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

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(Normals)
(Normals)
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* j. D can be used as an air-to-ground attack, and as a jump away ground-to-air against hops and jump-in attacks. It also has a easy cross-up hitbox as well.
 
* j. D can be used as an air-to-ground attack, and as a jump away ground-to-air against hops and jump-in attacks. It also has a easy cross-up hitbox as well.
 
* Neutral j. D is similar to neutral j. C that it hits standing opponents deep twice and jumping opponents once. Use j. A or j. B instead as a neutral jump anti-air to avoid it getting beaten out by the opponents jump attack.
 
* Neutral j. D is similar to neutral j. C that it hits standing opponents deep twice and jumping opponents once. Use j. A or j. B instead as a neutral jump anti-air to avoid it getting beaten out by the opponents jump attack.
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'''Blowback Attack'''
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* Stand CD is a very good grounded anti-air, Bao's hurtbox shrinks down momentarily (there is no invincibility) then releases a massive head butt. Be careful of the slow start-up. Stand CD is not cancel-able either.
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* Jump CD is one of Bao's best air-to-air attacks, just mindful that it can whiff on crouching opponents if performed too early in the hop or jump.
  
 
==Throws==
 
==Throws==

Revision as of 19:53, 16 October 2013

Bao.jpg

Normals

Close

  • cl. A/B/C are cancel-able and hit mid
  • cl. A and B aren't chain-able
  • cl. C has very fast start-up, cancel-able and is good for a close combo starter.
  • cl. D hits twice and isn't cancel-able. It is a very good and easy confirm into Max Mode, and is only special cancel-able in Max Mode. It is also very hard to punish on block because Bao gets pushed back.

Stand

  • st. A/B/C/D all hit mid and are not cancel-able or chain-able.
  • st. A is a short ranged jab which can stop incoming hops at a very close range.
  • st. B hits mid despite its animation.
  • st. C is a shoulder thrust which can stop incoming hops as well but has bad whiff recovery
  • st. D has lower body invincibility which can evade most slides and ground skimming projectiles except for Kusanagi's qcf+P and Iori's qcf+P

Crouch

  • cr. A/C are cancel-able and hit mid.
  • cr. B is chain-able into itself as well as cr.A, st. A, cl. A and st. B.
  • cr. C has a great distance, lowers Bao's hurtbox, and is hit and whiff cancel-able into his ground command normals and specials.
  • cr. D is a sweep that is not cancel-able and has bad whiff recovery.

Jumping

  • j. B/C/D can cross-up a majority of standing and crouching characters
  • j. A is cancel-able into his d+B air command normal. It can also be used as an instant overhead on crouching opponents.
  • Neutral j. A is a downward fist swing which is cancel-able into his d+B air command normal, and has fast start-up like j.A.
  • j. B is a jumping knee attack which is good for air-to-ground offense.
  • Neutral j. B is a jumping side-kick which is good for stopping full jumps in an air-to-air position.
  • j. C is good for jump-in attacks and is a bit harder to cross-up opponents than j.B and j.D
  • Neutral j. C hits standing opponents twice and hits jumping opponents once.
  • j. D can be used as an air-to-ground attack, and as a jump away ground-to-air against hops and jump-in attacks. It also has a easy cross-up hitbox as well.
  • Neutral j. D is similar to neutral j. C that it hits standing opponents deep twice and jumping opponents once. Use j. A or j. B instead as a neutral jump anti-air to avoid it getting beaten out by the opponents jump attack.

Blowback Attack

  • Stand CD is a very good grounded anti-air, Bao's hurtbox shrinks down momentarily (there is no invincibility) then releases a massive head butt. Be careful of the slow start-up. Stand CD is not cancel-able either.
  • Jump CD is one of Bao's best air-to-air attacks, just mindful that it can whiff on crouching opponents if performed too early in the hop or jump.

Throws

Phantom Head Attack - f/b + C

Critical Throw - f/b + D


Command Moves

Kawasaki - f + A


Senheki Shu - f + B


Sensyou Shu - df + B


Rikatsu Shu - df + D

  • Wire damage


Sousho - in air, d + A


Banda - in air, d + B


Special Moves

Psycho Ball Attack: Raise - qcf + A


Psycho Ball Attack: Boung - qcf + B


Psycho Ball Attack: Front - qcb + B


Psycho Ball Attack: Aerial Front - in air, qcb + A


Psycho Ball Attack: Aerial Bound - in air, qcf + B


Psycho Ball Crush: Raise - qcf + C

  • Super cancellable


Psycho Ball Crush: Bound - qcf + D


Psycho Ball Crush: Front - qcb + C

  • Super cancellable


Psycho Ball Crush: Aerial Front - In air, qcb + C


Psycho Ball Crush: Aerial Bound - in air, qcf + D


Desperation Moves

Psycho Ball Attack MAX - qcb x 2 + A/C

Psycho Ball Crush Special - qcb x 2 + B/D


Super Desperation Moves

Psycho Ball Attack MAX - qcb x 2 + AC

Psycho Ball Attack IIDX - f, hcf + BD


HSDM

Psycho Ball Gravity - qcf x 2 + AC


Videos

Bao Master Class Part 1

Bao Master Class Part 2


Discussion Threads

Discuss at Dream Cancel


The King of Fighters 2002 UM
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Andy BogardAngelAthena AsamiyaBaoBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillEX KensouEX RobertEX TakumaFoxyGoro DaimonHeidernHinako ShijouIori YagamiJhun HoonJoe HigashiK'Kasmui TodohKim KaphwanKingKula DiamondKusanagiKyo - 1Kyo - 2Kyo KusanagiLeona HeidernLi XiangfeiLinMai ShiranuiMatureMaximaMay LeeNamelessOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki