The King of Fighters 2002/K'

From SuperCombo Wiki
K-stance1.gif

Movelist

Command Normals
1. One Inch - f+A
  • Counterwire
  • Hard knockdown
  • Cancellable to DMs, cancellable to special moves if cancelled into
  • Free cancellable out of
K02 FA.png
2. Knee Assault - f+B
  • Overhead
  • Cancellable if cancelled into
  • Free cancellable out of
  • Has a frame disadvantage even if it hits the opponent
K02 FB.png
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)
  • 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
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 DpC1.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. Sonic Slaughter "Code: KW"
  • same properties as the DM version, but more damage
HSDMs
1. Super Black Hawk - b B C b C
  • Whip pulls out her gun, yells "Game over" and fires it
  • the gunshot is unblockable and goes full screen length. It can be rolled, or jumped
  • she is invincible during the entire move, except to throw
  • if you run up right beside her, the gunshot will whiff

Special Moves

DMs

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

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

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

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Andy
Angel
Athena
Benimaru
Billy Kane
Blue Mary
Chang
Chin
Choi
Chris
Clark
Daimon
Iori
Joe
K'
K9999
Kensou
Kim
Kula
Kyo
Leona
Mai
Mature
Maxima
May Lee
Ralf
Ramon
Robert
Ryo
Seth
Shermie
Takuma
Terry
Vanessa
Vice
Whip
Yamazaki
Yashiro
Yuri
Secret/Orochi Characters
Kusanagi
Orochi Chris
Orochi Shermie
Orochi Yashiro