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  1. this is a great anti-air but opponent can recovery roll if anti-aired, and combo Chang before he recovers. overhead on the first hit of Chang landing. this move has the ability to hit an opponent on the ground. Invincibility: A: 1-10f, C: 1-9f. Autoguard C version: 9-20.

  2. 8 de sept. de 2002 · Hold - Hold the button for specifired amount of time. Buffer - Do input for command to come out after current movement is. done being performed. Command Move - More akin to SNK/KoF but pressing a directional and. an attack button/ close or far sometimes results in a move. Air - Must be performed in the air.

  3. The King of Fighters 2002 returns to its roots of classic rules. The game is back to 3-against-3 battles, familiar characters return for a colossal dream match, and a massive overhaul over the King of Fighters '98 Advanced Gauge, which will be discussed further.

  4. Grab. Shermie Spiral - hcf + P. Shermie does a one frame instant throw on the opponent, causing them to switch sides afterwards. can be followed up by qcf + K, but not following up gives Shermie more time to run forward and set up a mixup on their wakeup. hard knockdown and opponent gets up with their back turned.

  5. As such, KoF 2002 saw the return of the characters from the Orochi saga such as Yashiro and Vice (and the game's final boss was Omega Rugal). Joining them were characters featured in the NEST saga such as Angel and May Lee. As for the gameplay, the "Striker" assist system was removed in this game so the fights returned to the traditional 3-on-3 ...

  6. The King of Fighters 2002; Last modified. This page was last edited on 23 July 2020, at 23:59. The SuperCombo Wiki is intended to be a repository for all fighting game strategy knowledge. While our roots are in the Capcom franchises, we invite fans of all fighting game series to augment the site with their strategies and techniques.

  7. The BC break timing is easy, it's right after the second hit, but to get it to combo, you must hold the BC (or just C) until Kyo begins to back up. As soon as you see Kyo move backwards, release. Master the timing, once you learn the timing you can now implement it in his hcb + B super cancel super, super combos.