The King of Fighters 2002

From SuperCombo Wiki

Introduction

Game Mechanics

u = 8 = up

d = 2 = down

f = 6 = forward

b = 4 = backwards

uf = 9 = upforwards

ub = 7 = upback

df = 3 = down forward

db = 1 = down back

qcf = quarter circle forward (d, df, f = 236 motion)

qcb = quarter circle back (d, db, b = 214 motion)

hcf = half circle forward (b, db, d, df, f = 41236 motion)

hcb = half circle back (f, df, d, db, b = 63214 motion)

A LP

B LK

C HP

D HK

c. = crouching

sf. = standing far

sc. = standing close

j. = jumping

sj. = super jump

XY = X+Y

[X] = hold X

BC = max mode

DM = desperation move

SDM = super desperation

HSDM = hidden super desperation move


In King of Fighters, there are several system basics. These will be covered first.

Basics:

Run: 6[6] puts your character in run animation. Startup and speed is character dependent, moving from run to block has very little lag (if any).

Backdash: 44 puts your character into backdash animation, it has varying degrees of invulnerability. Backdashes are technically considered jumping and are very useful for retreating quickly. A common technique is if your character possesses an air command move, he can cancel the back dash into it increasing its fall time and extending the dash distance.

Hop: For people starting this game, hopping is one of the most fundemental differences between street fighter and king of fighters. It is a much safer way of mixing up an overhead and advancing on your opponent than regular jumping. Hopping is performed by tapping 8 quickly and then letting go. It produces a short jump that rises and falls much slower, but at a much smaller height. Punishable, but much safer.

Super Jump: The super jump is performed by pressing 28 very quickly. This allows your character to travel further, faster, and higher than a regular jump. It is very effective for travelling the entire screen for certain characters (Choi).

Hyper Hop: Performed by tapping down before hopping, it resembles a hop with super jump properties. Basically a hop that travels further and faster.

Roll: 4AB or 6AB. Pressing AB in neutral defaults to a forward roll. Rolling is an interesting technique. It forces you "roll" or "slide" for a specific duration of time. It is invincible for most the roll, losing to meaty attacks near the end and throws at any point. Sweeps tend to beat it 100%.

Super Bar: Sorta fundemental to 2D fighters these days, You start off with 0 meter, but the potential to build up 3 stocks with your first character. When your first character gets knocked out, your bar capacity moves up to 4 stock (meaning he can store an extra stock). When your second character gets knocked out, the third (and last) character has the potential for 5 bars.

Super meter is only built when you are hit, when you connect (when you attack and the attack actually hits or is blocked by the opponent), or use a special move. The exception to this rule is fireballs, fireballs build no meter for being thrown, but still build meter for connecting.

King of Fighters 2002 has several system specific techniques, as follows.

Techniques:

Falling Roll Recovery: Tap AB between falling and landing. This will give a safer faster recovery than a fall. It is very handy for escaping things like Daimon's Pickup off c.D. However, with a falling roll recovery, you are denied the 1 sec. wakeup invincibility to throws as you would normally receive during normal fall recovery. Note: there are many situations where you cannot escape using the falling roll recovery. Certain throws and all CD attacks come to mind.

Guard Cancel Roll: During block stun you can press AB to roll out of whatever attack is hitting you at the moment. This is a generally safe way of getting out of chip damage. It costs 1 stock. Note that the roll is still a roll, and you are vulnerable near the end of it.

Attack Cancel Roll: For some silly reason, in this game you can cancel any normal attack (normal, not command or special) attack with a roll. This also uses a stock.

CD guard cancel (alpha counter): Press CD during blockstun to perform a guaranteed knockdown on your opponent. Does less damage than a regular CD attack. Uses 1 stock.

Max mode: BC puts you in "max mode" this mode reduces the damage you do on every attack by 25%, however it will let you cancel certain special moves into other special moves during specific frames. This let's many character create max mode loops. Max mode is also required to perform SDM (super desperation moves) and HSDM. During max mode you may use a DM at any time at no additional cost, a SDM costs you an additional bar and HSDM requires you be at low life.

