The King of Fighters 2002/Angel

From SuperCombo Wiki

Anywhere:
1. D, f+B, rdp+K, hcb+K - 30%
2. D, f+B(1), df+B, d+P, qcf+C/b dp+P - 33%/50%
3. Crouch B, A, b f+K, d+P, b dp+P/(f f+A, hcb+K) - /30%

Corner:
1. qcb+P, u+K, d+P(whiff), f+K, u+P, f f+C - 35%
2. D, f+B(1), df+B, d+P, f+K, qcf+C - 40%
3. Crouch B, A, b f+K, d+P, f f+A, qcb+P u+P f f+A, (qcb+P, f+K, u+P, hcf+D, qcb+P, u+P, f f+A)xn, qcb+P u+P, f f+C - 100%
4. Crouch C, df+D(whiff), f+P, u+K, d+P, f+K, u+P, hcf+D, qcb+P, u+P, f f+A, (qcb+P, f+K, u+P, hcf+D, u+P, f f+A)xn, qcb+P, u+P, f f+C - 100%

Max Mode Activation:
1. D, f+B(1), BC, D, f+B(1), df+B, d+P, b dp+AC - 75%

Attack Strings:
1. D, f+B(1), df+B, d+P, f+K, b+BCD, f f+A/qcf+A
2. D, f+B(1), hcf+B, d+P, f+K/f+P, hcf+K, repeat any attack string
3. D, f+B(1), hcf+D, f+K, hcf+D, repeat any attack string
4. qcb+P, (f+P/K, d+P/K, u+P/K), hcf+B/D, repeat any above attack string

Move Properties:
-cancellable normals are close A, far A, crouch A, close C, crouch C, close D, crouch D, jump A(high), jump C(high), jump D(high)
-CD is cancellable into starter moves, specials and DMs
-df+D and Unchain Continue moves f+P, f+K, and Unchain Finish moves f f+K (second hit) are overheads
-df+B and Unchain Continue moves d+P and d+K, are low attacks
-f f+K finish move is a knockdown
-df+D can evade low attacks
-qcb+A pushes you back if it's blocked, qcb+C does not

Strategies:
-use jump d+D to intercept air attacks as it will beat 99% of all jumpins. It can be done the moment she leaves the ground, as it stays on screen until she lands. This move can also crossup. The only disadvantage to it is that it stuns alot less than other jumpin attacks, thus it is difficult to combo after it if it hits

-when opponent is in the corner, waking up, you can use the following mixups:

1. crouch C, df+B, u+P. If the crouch C hits, then go straight into the infinite after u+P. If it's blocked, the u+P pushes you a decent distance back, allowing you to setup for a d+K from long range, or hcf+D into f+K or d+P mixup. Thus, the possible attack string mixups on block are:

Crouch C, df+B(low), u+P, then: -d+K(low), b+BCD, qcf+A/f f+A -hcf+D, f+K(high), b+BCD, qcf+A/f f+A -hcf+D, d+P(low), hcf+D, d+P(low)/f+K(high), b+BCD(optional), qcf+A/f f+A

2. distance yourself a bit, then do:

df+K(low), then: -f+K(high), b+BCD(optional), -d+P(low), hcf+D, d+P(low)/f+K(high), f+BCD(optional), qcf+A/f f+A

3. Get slightly out of throw range, then do qcb+C. This attack is so meaty that if they do anything other than block, they will likely get hit. If they block, one can followup with anything, including:

-d+P(optional), f+K, b+BCD, f f+A/qcf+A/b dp+P DM -don't followup qcb+P, instead do crouch C, into options mentioned during point 1. above.

-Angel has an infinite that can be started from a variety of different setups. The setups are one of the following:

1. qcb+P(hits opponent), f+K, u+P, hcf+D (Corner)
2. Crouch C, df+D(whiff), u+P, hcf+D, u+P, hcf+D, u+P, hcf+D (Opponent should end up in the corner
3. rdp+K (Corner)
4. Crouch C, df+D(whiff), f+P, u+K, d+P(whiff), f+K, u+P, hcf+D (Corner)
5. Some chain combo ending in f f+A (Corner)

After hitting the opponent with any of the above, the infinite can be started. The infinite can be done as follows:

(qcb+P, f+K, u+P, hcf+D, qcb+P, u+P, f f+A)xn

In setups 1, 2, 4 and in the infinite itself, the hcf+D is used to force Angel to teleport for a split second, reducing her recovery time (as opposed to her waiting for the u+P to finish it's recovery frames). After the hcf+D, you must do qcb+P, u+K, u+P, hcf+K, with the qcb+P being done fast enough such that the animation of the move cannot actually be seen. After hcf+K, you must do qcb+P, u+P, f f+A (with the qcb+P done in the same fashion as before). The infinite and setups can be done without the hcf+D, but this means you will have to cancel the qcb+P even faster. Therefore, while using the hcf+D method requires more work, there is a greater chance of the infinite actually working

-Angel combo reset can be done by doing crouch C, hcf+K teleport to the other side, close C, then either cancelling into some chain mixups, or teleporting with hcf+K again such that Angel appears right behind opponent as they land