The King of Fighters 2002/K'

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< The King of Fighters 2002
Revision as of 01:16, 24 July 2020 by Scanman (talk | contribs) (Scanman moved page K' 02 to The King of Fighters 2002/K': moving 2002 K' page to be a subpage)
K-stance1.gif

General Info

Crouch height: Low
Jump: 5/33/1
Hop: 5/24/1
Dash: 4/10~∞/3
Backdash: 4/12/3
Wakeup: 23 frames
Recovery roll: 23 frames

Stand Crouch Jump Backdash Grab Run
K02 stand.png K02 crouch.png K02 jump.png K02 backdash.png K02 grab.png K02 run.png

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
K02 stD1.png
K02 stD2.png
K02 stD3.png
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, dp + A 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
qcf + Snka.gif 11/10/17 KD/-7 HL
K02 QcfA.png
Ein 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)
qcf + Snkc.gif 10/12/20 -10/-12 HL
K02 QcfC.png
qcf + Snka.gif

> f + Snkb.gif

11/17,1/27 KD/-1 HL
KO2 QcfPfB.png
Second Shot - f + B (after Ein Trigger)
  • Projectile that moves faster if qcf + C was used than if qcf + A was used
qcf + Snkc.gif

> f + Snkb.gif

10/19,1/27 +1/-1 HL
qcf + Snka.gif

> f + Snkd.gif

11/14(1)5+4/26 KD/-4 HL
K02 QcfPfD1.png
K02 QcfPfD2.png
Second Shell - f + D (after Ein Trigger)
  • Vertical anti-air that knocks opponent into the air for juggles
qcf + Snkc.gif

> f + Snkd.gif

10/16(1)5+4/27 KD/-4 HL
dp + Snka.gif 3/3(4)3+6/16+25 KD/-32 Su HL
K02 DpA1.png
K02 DpA2.png
K02 DpA3.png
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
dp + Snkc.gif 7/3(6)3(8)3/3+31+24 KD/-54 Su HL
K02 DpC1.png
K02 DpC2.png
K02 DpC3.png
dp + Snkc.gif

> f + Snkd.gif

23/2+3/5+30 KD/-59 HL
K02 DpCfD1.png
K02 DpCfD2.png

qcf + Snkb.gif

32/-/-
K02 qcfK.png
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
qcf + Snkd.gif 43/-/-

qcb + Snkb.gif

17/3/27 KD/-12 HL
K02 QcbK.png
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
qcb + Snkd.gif 18/3/31 KD/-16 HL
j.qcb + Snkb.gif 10/3/23 KD/-8 HL
K02 JqcbB.png
j.qcb + Snkd.gif 13/4/26 KD/-12 HL
K02 JqcbD.png
qcb + Kick.gif

> qcb + Kick.gif

6/11/15 KD/-8 Su L
K02 2xqcbK.png
Narrow Spike - (during Minute Spike) qcb + K
  • Low attack
  • Supercancellable
  • Free cancellable out of
DMs
qcfx2+Snka.gif 1+6+0~183+10/2+11/28 KD/-23 HL
K02 2xqcfP1.png
K02 2xqcfP2.png
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
qcfx2+Snka.gif
(full charge)
1+6+184+7/5+11/29 KD/KD -
qcfx2+Snkc.gif 1+8+0~183+11/2+25/32 KD/-41 HL
qcfx2+Snkc.gif
(full charge)
1+8+184+8/5+25/32 KD/KD -
qcf,hcb + Snka.gif 1+9/-/83+12 -/- HL
K02 QcfhcbP.png
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)
qcf,hcb + Snkc.gif 1+9/-/85+12 -/- HL
qcf,hcb + Snka.gif
(connected)
6+2/13/38 KD/-33 HL
K02 QcfhcbP connect.png
qcf,hcb + Snkc.gif
(connected)
6+2/13/39 KD/-34 HL
SDM
qcf,hcb + Snka.gif + Snkc.gif 1+10/-/86+6 -/- HL
K02 QcfhcbAC.png
Chain Drive - qcf hcb + AC
  • Same properties as qcf hcb + P, except it is not a hard knockdown
qcf,hcb + Snka.gif + Snkc.gif
(connected)
6+2/13/42 KD/-37 HL
K02 QcfhcbP connect.png
HSDM
qcb + Snkc.gif~Snka.gif 3+9/10/9+14 KD/KD -
K02 QcbCA.png
Crimson Star Road - qcb + C~A
  • A must be pressed immediately after C
  • K' travels forward a distance slighty more than his roll
  • Unblockable

Short Movelist

  • f + A (Counterwire if not cancelled into.)
  • f + B (Overhead if not cancelled into.)


