The King of Fighters 2002 UM/Angel

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Angel.jpg

Normals

Close

Standing

Crouching

Jumping

Blowback Attack

Throws

Go Go Futen Girl! - b/f+C

  • Angel does a quick combo that consists of a few hits then uppercuts them away.
  • Can be broken, regular knockdown


Starlit Field - b/f+D

  • Angel dashes behind her opponent then hops onto of their neck then slits their throat.
  • 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 Cancellable on the second 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, because instead of anticipating a stand A they'll get hit by an overhead (mind games), this move also has complete lower body invincibility so keep that in the back of your head when you use this move.
  • Overhead Attack
  • Lower Body Invincibility
  • Combos from stand A when whiffed


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 and Senseless Chatter command normal


Reppun Kamui - qcb+P

  • Angel stomps the ground making energy float up from below her then she 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 there is still a small push back effect, there is also a difference between the weak and strong versions, the weak version pushes her back after execution, the strong version however doesn't push her back as far making it more useful in Unchain Links combos.
  • Puts the opponent into a juggled state when they're airborne
  • Stronger version doesn't push back as far
  • 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 Cancellable
  • 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 opponent 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-able
  • Combos from Unchained Links, and Unchained Special Attacks


Fullmoon Evening - f,f+C

  • Angels swings her right arm (right hook) again except this time she aims for the opponents face knocking them away, comes out a bit slower than Crown Under Sky but it's just as powerful, after the initial hit they freeze for about half a second then the opponent flies away across the screen, unlike the previous move this one is not super cancel-able on hit
  • Whiff Super Cancel-able
  • Combos from Unchained Links, and Unchained Special Attacks


State Of Heat Haze - f,f+K

  • Angel swings both her legs in a cartwheel like fashion and hits the opponent three times (once with one leg, then two more times with the other), good start-up and range, the recovery isn't too bad either because it pushes her back afterward, the 2nd and 3rd hits of this move are considered overheads, can be used to set-up her HSDM Survivor's Banquet.
  • Overhead Attack, 2nd and 3rd hit only
  • Hard Knockdown


Cosmic Futen Swing - qcf+A

  • Angel jumps forward on top of the opponents head, poses, then she cuts the opponents throat,she switches sides with the opponent after the throw, poor reocvery if whiffed but the range of the jump is still good so may get lucky, works best when the opponent is in the corner or after a move with a chunk of hit-stun.
  • Grab Properties
  • Combos from Unchained Links, and Unchained Special Attack


Lost Homeland - qcf+C

  • Angel grabs the opponent then kicks off of them, the whiff animation is really short so it's not a big deal if you miss with it, the initial start-up is pretty much instant, combos from most Unchained Links as long they aren't already being juggled in the air beforehand.
  • Grab Properties
  • Combos from Unchained Links


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 (as refered to above), this move version is specifically a combo ender but can be used for reset combos as well, it can still be used to set-up her HSDM like the Unchained Starter version.
  • Combos from Unchained Links
  • Combos into HSDM Survivor's Banquet

Desperation Moves

Loyalty Test For Liberalists - b, dp+P

  • Angel dashes toward her opponent and when she hits them she does a combo (mostly consisting of Unchained Moves) ending with a uppercut knocking the opponent away, the strong version has a significantly faster start-up than the weak version, combos from the majority of her Unchained Starter/Links/Finishers and her Senseless Chatter command move, the distance Angel goes to start the DM goes about 55% of the screen but the actual dash goes full screen, to gauge the distance of the start-up of the DM is blue after image she makes when she runs toward them, as soon as the blue after image goes away she slides toward her opponent (which is the recovery part of the DM) leaving her wide open to be punished, when guarded she'll just run right into them giving the opponent some frame advantage, it does work against airborne opponents but you can't use any Unchained Circle move to juggle into it without super canceling otherwise you'll whiff it, because the finisher knocks the opponent away you can use this to your advantage, if you use it in the corner it can help set-up her HSDM Survivor's Banquet and if done midscreen just use Beyond Frames to catch up with them then do the HSDM but make sure you don't forget to buffer it during the Beyond Frames.
  • Combos from Unchained Starter/Links/Finishers, and Senseless Chatter Command Normal

Super Desperation Moves

Loyalty Test For Liberalists - b, dp+AC

  • Angel dashes toward her opponent and when she hits them she does a combo (mostly consisting of Unchained Moves), does a Starlit Field grab (to switch sides with the opponent), followed up with a State of Heat Haze to a Fullmoon Evening hitting the opponent in the spine knocking them to the other side of the screen, combos from the majority of her Unchained Starter/Links/Finishers and her Senseless Chatter command move just like the normal version, the special does more damage, the distance Angel goes to start the DM is fullscreen now instead of halfway and if the opponent jumps over her she'll continue to run for a brief moment, the blue after image is still their and can be used to gauge just how far the start-up goes, as soon as the blue after image goes away she slides toward her opponent (which is the recovery part of the DM) leaving her wide open to be punished, however this particular version of the move doesn't make Angel slide unless the opponent guards the start-up, and even if they the do the slide (recovery) afterward is still pretty short, it does work against airborne opponents like the previous version but you can't use any Unchained Circle move to juggle into it without super canceling otherwise you'll whiff it.
  • Combos from Unchained Starter/Links/Finishers, and Senseless Chatter Command Normal


