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The King of Fighters 2001/K9999

From SuperCombo Wiki
K4901 portrait.png

General Info

Stand Crouch Jump Run
K4901 stand.png K4901 crouch.png K4901 jump.png K4901 run.png

K9999 has a notoriously checkered history, gaining an imposter in his 20-year absence and having to sign up under an alias when he finally did return. He was designed as a perfect clone, but SNK had done too good of a job at this, forcing them to conceal the design in fear of him reflecting badly on their image. This was his first game, where his future didn't seem so bleak, but where his moveset, designed around the unique challenge of having only two special moves, did. He would gain a third special move, a hopping strike, in 2002, which added quite a bit to his pressure game, but here he has to do without.

K9999's ethos involves running a train on the opponent once he gets in, with active drilling attacks such as jump A, jump C and f+A keeping them stuck while he moves forward. He can also use hops and his unique crouch D to keep close and drill some more. However, his mobility is terrible, with his run not being too fast and none of his jumps moving very far forward, making it a struggle to get in. To counter this, he has tools such as f+A and crouch C which can serve as snappy punishes at range, he has dp+A which is a great anti-air and reversal and he has good anti-fireball tools such as crouch D, qcf+P and db,hcb,df+K. His supers are also quite unique. His two normal DMs, a reversal and the aforementioned anti-fireball tool, both feature pretzel motions, which can make them tricky to do especially in super cancels. His SDM, however, has a unique but simple input, but is very easy to combo into, with its anywhere juggle property and fullscreen reach letting it pick up conversions most other characters could only dream of. It's also not locked behind any sort of Maxmode like it is in 2002. K9999's useful supers lend him to anchor usage, but he is quite competent with building meter on his own, and his bad movement and poor light confirms mean he isn't the best at securing safe uses of meter.


