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

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Ashi Katana Ikusawaza Shigure - f + B
Ashi Katana Ikusawaza Shigure - f + B
*Nameless steps forward to kick the opponent in the face with his left leg, kinda slow start-up but it goes just as far as his Senkou Ikusa Waza Yukikaze command normal, the special thing about this command normal is that it's free cancel-able into not only special attacks and DM's but other command normals as well, this move is definetly very unique to Nameless because it helps him string together very powerful many other characters can't do, it does more damage when canceled into but since it has a slow start-up it is highly suggested that you use it after a strong normal that does a lot of hit-stun, st.C works just fine
*Nameless steps forward to kick the opponent in the face with his left leg, kinda slow start-up but it goes just as far as his Senkou Ikusa Waza Yukikaze command normal, the special thing about this command normal is that it's free cancel-able into not only special attacks and DM's but other command normals as well, this move is definetly very unique to Nameless because it helps him string together very powerful many other characters can't do, it does more damage when canceled into but since it has a slow start-up it is highly suggested that you use it after a strong normal that does a lot of hit-stun, st.C will work just fine
*Free Cancel-able
*Free Cancel-able
*Combo from: Strong Normals
*Combo from: Strong Normals
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Kasanekyaku Ikusawaza Shinonome - df + D
Kasanekyaku Ikusawaza Shinonome - df + D
*Nameless does a slide attack hitting the opponent in the legs, a pretty simple command normal compared to his other two, this move also does not knockdown so using it for the sake of using it is out of the question, to put it bluntly this move is strictly used to start Max Mode combos or help them along so you can call it a "carry move", outside of this Max mode this move is likely to never get used because it doesn't knockdown and it isn't cancel-able, but in terms of Max Mode this mode can start them on hit then go from their, and while amidst the canceling it can be used in place of the Kyoushou Katame (qcb+D) because in some cases you may need to switch it up, and it hits low so if you get a hit in there's your chance.
*Hits low
*Combos from: Strong Normals, Ashi Katana Ikusawaza Shigure (f+B) 
*Combos into: Max Mode activation


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

Revision as of 18:53, 2 December 2010

Nameless2002UM.png


Normals

Close

  • cl. A/B/C are cancel-able
  • cl.A/B are chain-able
  • cl.C does three hits, it's also cancel-able on any hit, great combo starter
  • cl.D knocks the opponent down
  • cl.D is also an overhead, and does hard knockdown


Stand

  • Far A/B are whiff/cancel-able
  • Far C has good reach and priority, nice poke attack if you space it


Crouch

  • cr.A/B/D are whiff/cancel-able
  • Crouch A/B are chain-able
  • Crouch C does two hits and knocks down, if you space it you can avoid knocking them down
  • Crouch D knocks the opponent down


Jump

  • Jump B crosses up
  • Jump C is a very good meaty attack/jump-in
  • Jump A works a lot like j.C except with less range and priority
  • Jump D has good range so it can be as an air-to-air, it's also an instant overhead


Blowback Attack

  • CD comes out fast but the range is short, whiff/cancel-able
  • Jump CD stays out for a good bit and the hitbox stretches to his other arm

Throw

Kobushi Kumo - b/f+C

  • Nameless grabs the opponent then does a shoulder tackle to knock them down
  • Can be broken
  • Regular knockdown


Ura Kumo - b/f+D

  • Nameless grabs the opponent then throws them over his shoulder and onto the ground, because of the hard knockdown it makes it perfect for throwing the opponent into the corner or setting them up to be hit by his Drill.
  • Can be broken
  • Reverse knockdown
  • Hard Knockdown
  • Combos into: Kaiten Katatokkan Ougi Rasen

Command Moves

Senkou Ikusa Waza Yukikaze - f + A

  • Nameless forms a drill with his left arm then steps forward to hit the opponent six times, it comes out fast to the point that it can combo from some light normals, gives good frame advantage on block, and if you space it can be used as a safe poke from as far as half-screen away because Nameless steps forward and the hitbox stretches to the end ofthe drill, however the drawbacks for this move inlucde that it isn't cancel-able at all unless you use it to activate MAX mode, it gives you next to no meter whether you use it in a combo or not, and it suprisingly doesn't chip health or guard meter, it's suggest that you use it after a normal (stand/crouch) or after his Ashi Katana Ikusawaza Shigure command.
  • Good frame advantage on block
  • Combos from: st./cr.X, Ashi Katana Ikusawaza Shigure (f+B)
  • Combos into: Max mode activation


