The King of Fighters 2002/K9999

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KANEDAAAAAA!!

General Info

All of K9999's normals take 1 frame longer to register as a hit. As a result, the frame advantage gained from attacks hitting or being blocked, is one frame higher than with every other character in the game, yet the hitstun is not higher than usual.

Crouch height: Medium
Jump: 5/33/1
Hop: 5/24/1
Dash: 3/10~∞/4
Backdash: 3/12/4
Wakeup: 21 frames
Recovery roll: 22 frames

Stand Crouch Jump Grab Run
K4902 stand.png K4902 crouch.png K4902 jump.png K4902 grab.png K4902 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
K4902 colorA.png K4902 colorB.png K4902 colorC.png K4902 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/3/10 0/-2 R,C,S,Su HL
K4902 clA.png
Snkb.gif 4/3/8 +2/0 R,C,S,Su HL
K4902 clB.png
Snkc.gif 6/1*1*2/15 +4/+2 C,S,Su HL
K4902 clC1.png
K4902 clC1.png
K4902 clC2.png
Snkd.gif 16/2[2]2+2/11 KD/0 H
K4902 clD1.png
K4902 clD2.png
K4902 clD3.png
Standing Far
Snka.gif 4/3/10 0/-2 R,C,S,Su HL
K4902 stA.png
Snkb.gif 4/4/7 +2/0 S,Su HL
K4902 stB.png
Snkc.gif 9/2*2*2*2*2*3/14 +3/+1 HL
K4902 stC1.png
K4902 stC2.png
K4902 stC3.png
Hits normally, no extra frame advantage.
K4902 stC4.png
K4902 stC5.png
K4902 stC6.png
Snkd.gif 5/3/22 -4/-6 HL
K4902 stD.png
Snkc.gif + Snkd.gif 16/8/14 KD/+1 C,S,Su HL
K4902 stCD.png
Crouching
Snka.gif 3/3/8 +2/0 R,C,S,Su HL
K4902 crA.png
Snkb.gif 4/2/8 +3/+1 R,C,S,Su L
K4902 crB.png
Snkc.gif 8/2(2)2/15 KD/+2 HL
K4902 crC1.png
K4902 crC2.png
Snkd.gif 6/14/14 +1/-1 C,S,Su,Fi L
K4902 crD.png
27 frames of hitstun / 25 frames of blockstun. Counts as a special move.
Jump
Snka.gif 15/[2(2)]*n/- -/- H
K4902 jA.png
Snkb.gif 6/7/- -/- H
K4902 jB.png
Snkc.gif 14/[1*1*1][1*1*1][1*1*1][1*1*1][1*1*1][1*1*1*1]/- -/- H
K4902 jC1.png
K4902 jC2.png
Snkd.gif 11/4/- -/- H
K4902 jD.png
Snkc.gif + Snkd.gif 16/8/- KD/- HL
K4902 jCD.png
Neutral Jump
Snka.gif 15/[2(2)]*n/- -/- H
K4902 juA1.png
K4902 juA2.png
Snkb.gif 6/7/- -/- H
K4902 jB.png
Snkc.gif 14/[1*1*1][1*1*1][1*1*1][1*1*1][1*1*1][1*1*1*1]/- -/- H
K4902 jC1.png
K4902 jC2.png
Snkd.gif 11/4/- -/- H
K4902 jD.png
Hop
Snka.gif 12/[2(0)]*n/- -/- H
K4902 hA.png
Snkb.gif 6/13/- -/- H
K4902 jB.png
Snkc.gif 13/3(3)3/- -/- H
K4902 hC.png
Snkd.gif 10/3/- -/- H
K4902 hD.png
Snkc.gif + Snkd.gif 12/7/- -/- HL
K4902 hCD.png
Command Normals
f + Snka.gif 11/2*2*2*2*2*3/14 KD/+1 Su HL
K4902 fA1.png
K4902 fA2.png
K4902 fA3.png
Hits normally, no extra frame advantage.
K4902 fA4.png
K4902 fA5.png
K4902 fA6.png
Special Moves
qcf + Snka.gif (11, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 8),(14, 2, 2, 2, 21) HL
K4902 qcfA1.png
K4902 qcfA2.png
Acchihe itteroo! - qcf + P
  • Creates a wave of energy in front of him, doing about five hits
  • qcf + C travels further than qcf + A but comes out way slower
  • Negates normal projectiles, except for Robert's
  • Supercancellable on all hits
  • Free cancellable into
  • Free cancellable out of on all hits
qcf + Snkc.gif (20, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 6),(23, 2, 2, 2, 27) HL
K4902 qcfC1.png
K4902 qcfC2.png
qcb + Snkb.gif 25/4/ 9 HL
K4902 qcbB.png
Kudakeroo! - qcb + K
  • K9999 jumps forward with a flame in front of him
  • qcb + D is an overhead, can be followed up by a combo if it hits
  • qcb + D can easily jump over ground projectiles as it jumps higher and further
  • qcb + B has some invincibility as he is coming down
  • Free cancellable into
qcb + Snkd.gif 33/1/4 H
K4902 qcbD.png
dp + Snka.gif 10/10/36 KD/-28 Fi,Fo HL
K4902 dpA.png
Wareroo! - dp + P
  • dp + A is a reasonably fast anti-air, although dp + C is far too slow to be useful on reaction
  • dp + A can hit behind K9999, thus it is reasonable good against crossup attacks
  • Supercancellable on all hits
  • Free cancellable into
  • Free cancellable out of
  • Can negate normal and DM projectiles
  • dp + A Invincibility: Complete startup.
  • dp + C Invincibility: Frame 1-12.
dp + Snkc.gif 20/10/37 KD/-29 Fi,Fo HL
K4902 dpC.png
DMs

