The King of Fighters 2002/Angel

From SuperCombo Wiki
the evilest whore in all of creation

General Info

Crouch height: Low
Jump: 5/33/1
Hop: 5/24/1
Dash: 4/10~∞/4
Backdash: 4/12/3
Wakeup: 20 frames
Recovery roll: 18 frames

Stand Crouch Jump Grab Run
Angel02 stand.png Angel02 crouch.png Angel02 jump.png Angel02 grab.png Angel02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Angel02 colorA.png Angel02 colorB.png Angel02 colorC.png Angel02 colorD.png
Strengths Weaknesses
  • Countless mixups
  • Infinite combo
  • Multiple ways to convert into infinite
  • Safe DM super on block
  • Doesn't need to spend any meter
  • Several fast and great buttons
  • Amazing meter building
  • Basically zero flaws
  • Demanding execution
  • DM locked behind unchains
  • Has to get in

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/2/4 +6/+4 R,C,S HL
Angel02 stA.png
Snkb.gif 1/3/6 +3/+1 R,C,S HL
Angel02 clB.png
Snkc.gif 7/2/18 0/-2 C,S HL
Angel02 clC.png
Snkd.gif 4/2/23 -5/-7 C,S HL
Angel02 clD.png
Standing Far
Snka.gif 3/2/4 +6/+4 R,C,S HL
Angel02 stA.png
Snkb.gif 1/1+2/7 +2/0 R,C,S HL
Angel02 stB1.png
Angel02 stB2.png
Snkc.gif 6/1/22 -3/-5 HL
Angel02 stC.png
Snkd.gif 6/3+2/18 -3/-5 HL
Angel02 stD1.png
Angel02 stD2.png
Snkc.gif + Snkd.gif 17/8/15 KD/-1 S HL
Angel02 stCD.png
Crouching
Snka.gif 4/3/5 +4/+2 R,C,S HL
Angel02 crA.png
Snkb.gif 2/3/6 +4/+2 R,C,S L
Angel02 crB.png
Snkc.gif 7/3/33 KD/-18 C,S HL
Angel02 crC.png
Snkd.gif 11/3/12 KD/+3 L
Angel02 crD.png
Jump
Snka.gif 5/21/- -/- C H
Angel02 jA.png
Snkb.gif 5/16/- -/- H
Angel02 jB.png
Snkc.gif 9/4/- -/- H
Angel02 jC.png
Snkd.gif 9/6/- -/- C H
Angel02 jD.png
Snkc.gif + Snkd.gif 14/5/- KD/- HL
Angel02 jCD.png
Neutral Jump
Snka.gif 5/21/- -/- C H
Angel02 jA.png
Snkb.gif 5/16/- -/- H
Angel02 jB.png
Snkc.gif 9/4/- -/- H
Angel02 jC.png
Snkd.gif 9/6/- -/- C H
Angel02 jD.png
Hop
Snka.gif 5/18/- -/- H
Angel02 hA.png
Snkb.gif 5/16/- -/- H
Angel02 hB.png
Snkc.gif 7/6/- -/- H
Angel02 hC.png
Snkd.gif 11/6/- -/- H
Angel02 jD.png
Command Normals

f + Snkb.gif

12/2(1)2/18 0/-2 S HL
Angel02 fB1.png
Angel02 fB2.png
Cancellable on both hits
f + Snkb.gif
(cancel)
13/1(1)2/17 +1/-1 S HL
j.d + Snkd.gif 3/-/4 -/- H
Angel02 jdD.png
Active until landing
Special Moves
hcb + Snkb.gif HL
Angel02 hcbB1.png
Angel02 hcbB2.png
Red Sky of Japonesia - hcb + K
  • Angel teleports across the screen, grabbing the opponent if they are not blocking (it can also grab opponents in the air)
  • this has incredibly good recovery on block, however if she were to whiff and the opponent is right beside her, they can easily punish her
hcb + Snkd.gif HL
Angel02 hcbB3.png
rdp + Kick.gif Grab
Angel02 rdpK.png
Mad Murder Roulette - rdp + K
  • somewhat delayed command throw
  • it is possible to combo after this throw, with hcb + K or hcf + B + Continue move or her infinite in the corner
SDM
b,dp + Snkb.gif + Snkd.gif -
Angel02 bdpBD.png
Wind's Fairground - b,dp + BD
HSDM
b,dp + Snkb.gif + Snkc.gif + Snkd.gif -
Angel02 bdpBD.png
Survivor's Banquet - b dp + BCD (as anti-air counter)
  • works the same as her Wind's Fairground counter except that Angel performs the Rock's People's Elbow on the opponent for alot of damage
  • any attack that lifts the opponent into the air, will count for the anti-air counter
Unchain Start Moves
qcb + Snka.gif HL
Angel02 qcbA.png
Repun Kamuy - qcb + P
  • stomps the ground around her, creating a yellow aura effect
  • great early anti-air, since it covers a decent range around her. In addition, since it can be cancelled to any Continue move, there is alot of flexibility of this move depending on the situation
  • very meaty, very difficult for the opponent to do a wakeup anti-air if qcb + P is done on the opponent's wakeup. It should be spaced to be out of throw range to avoid throws
  • qcb + A pushes Angel back if it's blocked, qcb + C does not
qcb + Snkc.gif HL
Angel02 qcbC.png