  • qcf + P
    • f + B
    • f + D


  • dp + P
    • f + D (Only after C version.)


  • qcf + K (Teleport.)


  • qcb + K
    • qcb + K (Low. May follow with this on startup or active frames.)


  • air qcb + K


  • DM qcf hcb + P


  • DM qcf qcf + P (May charge. Unblockable when fully charged.)


  • SDM qcf hcb + AC


  • HSDM qcb + C A (Unblockable.)

Notes

Cancellable moves

  • Close: A, B, C (1-2), D
  • Far: -
  • Crouch: A, C, D
  • Jump: C, D


  • CD is cancellable into specials and DMs.


  • f + A is cancellable to DMs, and can be cancelled into specials if cancelled into.


  • f + B is cancellable (on air attacks) only when you cancel into it.

Super cancellable moves

  • dp + P (1-2)
  • qcb + K > qcb + K

Free cancellable into moves

  • dp + P
  • qcb + K
  • air qcb + K

Free cancellable out-of moves

  • f + A
  • f + B
  • dp + P (1-2)
  • dp + C > f + D
  • qcb + K
  • qcb + K > qcb + K

Moves with Invincibility

  • dp + C (Full: startup & active (1st part).)

Moves with autoguard

(none)

Other 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.


  • Ein Trigger (qcf + P) and its followups have unique blockstun. qcf + A has 20 frames, qcf + C has 19; both strengths of Second Shot (f + B) do 26 frames while both strengths of Second Shell (f + D) do 30 frames.

Combos

Anywhere

  • cr.B, cr.A >
    • qcf + C >
      • f + B {20%}
    • dp + A


  • (cl.C (1) > f + A) / cr.C / cl.C (2) >
    • DM qcf hcb + P {50%} {1 Stock}
    • DM qcf qcf + A {36%} {1 Stock}
    • qcb + K (Cancel this on startup) > qcb + K,
      • DM qcf hcb + P (Corner.) {55%} {1 Stock}
      • DM qcf qcf + A (Corner.) {41%} {1 Stock}
      • dp + A (Corner.)
      • >> DM qcf hcb + P {55%} {2 Stock}
      • >> DM qcf qcf + A {41%}{2 Stock}
    • f + B > (Except from cl.C (1) > f + A.)
      • air qcb + B {25%}
      • air qcb + D (Standing.)
    • qcb + B
    • qcb + D (Standing.)
    • dp + A
    • dp + C > f + D

Corner

  • Corner: cr.B, cr.A > qcf + C, f + D,
    • DM qcf hcb + P (Timming required.) {1 Stock}
    • DM qcf qcf + P {1 Stock}
    • CD {32%}
    • dp + C > f + D {37%}


  • Corner: cl.C (1) > f + A > qcf + C, f + D,
    • DM qcf hcb + P (Timming required.) {65%} {1 Stock}
    • DM qcf qcf + P {51%} {1 Stock}
    • CD {40%}
    • dp + C > f + D {45%}

Counterhit

  • Counterhit: f + A,
    • DM qcf hcb + C (Timming required) {45%} {1 Stock}
    • DM qcf qcf + P {31%}

Maxmode

  • Corner: cr.B, cr.A >> BC, qcf + C (Buffer: qcf + BC) > f + D,
    • SDM qcf hcb + AC {65%} {3 Stocks}
    • dp + A (1) >> qcb + D (Cancel this on startup) > qcb + D, dp + A(2) >>
      • (qcb + D (Cancel this on startup) > qcb + D (miss), dp + A (2) >> ) x 2 >>
        • qcb + D (Cancel this on startup) > qcb + D (miss), dp + A (1) >> SDM qcf hcb + AC {4 Stocks}


  • cr.C >> BC, walk, cr.C > qcb + D (Cancel this on startup) > qcb + D, dp + A (2) >> qcb + D (Cancel this on startup) > qcb + D (miss), dp + A (2) >> qcb + D (Cancel this on startup) > qcb + D (miss), dp + A (1) >> SDM qcf hcb + AC {90%} {4 Stocks}

Strategies

Use your Trigger (qcf + P) wisely against your opponent and after 1 stock Heat Drive (DM qcf qcf + P) it at far distance

Safejumps

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

  • ... qcf + C > f + D, f + A, immediately jump forward.

Game Navigation

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