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

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== Special Moves ==
== Special Moves ==


Unicorn No Kaku - qcf + A/C: a very slow projectile that stun-locks the opponent and then causes a soft knockdown. Gives Foxy enough time to run in from nearly full screen for a combo before the knockdown occurs. She can also land all hits of her qcfx2 + A/C SDM from midrange.
•Unicorn No Kaku - qcf + A/C: a very slow projectile that stun-locks the opponent and then causes a soft knockdown. Gives Foxy enough time to run in from nearly full screen for a combo before the knockdown occurs. She can also land all hits of her qcfx2 + A/C SDM from midrange.


Taiki no Shoukai - dp + B/D: Foxy's teleport moves.
•Taiki no Shoukai - dp + B/D: Foxy's teleport move. She advances toward the opponent, teleport will go through projectiles. She can cancel specials, SDMs and her two command parry moves during the teleport. You can also cancel this within its startup frames as a kara into her Chie No Ki for mixup potential. The move will NOT cross through the opponent even during a hard knockdown.


Planunium - dp + A/C
•Planunium - dp + A/C- two hit dp that causes soft knockdown. Decent AA and reversal with minor upper and lower body invulnerability. First hit can cancel into Song of Swan SDM.


Hajimari no Ki - hcb + A/C
Hajimari no Ki - hcb + A/C

Revision as of 20:06, 28 September 2014

Foxy.jpg

Normal Moves

Close

•cl.A/B/C are cancellable

•cl.A and cl.B chains into lights

•cl.C hits twice, both hits cancellable

•cl.D hits twice and causes hard knockdown

Stand

•none of Foxy’s far standing normals are cancellable.

•most act as situational pokes and anti-air’s

Throws

Daisan No Kagi - Close, b/f + C

Daijuuni no Kagi - Close, b/f + D


Command Moves

No Nanatsu Kinzoku - f + A: Foxy advances slightly with a fast non-cancellable poke. Spacing tool primarily.

No Nanatsu Kobutsu - df + A: Foxy advances with a quick strike that is special and super cancellable, her best midrange confirm tool.

No Junkan Nanajuu - f + B: a parry move like Ryo’s will block jump and mid attacks

No Nanajuu Junryuu - df + B: a parry move like Ryo’s will block lows

Special Moves

•Unicorn No Kaku - qcf + A/C: a very slow projectile that stun-locks the opponent and then causes a soft knockdown. Gives Foxy enough time to run in from nearly full screen for a combo before the knockdown occurs. She can also land all hits of her qcfx2 + A/C SDM from midrange.

•Taiki no Shoukai - dp + B/D: Foxy's teleport move. She advances toward the opponent, teleport will go through projectiles. She can cancel specials, SDMs and her two command parry moves during the teleport. You can also cancel this within its startup frames as a kara into her Chie No Ki for mixup potential. The move will NOT cross through the opponent even during a hard knockdown.

•Planunium - dp + A/C- two hit dp that causes soft knockdown. Decent AA and reversal with minor upper and lower body invulnerability. First hit can cancel into Song of Swan SDM.

Hajimari no Ki - hcb + A/C

┗Noa No Kaoku - A/C

┗Nanajuu no Hoshi - back + B/D

Chie No Ki - qcf + B/D

┗Tsukino Gin - f + A/C

Desperation Moves

Shrödinger No Neko - qcb x 2 + A/C

Hakuchou no Shi- qcf x 2 + A/C

┗Tsukino Gin - f + A/C

┗No Chishiki ki - down + A/C


Super Desperation Moves

No Wakusei Inoru - qcf x 2 + A + C in air


Hidden Super Desperation Move

Mitsubachi - qcf x 2 + B + D


Discussion Threads

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