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[The King of Fighters 2002 Unlimited Match] Angel 3-bar combo, ~51% damage
cl. D x f. B (1) xx MM, run, A x b~f. B (1) x d. A x ff. A xx b~dp AC
~51% damage against Kyo (Krizalid has boss health)
Lexicon:
A = Light Punch
B = Light Kick
C = Heavy Punch
D = Heavy Kick
P = any punch
K = any kick
(X) = X hit/s
MM = Max Mode cancel
~ = used for legibility
f. = forward
ff. = forward, forward (i.e.: double tap)
b. = back
bb. = back,back (i.e.: double tap)
b~f. = back to forward
b~dp. = back to dragon punch
cl. = close
u. = up
d. = down
x = cancel
xx = super/climax/duper cancel
hcf = half circle forward
hcb = half circle back
dp = "Dragon Punch" i.e.: forward, down, down & forward
rdp = Reverse Dragon Punch
My favorite KOF of the series. 2k2UM is why I only focused Street Fighter 4 for a few weeks (decent game; too slow for my preferences; command interpreter is booty sweat; dislike one or two system mechanics). All this Angel practice in KOF14 got me to check her out here. Me gusta.
Notes: In addition to stricter timing the command interpreter in 2k2UM is exacting. Cultivating good execution in this game is like uphill cardio; in games that aren't as tight you will see the difference. Unfortunately, in my experience, too much time with only games that are much more generous in interpreting your inputs will have an effect on execution here. With this combo, the Max Mode cancel is performed the moment the 1st hit of f. B connects. Unlike KOF14, a Max Mode cancel here does not automatically put you into a run. This leave two options for execution for this combo. If you're fast, you have the time to return the stick to neutral after the cancel and input the command to run and then link the st. A. The second option I just thought of and tested a few minutes ago. You can hold forward on the f. B, input your Max Mode cancel while still holding forward, and you have enough hitstun to walk into the range you need to complete the combo. I would encourage practicing the execution the fast way or with input buffering the run. That being said this version with a walk instead of a run can let you at least use the combo in a match while learning it the way it is executed in the video. Lastly, I make no optimization claims here; I was just trying to convert the combo I knew worked in 14 into its 2k2UM equivalent.
Addendum: Combo requires 3-bars. If you perform the Max SDM at the end as an SDM you get ~40% for 2-bars.
Category | Gaming |
Sensitivity | Normal - Content that is suitable for ages 16 and over |
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