db,hcb,df + Punch.gif

9/3+3+3+2+1+18/12+39 KD/-61 HL
K4902 pretzelP1.png
K4902 pretzelP2.png
Tsuki...(Moon) - db hcb df + P
  • A great anti-air that covers a circular region around K9999 (including behind him)
  • Comes out relatively quickly, only problem with it is that the motion is not that easy to do on reaction.
  • Negates normal projectiles
  • Invincibility: Frame 1-20
  • Is able to negate fireballs in the first twelve frames of recovery.

db,hcb,df + Kick.gif

21, 12, 3, 12, 3, 12, 3, 21, 3, 17+54 HL
K4902 pretzelK.png
Temee mo oucchimae!! - db hcb df + K
  • K9999 transforms his arm into a gun and fires 5 shots (9 shots if you are about 4/5 of a full screen away from the opponent) horizontally. Each shot can negate normal and DM projectiles
  • Startup is usually bit too much to combo off anything but it is fast enough to easily punish fireballers
  • Generally unpunishable if the opponent blocks all attacks. However, the opponent can guard roll on the second last hit, making the last hit whiff, and giving them more than enough time to run forward and punish
SDM

d,f,df + Snka.gif + Snkb.gif + Snkc.gif + Snkd.gif

8+6+2, 2+2, 0, 2, 0, 1, 2+2, 2, 2, 2, 0, 2, 2+2, 2, 2, 2, 0, 2, 2+2, 2, 2, 2, 0, 2, 2+2, 2, 2, 2, 0, 2, 2+2, 2, 2, 1, 1, 1, 7+41 HL
K4902 SDM1.png
Chikara ga...katte ni...uwaaaa!! - d,f,df + ABCD
  • Generally unpunishable if the opponent blocks all attacks. However, the opponent can guard roll on the 12th-16th hit, making the last the rest of the hits whiff, giving him more than enough time to run up and punish. If the SDM is rolled too early, then the last hits will still hit the opponent
  • Has a tendancy to hit behind K9999, thus it can catch people rolling behind K9999 when he does it
K4902 SDM2.png
HSDM
j.[f,b]x4 ( 7+3+2+34 + 3+8, 57}, 14 + ~ + 11), 15 hit (1, 3), (1, 4), (1, 3)*6, (1, 7)*3, (1, 3)*3, (1, 1) + 14 , 30 hit (1, 1), (1, 2), (1, 1), (1, 3), (1, 1, 1, 2)*6, (1, 3, 1, 5)*2, (1, 3), (1, 4), (1, 1, 1, 2)*3, (1, 1), (1, 0) + 14 HL
K4902 HSDM.png
Kore wa, maru de....!! - (f.b)x4(air)
  • Most of the motion can be done on the ground, then the final "f b" can be done during a backdash
  • It does good chip damage and hits fullscreen, but has very slow startup, and very bad recovery. Not really worth using, his SDM is much more useful.

Short Movelist

  • f + A


  • qcf + P


  • dp + P


  • qcb + K (D: Overhead.)


  • DM db hcb df + P


  • DM db hcb df + K


  • SDM d f df + ABCD ("Anywhere jungle".)


  • HSDM air b f b f b f b f (Hit anywhere on the screen.)

Notes

Cancellable moves

  • Close: A, B, C (1-3)
  • Far: A
  • Crouch: A, B
  • Jump: A (1+), C (1+)


  • CD is cancellable into command moves, specials and DMs.


  • f + A (1-3) is cancellable, but only on DMs.

Super cancellable moves

  • qcf + P
  • dp + P

Free cancellable into moves

  • cr.D
  • qcf + P
  • dp + P
  • qcb + K

Free cancellable out-of moves

  • cr.D
  • qcf + P
  • dp + P (A: may be free cancelled into dp + C.)

Moves with Invincibility

  • dp + A (Full: startup.)
  • dp + C (Full: startup (1st part).)
  • qcb + K (Full: as he is coming down.)
  • DM db hcb df + P (Full: startup & active (1st part).)
  • SDM d f df + ABCD (Full: startup & active (1st part).)

Moves with autoguard

(none)

Other Notes

  • cr.D is considered a special attack (you may cancel CD and other cancellable normal attacks into it and it is a free cancellable into on Max Mode). And is the only cr.D that does not cause knockdown.


  • cl.D is an overhead and hard knockdown.


  • cr.C (2) causes knockdown.


  • j.A and j.C are multihit attacks.


  • the hcb in DM db hcb df motions can not be shortcutted by omitting the diagonals

Combos

Basic Combos

  • cl.C (3) >
    • SDM d f df + ABCD {Max mode + 1 stock}
    • f + A (1-3) > db hcb df + P {33%} {1 stock}
    • DM db hcb df + P {1 stock}
    • f + A [19%]
    • qcf + A [16%]
    • cr.D [15%]


  • cr.A / cr.B >
    • DM db hcb df + P
    • dp + A (Very close.) [14%]
    • cr.D [11%]


  • cr.A / cr.B x 2 >
    • DM db hcb df + P
    • cr.D


  • qcb + D,
    • walk, any combo above
    • DM db hcb df + P {35%}


  • Early on opponent wakeup or from very far: cr.D, DM db hcb df + P {33%}


  • f + A (1-3) > db hcb df + P {33%} {1 stock}

Maxmode

  • Corner: cr.B > cr.D >> BC, run,
    • cl.C (3) > f + A (5) >> dp + A >> qcf + C (?) >> dp + A >> dp + C, DM db hcb df + P
    • cr.B > dp + A >> dp + C >> cr.D (whiff), dp + A >> dp + C >> cr.D (whiff), db hcb df + P


  • Already in Max Mode: dp + C >> qcb + B (whiff), DM db hcb df + P (in opposite direction) {40%}


  • cl.D >> BC, SDM d f df + ABCD (immediately after BC) {55%}


  • Already in Max Mode: D throw / C throw / CD / j.CD, SDM d f df + ABCD {55%}

Attack Strings

  • cl.C (3) > qcb + D, cl.C (3) > qcf + A


  • cl.C (3) > qcb + B, qcf + A


  • CD >
    • cr.D
    • qcb + B, qcf + A


  • Max Mode: cl.D >> cr.D >> qcb + B

Strategies

  • K9999 has fairly useful tools to fight off fireball-happy characters. His qcb + D can be used to easily jump over ground projectiles on reaction and if close enough, and done quickly enough, it can punish them. qcf + A is also fast and can negate ground and air projectiles in front of K9999 (with the exception of DM projectiles, and Robert's qcf + P). The best option against a fireball though, would be using his DM db hcb df + K on reaction. It will fire 5 times normally (9 if you are about 3/4 of a full screen distance from the opponent). Thus, the first shot will negate the projectile, and the remaining shots will hit. His DM db hcb df + K can be somewhat difficult to do, so it is important to practice executing this move consistently and as quickly as possible.
  • While his DMs are hard, if you can learn to do them pretty quickly they can be of great use. His gun DM db hcb df + K will negate and go through normal and DM projectiles. The sphere DM db hcb df + P is a great anti-air, as it is invincible and quick (although not as quick as Athena's DM hcb hcb + P). The gun DM can be used as an anti-air as well, but it is not guaranteed that all of the hits will make contact, and the opponent may have the opportunity to punish you. Once again, it is imperative that you practice doing these two DMs as quickly as possible on reaction, otherwise they will not be of use.
  • A good anti-wakeup that K9999 has is his qcf + A. If spaced a bit, and done early on the opponent's, he will usually be forced to block it for some chip damage. K9999 will have a frame advantage and be able to followup with a variety of things such as far C or another qcf + A or crouch D or any attack other attack string. Fast wakeup anti-airs such as Iori's dp + C, will trade hits with the qcf + A. If he does use such counters, you can try baiting him into doing it by throwing out the qcf + A even earlier, such that it whiffs and you are able to block before he has the chance to use a dp + C.


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