The King of Fighters 2002/Angel

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< The King of Fighters 2002
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Anywhere:
1. D, f+B, rdp+K, hcb+K - 30%
2. D, f+B(1), df+B, d+P, qcf+C/b dp+P - 33%/50%
3. Crouch B, A, b f+K, d+P, f f+A, hcb+K - 30%

Corner:
1. qcb+P, u+K, d+P(miss), f+K, u+P, f f+C - 35%
2. D, f+B(1), df+B, d+P, f+K, qcf+C - 40%
3. Crouch B, A, b f+K, d+P, f f+A, qcb+P u+P f f+A, (qcb+P, f+K, u+P, u+P, f f+A)xn, qcb+P u+P, f f+C - 100%
4. Crouch C, df+D(miss), f+P, u+K, d+P, f+K, u+P, qcb+P, u+P, f f+A, (qcb+P, f+K, u+P, u+P, f f+A)xn, qcb+P, u+P, f f+C - 100%

Max Mode Activation:
1. D, f+B(1), BC, D, f+B(1), df+B, d+P, b dp+AC - 75%

Attack Strings:
1. D, f+B(1), df+B, d+P, f+K, b+BCD, f f+A/qcf+A
2. D, f+B(1), hcf+B, d+P, f+K/f+P, hcf+K, repeat any attack string
3. D, f+B(1), hcf+D, f+K, hcf+D, repeat any attack string
4. qcb+P, (f+P/K, d+P/K, u+P/K), hcf+B/D, repeat any above attack string

Move Properties:
-cancellable normals are close A, far A, crouch A, close C, crouch C, close D, crouch D, jump A(high), jump C(high), jump D(high)
-CD is cancellable into starter moves, specials and DMs
-df+D and Unchain Continue moves f+P, f+K, and Unchain Finish moves f f+K (second hit) are overheads
-df+B and Unchain Continue moves d+P and d+K, are low attacks
-f f+K finish move is a knockdown
-df+D can evade low attacks
-qcb+A pushes you back if it's blocked, qcb+C does not

Strategies:
-use jump d+D to intercept air attacks as it has very high priority. It can be done the moment she leaves the ground, as it stays on screen until she lands

-when opponent is in the corner, waking up, you can use the following mixups:

1. crouch C, df+B, u+P. If the crouch C hits, then go straight into the infinite after u+P. If it's blocked, the u+P pushes you a decent distance back, allowing you to setup for a d+K from long range, or hcf+D into f+K or d+P mixup. Thus, the possible attack string mixups on block are:

Crouch C, df+B(low), u+P, then:
-d+K(low), b+BCD, qcf+A/f f+A
-hcf+D, f+K(high), b+BCD, qcf+A/f f+A
-hcf+D, d+P(low), hcf+D, d+P(low)/f+K(high), b+BCD(optional), qcf+A/f f+A

2. distance yourself a bit, then do:

df+K(low), then:
-f+K(high), b+BCD(optional), qcf+A/f f+A
-d+P(low), hcf+D, d+P(low)/f+K(high), f+BCD(optional), qcf+A/f f+A

3. Get slightly out of throw range, then do qcb+C. This attack is so meaty that if they do anything other than block, they will likely get hit. If they block, one can followup with anything, including:

-d+P(optional), f+K, b+BCD, f f+A/qcf+A/b dp+P DM
-don't followup qcb+P, instead do crouch C, into options mentioned during point 1. above.

-qcf+A chain circle ender has alot of invincibility, throws people out of most moves, including moves like Athena's hcbx2+P Shining Crystal Bit

-Alot more to come