The King of Fighters 2002/Whip

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< The King of Fighters 2002
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Anywhere:
1. BB, Crouch B, hcf+P/qcb hcf+P - 25%/35%
2. D, f+Ax5, hcf+A - 40%
3. hcb+B, C/Crouch C(1), hcf+P - 35%
4. hcb+B, C/Crouch C(1), qcb hcf+P - 50%
5. D throw, rdp+A/dp+A - 20%/30%

Move Properties:
-cancellable normals are close A, close B, far B, crouch B, close C, crouch C, close D, jump B
-CD is cancellable into command moves, specials and DMs
-close B and crouch A are low attacks
-hcf+P is supercancellable on the first hit

Strategies:

Team Psycho Soldier'

Anywhere:
1. C, f+B, dp+A - 25%
2. C, f+B, dp+A(Buffer:hcb dp+A,2), (S)hcbx2+P - 45%
3. Jump D, land, Jump A(Buffer:qcf uf+A), qcfx2+D(Buffer:qcf+D) - 50%
4. D, far C - 20%

Corner:
1. qcb+A, run C, f+B, qcb+D, (S)hcbx2+P - 70-75%

Max Mode Activation:
1. C, BC, run C, f+B, qcb+D, (C)qcb+B, run hcbx2+P/AC(Buffer:hcb, f hcb+P/AC) - 65%
2. D, far C, BC, hcb f+AC/qcf+ABCD -

Counterhit:
1. CD(counter), qcf+B, dp+A - 25%
2. Jump CD(counter), d+B(air) - 20%

Attack Strings:
1. D, f+B, qcb+B (Corner)
2. Crouch C, qcb+A
3. Jump A/CD, d+B(air), qcb+B
4. D, CD, qcb+A
5. Crouch B, Crouch A, qcb+A, Crouch C, qcb+A

Move Properties:
-cancellable normals are far A, crouch A, close B, far B, crouch B, close C, crouch C, close D, jump A, jump C
-CD is cancellable into specials and DMs
-hcbx2+P can sometimes hit low, has startup invincibility
-dp+P and qcb+K(air) are supercancellable on all hits

Strategies:
-always backdash into d+B. The shortcut is b, db+B. Use this to get away from opponent after they jump, then punish with qcb+A as they land. Backdashing with d+B can also sometimes hit people out of their moves, mainly moves like Billy's long range crouch A pokes.
-mixup psychoballs with whiffed jabs, to trick people into thinking the jab was another psychoball and jumping in, then punish the jumpin with hcbx2+P. Make sure that when you are fireballing, there is more than a one jump distance between you and your opponent, so that they cannot jump over the fireball and punish you. If they advance in order to jump, backdash as well as fireball when out of the one jumpin range. This does not apply when you are right in front of the opponent, in which case they will be unable to jump the fireball. However, one would have to be careful if the opponent were to roll, however even if they roll on
-d+B in air is a high priority attack. Always followup with qcb+B. This move can also be used well to intercept jumpins
-sometimes after qcb+A, teleport and either crouch C or CD into qcb+A. For pressure, you can also use close D into CD or far C. Since the close D recovers very fast, the far C or CD after it will hit them if they decide to attack with anything. If the opponent is one that rolls alot, use CD instead of far C since it is cancellable to a teleport for escape
-when opponent is getting up, teleport behind with qcf+D and do hop A, qcfx2+K combo. The hop A when jumping forward is an instant overhead -once opponent is cornered, pressure with B/C, f+B, qcb+B attack string. Athena has a frame advantage after air qcb+B, so followup with crouch C to qcb+A. If they keep trying to block after qcb+B, try to walk up and throw
-her hop A can act as an instant overhead if done immediately after leaving the ground. Cancel it to qcb+B or qcfx2+D. The jump A can be done from a teleport behind the opponent, from a run up, or immediately after a jump D or CD