BC cancelling: This costs 2 stocks, one to cancel and a second for the max mode. It lets you cancel any normal attack into max mode, often letting you extend combos.

Super Cancelling: This feature lets you cancel specials into supers. The cancel itself costs you 1 stock, in addition to the stock cost of your super. Therefore there's a minimum 2 stock cost. Often the damage isn't worth it, except perhaps at the end of a very long max mode combo.

Counter Wire: Certain moves, if they connect on counter hit cause your opponent to bounce off the wall, leaving them vulnerable on the way down for extra damage.

Basic Strategy

Advanced Strategy

The Tier List:

There are 44 playable characters in this game. The tier list sort of looks like follows:

God tier (ABC):

Choi Athena Billy

High Tier:

Leona, Yuri, Iori, Benimaru, Vanessa

Mid Tier:

Everybody else

Bottom Tier:

Seth, Chin,

Game Versions

The Characters

Combo Notation:
(S) - super cancel
(C) - maxmode cancel
(number) - the most number of hits of that attack allowed such that you can still cancel into the next one and the combo to still work. For example, C(1), f+A for Kula means that the combo requires her to cancel the C on the first hit. She can also cancel the C on the second hit, but some of her combos do not work right depending on when you cancel the C. If there is no number after an attack, it means you can cancel it on the last hit.
_ - means to charge. Thus, _b f and _d u means charge back, then forward and charge down, then up respectively
Buffer: - this means that the attack motion can be buffered such that it can still be done with a less complex motion. For example, take the combo C, qcb+P, qcb hcf+K. Since there is an overlapping motion of qcb, one of them can be removed. Thus, the buffered version of the same combo is C, qcb+P, hcf+K.

----K'----

Anywhere:
1. C(1)/D, f+A, qcf hcb+P - 50%
2. C, f+B, qcb+B - 25%
3. Crouch B, Crouch A, qcf+C, f+B - 20%

Corner:
1. Crouch B, Crouch A, qcf+C, f+D, dp+C, f+D - 45%
2. Crouch B, Crouch A, qcf+C, f+D, qcb+C~A/qcf hcbx2+P - 45%/55%

Max Mode Activation:
1. Crouch C, BC, walk Crouch C, qcb+Bx2, dp+A(2), (C)qcb+Bx2, dp+A(2), qcb+Bx2, (C)dp+A(1), (S)qcf hcb+AC - 90%

Move Properties:
-cancellable normals are close A, crouch A, close B, close C, crouch C, close D, crouch D, jump C, jump D
-CD is cancellable into specials and DMs
-f+A is a counterwire
-f+B is an overhead
-f+D followup of dp+C is an overhead knockdown
-close B is a low attack
-dp+P on the first and second hit and qcb+Kx2 are supercancellable

Strategies:


----Maxima----

Anywhere:
1. C(1)/D, f+A/df+C, qcb+A - 33%
2. AA, df+C, qcb+C - 30%
3. C(1)/D, f+A/df+C, hcbx2+K - 45-50%
4. C(1)/D, qcf+Cx3 - 35%
5. A, Crouch AA, qcf+Ax3 - 40%
6. C(1)/D, qcf+Cx2, (S)hcbx2+K - 60%
7. Jump C(crossup), AA, Crouch A, qcf+Ax2, (S)hcbx2+K - 80%

Corner:
1. C(1)/D, f+A, qcf+Ax2, (S)hcbx2+K/(S)qcf hcb+A - 70%

Max Mode Activation:
1. f+A, BC, qcf+Ax2, (S)hcbx2+K/BD - 50%/75%
2. Jump C(crossup), A, df+C, BC, qcf+Ax2, (S)hcbx2+K/BD - 90%

