The King of Fighters 2002/K'

From SuperCombo Wiki
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
Strengths Weaknesses
  • placeholder
  • placeholder

Movelist

Normals

Far Normals

st.A
Kof.lp.png
K02 stA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 3 3 7 - +2 0 -

st.B
Kof.lk.png
K02 stB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 6 3 14 - -5 -7 -

st.C
Kof.sp.png
K02 stC.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 9 5 26 - -11 -13 -

st.D
Kof.sk.png
K02 stD1.png
K02 stD2.png
K02 stD3.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 12 2+2+3 23 - -11 -13 -

Close Range Normals

cl.A
Kof.lp.png
K02 clA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - R,C,S,Su 3 3 4 - +5 +3 -

cl.B
Kof.lk.png
K02 clB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - R,C,S,Su 4 3 14 - -6 -8 -

cl.C
Kof.sp.png
K02 clC1.png
K02 clC2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - C,S,Su 5 2(2)3 23 - -6 -8 -

cl.D
Kof.sk.png
K02 clD.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - C,S,Su 7 4 26 - -10 -12 -

Crouching Normals

cr.A
D.pngKof.lp.png
K02 crA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - R,C,S,su 4 5 6 - +1 -1 -

cr.B
D.pngKof.lk.png
K02 crB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - R,dp+a 4 4 6 - +2 0 -

cr.C
D.pngKof.sp.png
K02 crC1.png
K02 crC2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - C,S,Su 5 3[3]4 23 - -13 -15 -

cr.D
D.pngKof.sk.png
K02 crD.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - C,S,Su 7 4 26 - KD -12 -

Neutral Jumping Normals

nj.A
U.pngKof.lp.png
K02 jA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 5 5 - - - - -

nj.B
U.pngKof.lk.png
K02 juB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 5 8 - - - - -

nj.C
U.pngKof.sp.png
K02 jC.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - S 6 8 - - - - -

nj.D
U.pngKof.sk.png
K02 jD1.png
K02 jD2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - S 8 3+3 - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
K02 jA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 5 15 - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
K02 jB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 7 12 - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
K02 jC.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - S 6 5 - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
K02 jD1.png
K02 jD2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - S 8 3+3 - - - - -

Hop Normals

HH.A
tap Ub.png/Uf.png+Kof.lp.png
K02 hA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 5 10 - - - - -

HH.B
tap Ub.png/Uf.png+Kof.lk.png
K02 hB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 5 20 - - - - -

HH.C
tap Ub.png/Uf.png+Kof.sp.png
K02 hC.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - S 6 5 - - - - -

HH.D
tap Ub.png/Uf.png+Kof.sk.png
K02 hD1.png
K02 hD2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - S 8 3+4 - - - - -

Blowback Attack

CD
Kof.sp.png+Kof.sk.png
K02 stCD.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - S,Su 11 6 38 - KD -22 -

jp.CD
Ub.png/U.png/Uf.png+Kof.sp.png+Kof.sk.png
K02 jCD.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - S 14 5 - - KD - -

Throws

Spot Pile
B.png/F.png+Kof.sp.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - -

Knee Strike
B.png/F.png+Kof.sk.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - -

Command Normals

1-Inch
F.png+Kof.lp.png
K02 FA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - Su(s) 17(13) 19 20 - KD (-19) -21 -
  • Counterwire, hard knockdown. Free cancellable out of

Knee Assault
F.png+Kof.lk.png
K02 FB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - S 13 (12) 4 (5) 26 - -10 (-11) -12 (-13) -
  • overhead when used raw
  • Knocks down airborne opponent
  • when used in combos, you can only cancel into air special moves

Special Moves

Eins Trigger
Qcf.pngP.png
K02 QcfA.png
A version
K02 QcfC.png
C version
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - Mid - - 11 10 17 - KD -7 -
  • Negates normal projectiles
  • Can be followed up by Second Shot (f + B) or Second Shell (f + D)
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - Mid - - 10 12 20 - -10 -12 -
  • 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)

2nd Shoot
Qcf.png+P.png > F.png+Kof.lk.png
KO2 QcfPfB.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
qcf+Kof.lp.png > F.png+Kof.lk.png - Mid - - 11 17 [1] 27 - KD -1 -
  • Projectile that changes speed depending in on which ein trigger you used
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
qcf+Kof.sp.png > F.png+Kof.lk.png - Mid - - 10 19 [1] 27 - +1 -1 -

2nd Shell
Qcf.pngP.png > F.png+Kof.sk.png
K02 QcfPfD1.png
K02 QcfPfD2.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
qcf+Kof.lp.png > F.png+Kof.sk.png - Mid - - 11 14(1)5+4 26 - KD -4 -
  • Vertical anti-air that knocks opponent into the air for juggles
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
qcf+Kof.sp.png > F.png+Kof.sk.png - Mid - Su 10 14(1)5+4 27 - KD -4 -

Crow Bites
Dp.pngP.png
K02 DpA2.png
K02 DpA3.png
A version
K02 DpC1.png
K02 DpC2.png
K02 DpC3.png
C version
K02 DpCfD1.png
K02 DpCfD2.png
2nd Bites
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - Mid - Su 3 3(4)3+6 16+25 - KD -32 -
  • dp + A is supercancellable on both hits, dp + C is supercancellable on the first two hits on the ground
  • Free cancellable into
  • Free cancellable out of on all hits
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - Mid - Su 7 3(6)3(8)3 3+31+24 - KD -54 Full: startup & active (1st part)
  • 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
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
C ver. F.png+K.png - Mid - - 23 2+3 5+30 - HKD -59 -

Blackout
Qcf.pngK.png
K02 qcfK.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - - - - 32 - - - - - -
  • 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
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - - - - 43 - - - - - -

Minute Spike
Qcb.pngK.png
K02 QcbK.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - Mid - - 17 3 27 - KD -12 -
  • Can be done in the air as well
  • Can be followed up by Narrow Spike (qcb + K)
  • Free cancellable into
  • Free cancellable out of
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - Mid - - 18 3 31 - KD -16 -

Narrow Spike
Qcb.pngK.png+Qcb.pngK.png
K02 2xqcbK.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - Su 6 11 15 - KD -8 -
  • Low attack
  • Supercancellable
  • Free cancellable out of

Air Minute Spike
j.Qcb.pngK.png
K02 JqcbB.png
K02 JqcbD.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - Mid - - 10 3 23 - KD -8 -
  • unlike the grounded version,this cannot be canceled into narrow spike
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - Mid - - 13 4 26 - KD -12 -

Desperation Moves

Heat Drive
Qcf.pngQcf.pngP.png (hold)
K02 2xqcfP1.png
K02 2xqcfP2.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - mid - - 6 (183) 2+11 28 - HKD -23 (HKD) -
  • 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
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - Mid - - 8 (183) 2+25 32 - HKD -41 (HKD) -

Chain Drive
Qcf.pngHcb.pngP.png
K02 QcfhcbP.png
K02 QcfhcbP connect.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - mid - - 1+9 projectile 38 [83] - HKD -33 -
  • 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)
  • be careful when using this super as if it whiffs k' recovers extremely slowly
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - Mid - - 1+9 projectile 39 [85] - HKD -34 -

Super Desperation Move

Chain Drive
Qcf.pngHcb.pngKof.lp.png+Kof.sp.png
K02 QcfhcbAC.png
K02 QcfhcbP connect.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 1+10 projectile 42 [86] - KD -37 -
  • Same properties as qcf hcb + P, except it is not a hard knockdown
  • be careful when using this super as if it whiffs k' recovers extremely slowly

Hidden Super Desperation Move

Crimson Star Road
Qcb.png+Kof.sp.png~Kof.lp.png
K02 QcbCA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Unblockable - - 3+9 10 9+14 - HKD HKD -
  • A must be pressed immediately after C
  • K' travels forward a distance slighty more than his roll

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
  • 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.

Ein trigger bug

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.

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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