hcf + Snkb.gif

-
Angel02 hcfK.png
Beyond Frames - hcf + K
  • Angel runs forward. If she reaches the opponent, she teleports behind them
  • if hcf + B is used, you can input any Unchain Continue move while she is running forward. If Angel reaches the opponent, she will do an attack, teleport behind, and then do the Continue move you input
  • if hcf + D is used, she will do the Unchain Continue move during her run animation, the moment it is input
hcf + Snkd.gif -

b,f + Snkb.gif

HL
Angel02 bfK1.png
Angel02 bfK2.png
Senseless Fists - b,f + K
  • a decent anti-air with good range that comes out quickly, can stop jumpins early in progress fairly easily
b,f + Snkd.gif HL
df + Snkb.gif L
Angel02 dfB.png
Formalists' Blue - df + B
  • low attack
  • free cancellable out of
df + Snkd.gif H
Angel02 dfD1.png
Angel02 dfD2.png
Citizen of World - df + D
  • overhead
  • evades low attacks
  • free cancellable out of
Unchain Continue Moves

u + Snka.gif

HL
Angel02 uP1.png
Angel02 uP2.png
Bye Bye Ryuugu - u + P
  • free cancellable out of
u + Snkc.gif HL

u + Snkb.gif

HL
Angel02 uK1.png
Angel02 uK2.png
Shelter From Storm - u + K
  • Angel kicks upwards, very fast move but lacks horizontal and vertical range
  • free cancellable out of
u + Snkd.gif HL

f + Snka.gif

H
Angel02 fP1.png
Angel02 fP2.png
Buggy and Coffin - f + P
  • punches forward, come out fairly low and is difficult to combo into unless from a juggle
  • overhead on both hits
  • free cancellable out of on both hits
f + Snkc.gif H

f + Snkb.gif

H
Angel02 fK.png
With a Lamp for Pathway - f + K
  • comes out quickly, although usually not possible to combo after since it recovers a bit too slow
  • can be used to go over ground and air projectiles, as well as low hitting moves such as sweeps
  • overhead
f + Snkd.gif H

d + Snka.gif

L
Angel02 dP.png
Train to See Cherry Blossoms - d + P
  • low attack
  • free cancellable out of
d + Snkc.gif L

d + Snkb.gif

L
Angel02 dK.png
Impotent Symptom - d + K
  • low attack
  • free cancellable out of
d + Snkd.gif L
Unchain Finish Moves
f,f + Snka.gif HL
Angel02 ffA.png
Crown Under Sky - f,f + A
  • Angel does a quick uppercut, very fast and has good priority
  • free cancellable out of
f,f + Snkc.gif -
Angel02 ffC.png
Fullmoon Evening - f,f + C
  • Angel does a slow strong punch
  • unblockable
  • does much more damage if it counterhits the opponent
  • early frames of animation can be whiff cancelled into b,dp + P
  • free cancellable out of
f,f + Snkb.gif HL,H
Angel02 ffK1.png
Angel02 ffK2.png
State of Heat Haze - f,f + K
  • overhead on the second hit
  • hard knockdown on the third hit
  • free cancellable out of on all hits
f,f + Snkd.gif HL,H
Angel02 ffK3.png
qcf + Snka.gif Grab
Angel02 qcfA.png
Cosmic Futen Swing - qcf + A
qcf + Snkc.gif Grab
Angel02 qcfC.png
Lost Homeland - qcf + C
  • whiffs if the opponent is blocking, otherwise she will throw them (even if they are rolling)
  • only useful if your previous chain attacks comboed, since it has bad recovery time if it whiffs