Counterhit:
1. C(counter hit from jumpin, 1), df+C, dp+K - 40-45%
2. qcb+P(counterwire), df+C, dp+K/qcf hcb+P - 50%

Move Properties:
-cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D
-CD is cancellable into specials and DMs
-df+C is cancellable, f+A only cancellable to DMs
-crouch C, standing C, standing D, standing CD, qcf hcb+P have autoguard
-close B is a low attack
-qcfx2+P is supercancellable

Strategies:
-use df+C or dp+K for an early anti-air only, otherwise you will likely get counterhit. If the jumpin is late, abuse the autoguard on his close C to interrupt jumpins. Cancel the first hit of his Close C to df+C, since it is very likely that the autoguard of his jump C counterhit the opponent's jumpin
-his stand CD has long frames of autoguard, and covers a large amount of area around him. Throw it out randomly while a bit closer than half screen away from the opponent, which will hit them if they try to jump in. If they toss out a fireball, cancel to dp+B to hop over it. If the CD is going to totally whiff, and the opponent stays on the ground, cancel it to qcb+P
-jump C is a great crossup attack
-jump CD will beat almost everything air to air but attacks that are low to the ground (such as Iori crouch D) will easily beat it
-his crouch D has very good range and is fairly fast, thus works well as a wakeup move from a distance. It can be used to punish some things that are usually considered unpunishable due to the distance, such as Kim's qcb+D.
-qcb+P is makes people be careful when waking up. Thus, after forcing people to block with these moves, you can use run up and throw mixups (using hcb, run, hcb+P buffers for run up throw DMs)
-his close A and crouch A are very damaging for jabs, and can lead to damaging combos using qcf+A (which is safe on block). Thus, jabbing and cancelling to qcf+A is decent for upclose combat
-use his far C just as a fireball is going to hit. The autoguard will absorb it, and hit the opponent if they are trying to do something after the fireball


----Whip----

Anywhere:
1. BB, Crouch B, hcf+P/qcb hcf+P - 25%/35%
2. D, f+Ax5, hcf+A - 40%
3. hcb+B, C/Crouch C(1), hcf+P - 35%
4. hcb+B, C/Crouch C(1), qcb hcf+P - 50%
5. D throw, rdp+A/dp+A - 20%/30%

Move Properties:
-cancellable normals are close A, close B, far B, crouch B, close C, crouch C, close D, jump B
-CD is cancellable into command moves, specials and DMs
-close B and crouch A are low attacks
-hcf+P is supercancellable on the first hit

Strategies:


----Athena----

Anywhere:
1. C, f+B, dp+A - 25%
2. C, f+B, dp+A(Buffer:hcb dp+A,2), (S)hcbx2+P - 45%
3. Jump D, land, Jump A(Buffer:qcf uf+A), qcfx2+D(Buffer:qcf+D) - 50%
4. D, far C - 20%

Corner:
1. qcb+A, run C, f+B, qcb+D, (S)hcbx2+P - 70-75%

Max Mode Activation:
1. C, BC, run C, f+B, qcb+D, (C)qcb+B, run hcbx2+P/AC(Buffer:hcb, f hcb+P/AC) - 65%
2. D, far C, BC, hcb f+AC/qcf+ABCD -

Counterhit:
1. CD(counter), qcf+B, dp+A - 25%
2. Jump CD(counter), d+B(air) - 20%

Attack Strings:
1. D, f+B, qcb+B (Corner)
2. Crouch C, qcb+A
3. Jump A/CD, d+B(air), qcb+B
4. D, CD, qcb+A
5. Crouch B, Crouch A, qcb+A, Crouch C, qcb+A

Move Properties:
-cancellable normals are far A, crouch A, close B, far B, crouch B, close C, crouch C, close D, jump A, jump C
-CD is cancellable into specials and DMs
-hcbx2+P can sometimes hit low, has startup invincibility
-dp+P and qcb+K(air) are supercancellable on all hits

