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

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'''Slide''' - (df + D)
'''Slide''' - (df + D)
* This slide is a low attack. The range of this slide is approximately equal to the range of when she lands from a regular hop. Similar to combo properties of her '''Trap Kick''' which combos only from heavy attacks; in Max Mode, it is cancel-able into her Tornado Kick and Trap Shot. King's slide is only safe on block at it's maximum range, which highly unsafe when used at a point-blank range. You can also activate into Max Mode during it's active frames on hit. The slide's low profile hurtbox can cause King to evade certain standing and jumping attacks aimed high, and evade some projectiles:
* This slide is a low attack. The range of this slide is approximately equal to the range of when she lands from a regular hop. Similar to combo properties of her '''Trap Kick''' which combos only from heavy attacks; in Max Mode, it is cancel-able into her Tornado Kick and Trap Shot. King's slide is only safe on block at it's maximum range, which highly unsafe when used at a point-blank range. You can also activate into Max Mode during it's active frames on hit. The slide's low profile hurtbox can cause King to evade certain standing and jumping attacks aimed high, and evade some projectiles:
::Ryo's qcf+P & hcb+K
::''Ryo's qcf+P & hcb+K''
::Robert's qcf+P
::''Robert's qcf+P''
::EX Robert's [b]~f+P & [b]~f+K
::''EX Robert's [b]~f+P & [b]~f+K''
::Athena's hcb+P & hcf+P
::''Athena's hcb+P & hcf+P''
::Kensou's hcb+P
::''Kensou's hcb+P''
 
::''Orochi Shermie's hcb+P, qcfx2+K''
::''K's qcf+P~f+B''
::''Whip's j. hcb+P, hcb+B''
::''Kula's qcb+K''
::''Foxy's qcf+P''
::''Chang's [P] repeatedly''
::''Lin's qcb+P, qcb+K''
::''Shingo's hcf+K''
::''Yamazaki's qcb+B, stand D''
::''Blue Mary's qcf+A''
::''Billy's f+B, qcf+C''
::''Heidern's charge b~f+P''
::''Takuma's qcf+C, hcb+D''
::EX Takuma's qcf+P
::King's qcf+K
::Mai's qcf+A''
* Does not knock down
* Does not knock down
* dmg 120
* dmg 120

Revision as of 19:00, 4 August 2013

King.jpg

Normals

Close

  • cl.A/B/C/D are cancel-able
  • cl. A is chain-able
  • cl. B hits low
  • cl.C can be used to stop opponents from jumping over your head
  • cl.D hits twice while the first hit is cancel-able which makes it a great combo starter and useful in blockstrings

Standing

  • Far A/B/C/D are not special cancel-able
  • Far A is chain-able into itself
  • Far B is can whiff on some crouching opponents
  • Far A/B/C/D are good standing anti-air normals for hop checking and pre-emptive anti-air
  • Far C and D can be Max Mode bypassed into hcb+K as hcb+BC.
  • Far C and D can whiff on small crouching height opponents

Crouching

  • Crouching A/B are chain-able
  • Crouching B and D hits low and share the same hit-box distance
  • Crouch C is special cancel-able and whiff cancel-able
  • Crouch C is a very good crouching anti-air which can stop hops and jumps if used in advance
  • Crouch D is a really slow sweep and is not whiff cancel-able

Jumping

  • Jump A hits at a downward angle and is good for pre-emptive hop and jump checking
  • Jump B is a good air-to-air but whiffs on some crouching opponents
  • Jump C share the same animation and range as jump A but starts up slower
  • Jump C/D can cross-up but the hit-box is rather small
  • Jump D has a sharp downward angle and is best to use as a air-to-ground attack to start combos or blockstrings, as an instant overhead against opponents who have high crouching heights


Blowback Attack

  • Stand CD has lower body invulnerability, moves her sprite forward a bit, slightly resembles her Venom Strike starting animation, and is whiff and hit cancel-able
  • Jump CD has a swinging hit-box from the top of her head and swings downward at 30 degree angle. It may whiff on some crouching opponents if performed too late.

Throws

Hold Rush: (f + C) close

  • King knees then punches opponent. The opponent is thrown across the 3/4 of the screen away from King.
  • Can be broken
  • Tech-able knockdown
  • dmg 90

Hook Buster: (f + D) close

  • Scissor grab and then flips opponent in opposite direction. The opponent land at the corner of the screen.
  • Can be broken
  • Tech-able knockdown
  • dmg 90

Command Moves

Trap Kick - (f + B)

  • King hops forward and hits with an overhead kick. It has great range, safe on block, invulnerable to low attacks, and combos from heavy attacks. It has rather slow start-up like many other command moves that are overhead attacks which makes it easy to spot on the defensive side. It's obviously not cancel-able at all but it can be used in short blockstrings in the corner to pressure the opponent, which is helpful because it leaves her neutral on block. But careful of 1-frame instant command throws and normal throws if you do plan to use it as an offensive pressure tool. It's best used poke to program and condition your opponent into stand blocking while using it in conjunction with her Slide (df + D) which hits low.
  • Overhead attack
  • Evades low attacks
  • dmg 90

Slide - (df + D)

  • This slide is a low attack. The range of this slide is approximately equal to the range of when she lands from a regular hop. Similar to combo properties of her Trap Kick which combos only from heavy attacks; in Max Mode, it is cancel-able into her Tornado Kick and Trap Shot. King's slide is only safe on block at it's maximum range, which highly unsafe when used at a point-blank range. You can also activate into Max Mode during it's active frames on hit. The slide's low profile hurtbox can cause King to evade certain standing and jumping attacks aimed high, and evade some projectiles:
Ryo's qcf+P & hcb+K
Robert's qcf+P
EX Robert's [b]~f+P & [b]~f+K
Athena's hcb+P & hcf+P
Kensou's hcb+P
Orochi Shermie's hcb+P, qcfx2+K
K's qcf+P~f+B
Whip's j. hcb+P, hcb+B
Kula's qcb+K
Foxy's qcf+P
Chang's [P] repeatedly
Lin's qcb+P, qcb+K
Shingo's hcf+K
Yamazaki's qcb+B, stand D
Blue Mary's qcf+A
Billy's f+B, qcf+C
Heidern's charge b~f+P
Takuma's qcf+C, hcb+D
EX Takuma's qcf+P
King's qcf+K
Mai's qcf+A
  • Does not knock down
  • dmg 120

Special Moves

Venom Strike - qcf + B

  • Fireball
  • dmg 100

Double Strike - qcf + D

  • Double fireball
  • Hits mid
  • 150, if both fireballs connect

Trap Shot - dp + B/D

  • Flip kick followed by multiple kicks
  • dmg 150

Mirage Kick - hcb + A/C

  • Dash forward kick, follwed by several more kicks
  • dmg 130

Tornado Kick - hcb + B/D

  • Flying kick
  • B version hits once, D version hits twice
  • dmg - B: 100; D: 110

Mirage Dance - close hcf + A/C

  • Volley of kicks ended with a knockdown
  • Hits high, mid and low
  • dmg 120


DM

Illusion Dance: qcf hcb + B/D

  • Hop backward follwed by a volley of attacks
  • dmg 210

Surprise Rose: qcf x 2 + B/D

  • Flip kick launcher follwed by a volley of aerial kicks
  • dmg 210


SDM

Illusion Dance - qcf hcb + BD

  • Violent flurry of kicks
  • dmg 310


HSDM

Secret Mirage - f, hcf + BD

  • King's foot glows with blue energy as she delivers a series of violent kicks.


Combos

BnB's

  • cl.D (2), special attack
  • cl.B, hcf+P
  • cr.B, cr.A, dp+K


Super Canceling

  • st.X, hcb+P (3), qcfx2+D


Max Mode Attack Strings

  • (corner) hcb+P (4), qcfx2+D
  • hcf+P (3), dp+K, (mid screen) qcf+D/(corner) qcf hcb+K
  • hcb+P (4), (mid screen) qcfx2+D/(corner) dp+K, qcf hcb+K


Quick Max

  • cl. strong, df+D, (BC), (midscreen) hcb+P (4), qcfx2+D/ (corner) hcb+P (3), dp+K, qcf hcb+K
  • Far C, (BC)(midscreen) hcb+P (4), qcfx2+D/(corner) hcb+P (3), dp+K, qcf hcb+K
  • cr.B, cr.A, cr.B (BC), hcb+P (4),(midscreen) qcfx2+K / (corner) dp+K, qcf hcb+K

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