Difference between revisions of "The King of Fighters 2002 UM/Angel"

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===Unchained Circle Finisher===
===Unchained Circle Finisher===
'''Crown Under Sky''' = f,f+A
'''Crown Under Sky''' = f,f+A
*Angel swings her right arm (right hook) uppercuting the opponent into the air, comes out fast and if you whiff the recovery isn't too bad either, after the initial hit their is a brief pause then the oppone flies into the air, during that brief you are free to super cancel the move into any version of her Loyalty Test For Liberalists DM, can also be used to set-up up her HSDM Survivor's Banquet. 
*Juggles the opponent
*Super Cancel-albe
* Combos from Unchained Links, and Unchained Special Attacks


'''Fullmoon Evening''' = f,f+C
'''Fullmoon Evening''' = f,f+C

Revision as of 19:14, 10 November 2010

Normals

Close

Standing

Crouching

Jumping

Blowback Attack

Throws

Go Go Futen Girl! = b/f+C

  • Can be broken, regular knockdown

Starlit Field = b/f+D

  • Can be broken, reverse knockdown

Command Moves

Senseless Chatter = f+B

  • Angel does a quick swing with her right leg hitting the opponent twice, this command normal has a myriad of uses, from chaining into Unchained Circle combos, to set-ups for her HSDM.
  • Free Cancel-able on the secon hit
  • The First Hit is free cancel-able but only if you cancel into it first.


At Wasteland = d+D in air

  • Angel jumps toward her opponent with flying knee strike, this move doesn't have much use in combos because of it's rather mediocre hit-stun on contact, but it's really useful in her run away game, to elaborate when this move is used during a backdash it will make her jump back farther and faster, the earlier you use it the farther/faster the backdash is.
  • Crosses up, use it during a normal jump aim it so that you have her shin hit the opponents head, after the cross it's suggest that you use her crouch B because it comes fast enough to hit your opponent before they turn around.

Special Moves

Red Sky of Yaponesia = hcb+K

  • Angel quickly dashes towards her opponent (about 80% of the screen) then puts them in a submission knocking them to the ground, combos from her command normal Senseless Chatter, can a be used to catch jumping opponents but some timing is required.
  • Special Attack properties meaning it can be guarded normally despite being a grab
  • Combos from juggle attacks


Mad Murder Roulette = rdp+K close

  • Angel grabs her opponent by the head then does a twirl kick knocking them high into the air, best used in the corner to help keep the pressure on your opponent, it's also the perfect move to use when you want to score a free HSDM, after using the move it will count as a hard knockdown on your opponent meaning they can't recovery roll when they hit the ground, which gives you the advantage to go for the HSDM whether your mid-screen or have them cornered, they are also in a juggled when they're in the air so follow-ups like sh.CD and Red Sky of Yaponesia will work.
  • Grab properties
  • Opponent is in juggled state when airborne
  • Hard Knockdown
  • Combos from light and strong normals


Unchained Circle Starter

Formalists' Blue = df+B

  • Angel steps forward and swings her left leg forward to hit the opponent in the shins, not too bad for an Unchained Circle starter move because it has good range and good recovery.
  • Combos from light and strong normals


Citizens of the World = df+D

  • Angel raises her right leg high into the air to hit the opponent on the head, it's a really good attack but the range is meh and the recovery poor, I would suggest you use it after her stand A to try and throw your opponent off and end up getting hit by an overhead.
  • Overhead Attack
  • Combos from stand A


Senseless Fists = b,f+K

  • Angel does a high kick to her opponent hitting them twice, another very good unchained circle starter move, it has great range (works even when your about a whole body frame away), it doesn't knock them back or onto the ground, it just does a nice amount of hit-stun locking them in place to get from just about anything that comes next, combos from just about all her light/strong normals and her Senseless Chatter command normal, when used on crouching opponents (that aren't guarding) the first hit will whiff but the scond one won't.
  • Combos from most light/strong normals


Reppun Kamui= qcb+P

  • Angel punches the opponent in the stomach, doesn't combo from much of anything because upon activation the move pushes her back, juggles the opponent into the air for a follow-up air Unchained Circle attack, when guarded it does about 15% Guard Crush meter damage and their is a small push back effect.
  • Puts the opponent into a juggled state when they're airborne
  • Combos into all of her high/mid hitting Unchained Circle links, this excludes Train To See Cherry Blossoms and Impotent Symptom.


Beyond Frames = hcf+K

  • Angel dashes forward and when she gets within close normal distance she quickly disappers then re-appears behind her opponent, this move while it doesn't do any damage can be used in many ways, because of Angels un-predictable playstyle using this move can quickly throw your opponent off their concentration which can then allow you to follow-up with an overhead/low attack/etc before they have time to react, if you use it from a full screen away she'll just run forward for a little bit then just stop, the initial dash is not invincible but when she disappears she is but only for a brief moment, if you want to use it to a start a combo try using something your opponent won't pick up in like crouch B or something with a really fast start-up, it can also be used to quickly catch up to your opponent after her Loyalty Test For Liberalists DM, and can be used to set-up her HSDM.
  • Combos from Senseless Chatter and light/strong normals
  • Combos into HSDM Survivor's Banquet