Strategies:
-always backdash into d+B. The shortcut is b, db+B. Use this to get away from opponent after they jump, then punish with qcb+A as they land. Backdashing with d+B can also sometimes hit people out of their moves, mainly moves like Billy's long range crouch A pokes.
-mixup psychoballs with whiffed jabs, to trick people into thinking the jab was another psychoball and jumping in, then punish the jumpin with hcbx2+P
-d+B in air is a high priority attack. Always followup with qcb+B. This move can also be used well to intercept jumpins
-sometimes after qcb+A, teleport and either crouch C or CD into qcb+A. For pressure, you can also use close D into CD or far C. Since the close D recovers very fast, the far C or CD after it will hit them if they decide to attack with anything. If the opponent is one that rolls alot, use CD instead of far C since it is cancellable to a teleport for escape
-when opponent is getting up, teleport behind with qcf+D and do hop A, qcfx2+K combo. The hop A when jumping forward is an instant overhead -once opponent is cornered, pressure with B/C, f+B, qcb+B attack string. Athena has a frame advantage after air qcb+B, so followup with crouch C to qcb+A. If they keep trying to block after qcb+B, try to walk up and throw
-her hop A can act as an instant overhead if done immediately after leaving the ground. Cancel it to qcb+B or qcfx2+D. The jump A can be done from a teleport behind the opponent, from a run up, or immediately after a jump D or CD


----Mai----

Anywhere:
1. C, df+B(1), hcf+B/qcb+P- 30%/25%
2. C, df+B(1), qcb hcf+K - 42%
3. C, df+B(1), qcb+C(1), (S)qcb hcf+K(Buffer:hcf+K) - 50%
4. f+B, qcfx2+P - 33%

Max Mode Activation:
1. C, df+B(1), BC, Crouch C, df+B(1), qcb+B, (C)hcf+B(1), (C)qcb+C(1), (S)qcb hcf+K/BD(Buffer:hcf+K/BD)

Attack Strings:
1. C, df+B(1), qcb+C
2. Jump A/C/D, d+B
3. C, f+B, qcb+P/d+B (Corner)
4. C, f+B, d+B, (C)qcb+A (Corner, maxmode)

Move Properties:
-cancellable normals are close A, close B, close C, crouch C, close D, crouch D, jump A(not vertical high), jump C(not vertical high), jump D -CD is cancellable into specials and DMs
-f+B, d+B, d+D and from _d u+P, d+A and d+B, are overheads
-df+B hits low, cancellable on first hit if cancelled from normal attack
-qcb+C is supercancellable on the first hit

Strategies:
-hyper jump behind opponent and do d+D or d+B which will crossup sometimes. Opponent is forced to block the backwards (from the jump behind), then block the other way again if the move crosses up. d+D can only be done from a high jump, while it is recommended to use d+B from a hop
-when jumping in with D or CD, sometimes cancel to d+B or qcb+A. If you do the d+B, this requires the opponent to block high after the initial jumpin, which usually tricks them. It is best to do that in the corner, or after a deep jumpin, otherwise d+B whiffs
-qcb+P in the air is high priority that is safe if it doesn't hit deep. After doing a safe ground attack strings, jumping backwards and doing qcb+P will usually hit anyone who tried to retaliate in any way. Repeating multiple qcb+P is also good for mixups
-for ground attack strings, C, df+B(1), qcb+C is the safest, but the opponent can guard roll right after the C, making df+B whiff and finish the entire animation, leaving her totally vulnerable. If they do this, leave off the df+B in the attack string
-abuse her far A pokes, especially after qcb+C, which is totally safe
-when the opponent is waking up, usually after d+B knockdown in the corner, do qcf+A so that it hits them in the back just as they get up. This gives Mai a frame advantage, so followup with anything (C, df+B(1), qcb+C attack string, jump D to d+B or ground attack string, sweep, or f+B overhead)
-if in maxmode, toss out unexpected hcf+D, and cancel it to qcb+P if blocked, which is safe