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Combos kof 2002 tutorial
Combos kof 2002 tutorial






combos kof 2002 tutorial

The slide's low profile hurtbox can cause King to evade certain standing and jumping attacks aimed high, and evade some projectiles: You can also activate into Max Mode during it's active frames on hit. King's slide is only safe on block at it's maximum range, which highly unsafe when used at a point-blank range. Similar to combo properties of her Trap Kick which combos only from heavy attacks in Max Mode, it is cancel-able into her Tornado Kick and Trap Shot.

combos kof 2002 tutorial

The range of this slide is approximately equal to the range of when she lands from a regular hop. It's best used poke to program and condition your opponent into stand blocking while using it in conjunction with her Slide (df + D) which hits low. But careful of 1-frame instant command throws and normal throws if you do plan to use it as an offensive pressure tool. It's obviously not cancel-able at all but it can be used in short blockstrings in the corner to pressure the opponent, which is helpful because it leaves her neutral on block. It has rather slow start-up like many other command moves that are overhead attacks which makes it easy to spot on the defensive side. It has great range, safe on block, invulnerable to low attacks, and combos from heavy attacks. King hops forward and hits with an overhead kick.The opponent land at the corner of the screen. Scissor grab and then flips opponent in opposite direction.The opponent is thrown across the 3/4 of the screen away from King. It may whiff on some crouching opponents if performed too late. Jump CD has a swinging hit-box from the top of her head and swings downward at 30 degree angle.Stand CD has lower body invulnerability, moves her sprite forward a bit, slightly resembles her Venom Strike starting animation, and is whiff and hit cancel-able.Jump D has a sharp downward angle and is best to use as a air-to-ground attack to start combos or blockstrings, as an instant overhead against opponents who have high crouching heights.Jump C/D can cross-up but the hit-box is rather small.Jump C share the same animation and range as jump A but starts up slower.Jump B is a good air-to-air but whiffs on some crouching opponents.Jump A hits at a downward angle and is good for pre-emptive hop and jump checking.Crouch D is a really slow sweep and is not whiff cancel-able.Crouch C is a poor anti-air but can work if used in advance.Crouch C is special cancel-able and whiff cancel-able.Crouching B and D hits low and share the same hit-box distance.

combos kof 2002 tutorial

  • Far C and D can whiff on small crouching height opponents.
  • Far C can be Max Mode bypassed into hcb+C as hcb+BC.
  • Far A/C are good standing anti-air normals for hop checking and pre-emptive anti-air, far C especially.
  • Far B is can whiff on some crouching opponents.
  • Far A/B/C/D are not special cancel-able.
  • cl.D hits twice while the first hit is cancel-able which makes it a great combo starter and useful in blockstrings.
  • cl.C can be used to stop opponents from jumping over your head.
  • Note: You can do this as cr.B, qcf, cl.B/cr.A, qcf+D.







  • Combos kof 2002 tutorial