcb+D, db hcb df+P - 35%<br>
3. qcb+D, db hcb df+P - 35%<br>
4. Close C(Buffer:hcb+C), db hcb df+P(Buffer:hcb df+P) - 33%<br>
4. Close C(Buffer:hcb+C), db hcb df+P(Buffer:hcb df+P) - 33%<br>
5. Crouch D(early on opponent wakeup), db hcb df+P - 33%<br>
5. Crouch D(early on opponent wakeup), db hcb df+P - 33%<br>
6. Close AA(Buffer:hcb+Ax2), db hcb df+P(Buffer:df+P) - 30%
6. Close AA(Buffer:hcb+Ax2), db hcb df+P(Buffer:df+P) - 30%<br>
7. Close C, f+A(3), db hcb df+P - 42% (Hard)


'''Maxmode:'''<br>
'''Maxmode:'''<br>
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4. Close D, (C)Crouch D, (C)qcb+B (Maxmode)
4. Close D, (C)Crouch D, (C)qcb+B (Maxmode)


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


-K9999 has great tools to fight off fireball-happy characters. His qcb+D can be used to easily jump over ground projectiles on reaction and is fast enough to them before they recover (unless you reacted too slowly). qcf+A is also fast and can negate ground and air projectiles in front of K9999 (with the exception of DM projectiles, and Robert's qcf+P). The best option against a fireball though, would be using his db hcb df+K on reaction. It will fire 5 times normally (9 if you are about 3/4 of a full screen distance from the opponent). Thus, the first shot will negate the projectile, and the remaining shots will hit. His db hcb df+K can be somewhat difficult to do, so it is important to practice executing this move consistently and as quickly as possible.
== Strategies ==


-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.
-K9999 has fairly useful tools to fight off fireball-happy characters. His qcb+D can be used to easily jump over ground projectiles on reaction and if close enough, and done quickly enough, it can punish them. qcf+A is also fast and can negate ground and air projectiles in front of K9999 (with the exception of DM projectiles, and Robert's qcf+P). The best option against a fireball though, would be using his db hcb df+K on reaction. It will fire 5 times normally (9 if you are about 3/4 of a full screen distance from the opponent). Thus, the first shot will negate the projectile, and the remaining shots will hit. His db hcb df+K can be somewhat difficult to do, so it is important to practice executing this move consistently and as quickly as possible.


-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
-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 normal and DMprojectiles. The sphere DM, db hcb df+P is a great anti-air, as it 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. Once again, it is imperative that you practice doing these two DMs as quickly as possible on reaction, otherwise they will not be of use.


'''Notes:'''<br>
-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.
-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.

Revision as of 23:32, 9 July 2006

Movelist

Command Normals:
1. Urusee-! - f+A
- cancellable into DMs only
- free cancellable out of on all hits

2. Crouch D - d+D
- K9999 slides forward, this does not knock the opponent off his feet
- acts as a command move in the sense that normals can cancel into it
- hits low
- free cancellable into
- free cancellable out of

Special Moves:
1. Acchihe itteroo! - qcf+P
- negates normal projectiles, except for Robert's
- supercancellable on all hits
- free cancellable into
- free cancellable out of on all hits

2. Kudakeroo! - qcb+K
- K9999 jumps forward with a flame in front of him
- qcb+D is an overhead, can be followed up by a combo if it hits
- qcb+D can easily jump over ground projectiles as it jumps higher and further
-qcb+B has some invincibility as he is coming down
- free cancellable into

3. Wareroo! - dp+P
- supercancellable on all hits
- free cancellable into
- free cancellable out of
- can negate normal and DM projectiles
- dp+A is a reasonably fast anti-air, although dp+C is far too slow
- dp+C has some startup invincibility
- dp+A can hit behind K9999, thus it is reasonable good against crossup attacks

DMs:
1. Tsuki...(Moon) - db hcb df+P
- a great anti-air that covers a circular region around K9999 (including behind him)
- comes out relatively quickly, only problem with it is that the motion is not that easy to do on reaction
- negates normal projectiles
- K9999 is invincible during the DM, as well as a little bit while he is recovering

2. Temee mo oucchimae!! - db hcb df+K
- K9999 takes out his gun and fires 5 or 9 shots (if you are about 4/5 of a full screen away from the opponent) horizontally. Each shot can negate normal and DM projectiles
- startup is usually bit too much to combo off anything but it is fast enough to easily punish fireballers
- generally unpunishable if the opponent blocks all attacks. However, the opponent can guard roll on the second last hit, making the last hit whiff, and giving him more than enough time to run forward and punish

SDMs:
1. Chikara ga...katte ni...uwaaaa!! - d f df+ABCD
- generally unpunishable if the opponent blocks all attacks. However, the opponent can guard roll on the 12th-16th hit, making the last the rest of the hits whiff, giving him more than enough time to run up and punish. If the SDM is rolled too early, then the last hits will still hit the opponent
- has a tendancy to hit behind K9999, thus it can catch people rolling behind K9999 when he does it

HSDM:
1. Kore wa, maru de....!! - (f b)x4(air)
- most of the motion can be done on the ground, then the final "f b" can be done during a backdash
- it does good chip damage, but has very slow startup, and very bad recovery

Notes:
-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
-close D and qcb+D are overheads
-close D is a hard knockdown


Combos

Anywhere:
1. Close C, f+A - 18%
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%
7. Close C, f+A(3), db hcb df+P - 42% (Hard)

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)


Strategies

-K9999 has fairly useful tools to fight off fireball-happy characters. His qcb+D can be used to easily jump over ground projectiles on reaction and if close enough, and done quickly enough, it can punish them. qcf+A is also fast and can negate ground and air projectiles in front of K9999 (with the exception of DM projectiles, and Robert's qcf+P). The best option against a fireball though, would be using his db hcb df+K on reaction. It will fire 5 times normally (9 if you are about 3/4 of a full screen distance from the opponent). Thus, the first shot will negate the projectile, and the remaining shots will hit. His db hcb df+K can be somewhat difficult to do, so it is important to practice executing this move consistently and as quickly as possible.

-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 normal and DMprojectiles. The sphere DM, db hcb df+P is a great anti-air, as it 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. Once again, it is imperative that you practice doing these two DMs as quickly as possible on reaction, otherwise they will not be of use.

-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.