K4901 victory.png
Snka.gif Snkd.gif
K4901 colorA.png K4901 colorD.png


Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/3/10 0/-2 R,C,S,Su HL
K4901 clA.png
Reliable hop check.
Snkb.gif 4/3/8 +2/0 R,C,S,Su HL
K4901 clB.png
Doesn't hit low.
Snkc.gif 6/1+1+3/15 +3/+1 C,S,Su HL
K4901 clC1.png
K4901 clC1.png
K4901 clC2.png
A lenient hit confirm tool which reaches high. Excellent as a meaty and for general offense.
Snkd.gif 14/2(+2)+2+2/11 KD/0 H
K4901 clD1.png
K4901 clD2.png
K4901 clD3.png
An overhead which results in a hard knockdown. This move hits OTG, so you can actually do this twice for a combo. You cannot pick up with SDM after this move, however. Will high profile some moves.
Standing Far
Snka.gif 4/3/10 0/-2 R,C,S,Su HL
K4901 stA.png
Has slightly more range than cl.A but functions the exact same as a hop check.
Snkb.gif 4/5/6 +2/0 S,Su HL
K4901 stB.png
Doesn't hit low either. One frame more active than in 2002.
Snkc.gif 9/2+2+2+2+2+3/14 +3/+1 HL
K4901 stC1.png
K4901 stC2.png
K4901 stC3.png
A stationary poke dealing six hits of damage. You may get this by accident because close C's activation range isn't the best, but it is still decent as a punish. The difference between this and f+A is that K9999 doesn't move forward, and it doesn't knock down. Builds a lot of meter on hit, given all hits count as heavies.
K4901 stC4.png
K4901 stC5.png
K4901 stC6.png
Snkd.gif 5/3/22 -4/-6 HL
K4901 stD.png
A displaced poke with decent priority, but is slow to recover and doesn't move forward.
Snkc.gif + Snkd.gif 16/8/14 KD/+1 C,S,Su HL
K4901 stCD.png
Less range than st.D and slower startup, but it is cancellable. Potentially useful as a meaty, but K9999 doesn't have his hop special in this game so his only option for pressure is qcf+P.
Snka.gif 3/3/8 +2/0 R,C,S,Su HL
K4901 crA.png
Combos into f+A.
Snkb.gif 4/2/8 +3/+1 R,C,S,Su L
K4901 crB.png
Has a tight rapid cancel window. Combos into f+A.
Snkc.gif 8/2(+2)+2/15 KD/+2 HL
K4901 crC1.png
K4901 crC2.png
A mid-hitting sweep. The first hit is displaced from K9999's body, while the second hit has short range but knocks down. This is one of K9999's key pokes for its range and speed. K9999 will move forward after he recovers.
Snkd.gif 6/14/14 +1/-1 C,S,Su L
K4901 crD.png
A short, low-hitting slide which doesn't knock down, but can be used to go under high fireballs. Curiously, this is treated as a special move, meaning you can cancel into it. K9999 is built around pressure, so spacing your cancels into this move is an effective way to keep close. Not cancellable by any means.
Snka.gif 15/[2(+2)]*n/- -/- H
K4901 jA1.png
K4901 jA2.png
K9999's main jump-in tool, drilling at a steep angle until he lands. This makes pressure and hit confirms a cinch, but also makes K9999 very easy to guard cancel against. You will want to commit to this move early given its poor startup.
Snkb.gif 6/7/- -/- H
K4901 jB.png
Believe it or not, but K9999 does have other air normals. Unfortunately, this one doesn't have the best reach.
Snkc.gif 14/[3+3]*n/- -/- H
K4901 jC1.png
K4901 jC2.png
Same rules as jump A. Not as effective for pressure unless you are at a range where the opponent is further away.
Snkd.gif 11/4/- -/- H
K4901 jD.png
A jump-in which covers the area between jump A and jump C, but it's a boring single hit, meaning you can't stick it out for free pressure.
Snkc.gif + Snkd.gif 16/8/- KD/- HL
K4901 jCD.png
K9999 uses the force for a short but high-priority air-to-air which is also quite tall. Its bad horizontal range works against it in neutral but its priority can beat a decent amount of air-to-airs. Best used in pressure.
Neutral Jump
Snka.gif 15/[2(+2)]*n/- -/- H
K4901 njA1.png
K4901 njA2.png
Snkb.gif 6/7/- -/- H
K4901 njB.png
Snkc.gif 14/[3+3]*n/- -/- H
K4901 njC1.png
K4901 njC2.png
Snkd.gif 11/4/- -/- H
K4901 njD.png
Snka.gif 12/[2(+2)]*n/- -/- H
K4901 hA1.png
K4901 hA2.png
Snkb.gif 6/13/- -/- H
K4901 hB.png
Snkc.gif 13/[3(+3)]*n/- -/- H
K4901 hC1.png
K4901 hC2.png
Snkd.gif 10/3/- -/- H
K4901 hD.png
Snkc.gif + Snkd.gif 12/7/- -/- HL
K4901 hCD.png
Command Normals
f + Snka.gif 11/2+2+2+2+2+3/14 KD/+1 Su HL
K4901 fA1.png
K4901 fA2.png
K4901 fA3.png
Shut Up! - f + A
  • An important pressure tool. Moves forward, reaches pretty high, has good range and deals six hits, with the last causing a soft knockdown. It doesn't chip, however. These qualities make it a very easy tool to throw in pressure, and will force the opponent to sit still or else they'll be knocked down, and even if they block it K9999 is still at advantage. The first three hits are super cancellable but this requires some dexterity, especially given how both of his normal supers have pretzel inputs. This won't cost an extra stock unlike special moves which are super cancellable.
K4901 fA4.png
K4901 fA5.png
K4901 fA6.png
Special Moves
qcf + Snka.gif 11/2(+2)+2(+2)+2(+2)+2(+2)+2(+2)+2(+2)+2/4 Su HL
K4901 qcfA.png
Get Out of my Sight! - qcf + P
  • One of only two special moves in K9999's arsenal. This is a slow static fireball which is prone to jump-ins, but can chew normal fireballs while being useful as a meaty. Only the startup will build any meter - none of the actual hits will. The heavy version is slower but travels a bit farther than the light version.
  • All hits of this move are super cancellable. The gun super will not combo, but the others will.
qcf + Snkc.gif 20/2(+2)+2(+2)+2(+2)+2(+2)+2(+2)+2(+2)+2(+2)+2/6 Su HL
K4901 qcfC.png
dp + Snka.gif 10/10/36 KD/-28 Su HL
K4901 dpA.png
Split! - dp + P
  • The second special move in K9999's kit is an anti-air. The light version is invincible until the hit and is one of K9999's best tools for its speed and range, but is prone to getting baited given his limited kit and disadvantages in neutral. The heavy version has invincibility but is slower and not invincible up to the hit. Though it launches, K9999 will only be able to juggle afterwards with e.g. the light version if the opponent was hit high enough. This move can also eat normal fireballs.
  • Super cancellable. This can juggle into Moon... without a super cancel if the opponent was high enough when it hit.
dp + Snkc.gif 12+8/7+3/37 KD/-29 Su HL
K4901 dpC.png