hcf + Snkb.gif

-
Angel02 hcfK.png
Beyond Frames - hcf + K
  • exact same properties as the Unchain Start move, except that this is a finish move
hcf + Snkd.gif -
b/f + Snkb.gif + Snkc.gif + Snkd.gif Grab
Angel02 fBCD.png
Oumagatoki - b/f + BCD
  • Angel does a little hop backwards/forwards or on the spot
  • invincible during the majority of this move except for possibly the last ending frame. She cannot be thrown either until the very end of the move
  • can be followed up any other Unchain Finish move other than itself

b,dp + Snka.gif

HL
Angel02 bdpP.png
Loyalty Test for Liberalists - b,dp + P
  • is a DM
b,dp + Snkc.gif HL

Short Movelist

Regular Moves

  • f + B
  • air d + D (Overhead.)


  • hcb + K


  • rdp + K (Throw.)


  • SDM b dp + BD (Counter: any. Throw on trigger.)
    • HSDM BCD (Only when counter an aerial move. Do not cost an additional stock. Doing the SDM with BCD instead of BD and holding BCD will work too.)

Unchain Moves

  • Unchain Start Move (USM):
    • It's a regular special move (ie. you may use it when you are at neutral position or cancelling any move cancellable in a special into it.)
    • May be followed with an UCM on startup or on the active frames (even on whiff).


  • Unchain Continue Move (UCM):
    • Can only be done after an UCM or an USM.
    • May be followed with an UCM or an UFM on startup or on the active frames (even on whiff), unless you are airbone.
    • Cannot follow with an UCM already used in the same chain.
    • Cannot follow with an UCM with the same direction or button (P or K). Example: f + P can only be followed with u + K or d + K.


  • Unchain Finish Move (UFM):
    • Can only be done after an UCM.


  • In short, the chain looks like this:
    • USM
      • UCM x 1-6
        • UFM


  • hcf + K is an USM and a UFM. Because of that, when using it as an UFM, you are in reality starting a fresh new chain (So you may do something like ... u + K > hcf + K > u + K ...).


Unchain Start Moves (USM)

  • qcb + P


  • hcf + K (Teleport.) (B: If you follow with an UCM, it will activate only when you reach the opponent, and in this case Angel will do an attack and teleport behind before starting the followup.)


  • b f + K


  • df + B (Low.)


  • df + D (Overhead.)

Unchain Continue Moves (UCM)

  • u + P
  • u + K
  • f + P (Overhead.)
  • f + K (Overhead. You are considered airbone during the startup.)
  • d + P (Low.)
  • d + K (Low. You are considered airbone during the startup.)

Unchain Finish Moves (UFM)

  • f f + A


  • f f + C (Unblockable.)
    • (S)DM b dp + P/AC (Only during beginning of the startup. Same move as UFM (S)DM b dp + P/AC)


  • qcf + A (Throw.)


  • qcf + C (Throw. 0 frame startup.)


  • f f + K (Overhead(2).)


  • hcf + K (Same move as USM hcf + K.)


  • BCD / b + BCD / f + BCD (Dodge.)
    • Any other UFM.


  • DM b dp + P


  • SDM b dp + AC

Notes

Cancellable moves

  • Close: A, B, C, D
  • Far: A, B
  • Crouch: A, C, D
  • Jump (high): A, C, D


  • CD is cancellable into specials and DMs.


  • f + B (2) is cancellable.
  • f + B (1) is cancellable only when you cancel into it.

Super cancellable moves

(none)

Free cancellable into moves

??

Free cancellable out-of moves

??

Moves with Invincibility

??

Moves with autoguard

(none)

Other Notes

  • cr.C causes knockdown and enable jungle.


  • Air d + D only does 11 frames of hitstun (like a normal jump attack).

