Nameless (KoF '02 UM)

From SuperCombo Wiki

Introduction

Literally the best character in the game, but fun as fuck. Also better than K9999. All of Nameless's Command Moves and supers have ridiculously long names, so for the purpose of easier understanding, all long-named moves will be abbreviated to just the last word.

Move list

Normal Throws
Command Moves
Special Moves
Desperation Moves
Max Desperation Moves
Max 2

Normals

Close

  • cl. A/B/C are cancel-able
  • cl.A/B are chain-able
  • cl.C does three hits, it's also cancel-able on any hit, great combo starter
  • cl.D knocks the opponent down
  • cl.D is also an overhead, and does hard knockdown


Stand

  • Far A/B are whiff/cancel-able
  • Far C has good reach and priority, nice poke attack if you space it


Crouch

  • cr.A/B/D are whiff/cancel-able
  • Crouch A/B are chain-able
  • Crouch C does two hits and knocks down, if you space it you can avoid knocking them down
  • Crouch D knocks the opponent down


Jump

  • Jump B crosses up
  • Jump C is a very good meaty attack/jump-in
  • Jump A works a lot like j.C except with less range and priority
  • Jump D has good range so it can be as an air-to-air, it's also an instant overhead


Blowback Attack

  • CD comes out fast but the range is short, whiff/cancel-able
  • Jump CD stays out for a good bit and the hitbox stretches to his other arm


Throw

Minegumo - (b/f+C) close

  • Nameless grabs the opponent then does a shoulder tackle to knock them down
  • Can be broken
  • Regular knockdown


Murakumo - (b/f+D) close

  • Nameless grabs the opponent then throws them over his shoulder and onto the ground, because of the hard knockdown it makes it perfect for throwing the opponent into the corner or setting them up to be hit by his Drill (Kaiten Katatokkan Ougi Rasen) SDM.
  • Can be broken
  • Reverse knockdown
  • Hard Knockdown
  • Combos into: Kaiten Katatokkan Ougi Rasen SDM

Command Moves

Senkou Ikusa Waza Yukikaze - (f + A) [9%]

  • Nameless forms a drill with his left arm then steps forward to hit the opponent six times. It comes out so fast that it can combo from some light normals, gives good frame advantage on block, and if you space it can be used as a safe poke from as far as half-screen away because Nameless steps forward and the hitbox stretches to the end of the drill. However, the drawbacks of this move are that it isn't cancelable at all unless you use it to activate MAX mode, it gives you next to no meter whether you use it in a combo or not, and it surprisingly doesn't chip health or guard meter. It is suggested that you use it after a normal (stand/crouch) or after his Shigure command.
  • Good frame advantage on block
  • Combos from: st./cr.X, Shigure (f+B)
  • Combos into: Max mode activation


Ashi Katana Ikusawaza Shigure - (f + B) [6%]

  • Nameless steps forward to kick the opponent in the face with his left leg. Kinda slow start-up but it goes just as far as his Yukikaze command normal. The special thing about this command normal is that it's freely cancelable into not only special attacks and DM's, but other command normals as well. This move is definitely very unique to Nameless because it helps him string together very powerful moves that many other characters can't do. It does more damage when canceled into, but since it has a slow start-up, it is highly suggested that you use it after a strong normal that does a lot of hit-stun like st.C.
  • Freely Cancelable
  • Combo from: Strong Normals
  • Combo into: Yukikaze (f+A), Shinonome (df+D), Weak Sawarabi (qcf+A), Tsuki (dp+P), Ootori (db/hcb/df+P), and Rasen (d/f/df+ABCD)


Kasanekyaku Ikusawaza Shinonome - (df + D) [7%]

  • Nameless does a slide attack hitting the opponent in the legs. A pretty simple command normal compared to his other two. This move does not knockdown so using it for the sake of using it is out of the question. It also cannot be cancelled outside of Max Mode. This move is strictly used to start Max Mode combos or help them along, so you could call it a "carry move". During Max Mode strings, it can replace the Amagirikata (qcb+D) to switch things up since it hits low. Again, only use this to start a Max Mode combo or in the middle of one.
  • Hits low
  • Combos from: Strong Normals, Shigure (f+B)
  • Combos into: Max Mode activation


Special Moves

Chisou Katame Shutou Ikusawaza Sawarabi - (qcf + P) [A: 6%] [C: 7%]

  • Nameless leans forward to take the glove off his left hand, sending out a large crimson red circular flame that hits multiple times. The weak version comes out quickly making it somewhat spammable and very easy to combo into. Does three to five hits total depending on where you use it (far range, mid-range, close range) and it does not knock the opponent down. The strong version comes out a bit slower making it a lot harder to combo into, rendering it more of an okizeme tool. Does anywhere from one to six hits, but it again varies depending on where you use it, and unlike the weak version, this one does knock down the opponent. The weak version can be a very powerful zoning tool because it comes out really fast, while the strong version, when spaced, works well as an oki move because of its high priority and lasting hitbox. One drawback of this move is that it requires constant spacing if you want to use it in succession. The problem there is that the hitbox shifts constantly, meaning that the time you can expect to hit the opponent is when they're in the middle of the flame as soon as it starts up. If they're right in front of you, you may not hit them at all and then you'll be left wide open to be punished, so remember that. It also builds next to no meter. This move can nullify other projectiles, does a nice amount of chip damage, and both versions are super cancelable on hit.
  • Super Cancelable on hit
  • Nullifies Projectiles
  • Combos from: Strong normals, Shigure (f+B)
  • Combos into: Ootori (db/hcb/df+P), and Rasen (d/f/df+ABCD)


Taikuu Katame Shutou Ikusawaza Yoi Tsuki - (dp + P) [A: 9%] [C: 13%]

  • Nameless takes a step forward and swings his left arm forward to hit the opponent with a red ember flame coming out of his hand, knocking them into the air. Both versions have identical start-up animations, but the properties are a bit different. The weak version only does one hit, while the strong version does two hits and launches the opponent much higher into the air. Both versions do a good amount of guard meter damage, but the strong version does almost double the amount the weak version does. This move can be spaced to avoid being punished and to take advantage of its hitbox, which stretches really far. In terms of combo use, this move mostly shines in Max mode combos because it's the main attack tool. Outside of Max mode, it can be used as your average combo ender. It also has super canceling properties that activate on hit. One option is Ootori (db/hcb/df+P), which, while being very difficult to combo into because of its input, is highly recommended. Your other option is Rasen (d/f/df+ABCD), which isn't really recommended because if you use while they're still airborne, you'll only do 8-12 hits, and if they touch the ground they can safely roll out of the way. It can be used as an anti-air, but the timing is a little awkward. The strong version launches them really high into the air, almost off-screen. The priority this move has is also really good. On reaction, Nameless's dp+A will beat out pretty much every other dp attack in the game that doesn't have a huge amount of auto-guard.
  • Super Cancelable
  • Anti-Air
  • Combos from: Strong normals, Shigure (f+B)
  • Combos into: Ootori (db/hcb/df+P) and Rasen (d/f/df+ABCD)


Kyoushou Katame Shutou Ikusawaza Amagirikata - (qcb + K) [B: 12%] [D:11%]

  • Nameless leaps forward and generates a red arc of fire to hit the opponent in the face once, and thus, acts as an overhead. The weak version comes out quick, knocks down, and can be used as an anti-air with good timing. The strong version on the other hand has a significantly longer start-up and doesn't knock down because of hit-stun. Very little combo use due to long startup times. While it isn't super cancelable, it does have tricks to set-up DMs. This is where the original KoF 2002 "Moon Effect" comes into play. What you have to do is land a strong Amagirikata (which does enough hit-stun to do a follow-up attack) while buffering the DM input during the move. The trick is to press qcb+D, then time it as soon as you touch the ground, so after you hit them, you input "df+P" or "df+ABCD" to finish the input, allowing a DM or SDM to come out. Ootori (db/hcb/df+P) and Rasen (d/f/df+ABCD) work extremely well with this trick so practice and perfect it because it's a very useful method to learn. Both versions also have frame advantage on block. The weak version puts the opponent into a juggled state on counter hit which can allow you to combo into his Zetsuei (db/hcb/df+B/D), which would not be possible otherwise.
  • Overhead Attack (strong version only)
  • Air-borne Attack
  • Weak Counter Hit juggle
  • Combos into: Ootori (db/hcb/df+P) and Rasen (d/f/df+ABCD) when buffered
  • (CH) Only: Zetsuei - (db/hcb/df+B/D) after (qcb+B)

Desperation Moves

Senkou Katame Shutou Ougi Yaku Ootori - (db hcb df + P) [24%]

  • Nameless slams the ground to create a huge blood-red flame that engulfs his entire body. The animation and start-up for both versions are identical, but the strong version has slightly worse recovery, although the move is very unsafe on block anyway. Easily the DM of choice because it has a lot of possibilities. It has an invincible start-up and it eats projectiles thrown at it or already in its hitbox. This move works as an incredible anti-air as it completely destroys anything they try to throw out while airborne. It can be used as a reversal but, make sure the opponent is really high in the air because empty jumps are always an option for the opponent to increase their chances of blocking it. It can destroy opponents that try to roll past you because the flame covers his entire body. Super canceling options go from comboing it from Shigure (f+B), which is rather easy, Sawarabi (qcf+P), which is difficult, Tsuki (dp+P), which is also difficult but highly suggested to learn because it's extremely useful in Max Mode, and strong Amagirikata (qcb+D), which takes advantage of hit-stun to land a free DM without the aid of super canceling. It does a hard knockdown, making comboing into his Rasen (d/f/df+ABCD) SDM very easy. The input is usually difficult for some people so be sure to practice up.
  • Hard Knockdown
  • Nullifies Projectiles
  • Combos from: Shigure (f+B), Sawarabi (qcf+P), Tsuki (dp+P), and Strong Amagirikata (qcb+D)
  • Combos into: Rasen (d/f/df+ABCD)


Kakusan Katame Shutou Ougi Zetsuei - (db hcb df + K) [24%]

  • Nameless takes off his glove to shot invisible projectiles at the opponent hitting them five times, this DM is strictly a standalone move because it doesn't combo into anything but it also doesn't combo from anything either except under certain circumstances, while it isn't suggested this move can be used as an anti-air and upon hitting them it will push them back into the air, this move can be comboed into but only on counter hit, if you manage to get a counter hit with weak Kyoushou Katame (qcb+B) it will put the opponent into a juggled state to follow-up with an attack, for it to work you have to use the "Moon Effect" which requires you to buffer the DM during the qcb+B beforehand in order for the DM to come out fast enough to hit them, the raw damage the DM does is okay but it's strictly up to you whether to use it or not.
  • Combos from: Kyoushou Katame (qcb+B) on counter hit


Super Desperation Moves

Kaiten Katatokkan Ougi Rasen - (d f df + ABCD) [38%]

  • Nameless transforms his left arm into a really big drill hitting the opponent 16-20 times. This move is really good but can also be a real pain to use correctly. The perks this move has is that the hitbox is full screen and it even stretches to the back of Nameless as well, so it can and will hit opponents that are knocked down. However, to get the most out of it, it is suggested that you use a move that does a hard knockdown to prevent safe rolling; his D throw / Close D / and Senkou Katame DM's are great choices because you need to get all twenty hits in to get all the damage out of it. It can also be done after moves that do a lot of hit-stun, so strong Kyoushou Katame (qcb+D) is good, and if you have the meter, then weak Chisou Katame (qcf+A) is a good choice as well, although it isn't really suggested. There are also a variety of uses when the opponent is in the air, but you're likely to miss out on the max amount of damage, and if they try to GCA or safe roll it, then they're going to take some damage no matter what, and if their health is low enough, they can be chipped to death. This move does have it's drawbacks though. If you use the drill while a projectile is traveling towards you, the projectile will hit Nameless and cancel the SDM wasting a huge amount of meter. He can also be countered via counter DM/SDM's, to be honest there's no reason to use this move outside of combos because it already has enough set-ups to prove that just using it out of the blue is a waste of time and frivolous use of meter, the input is very simple so practice comboing into it or using your own or designated set-ups as much as possible.
  • OTG properties
  • Juggle Properties
  • Combos from: Close D, Ura Kumo (D throw), Ashi Katana Ikusawaza Shigure (f+B), Chisou Katame (qcf+P), Taikuu Katame (dp+P), Kyoushou Katame (qcb+D), Senkou Katame (db/hcb/df+P)


HDSM

Saishuu Katame Shutou Higi Rinkou - (hcb hcb + AC) [32%]

  • Nameless takes the glove off of his left hand to form an enormous pillar of fire to rise from the ground with an image of "Isolde" in the flames. This move is pretty much useless because while you can combo into it, the start-up is just way too long. It would also be a decent anti-air if it just wasn't so slow, but you might get lucky if the opponent used a regular jump instead of the usual super jump or hyper hop. The damage isn't too bad but it doesn't warrant using it over a Max Mode combo or his Rasen (d/f/df+ABCD) SDM. This move does have it's good points though. The hitbox takes up about 75% of the screen meaning one mistake can mess them up bad. It also nullifies projectiles and bypasses ones that are already close. Nameless is also invincible during the start-up and the majority of the HSDM, so if you use it to challenge other HSDM's, this will bypass their HSDM completely and will hit them if they're too close. However if their HSDM lasts longer than yours (e.g. Orochi Chris's "Sanagi Yaburi wo, wa mau chou" HSDM) you will get hit because the invincibility wears off as soon as the flame dissipates. A move you should only use wisely and sparingly.
  • Invincibile start-up, and through out the majority of the HSDM


Combos

  • st.C > [8%]
    • df + D [14%]
    • f + A [17%]
    • f + B > [13%]
      • qcf + A [19%]
      • dp + C/A [22%/21%]
      • f + A [22%]
      • DM db hcb df + P {1 stock} [36%]
      • SDM d f db + ABCD {3 stocks} [49%]
    • qcf + A [14%]
    • dp + C/A [20%/16%]
    • DM db hcb df + P {1 stock} [31%]
    • SDM d f db + ABCD {3 stocks} [44%]


  • cr.B X 2 [6%]
    • f + A
    • dp + P
    • df + D
    • DM db hcb df + P {1 stock}


  • qcb + D, [11%]
    • cr.C [22%]
    • f + B ...
    • f + A
    • dp + D
    • dp + P
    • SDM d f db + ABCD {3 stocks}


  • cl.D / CD / j.CD, SDM d f db + ABCD (OTG) [43%/47%/46%] {3 stocks}


  • CD > SDM d f db + ABCD (OTG) (If follow instead of cancel, does more damage, see above.) [40%] {3 stocks}


  • Max Mode & Corner: j.C, st. C (3) > f + A (4) >> dp + C >> qcb + B >> dp + A >> qcb + B >> SDM d f df + ABCD {Max Mode + 1 stock}


  • j.C, st.C (3) > f + B > f + A (4) >> BC, f + B >
    • (dp + A >> dp + C >> qcb + B >>) x 2
      • dp + A >> dp + C >> SDM d f df + ABCD {3 stocks}


  • st. C, f+B, (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) qcb+B, (DC) dp+A, (DC) dp+C, (DC) qcb+K, (DC) dp+C, (SC) db hcb df+P
  • cr. B, f+A (4), (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) dp+A, (DC) dp+C, (DC) qcb+K, (DC) dp+C, (SC) db hcb df+P
  • st. C, f+B, (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) dp+A, (DC) dp+C, df+D, st. D, d/f/df+ABCD
  • cr. B, f+A (4), (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) dp+A, (DC) dp+C, df+D, st. D, d/f/df+ABCD
  • st. C, f+B, (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC), dp+A, (DC) dp+C, df+D, (DC) dp+C, (SC) db hcb df+P, d/f/df+ABCD
  • cr. B, f+A (4), (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC), dp+A, (DC) dp+C, df+D, (DC) dp+C, (SC) db hcb df+P, d/f/df+ABCD
  • Notes

    • As mentioned before Nameless retains the "Moon Effect" that K9999 has in the Original 2002, it's simple landing a sucessful Kyoushou Katame Shutou Ikusawaza Amagirikata (qcb+D) all while buffering the input for which ever DM you wish to use as a follow-up, the trick is to buffer the DM and time it that it'll come out as soon as he touches the ground. This can also work with his weak Kyoushou Katame Shutou Ikusawaza Amagirikata (qcb+B) but it requires a counter hit, landing a counter will also allow you use Kakusan Katame Shutou Ougi Zetsuei (db/hcb/df+B/D) which is isn't possible beforehand because of it's slow start-up.


    • Super Canceling strong Taikuu Katame Shutou Ikusawaza Yoi Tsuki (dp+C) into Senkou Katame Shutou Ougi Yaku Ootori (db/hcb/df+P) requires you to buffer through out the whole move, the trick is to press "db" then do the dp+C without taking you hand of the controller, as soon as you do the dp let go of C then proceed to input the "hcb/df+P" then the DM should come out, it's a very awkward input and has to be done by the second hit, the only way to get it down consistently is to practice.


    Differences between K9999 and Nameless

    The Basics

    Advanced Strategy

    Match-Ups