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
  • j.C (cross-up), st.Bx6
  • cl.B, f+B (1), df+B, f+K, qcf+C

Frame Specifics

Frame Data

Close Normals

cl.A - 4 (5)

cl.B - 3 (4)

cl.C - 8 (10)

cl.D - 10 (12)


Far Normals

st.A - 4 (5)

st.B - 3 (4)

st.C - 6 (11)

st.D - 13 (15)

CD - 14 (14)


Crouch Normals

cr.A - 3 (4)

cr.B - 3 (4)

cr.C - 8 (11)

cr.D - 8 (10)


Jump Normals

j.A - 5 (6)

j.B - 5 (6)

j.C - 10 (12)

j.D - 8 (9)

j.CD - 11 (12)


Short Hop Normals

sh.A - 5 (6)

sh.B - 5 (6)

sh.C - 9 (10)

sh.D - 9 (11)


Neutral Jump Normals

nj.A - 5 (6)

nj.B - 5 (6)

nj.C - 10 (12)

nj.D - 9 (11)


Super Jump Normals

sj.CD - 9 (11)


Command Normals

At Wasteland (d+D) in air - 7 (9)

Senseless Chatter (f+B) - 5+2 (6+2)


Throws

Go Go Futen Girl! (b/f+C) - 9

Starlit Field (b/f+D) - 10


Special Attacks

Red Sky of Yaponesia - 9 (9)

Mad Murder Roulette - 9


Unchained Starters

Formalists' Blue (df+B) - 8 (8)

Citizens of the World (df+D) - 8 (8)

Senseless Fists (b,f+K) - 8+3 (8+3)

Reppun Kamui (qcb+A) - 9 (13)

Reppun Kamui (qcb+C) - 10 (14)

Beyond Frames (hcf+K)

[Offensive Tackle] - 9 (10)


Uncahined Links

Train To See Cherry Blossoms (d+P) - 3 (4)

Impotent Symptom (d+K) - 6 (7)

Bye Bye Rouge (u+P) - 3 (4)

Shelter From Storm (u+K) - 3 (4)

Buggy And Coffin (f+P) - 6+2 (7+2)

With A Lamp For Pathway (f+K) - 6 (8)


Unchained Finisher

Crown Under Sky (f,f+A) - 7 (7)

Fullmoon Evening (f,f+C) - 14 (28)

Cosmic Futen Swing (qcf+A) - 14 (14)

Lost Homeland (qcf+C) - 10 (10)

State Of Heat Haze (f,f+K) - 9+4+1 (11+4+1)

DM

Loyalty Test For Liberalists (b, dp+P) - 22 (22)


SDM's

Loyalty Test For Liberalists (b, dp+AC) - 41 (41)

Winds Fairground (b, dp+BD) ground counter - 48

Blue Monday Parade (b, dp+BD) anti-air counter - 46


HSDM

Survivor's Banquet (d,d,d+CD) downed opponent - 49


Frame Advantage

Close Normals

cl.A - 4F (+4F)

cl.B - 2F (+1F)

cl.C - 8F (+1F)

cl.D - 5F (-7F)


Far Normals

st.A - 4F (+4F)

st.B - 2F (+0F)

st.C - 7F (-5F)

st.D - 7F (-5F)

CD - 18F (-1F)


Crouch Normals

cr.A - 5F (+2F)

cr.B - 3F (+1F)

cr.C - 8F (-18F)

cr.D - 12F (+3F)

CD…18F(-1F)


Command Normals

Senseless Chatter (f+B) - 13F (+1F)<[2] Guard>

Senseless Chatter (f+B) Canceled - 14F (-1F)<[2] Guard>


Special Attacks

Mad Murder Roulette - 11F

Red Sky of Yaponesia   [start-up] - 12F

[ground] - (+6F)

[whiff] - (-5F)


Unchained Starter

Formalists' Blue (df+B) - 16F (-1F)

Citizens of the World (df+D) - 17F (-8F)

Senseless Fists (b,f+K)

[start-up] - 10F

[2] - 19F (-2F)


Reppun Kamui (qcb+A) - 15F (-4F)

Reppun Kamui (qcb+C) - 15F (-1F)


Unchained Links

Bye Bye Rouge (u+P) - 13F (-4F)

Shelter From Storm (u+K) - 10F (-6F)

Train To See Cherry Blossoms (d+P) - 12F (-3F)

Impotent Symptom (d+K) - 27F (-7F)

Buggy And Coffin (f+P) - 22F (-6F)<[2] Guard>

With A Lamp For Pathway (f+K) - ?F (-12F)


Unchained Finisher

Crown Under Sky (f,f+A) - 8F (-7F)

Fullmoon Evening (f,f+C) - 26F (No Guard)

State Of Heat Haze (f,f+K) - 17F (-4F)<[3] Guard>


DM

Loyalty Test For Liberalists (b,dp+P) - 5F (-11F)


Angel KOF 2002 Mook

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