Combos

Basic Combos

  • cl.D >
    • f + B (1) >
      • rdp + K, hcb + K [31%]
      • df + B >
        • d + P >
          • DM b dp + P {50%}
          • qcf + C [34%]
        • f + K >
          • qcf + C [37%]
    • rdp + K, hcb + K [26%]
    • f + B (2) > hcb + K [25%]


  • cr.B, cr.A > b f + K > d + P >
    • f f + A, hcb + K {30%}
    • qcf + C
    • DM b dp + P


  • cr.C > df + B (whiff) > u + P > hcf + K > f + K > f f + K {25%}

Corner

  • qcb + P > u + K > d + P (whiff) > f + K > u + P > f f + C {35%}


  • cl.D > f + B (1) > df + B > d + P > f + K > qcf + C {40%}


  • cr.B, cr.A > b f + K > d + P > f f + A, qcb + P > u + P > f f + A,
    • (qcb + P > f + K > u + P > hcf + D, qcb + P > u + P > f f + A) x N,
      • qcb + P > u + P > f f + C {100%}

The qcb + P must be cancelled on startup as soon as possible.


  • cr.C > df + D (whiff) > f + P > u + K > d + P (whiff) > f + K > u + P > hcf + D, qcb + P > u + P > f f + A,
    • (qcb + P > f + K > u + P > hcf + D > u + P > f f + A) x N,
      • qcb + P > u + P > f f + C {100%}

The qcb + P must be cancelled on startup as soon as possible.

Maxmode

  • cl.D > f + B (1) >> BC, cl.D > f + B (1) > df + B > d + P > SDM b dp + AC {75%}

Normal Links

  • cl.A, cl.D

Attack Strings

  • cl.D > f + B(1) >
    • df + B > d + P > f + K > b + BCD >
      • f f + A
      • qcf + A
    • hcf + B > (d + P > f + K) / f + P > hcf + K, repeat any attack string
    • hcf + D > f + K > hcf + D, repeat any attack string


  • qcb + P > (f + P > d + K > u + P) / (f + K > d + P > u + K) > hcf + K, repeat any above attack string

Strategies

  • use jump d + D to intercept air attacks as it will beat 99% of all jumpins. It can be done the moment she leaves the ground, as it stays on screen until she lands. This move can also crossup. The only disadvantage to it is that it stuns alot less than other jump attacks, thus it is difficult to combo after it if it hits


  • Angel has an infinite that can be started from a variety of different setups. The setups are one of the following:

1. qcb + P (hits opponent) > f + K > u + P > hcf + D (Corner)

2. cr.C > df + D (whiff) > u + P > hcf + D > u + P > hcf + D > u + P > hcf + D (Opponent should end up in the corner)

3. rdp + K (Corner)

4. cr.C > df + D (whiff) > f + P > u + K > d + P (whiff) > f + K > u + P > hcf + D (Corner)

5. Some chain combo ending in f f + A (Corner)

After hitting the opponent with any of the above, the infinite can be started. The infinite can be done as follows:

(qcb + P > f + K > u + P > hcf + D, qcb + P > u + P > f f + A) x N

In setups 1, 2, 4 and in the infinite itself, the hcf + D is used to force Angel to teleport for a split second, reducing her recovery time (as opposed to her waiting for the u + P to finish it's recovery frames). After the hcf + D, you must do qcb + P > f + K > u + P > hcf + K, with the qcb + P being done fast enough such that the animation of the move cannot actually be seen. After hcf + K, you must do qcb + P > u + P > f f + A (with the qcb + P done in the same fashion as before). The infinite and setups can be done without the hcf + D, but this means you will have to cancel the qcb + P even faster. Therefore, while using the hcf + D method requires more work, there is a greater chance of the infinite actually working


  • Angel combo reset can be done by doing cr.C > hcf + K teleport to the other side, cl.C, then either cancelling into some chain mixups, or teleporting with hcf + K again such that Angel appears right behind opponent as they land


Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Andy
Angel
Athena
Benimaru
Billy Kane
Blue Mary
Chang
Chin
Choi
Chris
Clark
Daimon
Iori
Joe
K'
K9999
Kensou
Kim
Kula
Kyo
Leona
Mai
Mature
Maxima
May Lee
Ralf
Ramon
Robert
Ryo
Seth
Shermie
Takuma
Terry
Vanessa
Vice
Whip
Yamazaki
Yashiro
Yuri
Secret/Orochi Characters
Kusanagi
Orochi Chris
Orochi Shermie
Orochi Yashiro