db,hcb,df + Punch.gif

1 (+ 28) + 5 / 3 + 3 + 24 / 12 + 39 KD/-61 HL
K4901 pretzelP1.png
Moon... - db hcb df + P
  • A massive anti-air which covers both sides, reaches high and stays out for half a second, dealing a great amount of damage. It also destroys normal fireballs from the active period to part of the recovery. It is very unsafe whereas a Striker for the same meter isn't, but its range is also much more reliable than even a good reversal Striker such as Seth. If you have the dexterity then this and the other pretzel super can be used to end combos from f+A, although this is notoriously difficult.
K4901 pretzelP2.png

db,hcb,df + Kick.gif

16 (+ 27 + 1) + 3 / 3 (+ 12) + 3 (+ 12) + 3 (+ 12) + 3 (+ 21) + 3 / 62 HL
K4901 pretzelK.png
You Get Lost Too! - db hcb df + K
  • An anti-fireball super involving five shotgun blasts which marks two large spots on the screen, then targets wherever the opponent happens to be once it hits. There is a sweet spot where the opponent can get hit by both areas which is near fullscreen, which will make the first four shots deal twice the amount of hits. Given KOF's damage distribution rules this isn't the huge damage boost you may expect. Has invincible startup until the end of the super flash, but his other supers are far more reliable as reversals because their invulnerabity extends past the first hit.
  • This move's visuals are censored in international versions but its properties remain the same.

d,f,df + Snka.gif + Snkb.gif + Snkc.gif + Snkd.gif

8 (+ 28) + 8 / 2 (+ 2) + 2 + 1 (+ 4) + 2 (+ 2) + 2 + 2 (+ 4) + 2 (+ 2) + 2 + 2 (+ 4) + 2 (+ 2) + 2 + 2 (+ 4) + 2 (+ 2) + 2 + 2 (+ 4) + 2 (+ 2) + 1 + 2 / 48 HL
K4901 SDM1.png
Power...Losing Control!...Yah! - d,f,df + ABCD
  • A fullscreen super which also extends a bit behind K9999 and is active for just over a full second. This is an anywhere juggle, meaning it will juggle opponents in states where they can't usually be juggled, for instance while they're falling after getting hit by a jump CD. It can even hit OTG, though this is only guaranteed after a hard knockdown such as his back throw. However, these juggles miss out on quite a bit of damage, as the super doesn't trap the opponent after they get hit, instead letting them bounce off and fall back onto it. In addition to having generous startup invincibility this move will also destroy fireballs.
  • To punish this move, guard cancel forward roll between the 12th and 16th hits and you can run up and punish him. Otherwise the pushback means that even with those 48 frames of recovery you'll be too far away for a punish.
K4901 SDM2.png
Snkb.gif + Snkc.gif 41/3/7 HL
K4901 BC.png
K9999 jumps from the edge of the screen behind the player and dives down with jump C, which strictly hits in the middle of the screen. Upon a successful hit, he will knock the opponent away with stand CD, resulting in a wall bounce and an ensuing juggle. If it fails, K9999 will walk away slowly, where he doesn't have a hurtbox and thus can't absorb a hit for you. Not very useful given its spacing requirements.


Basic Combos

Everything that works in 2002 will work here too. You just have a lot more freedom when confirming into SDM, as you don't need to pop Maxmode or anything beforehand.

Striker Combos