The King of Fighters 2002 UM/Movement

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Running

Pressing twice the forward direction, the character will run, and so we maintain the forward direction, it will continue to run. There is a minimum length limit during which your character is completely vulnerable. It is still possible to cancel the ran in a crouch, a special move, a jump (it will become super jump), a hop (it will become a hyperhop) or a roll. But it is impossible to cancel the run by blocking. Once the forward direction is released by running, the character has a few frames of recovery before they can recover or start any other action (recovery varies depending on the characters).

Dash Speed Chart

From fastest to slowest

  • 1. Orochi Leona
  • 2. Choi
  • 3. Heidern
  • 4. Mai
  • 5. Ramon, Andy, Leona
  • 6. Yashiro (Ura)
  • 7. Iori
  • 7.5. Nightmare Geese
  • 8. Kensou (Ura)
  • 9. Kula, Jhun, Kim, Whip, Mary, Shermie (Ura)
  • 10. Mature, Xiangfei
  • 11. Athena, Bao
  • 12. Joe
  • 13. K', Nameless, All of the Kyo's, Foxy, Angel, May Lee
  • 14. King, Robert (Ura)
  • 15. Terry
  • 16. Yuri, Vanessa,
  • 17. Lin, Ralf
  • 18. Benimaru
  • 19. Shingo, Seth
  • 20. Chris (Ura)
  • 21. Yamazaki
  • 22. Ryo
  • 23. Takuma (Ura)
  • 24. Kasumi
  • 25. Vice
  • 26. Clark
  • 27. Maxima
  • 28. Billy
  • 29. Hinako, Chin
  • 30. Daimon
  • 31. Chang

Back Dashing

Pressing twice rear direction, the character will carry a slight leap backward or backdash. The character is in mid-air briefly, so that attacks recieved will reset in the air, and the chracter will be unthrowable. Unlike other fighting games, the backdashes has no invincibility. The period of startup, frames in the air, recovery, and the distance of the backdash, may vary depending on the characters. Keep in mind that that during the frames in the air while you backdash, it is possible to execute certain special moves or command normals executable in the air. Only special moves and attacks that are possible to do at all jump heights can be done during the back dash.


Jumps and Hops

In KOF2002UM (along with nearly all KOF games) there are 4 different types of jumps:

  • Normal jump

This is a basic jump that you've seen in a majority of fighting games. The jump has a very short start-up frames on the ground, and you cannot be thrown out them. It is still possible to take a hit on the ground during a jump start, so be careful.

  • Hop

This is a short version of the normal jump. Just lightly press (or flick your joystick) the direction of the jump to hop. Some players press the downward direction after jumping to make sure the hop doesn't turn into a normal jump, but it is not mandatory. The startup is the same as the normal jump (very short), but the height and distance traveled is much less.

  • Super jump

If you cancel a run (or dash) by a jump, you get a super jump. Or if you press down quickly after normal jump, you can super jump. The super jump is recognizable by the effect of doubling the sprite (looks like trails or ghosts) of a character during the jump. The distance traveled by this jump is 1.5 times larger than a normal jump, and the character moves faster in the air. The startup of this jump, however, is longer than a normal jump. Also note that the startup of the super jump frames are throwable. You cannot neutral super jump (super jump straight up).

  • Hyper hop

Pressing the down direction before performing a small jump, or cancel a run by a hop, you will hyper hop. The hyper hop is recognizable by the effect of doubling the sprite of character during the jump. The distance traveled by this kind of jump is 1.5 times larger than a hop, and the character moves faster in the air. The startup of this jump, however, is longer than that of a hop. The start up frames of the hyper hop are throwable and you cannot neutral hyper hop.

For a visual explanation on jumping and hopping, check out this tutorial video

Rolling

Pressing A + B to roll forward or back A + B to roll away from your opponent when standing. You will be invincible in the first frame of the roll, but has a recovery at the end of the animation which is fully punishable. Remember, the roll is fully vulnerable to throws throughout its animation, and it is impossible to throw break them. Don't let your opponent try to roll through you while you're standing or crouching, learn to throw them on reaction. Rolling can be a good defensive solution, but it can expose you to heavy punishment at the end of it, so try to be careful using them and do not abuse it.

It is possible to perform a "Super Roll" by just canceling a run to a roll (any frame, even the first). It crosses a longer distance, but will last longer than a normal roll, so use with caution. The length of the roll, the recovery and the distance can vary per character.

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