Unchained Circle Links

Bye Bye Rouge = u+P

  • Angel raises her arm into the air striking the opponent in the face, the range is very short so try to use it after moves that knocking the opponent into the air on contact, strictly speaking this move is more of a carrier (to link moves) than a combo starter so you may end up using it only under certain circumstances, it's also super cancel-able but since the move pushes her back none of her DM's are fast enough to catch them before they guard.
  • Super Cancel-able
  • Juggles the opponent
  • Combos from Repuun Kamui (air juggle)
  • Combos from all unchained circle starter moves, althought they keep the opponent grounded afterward


Shelter From Storm = u+K

  • Angel raises her leg into the air hititng the opponent in the face, works the same way as Bye Bye Rouge except with worse range, the combo ops are very limited with this move so if you want to combo into it use it after Reppun Kamui only otherwise you'll just whiff it, it's super cancel-able but you're extremely likely to completely whiff whatever DM you throw out.
  • Juggles the opponent
  • Super Cancel-able
  • Combos from Reppun Kamui (air juggle)


Buggy And Coffin = f+P

  • Angel does a downward fist attack hitting the opponent in the gut, this move comes out at a pretty slow pace but it also has it's perks, it's an overhead attack and it's a carry move (links Unchained Circle moves together), it's also super cancel-able but yeah you'll most likely whiff it.
  • Super Cancel-able
  • Overhead attack
  • Combos from Reppun Kamui (air juggle)


With A Lamp For Pathway = f+K

  • Angel leaps into the air to hit the opponent in the face, comes out fast and it hits high (in the air to be exact), combos from just about all of her Unchained Circle moves, it's also a carry move (juggles during Unchained Circle follow-ups), and it's super cancel-able but the recovery is too long so you'll whiff it, links from all of her Unchained starter moves but works best after her Citizens of the World overhead attack.
  • Super Cancel-able
  • Combos from Reppun Kamui (air juggle)
  • Combos from all Unchained Starters


Train To See Cherry Blossoms = d+P

  • Angel crouches low to the ground to punch the opponent in their feet, comes out very fast and the range is good because Angel moves forward slightly upon activation, hits low to the ground, it's not a carry but can be used as a make-shift combo because it links into all versions of her Loyalty Test For Liberalists DM, can also be whiff canceled into some of Unchained Circle finishers, if the opponent guards the first part of the Unchained Circle Starter this move will so keep that in mind.
  • Hits low
  • Super Cancel-able
  • Combos from all Unchained Starters


Impotent Symptom = d+K

  • Angels jumps forward to kick the opponent in the legs, the start-up a little long but it's still a good move regardless, works a lot like Train to See Cherry Blossoms except with more range, hits low to the ground, it isn't a carry move but it links into her all versions of her Loyalty Test For Liberalists DM, be aware that it's never a good idea to spam this move because the opponent may catch on so keep that in mind.
  • Hits low
  • Super Cancel-able
  • Combos from all Unchained Starters


Unchained Circle Special Move

Omogatoki = b/N/f+BCD

  • Angel jumps into the air, twirls for a second then lands on her feet, she is completely invincible during the twirl, this move is mostly used cancel out any Unchained Move you used on accident, or to eliminate whatever amount of recovery frames you would've had to deal with afterward, there are three versions of this move, the b+BCD version makes her twirl backwards, the neutral BCD version makes stop on her feet in general, the f+BCD version makes her twirl and jump forward, useful for throwing the opponent of their balance or to just play mindgames.
  • Super Cancel-able
  • Combos from Unchained Circle Links
  • Combos into Unchained Finishers


Unchained Circle Finisher

Crown Under Sky = f,f+A

  • Angel swings her right arm (right hook) uppercuting the opponent into the air, comes out fast and if you whiff the recovery isn't too bad either, after the initial hit their is a brief pause then the oppone flies into the air, during that brief you are free to super cancel the move into any version of her Loyalty Test For Liberalists DM, can also be used to set-up up her HSDM Survivor's Banquet.
  • Juggles the opponent
  • Super Cancel-albe
  • Combos from Unchained Links, and Unchained Special Attacks


Fullmoon Evening = f,f+C

State Of Heat Haze = f,f+K

Cosmic Futen Swing = qcb+A

Lost Homeland = qcb+C

Beyond Frames = hcf+K

Desperation Moves

Loyalty Test For Liberalists = b, dp+P


Super Desperation Moves

Loyalty Test For Liberalists = b, dp+AC

Winds Fairground = b, dp+BD (counter)

Blue Monday Parade = b, dp+BD (anti-air counter)


HSDM

Survivor's Banquet = d,d,d+CD

Combos

(UC) = Unchained Circle Move

(UCF) = Unchained Circle Finish Move

  • cr.B, cr.A, b f+K, (UCC) f+B, (UCF) qcf+C
  • cr.C, df+B (whiff), (UCC) f+B, (UCC) hcf+B, (UCC) f+B, (UCF) f f+B
  • cl.D, f+B (1), df+B, (UCC) d+P, b dp+P
  • cl.D, f+B (1), (BC run), st.A, b f+K (1), (UCC) d+P, (UCF) f f+A, b dp+AC