The King of Fighters 2002/Yamazaki: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 1: Line 1:
'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. Crouch BAA, qcb+B - 25%<br>
1. Crouch BAA, qcb+B - 25%<br>
2. C, dp+D, qcb+B - 25%<br>
2. Close C, dp+D, qcb+B - 25%<br>
3. C, dp+C - 30%<br>
3. Close C, dp+C - 30%<br>
4. hcf+K(counter hit), qcb+A/qcfx2+P
4. dp+D, qcb+B(hold and cancel with D), Crouch C, qcb+B<br>
5. dp+D, qcb+B(hold and cancel with D), dp+A(1), (S)qcfx2+P


'''Max Mode Activation:'''<br>
'''Counterhit:'''<br>
1. C, BC, run C, dp+C(3), (C)dp+B(1), (C)dp+C(3), (C)dp+B(1), (C)dp+A(1), (S)qcfx2+P/AC - 85%/100%
1. hcf+K(counterhit), qcb+A/qcfx2+P
 
'''Maxmode:'''<br>
1. Close C, BC, run Close C, dp+C(3), (C)dp+B(1), (C)dp+C(3), (C)dp+B(1), (C)dp+A(1), (S)qcfx2+P/AC - 80%/95%<br>
2. Close C, BC, run Close C, dp+A(1), (C)dp+B(1), (C)dp+D, qcb+B(hold and cancel with D), dp+B(1), (C)dp+C(2), (C)dp+B(1), (C)dp+D, qcb+B(hold and cancel with D), dp+A(1), (S)qcfx2+P - 100%


'''Attack Strings:'''<br>
'''Attack Strings:'''<br>
1. C, dp+C (can be guard rolled and punished)<br>
1. Close C, dp+C (can be guard rolled and punished)<br>
2. CD, qcb+A/B/C (hold and cancel)<br>
2. Close C, dp+D, qcb+A/B/C(hold and cancel with D)<br>
3. C, dp+D, qcb+A/B/C (hold and cancel)
3. Crouch AAA, qcb+B/qcb+C(if they are crouching)


'''Move Properties:'''<br>
'''Move Properties:'''<br>
-cancellable normals are close A, crouch A, close B, close C, crouch C, close D(1)<br>
-CD is cancellable into specials and DMs<br>
-free cancellable into moves are qcf+P, dp+P, dp+K and hcf+K<br>
-free cancellable out-of moves are qcb+P/B, dp+K, dp+P, qcf+P and hcf+K if it counters<br>
-f+A and second hit of dp+B are overheads<br>
-f+A and second hit of dp+B are overheads<br>
-dp+D is cancellable into qcb+A/B/C; therefore, you can hold and cancel  
-dp+D is cancellable into qcb+A/B/C; therefore, you can hold and cancel  
qcb+A/B/C into another combo<br>
qcb+A/B/C into another combo<br>
-hcf+K and dp+P on the first hit, are supercancellable
-hcf+K and dp+P on the first hit, are supercancellable<br>
-qcf+A will absorb fireballs, while qcf+C will reflect them
-qcf+A will absorb fireballs, while qcf+C will reflect them<br>
-dp+B on the second hit, qcfx2+P/AC and qcf+ABCD are hard knockdowns<br>
-close B is a low attack


'''Strategies:''' <br>
'''Strategies:''' <br>
-hcf+K will counter any mid/high normal attack, some low attacks (such as Iori/Seth's sweep), and almost all special attacks, including DMs and HSDMs. It cannot reverse some special moves such as Maxima's qcb+P. It cannot reverse throws. Always use this move ON REACTION to something the opponent does that is counterable. Do qcb+A immediately after the counter in case it happens to counterhit.
-hcf+K will counter any mid/high normal attack, some low attacks (such as Iori/Seth's sweep), and almost all special attacks, including DMs and HSDMs. It cannot reverse some special moves such as Maxima's qcb+P. It cannot reverse throws. Always use this move ON REACTION to something the opponent does that is counterable. Do qcb+A immediately after the counter in case it happens to counterhit.

Revision as of 17:43, 17 June 2006

Anywhere:
1. Crouch BAA, qcb+B - 25%
2. Close C, dp+D, qcb+B - 25%
3. Close C, dp+C - 30%
4. dp+D, qcb+B(hold and cancel with D), Crouch C, qcb+B
5. dp+D, qcb+B(hold and cancel with D), dp+A(1), (S)qcfx2+P

Counterhit:
1. hcf+K(counterhit), qcb+A/qcfx2+P

Maxmode:
1. Close C, BC, run Close C, dp+C(3), (C)dp+B(1), (C)dp+C(3), (C)dp+B(1), (C)dp+A(1), (S)qcfx2+P/AC - 80%/95%
2. Close C, BC, run Close C, dp+A(1), (C)dp+B(1), (C)dp+D, qcb+B(hold and cancel with D), dp+B(1), (C)dp+C(2), (C)dp+B(1), (C)dp+D, qcb+B(hold and cancel with D), dp+A(1), (S)qcfx2+P - 100%

Attack Strings:
1. Close C, dp+C (can be guard rolled and punished)
2. Close C, dp+D, qcb+A/B/C(hold and cancel with D)
3. Crouch AAA, qcb+B/qcb+C(if they are crouching)

Move Properties:
-cancellable normals are close A, crouch A, close B, close C, crouch C, close D(1)
-CD is cancellable into specials and DMs
-free cancellable into moves are qcf+P, dp+P, dp+K and hcf+K
-free cancellable out-of moves are qcb+P/B, dp+K, dp+P, qcf+P and hcf+K if it counters
-f+A and second hit of dp+B are overheads
-dp+D is cancellable into qcb+A/B/C; therefore, you can hold and cancel qcb+A/B/C into another combo
-hcf+K and dp+P on the first hit, are supercancellable
-qcf+A will absorb fireballs, while qcf+C will reflect them
-dp+B on the second hit, qcfx2+P/AC and qcf+ABCD are hard knockdowns
-close B is a low attack

Strategies:
-hcf+K will counter any mid/high normal attack, some low attacks (such as Iori/Seth's sweep), and almost all special attacks, including DMs and HSDMs. It cannot reverse some special moves such as Maxima's qcb+P. It cannot reverse throws. Always use this move ON REACTION to something the opponent does that is counterable. Do qcb+A immediately after the counter in case it happens to counterhit.