Ashi Katana Ikusawaza Shigure - f + B

  • Nameless steps forward to kick the opponent in the face with his left leg, kinda slow start-up but it goes just as far as his Senkou Ikusa Waza Yukikaze command normal, the special thing about this command normal is that it's free cancel-able into not only special attacks and DM's but other command normals as well, this move is definetly very unique to Nameless because it helps him string together very powerful many other characters can't do, it does more damage when canceled into but since it has a slow start-up it is highly suggested that you use it after a strong normal that does a lot of hit-stun, st.C will work just fine
  • Free Cancel-able
  • Combo from: Strong Normals
  • Combo into: Senkou Ikusa Waza Yukikaze (f+A), Kasanekyaku Ikusawaza Shinonome (df+D), weak Chisou Katame (qcf+A), Taikuu Katame (dp+P), Senkou Katame (db/hcb/df+P), and Kaiten Katatokkan (d/f/df+ABCD)


Kasanekyaku Ikusawaza Shinonome - df + D

  • Nameless does a slide attack hitting the opponent in the legs, a pretty simple command normal compared to his other two, this move also does not knockdown so using it for the sake of using it is out of the question, to put it bluntly this move is strictly used to start Max Mode combos or help them along so you can call it a "carry move", outside of this Max mode this move is likely to never get used because it doesn't knockdown and it isn't cancel-able, but in terms of Max Mode this mode can start them on hit then go from their, and while amidst the canceling it can be used in place of the Kyoushou Katame (qcb+D) because in some cases you may need to switch it up, and it hits low so if you get a hit in there's your chance.
  • Hits low
  • Combos from: Strong Normals, Ashi Katana Ikusawaza Shigure (f+B)
  • Combos into: Max Mode activation

Special Moves

Chisou Katame Shutou Ikusawaza Sawarabi - qcf + A/C


Taikuu Katame Shutou Ikusawaza Yoi Tsuki - dp + A/C


Kyoushou Katame Shutou Ikusawaza Amagirikata - qcb + B/D

Desperation Moves

Senkou Katame Shutou Ougi Yaku Ootori - db/hcb/df + A/C


Kakusan Katame Shutou Ougi Zetsuei - db/hcb/df + B/D


Super Desperation Moves

Kaiten Katatokkan Ougi Rasen - d/f/df + ABCD


HDSM

Saishuu Katame Shutou Higi Rinkou - hcb x 2 + AC


Combos

  • st. C, f+B, f+A = 22% DMG
  • st. C, f+B, dp+P = 22% DMG
  • st. C, f+B, db hcb df+P = 32% DMG
  • st. C, f+B, d/f/df+ABCD = 50% DMG
  • cr. Bx2~3, f+A = 11~13% DMG
  • st.D, d/f/df+ABCD = 41% DMG
  • (corner BC active) JC, st. C, f+A, dp+C, (DC) qcb+B, (DC) dp+A, (DC) qcb+B, (SC) d/f/df+ABCD
  • JC, st. C, f+B, f+A, (BC) f+B, [dp+A, (DC) dp+C, (DC) qcb+B]x2, (DC) dp+A, (DC) dp+C, (SC) d/f/df+ABCD
  • st. C, f+B, (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) qcb+B, (DC) dp+A, (DC) dp+C, (DC) qcb+K, (DC) dp+C, (SC) db hcb df+P
  • cr. B, f+A (4), (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) qcb+B, (DC) dp+A, (DC) dp+C, (DC) qcb+K, (DC) dp+C, (SC) db hcb df+P
  • st. C, f+B, (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) dp+A, (DC) dp+C, df+D, st. D, d/f/df+ABCD
  • cr. B, f+A (4), (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC) dp+A, (DC) dp+C, df+D, st. D, d/f/df+ABCD
  • st. C, f+B, (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC), dp+A, (DC) dp+C, df+D, (DC) dp+C, (SC) db hcb df+P, d/f/df+ABCD
  • cr. B, f+A (4), (BC) f+B, f+A (4), dp+C, (DC) qcb+D, (DC), dp+A, (DC) dp+C, df+D, (DC) dp+C, (SC) db hcb df+P, d/f/df+ABCD


Notes

Nameless Damage Chart

Close Normals

cl.A - 5 (6)

cl.B - 4 (5)

cl.C - 5+2+1 (6+2+1)

↑Total of 8(9)

cl.D - 12 (14)


Far Normals

st.A - 6 (6)

st.B - 5 (6)

st.C - 5+2+1*4(6+2+1*4)

↑Total of 11(12)

st.D - 11 (13)

CD - 15 (17)


Crouch Normals

cr.A - 2 (2)

cr.B - 3 (4)

cr.C - 9+4 (11+4)

cr.D - 14 (18)


Jump Normals

j.A - 3+1*4 (4+1*4)

j.B - 7 (9)

j.C - 9+4+1*6 (11+4+1*6)

j.D - 10 (12)

j.CD - 14 (14)


Short Hop Normals

sh.A - 2+1*3(2+1*3)

sh.B - 6 (7)

sh.C - 9+4+1 (11+4+1)

sh.D - 10 (12)

sh.CD - 10 (12)


Neutral Jump

nj.A - 3+1*4 (4+1*4)

nj.B - 7 (9)

nj.C - 9+4+1*3 (11+4+1*3)

nj.D - 11 (13)


Command Normals

Senkou Ikusa Waza Yukikaze (f+A)

  • [Breakdown] - 5+2+1*4 (6+2+1*4)
  • [6 Hits] - 11 (12)


Ashi Katana Ikusawaza Shigure (f+B) - 7 (9)


Kasanekyaku Ikusawaza Shinonome (df+D) - 8 (10)


Throws

Kobushi/Ura Kumo - 10


Special Attacks

Chisou Katame Shutou Ikusawaza Sawarabi (qcf+P)

  • [weak] - 3+3+1+3+1 (4+3+1+3+1)
  • [strong] - 3+3+1+3+3+1 (4+3+1+3+3+1)
  • [weak 5 Hits] - 11 (12)
  • [strong 6 Hits] - 14 (15)


Taikuu Katame Shutou Ikusawaza Yoi Tsuki (dp+P)

  • [weak] - 11 (14)
  • [strong] - 11+5 (14+5)


Kyoushou Katame Shutou Ikusawaza Amagirikata (qcb+K) 

  • [weak] - 14 (16)
  • [strong] - 13 (14)


DM's

Senkou Katame Shutou Ougi Yaku Ootori (db/hcb/df+P) - 29 (33)


Kakusan Katame Shutou Ougi Zetsuei (db/hcb/df+K)

  • [Breakdown] - 16+8+3+1*6 (20+8+3+1*6)
  • [5 Hits] - 29 (33)
  • [9 Hits] - 33 (37)


SDM's

Kaiten Katatokkan Ougi Rasen (d/f/df+ABCD)

  • [Breakdown] - 12+5+2+1*16+9 (17+5+2+1*16+9)
  • [16 Hits] - 40 (45)
  • [20 Hits] - 44 (49)


HSDM

Saishuu Katame Shutou Higi Rinkou (hcbx2+AC)

  • [Breakdown] - 19+9+4+1*7 (19+9+4+1*7)
  • [10 Hits] - 39 (39)

Countering DP+A

  • This is a list of Attacks characters can use to counter Nameless's dp+A.

Benimaru

  • qcbx2+K


Orochi Yashiro

  • dp+C(weak version has poor reach)
  • qcfx2+K/BD


Vice

  • hcf+K


Mature

  • hcf+K


K'

  • qcb+K


Joe

  • hcf+D(may have to run forward first)


Terry

  • qcfx2+AC


Hinako

  • d,d+B


Billy

  • hcf+P


Kula

  • qcfx2+P (one hit)


EX Takuma

  • qcf hcb+A/AC
  • f hcf+A/AC


Angel

  • hcb+K


Daimon

  • hcbx2+BD


Kim

  • qcb hcf+K
  • qcb+D(one hit)

Frame Specifics

Frame Advantage

Close Normals

cl. A - 4F (-3F)

cl. B - 5F (-1F)

cl. C [1] - 7F 

  • [3] - (+1F)

cl. D - 17F (-1F)


Far Normals

st. A - 4F (-3F)

st. B - 5F (-1F)

st. C

  • [1] - 10F
  • [All hits] - (-3F)

st. D - 6F (-7F)

CD - 17F (+0F)


Crouch Normals

cr. A - 4F (-1F)

cr. B - 5F (+0F)

cr. C

  • [1] - 9F (+5F)
  • [2] - (+1F)→Stop Hit

cr. D - 8F (-13F)


Command Moves

Senkou Ikusa Waza Yukikaze (f+A) - 10F (+1F)

Ashi Katana Ikusawaza Shigure (f+B) - 14F (-7F)

Kasanekyaku Ikusawaza Shinonome (df+D) - 9F (-2F~+9F)


Special Attacks

Chisou Katame (weak)

  • [1] - 15F 
  • [whole] - (-4F)
  • [end] - (-1F)


Chisou Katame (strong)

  • [1] - 24F
  • [whole] - (-11F)
  • [end] - (-4F)


Taikuu Katame (weak) - 11F (-28F)→Guard

Taikuu Katame (strong)

  • [1] - 11F
  • [whole guard] - (-25F)
  • [end guard] - (-29F)→Distance


Kyoushou Katame (weak) - 26F (+8F)

Kyoushou Katame (strong) - 34F (+16F)


DM's

Senkou Katame (weak) - 10F (-64F)

Senkou Katame (strong) - 10F (-67F)


Kakusan Katame - 20F


SDM's

Kaiten Katatokkan - 17F (-46F)